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Saturday, 13 June 2026

Quick-Start Saturday: ShadowSun Revised

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
ShadowSun Revised – Quickstart is the quick-start for ShadowSun Revised, a dark, post-apocalyptic desert setting which uses ShadowDark as its rules. It is inspired by, and implements, the world of Athas, the setting for Dark Sun, the ‘Swords & Planet’ Conan-meets-John Carter-style campaign for Advanced Dungeons & Dragons, Second Edition, published in 1991. It is one of the few Dungeons & Dragons settings not to have been updated to Dungeons & Dragons, Fifth Edition despite it being a fan favourite. Further, the differences between Athas and traditional fantasy roleplaying, both mechanically and thematically, especially given its inclusion of psionics, has meant that there has been relatively little drive within the Old School Renaissance to recreate Athas or Dark Sun.

It consists of two separate books.

The ‘Player Quickstart for ShadowSun’ is a seventy-six page, 15.37 MB full black and white PDF. The ‘GM Quickstart for ShadowSun’ is a sixty-two page, 12.81 MB full black and white PDF.

How long will it take to play?
ShadowSun Revised – Quickstart
includes the scenario ‘Colossi’s Rest’. This will take a session or two to complete.

What else do you need to play?
The ShadowSun Revised – Quickstart needs a standard set of polyhedral dice and the ShadowDark rules.

Who do you play?
The ShadowSun Revised – Quickstart does not include any pre-generated Player Characters, but shows off eight Ancestries and eight Classes.
The eight Ancestries consist of Dwarf, Elf, Goliath, Hawkfolk, Human, Lizardfolk, Mantisfolk, and Mule. Of these, the Dwarf and Human Ancestries are what you would expect, whereas the Elf Ancestry differs from Dungeons & Dragons (or ShadowDark), and the rest are new. Elves are nomads, moving from one oasis to another, with limited views on property, so they are often mistrusted in the city-states and the worst of them become raiders and bandits. Goliaths are giant humanoids, but not actually Giants, created as a race by the Mage-Kings. They are fascinated by other cultures and adhere to personal aesthetics which influence their outlook. Hawkfolk have wings, and whilst they prefer to live in high places, cannot truly fly, only hover. Lizardfolk hunt the dusk sinks and Black silt seas for food and construct most of the ships sailing the Black. Mantisfolk are semi-nomadic insectoid humanoids who are absolutely loyal to their clutchmates. Mules are the infertile offspring of Humans and Dwarves, often born into slavery and thrown into the arena as pit fighters and gladiators.

The eight new Classes are the Enforcer, Explorer, Gladiator, Infiltrator, Mentalist, Shaman, Sorcerer, and Warrior. The Enforcer is trained to subdue and capture others rather than kill them, can cause others to freeze on the spot with a look, can place a subdued opponent in manacles, and has Advantage when questioning a captive for information. The Explorer is a scout with Advantage on navigation and tracking checks, knows how to deal with poison, and oddly, knows how to take advantage of others if he wants to betray them. The Gladiator is good at brawling and cheating at gambling. The Infiltrator can knock a target out with a blackjack, has an ear for conversation, and is skilled at Thievery. The Mentalist has a calming presence, has access to psionic powers, knows the silent language of Vedinal. The Shaman can affect undead, has an elemental affinity which protects him against that element and can temporarily create a handful of it, and specialises in nature spellcasting. The Sorcerer is an arcane spellcaster that when spellcasting check is failed, results in defilement and the loss of Hit Points to either the caster or an ally or a captive, which can kill them. The Sorcerer can easily understand languages and learn spells by studying tablets. Lastly, the Warrior is a skirmisher, spurred on in the first few rounds of combat, knows how to use the environment to his advantage with dirty tricks, and is skilled with throwing weapons.

Both the Ancestries and the Classes are clearly inspired by Dark Sun and fans of the classic setting will recognise those inspirations here. One issue clearly implied in the
ShadowSun Revised – Quickstart—and thus in ShadowSun Revised itself—is that of slaves and slavery. For example, the Mule is typically born into slavery, the encounter tables include slavers, and both the Enforcer and Gladiator Classes are connected to slavery within the setting. The Enforcer may be capturing them and the the Gladiator may well be a slave. Slavery is a facet of the pulp fantasy and ‘Swords & Planet’ genres that ShadowSun Revised draws from. As an emulation of those genres, it is not unreasonable to include it as part of the setting, but only if handled in a mature fashion. That said, not every player or group is going to want to accept that as part of their campaign.

How is a Player Character defined?
A Player Character in the ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—is defined as a standard ShadowDark Player Character. However, there are three notable additions. The first two relate to the Ancestries. Each Ancestry has a means to regain Luck tokens and a Refusal. For example, if an Elf spends a week or more alone in the wilderness or a Mule spends a week performing hard labour, each will gain a Luck token. The Refusal reflects an outlook that the Ancestry does not have, such as the Mule’s rejection of metaphysics and any idea of an afterlife or an inability, like the Mantisfolk inability to swim in water, dust, or the Black due to a lack of buoyancy. The third is the fact that every Player Character has a Psionic power, called a Wild Talent, not just the Mentalist Class.

In addition, the traditional Alignment of Dungeons & Dragons is replaced by Apathy, Empathy, and Tyranny. As well as being an outlook, these also provide a possible means of gaining Luck tokens.

How do the mechanics work?
The ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—uses the standard d20-based rules of ShadowDark.

How does combat work?
There are no specific combat mechanics in the ShadowSun Revised – Quickstart.

How does magic work?
Magic is formed from six Elements. These are Air, Earth, Fire, Water, Life, and Void. A spellcasting check is required to cast a spell. This can be rolled at Advantage or Disadvantage if an element is particularly strong in an area.

The arcane magic of the Sorcerer has potentially dangerous side effects. If a spellcasting check is failed, it will result in the loss of Hit Points in the caster, an ally, or a captive, and this loss can kill. A Critical Success allows one of a spell’s numerical effects to be doubled, whilst a Critical Failure means a magical mishap has happened. The caster loses the spell and a roll must be made on the Arcane Mishap table. At worst, this can result in a ‘Defilement Surge’, destroying all nearby plants and killing all nearby small creatures, and doing minor damage to all living creatures and inflicting heatstroke on them. If they are already suffering heatstroke, they die!

The nature magic of the Shaman has its own potentially dangerous side effects. However, being nature-based, they are not quite as dangerous.

How do Psionics work?
All Player Characters have a ‘Wild Talent’. This is a natural, but minor psionic ability. It does not include classic psionic abilities such as telepathy or teleportation or clairvoyance. Instead, a Player Character might be ‘Nimble’ and take half damage from falling and less damage from ranged attacks or have ‘Affinity’ with domesticated animals and all riding beasts are reliable. In a traditional roleplaying sense, these are more akin to advantages, but here they can still be interpreted as psionic abilities.

The Mentalist Class is the main user of Psionics, although some powerful NPCs and many creatures and monsters on Althea have them too. Where spells require a spellcasting check to cast them, psionic powers require Psionic Power check to activate a psionic power. The Critical Success and Critical Failure rules apply as normal and there is a Psionic Mishaps table for the latter. The psionic powers are organised into tiers just like the spells for the Sorcerer and the Shaman, but many of the higher tier psionic powers have prerequisites in terms of lower tier psionic powers. For example, Repel is a Tier 2 psionic power that can force opponents away from the user and potentially crush them against walls and other objects. The psionicist cannot learn it until he has mastered the Tier 1 power of Lift, which he uses to lift targets up off the ground and prevents them from moving or making melee attacks.

What do you play?
In addition to its scenario, ShadowSun Revised – Quickstart provides a lot of information about its world of Althea and the rules for ShadowSun Revised. From the start it makes clear that Althea is grim setting in a harsh world where everyone struggles for food, water, and shelter, and might is right. This is reflected in rations containing food and water being treated separately for purposes of survival, and a lack of water will lead to heatstroke, when every roll is made at Disadvantage, and Hit Point loss, which cannot be healed by magic. Extended deprivation like this will kill a Player Character.

The background to the setting explains how the once verdant world of Althea was transformed first by the Shadow Fall of its ancient moon of Sheera, from which the original inhabitants—the Wee Folk—of Althea stole its magic and transformed into many of the Ancestries known today. Second, by the ShadowSun which twisted the magic so that its use would defile the land and the sea, rendering them in deserts and silt. The ShadowSun also melted the metals causing them to flow into the depths, and now metal is rare, with arms and armour and other equipment constructed of wood, bone, and rock. This is reflected in the equipment list.

The travel rules account for the harsh nature of Athlea’s terrain and climate. Any distance travelled means that a Player Character will gain points of Exhaustion, the amount varying depending on the harshness of the terrain. Gain too many points of Exhaustion and a Player Character will suffer from deprivation, which again, is potentially lethal.

Most of what the Game Master and her players needs to run ShadowSun Revised is in the ‘Player Quickstart for ShadowSun’. The ‘GM Quickstart for ShadowSun’ covers terrain types, hazards, random encounters, dungeon types on Althea, and treasure as well as giving an extensive bestiary. It also includes the scenario, ‘Colossi’s Rest’. This is a dungeon adventure set in the body of a fallen golem that has been dug out by giant ants! The rumour tables will provide motivation and the Game Master might want to expand it little with some wilderness travel to show off the travel and survival rules, but the dungeon itself is very nicely detailed, a good mix of natural and the unnatural, both of which are a little weird.

Is there anything missing?
No. The
ShadowSun Revised – Quickstart has everything that a Game Master needs to run the included scenario. Probably more than she needs to run the included scenario.

Is it easy to prepare?
No. The
ShadowSun Revised – Quickstart contains a lot of information, and the players will need to create their own characters as well as the Game Master preparing the adventure.

Is it worth it?
Yes. The ShadowSun Revised – Quickstart contains a wealth of information about the setting of Althea and the ShadowSun Revised rules. Arguably too much information in comparison to a traditional quick-start, being
a lengthy and surprisingly detailed preview of what will be in the main rulebook rather than a quick-start. This does mean that preparing to run the scenario takes longer since the players actually need to create characters rather than choosing them, but it also means that it provides a very good feel for the world and shows you how its play will differ from that of traditional ShadowDark.

The ShadowSun Revised – Quickstart is published by Chubby Funster and is available to download here.

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