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Welcome Adventurers!

Hey y’all! My name is Nigel, Welcome to Crit While You’re Ahead!

This is a space I’ve created to talk about how I play Dungeons and Dragons; my characters, the games I run, the homebrew I cobble together; anything and everything I find interesting about the game really.

The first project on here is going to be a breakdown of my latest obsession, a half-assed homebrewed Rime of the Frostmaiden hack. I’m kicking out Auril and running the game as a Science Fantasy Western complete with cowboys, aliens, wizards, robots, demons, undead, and of course, big stinkin’ sand worms. So if you find that or anything else I post interesting, pull up a chair, I’d be happy to have you!

Making a D&D Western: 2.1 Fronts

Hey there, if you’re just joining us we’re creating a homebrew Western campaign using the published adventure Icewind Dale: Rime of the Frostmaiden. You can find our first essay and introduction here, now to step two!

Today we are looking at our fronts, or our villains and antagonists. The term front comes from Dungeon World, a D&D adjacent TTRPG that uses the Powered by the Apocalypse game design framework and focuses on narrative storytelling. Sly Flourish has a fantastic write-up on fronts that you can check out for a full breakdown, but the basic premise is that a front is a tool that we can use to track the motivations and movements of factions outside of our party. For our purposes, we’re going to track these fronts alongside our four major plot threads; let’s start with our first two.

(1) A looming industrial revolution threatens the current power structure…

Summary:

The Gerhardt Crime Syndicate have run the criminal underbelly of Ten-Towns from their roost in Dougan’s Hole for three generations. In just a few short decades the hobgoblin crime family has managed to clear out local competition, consolidate the goblin clans of Karkolohk under their thumb, and even entice the industrialist Alston Turen to move his considerable manufacturing operation to Easthaven.

Meanwhile, Nathaniel Holt, a recently un-retired Zhentarim agent and the current Speaker of Targos, has been hard at work backchanneling a trade agreement between the dwarves of Kelvin’s Cairn and the city of Stagmond1. Holt had moved here to settle down, but found himself thumbing through the old rolodex after hearing rumors of chardalyn, a highly enchantable ore, having been struck beneath the Cairn.

Both the Gerhardts and Zhentarim know that Ten-Towns is poised to become a major trade hub, and neither wants to share in the spoils. The Zhents did make a generous offer to buy out the family’s operation, but whether by pride or pomposity, the Gerhardts turned them down, and killed the messenger to drive home the point; there will be no surrender.

Dangers:

  • Gerhardt Crime Syndicate (Dougan’s Hole)
    • Boss Floyd Gerhardt
    • Lieutenant Dodd Gerhardt
    • Lieutenant Bear Gerhardt
    • Henchmen The goblins of Karkolohk
  • Zhentarim (Targos)
    • Boss Speaker Nathaniel Holt
    • Lieutenant Mike Mulligan and the Kitchen Brothers

Grim Portents and Impending Doom:

  • Bear Gerhardt sabotages the construction projects in Targos
  • Speaker Nathaniel Holt puts a bounty on Bear Gerhardt’s head
  • The Gerhardts attempt to assassinate Speaker Nathaniel Holt
  • The Gerhardt compound at Dougan’s Hole is raided by the sheriff’s department
  • The Zhentarim take over the Ten-Towns underbelly

(2) A fanatical religious order prepares for an awakening…

Summary:

The Children of Ahmon are a religious order relatively new to Ten-Towns, but have already secured a healthy flock of loyal followers. Led by the charismatic Prior Marcum Sala, the goals of the order seem to align with many older Ten-Towner’s beliefs. The Children preach that modern mechanical and arcane inventions, like those in Easthaven and Targos, threaten the lives of everyday folk and will no doubt invite the wrath of the Gods.

Instead, we must work together to bring back our great father, Ahmon. Only with his guidance can we reestablish our traditions, only through his power can we heal the scars of the arcane, only by following his example can we return as a people to a simpler life, a simpler time.

Prior Marcum Sala

To this end, the Children of Ahmon have spent the past two years recruiting and ingratiating themselves into the community. They’ve refurbished a number of abandoned temples around Ten-Towns; they offer food, shelter, and schooling to those in need; and they’ve just completed construction on an orphanage in Bremen, which will be run under the watchful eye of Abbess Ethel McKee.

Sadly, the Prior’s plans for Ten-Towns don’t stop there. Marcum Sala and the rest of the Children of Ahmon’s leadership are secretly members of the Cult of Demogorgon, or rather, Ahmon is just another name for the so-called Prince of Demons. The Children believe that the Material Plane is well beyond saving, and that they must summon the Demogorgon to raze the land. Once his thirst for destruction is sated, his chosen will have the opportunity to start the world anew.

They, however, aren’t the only agents of the Lower Planes operating in Ten-Towns. Recently, the Archdevil Mephistopheles caught wind of the Children of Ahmon’s plan, thanks to his loyal servant Speaker Crannoc Siever, and sent his own delegation of devils and cultists to hamper the Children’s efforts. Operating under the name The Black Swords, they’ve taken up residence in the castle at Caer-Dineval and are looking to gain allies to their cause.

Dangers:

  • Children of Ahmon
    • Boss Prior Marcum Sala
    • Lieutenant Abbess Ethel McKee
    • Henchmen Acolytes
  • The Demogorgon
  • The Black Swords
    • Boss Viren
    • Lieutenant Syl the Profaned
    • Henchmen Devils and Cultists

Grim Portents and Impending Doom

  • The Children create spatial rifts around Ten-Towns to weaken the barrier between here and the Abyss
  • The Black Swords are run out of town
  • Bryn Shander is taken over by the Children of Ahmon
  • Bryn Shander is sacrificed summon the Demagorgon
  • The Demagorgon leads an army out of Ten-Towns
1. Stagmond is high-magic city in my setting

Verbal Incantations: A Witch’s (Home)Brew

Hey there folks. I’m still chugging away at the next big post so I thought I’d share a little homebrew RP to hold you over!

A couple months back one of my groups decided to play Curse of Strahd, and being that the game is classic gothic horror, I took the opportunity to put to paper a character concept that’d been rolling around in my head for a while: a Hexblood Artificer, reflavored as a black cat ‘n’ cauldron Witch-in-training.

But what’s a Witch without a little “toil and trouble”? I needed rhyming witchy incantations, much like The Chilling Adventures’ Sabrina or He-Man’s Orko, to complete the concept; magic words to hang my spells on that’d drive home the homebrew. After searching high and low in vain for a blog post or 3rd party supplement, I finally relented and brewed up my own custom castings.

Below is just a taste; a couple cantrips and the first level Artificer spells; but the work continues! There’s certain to be a Wizard multiclass in the near future..

FIREBOLT V, S 
Frozen peak and ashen spire, from Cania, I call HELLFIRE.

MENDING V, S, M (two loadstones)
Fair is foul, and foul is fair, with repulsion I repair.

ALARM V, S, M (a tiny bell and a piece of fine silver wire)
Silver wire, silver bell, any trespass you will fell.

CURE WOUNDS V, S
Sew the threads and cut the twine, sear the wound and you'll be fine.

DETECT MAGIC V, S
Pluck the weave, oh knowing mistress, lend your aid, reveal your secrets.

DISGUISE SELF V, S
Shadows weave and knot and tie, make a mask to trick the eye.

EXPEDITIOUS RETREAT V, S
Hollowed bones and wings of old, give me speed of that tenfold!

FAERIE FIRE V
Lightning bugs and fireflies, burn once more, then crystalize!

FALSE LIFE V, S, M (a small amount of alcohol or distilled spirits)
Whiskey, rum or something cheaper, grant me shelter from the reaper.

FEATHER FALL V, M (a small feather or piece of down)
Feather feather falling fast!

GREASE V, S, M (a bit of pork rind or butter)
Pat of butter from the feast, bring to boil for some GREASE!

HEX V, S, M (the petrified eye of a newt)
With eye of newt I carve my sign, a witch's HEX, this curse of mine!

IDENTIFY V, S, M (a pearl worth at least 100 gp and an owl feather)
Knowing mistress, through this prism, grant me sight to see your vision.

JUMP V, S, M (a grasshopper's hind leg)
Green grasshopper's leg to keep, to make a most astounding leap.

LONGSTRIDER V, S, M (a pinch of dirt)
Pinch of dirt and ranger's spittle, quickly now for just a little!

PURIFY FOOD AND DRINK V, S
Taster tester, poke and pester; is this food a good digester?

SANCTUARY V, S, M (a small silver mirror)
Mirror, Mary, sanctuary!

TASHA'S CAUSTIC BREW V, S, M (a bit of rotten food)
Bubble bubble blacken burn, give this cursed brew a turn!

P.S. I posted these on Reddit a couple months back as well, I did not steal them!

Making A D&D Western: Addendum 1, Firearms

So I realized on the train to work, just days before my first session, that I hadn’t come up with any rules for firearms for our Western! Luckily, I’ve been playing a lot of Cyberpunk Red and have some fresh ideas for firearm combat!

My biggest thing here is I want these to be easy and interesting; I don’t want to have to rebuild combat around gunfights, but I do want there to be a reason a player would choose a firearm over a melee weapon or a bow.

First let’s talk about firearm rules. Firearms are ranged martial weapons, and require proficiency to use. Aside from the pistol, firearms also have the two-handed property, so you won’t be dual-wielding a shortsword and shotgun any time soon. Finally, and probably the biggest drawback, firearms have the reload property.

See, all firearms have a reload rate, a number of times they can be fired before you run out of bullets in the chamber, and in my game, reloading a firearm will take an action. This is actually something I’ve borrowed from Cyberpunk Red after experiencing the tension it built in a fairly tough combat, but a limitation that can make it hard to choose a firearm over a bow. Of course there are many ways to get around this limitation: choosing weapons with a high reload rate, picking up the Gunner feat to ignore the reload property, acquiring weapons that ignore this property, ect.

Still, we want to incentivize players to pick up a firearm without needing to resort to these options, something I think we can achieve through unique design. For simplicity’s sake we’ll give ourselves three variants to start: pistols, rifles, and shotguns.

The Pistol (Range 40/120, 1d6 Piercing, Reload 6)

First up is our workhorse, the pistol. While I’d love to upjump the shortbow’s damage die, pistols are going to be so prolific that I think it’s best to stick with a d6. We still want to make this thing cool though, so let’s add a special action:

Fan the Hammer.
As an action, choose one creature that you can see within range. That creature must make a DC 13 Dexterity saving throw. On a failed save the creature takes 1d6 piercing damage for each bullet you have left in the chamber. Creatures with half or three-quarters cover ignore this damage.

You must have one hand free to use this action, and once you do so you must reload before you can fire again.

A potential 6d6 damage feels awesome, and can come in extremely clutch, especially against a high AC target, but this move is also curbed by several factors. First, this is single target damage, which means that if you’re fighting a lot of enemies with low HP maximums, you’ll be wasting bullets. The second is the reload property; taking a full action is a very big resource to expend. Third, while the damage is comparable at low levels, once a character gains the extra attack feature, their normal rate of fire damage begins to outpace this burst damage.

Overall, I think this is a fun interpretation of the pistol that will lead to a lot of interesting play at the table.

The Rifle (Range 80/240, 1d8 Piercing, Reload 5)

Next up is our simplest conversion, the rifle. We don’t have to do anything fancy here and so we won’t. We’ll keep the longbow’s d8 damage die, but to represent our raw firepower, we’ll give all rifles a nonmagical +1 to their damage rolls. In addition, to simulate their accuracy, we’ll say that rifles ignore half and three-fourths cover.

This one is pretty clean and straightforward. I know that I just jumped through hoops for the pistol, but I believe this version of the rifle can stand on its own without the bells and whistles of its younger brother.

The Shotgun (Range 30/90, 1d12 Piercing, Reload 2)

Finally, we have my personal favorite, the shotgun. Here we’re trading the lowest reload property for the highest damage potential, the coveted d12, and for good measure, we’ll say it does double damage to objects and structures. I also want to borrow a brilliant mechanic from Cyberpunk Red and introduce a second way to fire the shotgun:

Buckshot Shell (alternate ammo).
A buckshot shell is filled with metal pellets, spreading your damage over a wider area. When fired, each creature is a 15-foot cube originating from you must make a DC 13 Constitution saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one.

Now that’s firepower! Obviously I am a little biased, but I think shotguns are cool as hell, and that seeing one should be an “Oh Shit!” moment for NPCs and players alike.

That’s all I’ve got for today folks! I’m sure I’ll be making a bunch of magicked-up firearms in the future, so stick around if you liked these designs.

Making a D&D Western: 1.1 Introduction & Campaign Pitch

I am currently putting together a brand spankin’ new campaign for my three Game Masters because lord knows they deserve it, but I’ve found that I can be woefully unimaginative when it comes to building adventures; my creative talents lie elsewhere; which is why I’m a big fan of hacking apart published adventures and stitching together the bloody remains.

That’s why today we’re going to talk about creating a hombrew Western campaign using the published adventure Icewind Dale: Rime of the Frostmaiden. This is the first in a series of essays, one that aims introduce our concept and organize our thoughts for the project going forward. My goal here is to provide DMs with a resource that can be used to run their own Western campaigns, and to create a framework for rebuilding existing modules.

Let’s Start with a Story

To build our new narrative first we’ll want to identify two key elements: our genre and our theme. In the original version of Rime of the Frostmaiden, I would identify these as horror and survival, respectively. Set in the snowy tundra of Icewind Dale, it’s a game of secrets and lies, one of brutality, where everything wants you dead, and where your goal as a character is to help the people of Ten-Towns survive the Endless Winter.

Identifying the genre for our homebrew is easy enough; it’s a rootin’ tootin’ gun-shootin’ Science Fantasy Western, complete with cowboys, aliens, wizards, demons, robots, undead, and of course big ass sandworms. To compliment that, I’d like the main theme of the campaign to be progress; we’ll illustrate how advancements in technology and trade can positively and negatively affect a community. To do so, we will be using these four plot threads to explore our theme from different perspectives.

In this adventure (1) a looming industrial revolution threatens the current power structure, (2) a fanatical religious order prepares for an awakening, (3) enemies unseen near completion on a super-weapon to blot out the sun, and  (4) members of a powerful mage guild search the desert for a city buried beneath the sands. 

Our first plot is a tangent I’ve pulled together from three different points; the strangeness of Dougan’s Hole, the expansion of Easthaven, and the Zhentarim speaker of Targos. We’ll be combining these into a storyline that pits an old crime family against the behemoth thieves’ guild as they fight for control over the region’s growth.

Our second thread involves a wholly new faction, the Children of Ahmon. Inspired by Sly Flourish’s Rime of the Frostmaiden game, these cultists believe that mortals have reached too far into the realm of the Gods and must be wiped clean.

The third and fourth threads are minor remixes of what’s already in the book; the duergar and their chardayln super-weapon will have the added task of blotting out the sun, and the Arcane Brotherhood will wreak more havoc in their attempts to find Ythryn.

Outlining Our Steps

Now, to build our new story using this module we’re going need to do a bit of restructuring. First we’ll get rid of Auril, the titular Frostmaiden, and change our setting from an icy tundra to a desert oasis. We’ll also to be adding two new factions; the hobgoblin crime family trying to hold its ground against the encroaching Zhentarim threat, and Children of Ahmon who will attempt to summon The Demogorgon to “reset” this corrupted world.

In addition, we will be taking a close look at Ten-Towns, the collection of settlements that most of the campaign centers around. Each town has rumors and hooks that lead to adventure, and the surrounding area is dotted with “places of interest” that offer the same. All told there are something like 20+ missions between chapters one and two that we will need to comb through.

To keep track of all of these changes we’re going to separate them into steps.

  1. Campaign Pitch. Where we create an evocative and concise intro for our players to get excited about.
  2. Fronts. Where we talk about our villains, antagonists, and any other factions our party might come across.
  3. Locations. Where we take a look at the overall changes to the environment and encounter tables, as well as individual changes to the towns and “places of interest”.
  4. Adventures. Where we’ll talk about the adventures themselves. Some will be removed or replaced, others added in from outside sources or invented whole cloth, all to serve our new narrative.

This is just a rough sketch of our plan however. As we get further into the weeds we may need to add steps or addendums or tangents, but we’ll get there when we get there.

Step One: The Campaign Pitch

Now that we’ve got a plan in place, let’s jump right in to our first step. Even as we build our world we want to take into consideration how we’ll present our campaign to prospective players. I’m not the sort to create a campaign bible, if only because I’m not a great note taker. We could turn to the book; it does provide blurbs for each town, but in my experience it’s hard for players to retain that much information, especially before play.

Instead, I like to draw up a campaign pitch: a sort of ad posting for our campaign, a couple paragraphs of descriptive text we hope will spark our players’ creativity. We’ll give them a couple nuggets on the towns we want to signal as important, and have a nod towards the kinds of dangers their characters will likely face. Our goal here is to present our genre and theme to help players build characters that want to adventure in our world.

Along with the pitch, we’ll provide them with the big map to give them a sense of scale, and add a few notes to tease their starting town. Here’s our end result:

Welcome to Ten-Towns, a (not-so-)safe haven for those looking to start anew. Whether a retired adventurer attempting to lay low in their twilight years, a convicted criminal hoping to escape a complicated past, or a disillusioned noble seeking a simple life free of excess, Ten-Towns is just the place to reinvent yourself.

Once the site of a short lived gold rush, Ten-Towns is in the midst of a metamorphosis. Industry and innovation have swept through the streets, touching all four corners of this desert oasis. From the alchemical and mechanical workshops of Easthaven, to the thriving gem mines of Termalaine, the mead distilleries buzzing with activity in Good Mead, and the many public works projects about Maer Dualdon; you'll find that Ten-Towners of all creeds and colors are doing their part to make this corner of the world the best that it can be.

But, of course, progress doesn't come without its complications. Luckily there's a thriving community of adventurers ready to take on life's toughest challenges! Lovingly referred to as rat-catchers by locals, these heroes travel town to town solving problems the sheriff's department is unequipped to handle.

Outlaw gangs, Reghed tribes, wolves, worms, and worse all gather here in the shadow of Kelvin's Cairn. So, despite the rumors, there's still gold in these hills, if you're willing to fight for it!

Your journey starts in Bryn Shander, the largest of the Ten-Towns. It sits atop a rocky hillock and boasts the only caravan route to and from the region, making it a center of trade and culture, a badge it wears pridefully. Speaker Duvessa Shane, head of the Council of Speakers, leads this settlement of over a thousand souls alongside Markham Southwell, sheriff of Ten-Towns and captain of the Bryn Shander militia.
Notable locations include the Blackiron Blades smithy, the House of Ahmon, and the Northlook Inn and Tavern.

And there we go! I hope you’ve enjoyed this first piece of our puzzle. Now that we’ve got everything lined up, we can get into the nitty and the gritty. I’m planning to release a new essay each week, but this is my first foray into blogging so please be patient with me, and thanks so much for sticking around!