Friday Night D&D: The Magic West

Friday Night D&D: The Magic West

Saddle up cowpoke and join me for a tale of the wild west and the monsters that roam those lands. Where magic is a way of life and slinging a spell from the hip is a favorite pastime of those looking for trouble. Will you be able to tame these outlaw lands and stop the invading monsters from the deep?

The idea for this campaign is clearly the wild west, we’re looking to create something that feels less like high fantasy and more like cattle rustling and duels at high noon. And, borrowing a little bit from the Lord of the Rings, the people mining for gold have dug to deep. And now monsters are pouring out of the mines and troubling the towns and villages out in the wild.

Image Source: Wizards of the Coast

The players can start out with some smaller things, some cattle going missing, accusations and weird occurrences happening down by the mine. I’d almost give it another worldly vibe to it, to borrow a little bit from the board game Shadows of Brimstone.

Now, you have a couple of ways you could go for the bad guys, you have have the mines leading into the underdark and going so deep for some special magical material has caused them to disturb the residents down there and get them to fight back. Or, I think most interestingly, make it the Gith. The reason the Githyanki and Githzerai are more interesting is because you wouldn’t expect them. But they live in a limbo area and almost have a pirate vibe to them, so give them a stagecoach, train robbing vibe and they are out there to get this magical materials that makes magic much more common. Almost an Eberron style where there are trains, people have their wands which is a common weapon that can just sling six charges of something like a six shooter.

So as the players dig deeper they find out that what they thought was happening isn’t actually it. The Githyanki and Githzerai are certainly causing issues as their magical materials are being grabbed from the mine, but what the materials are being used for is now being called into question both by the Githyanki and Githzerai but also by the people who run the mines and give the players a mystery of what is happening there.

This unravels a big conspiracy that leads all the way to some other monster who is the real monstermind behind the mines and who is getting these magical materials in order to invade limbo and take out the Githyanki and Githzerai and make them into mindless drones, in fact, some sort of massive mind flayer would make a lot of sense here as the Gith do not like Mind Flayers.

Image Source: Wizards of the Coast

Finish the campaign with some sort of epic western battle, the mind flayer is coming to town for a showdown at high noon, but the players don’t have a shot with a direct confrontation, so their only hope is to intercept the flayer while they are still on the train. And if you don’t want to do a mind flayer, do something like a vampire or someone who can glamour or mind control their way into the hearts and minds of the people.

That could be where you wrap up the campaign, but now that you’re touching limbo and the outer reaches of the worlds and planes because of the mine, and now that the magical material has such value, you can even have a bigger bad come after it. Maybe while all of this is going down and the players are dealing with the big bad mind flayer or vampire, there’s a cult that suddenly springs up with a charismatic Rakshasa as it’s head who is working on summoning something even more powerful from the outer edges of the multiverse into the world to rule it all and for the Rakshasa to rule under it. So similar feeling to the first part of the campaign, but different in that instead of going out somewhere like the vampire or mind flayer was planning on doing, it’s trying to bring something here, and even if something happens to the Rakshasa, it will be back.

So what do you think about it, is this a campaign that you’d play in or run? What part stands out to you as the most interesting?

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