Image by Nelson L.
Fantasy Old Wild West D&D | The Good, The Bad, & The Monstrous
Welcome to the Frontier Realms, where the Old West collides with cosmic horror in a world of dark magic, eldritch monsters, and arcane-loaded pistols.
$25.00
/ Session
Details
1 player following this game
Weekly / Sunday - 2:00 PM UTC
Oct 25 / Session 4
Session Duration / 3–3.5 hours
Campaign Length / 52+ Sessions
3 / 6 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
This is the Wild Weird West... and I’m Calling You Out, Adventurer! Welcome to the Frontier Realms, where old west fantasy collides with cosmic horror in a world of dark magic, eldritch monsters, and arcane-loaded six-shooters. Ghost towns are haunted by actual ghosts. Ancient vampires run velvet-lined casinos. Werewolves brew moonshine in cursed copper stills. At the saloon called Purgatory, Hoyles and Sidewinders drink at the same table while demons tend the bar. In this frontier, swords and wands are holstered alongside pistols as adventurers track infamous outlaws, hunt dangerous monsters, investigate cryptid sightings, rob the occasional train, and uncover ancient evils buried beneath the sands of the Arkham Desert. You’ll play as part of a posse of adventurers for hire. Maybe you’re a small-town preacher who battles the undead with scripture and a big stick. Perhaps you’re a smooth-talking riverboat gambler with one foot in the criminal underworld. You could be a quick-draw gunslinger carrying a silver bullet engraved with a single name. Or maybe a college wizard who trusts a weathered spellbook more than a loaded pistol. Whether you ride for justice, redemption, revenge, or shiny nuggets of gold, your choices will shape the fate of the frontier. Every bounty collected, monster hunted, and town saved will become another chapter in your legend. This is an episodic, monster-of-the-week campaign in which each adventure tells a complete story while slowly revealing a larger mystery lurking just beyond the campfire. It is designed to be welcoming and accessible to brand-new players while offering plenty of roleplay and tactical action for seasoned veterans. So, if you’ve ever wanted to live out your horse-girl dreams while squatching through the wilderness and confronting the existential dread of staring into the cold, indifferent void of the cosmos... then boy howdy, your stagecoach has finally come in! Grab your hat, pack your silver bullets, and saddle up. Adventure is waiting just beyond the campfire.
Game style
Combat Heavy
Roleplay Heavy
Rule of Cool (RoC)
Rules as Written (RaW)
Realm Building
Game themes
Meet the Game Master
About me
I’ve been playing and running RPGs for most of my life, and I firmly believe that RPGs belong to everyone. I strive to create a table that is inclusive, welcoming, fun, and above all, safe for everyone who sits down to play. My focus as a GM is collaborative storytelling, with player agency at the heart of every game. I love crafting high-stakes adventures filled with atmosphere, humor, and unexpected twists, while always leaving plenty of room for teamwork, creativity, and a little chaos. I’m also a fierce advocate for inclusion, and that is reflected in the worlds I create. My games feature all kinds of people, including women, trans and nonbinary characters, queer characters, BIPOC characters, disabled and neurodivergent characters, and many other forms of representation. I’m stating that clearly now so there are no surprises later. If that level of inclusivity makes you uncomfortable, then my table probably isn’t the right fit for you, and it’s better for everyone to know that before the game begins.
View Profile →Character creation
Creating your character
Here are the guidelines for character creation: RULE #1 :: CREATE A CHARACTER THAT WANTS TO DO STUFF! RULE #2 :: CREATE A CHARACTER THAT WANTS TO DO STUFF AND BE PART OF A GROUP! 5.5 Rule Set :: we will be using the 5.5 Core and Expanded Rules. Legacy content will not be used NO level 1 flying species (Aasmiar is allowed) No 3rd Party Material Along with the 12 standard classes I will also accept Artificer, Gunslinger, and Pugilist You can equip any common armor and/or shield, as well as one melee and one ranged weapon your character is proficient with Pistols and muskets are encouraged but modern weapons are not allowed Ability Scores: Standard Array or Point Buy ASK THE ME ANYTHING: if you are unsure about something, or if there is a weird idea you want to try, or something extra you’d like to have, then please ask
Here’s what you need to know: This campaign blends steampunk, eldritch horror, cryptids, and classic movie monsters in a Wild West world of magic, mayhem, and questionable employment opportunities. Welcome to the Township of Promise: a small town with a very big personality and the bullets to back it up. You’re the newest hire at Grax’s Guys for Cheap, the third-best mercenary company in the county. As part of your contract, you’ll take whatever strange, dangerous, or downright ridiculous jobs come your way. Fortunately, your boss has more than enough nonsense to keep you busy. That boss is Grax Grraxe, a plump, good-humored orc with an eyepatch, a thick Orcish accent, and an unwavering belief that his company’s best days are still ahead. Business has been declining in recent years, but Grax is determined to turn things around, rebuilding the company’s reputation one contract - and one barely qualified employee - at a time. That’s where you come in. Whether you’re desperate for gold, running from your past, or looking for a fresh start, there’s a place for you in Promise. The work is dangerous. The pay is negotiable. The company is third-best for a reason. Welcome aboard.
What to expect
Preparing for the session
Please make sure you have: (1) an account on dndbeyond.com / a free account is available. I will send you my campaign link so that you can have free access to all of my source books for character creation (2) an account on Discord / I would encourage both audio and video for the game because it makes it easier to interact with other players and me BUT video is not mandatory. I will send you my server channel when you sign up. (3) A basic understanding of the rules is encouraged (4) Your favorite way to roll dice (physical, website, app) as the honor system will be in play. (5) A suitable microphone for voice chat. (I will be on video, and you are more than welcome to join me, but doing so is not required.)
What Nelson | The Charming Trickster brings to the table
- A Session Zero: this will be a conversation where we will go over etiquette and safety tools, GM style and rules stuff, and the 'fantasy world' where our game will take place. - As a GM, I follow the rules as written to keep the game consistent, but I’m more than happy and always willing to embrace creative or chaotic ideas when the Rule of Cool moment calls for it. - I have a wide range of character options on D&D Beyond and will share my content prior to Session 0 to encourage character creation - We’ll use Owlbear Rodeo, a streamlined virtual tabletop that does not require you to create an account - I use a combination of theater of the mind with reference images and maps as needed using Owlbear Rodeo and Discord - While I’m no professional voice actor, I enthusiastically bring NPCs to life with my own quirky attempts at voices. Which oddly enough tend to all sound like either a Brooklyn cab driver, a southern debutant, or a vaguely European accent done very badly.
Homebrew rules
Our campaign will use the following house rules (all of which will be explained at the table): Heroic Death Options. When a character is reduced to zero HP instead of rolling D&D death saves, they get to choose one of four options: - Blaze of Glory. Your next action is a Critical Success and then your character dies - Permanent Scar. Your character stabilizes with 1 HP, is unconscious, prone, has 1 level in exhaustion, and will suffer a permanent penalty (DMs choice) - Risk It All. Roll a d20 :: 1-9 your character is dead – on a 10-19 your character is alive with half HP restored and you take 1 level of exhaustion – on a NAT 20 your character is alive with full HP restored - Medic Please. You are prone, your only action is crawling half at movement and must wait for another character to revive you. If you have not been revived by the start of your next turn your character dies Heroic CRIT. When a player rolls a natural 20 on an attack roll, they deal damage equal to the weapon’s full damage value plus the ability modifier, then they add one extra roll of the weapon’s damage die. Example: If you score a critical hit with a dagger (1d4 damage) and your character has a +3 modifier: You deal 4 (maximum of 1d4) + 3 (modifier) + 1d4. So, the total damage would be 7+1d4. Spell Exhaustion. Spellcasters can cast spells without available spell slots by taking a level of exhaustion per spell level, per spell cast (i.e., a 3rd-level spell costs 3 exhaustion). Exhaustion = -1 on every d20 roll per level and a character can take up to 6 levels of exhaustion before the possibility of character death a 6th level spell triggers death saves a 7th level spell instant death and must use Revivify an 8th level spell instant death and can only be brought back with a high-level spell like Wish a 9th level spell the character is gone forever Shield Sacrifice. This rule allows shield bearers to sacrifice their shield in order to reduce damage from an incoming attack. When a creature wielding a shield is hit by an attack, it can use its reaction to direct damage from the incoming attack to the shield instead of taking the damage itself. If the shield is hit in this way it is destroyed and can not be repaired. The player will have to find a new shield.
Equipment needed to play
Internet
Computer
Microphone
Pen & Paper
Webcam
Platforms used
Safety
How Nelson | The Charming Trickster creates a safe table
- At Session 0 we will go over social behavior expectations and safety tools, my GM style, in-game rules, and the 'fantasy world' where our game will take place - There will always be a pre-game check-in - After the sessions are done, decompression and general chatting will be available in the group discord chat - I have an open door policy and I love feedback as it helps me to know what to keep doing or what to avoid in the future, so keeping an open line of communication is important to me - D&D is a game that assumes you talk to your DM about everything. Asking questions and getting clarity at (and away from) the table is one good way to make sure everyone, including yourself, has an amazing experience
Content warnings
Safety tools used


