

Crits and Castles 3: Waning Moon and Rising Dawn
Saturday, May 9, 2026
Castle Newman, Bellville, TX
Presented by Emberglow Gaming
Crits and Castles an immersive multi-table D&D one-shot experience, where Ten DnD tables will participate in an interrelated set of quests to save Newman's Castle from the dark forces that assail it, and win glory for their guild! (Or perhaps join forces with the darkness?)
We are delighted to invite you back to the ramparts of the citadel for the third sequel event of Crits and Castles! This time, 10 Tables and 57 players will participate in an epic story to determine the fate of Castle Newman, and the entire realm!
THE STORY
At our last meeting, brave adventurers and mercenaries supressed the schemes of the Cult of the Waning Moon to bring chaos to Castle Newman. But rumors from abroad have confirmed burgeoning fears across the realm: The Waning Moon have ambitions far beyond the walls of Newman...
In the interest of thwarting further crises, nobles, merchants, and working folk of Newman have put out a call:
Anyone willing to fight for the greater good and combat this growing threat should join The Dawn’s Lancers!
This sect of heroes are from all walks of life and must be willing to head off to the far corners of the world when The Cult of The Waning Moon begins to stir. Your party has been called to The Kiln, a base of operations formed by The Glowing Embers.
Networks of spies across the realms are reporting increasing Cult movements and your party has a long journey ahead as you seek to uproot these evil forces once and for all.
But, even as the Dawn's Lancers spread to the far corners of the realm to combat this evil, a hidden evil far closer to home skulks in the shadows. Where others failed in past attempts to overthrow Newman, these faithful followers will succeed. Should they prevail, Newman will fall.
TICKET PURCHASING
There are 57 total available seats at Crits and Castles 3, spread over 10 tables.
They will be made available at emberglowgaming.com. Ticket release date and time will be posted via the email list.
When you buy tickets, you'll buy for a specific table that suits your interest! (See table descriptions below!)
General Admission Tickets will be released April 15th at 8pm. Please bookmark this page, as ticket purchase listings will be made available from our website, and direct linked here.
Returning Players
20 tickets will be released early to returning players. If you're a returning player you're already on this email list! You'll receive a notification of returning player ticket release date and time via email. (You are also welcome to sign up for the email list to receive event information and general ticket release times as well.)
Refunds
Refunds are available up to 1 week before the event.
If you have any questions please feel free to reach out to us at hello@emberglowgaming.com!
EVENT DETAILS
Where:
Castle Newman (1041 Old Hwy 36, Bellville, TX)
When:
May 9th, 2026
Schedule: (CST)
12:30pm - Venue Doors Open (Mixing, mingling, and exploring Newman's Castle, SCAVENGER HUNT!)
3:15pm - Summons to the Drawbridge! The Story Begins...
6:00pm - Dinner Break (Buffet-Style, included in the price of admission!) Token Service Bar available, hosted by Wildflyer Meadery of Navasota, TX!
7:00pm - Tables resume play
9:00pm - Assemble in the Great Hall! THE FINAL RECKONING! Stories will be recounted, Mighty Dice will be rolled, and the fate of Castle Newman will once more be determined!
(There will also be prizes for the MVP at each table, as determined by the players present!)
10:15 - The Final Toast! We raise our glasses to the glory of the victors, and bask in the joy of stories well told. (Hang around and recount great moments!)
11:30 - Venue Doors Close.
Minors Policy:
Minors 14 and older are absolutely allowed to attend as players, with a legal guardian present. The legal guardian need not buy a ticket to attend, but we do need to know ahead of time if that's the case! Please reach out to me via email if you need clarification here. Also, minors cannot attend without a ticket - please find childcare for your small humans :-)
Food and Drink:
We will have charcuterie-style snacks, and beverages (soda, water, juice) available during the event.
Dinner will be buffet-style Barbecue Sandwiches and Sides, served in the courtyard. (Please do notify us about any dietary restrictions ahead of time!)
There will be a Cash Bar available hosted by Wildflyer Meadery, of Navasota, TX, serving a curated list of beers and meads for your enjoyment!
Merch:
There will be a merch table available with Emberglow and Barhaven pharaphernaelia (including some Crits and Castles 2 exclusive memorabilia!)
THE STRUCTURE
Crits and Castles will feature Eight tables of Level 5 characters, and Two VIP tables of Level 8 characters. Each will belong to either the Dawn's Lancers (Good Tables) OR the Cult of the Waning Moon (Evil Tables)
The Dawn's Lancers
Eight tables, including the two VIP tables, will play a mish-mash group of heroes and mercenaries from all manner of backgrounds, hired by the citizenry of Castle Newman to root out the Cult of the Waning Moon in the far reaches of the realm.
The Cult of the Waning Moon
Two tables will play out adventures for the subversive Cult of the Waning Moon, who will seek out dark magical objectives, to bring chaos and destruction to the City of Newman!
The Obectives
Each table will feature 10 objectives, through which glory points will be awarded. These points will be used to augment their final roll at the end of the night, deciding to whom the glory of victory belongs: The Dawn's Lancers or the Cult of the Waning Moon!
The Final Reckoning:
At the end of the night, all will gather in the Great Hall, where we will hear tell of the mighty deeds of each party! Then, tallies of the points will be totaled for but Cult and Lancers, and we will roll to see to whom the greatest glory belongs, and what will be the fate of Castle Newman...
Each Table will count up their glory points, and add them to the total tally:
The Cult of the Waning Moon will add their collective rolls to a DC of 80.
THEN, the Dawn's Lancers will each roll for their table - if they beat the DC established by the Cultists, they win the day! If they fail, Newman falls into darkness once more, and the balance of power shifts towards chaos and evil...
TABLE STORIES
TABLE 1: Roar of the Crowd
GM: Chris
Player Count: 5
Enter the arena. Fight for your lives. Uncover the truth.
Word has spread throughout Newman of a mysterious pit-fighting tournament that has been linked to The Cult of the Waning Moon. You and your party are being sent undercover as fighters. Is this just a normal tournament, or is something else going on? Survive the tournament and find out what lies beneath the arena sands.
TABLE 2: Dark and Stormy
GM: Parker
Player Count: 7
When a massive whirlpool seeks to upturn the oceans themselves your party is sent to the plane of water.
Discover The Cult of The Waning Moon’s plot to drown the world. Captain Otto Higman is ready to take you to the eye of the storm. So be prepared to turn the tides and head under the ocean for an adventure with underwater combat, Harrowing swarms of aquatic creatures, and a colorful cast of delightful citizens. Don’t worry the water is fine. Just make sure you can swim!
TABLE 3 (VIP): Deal with the Devil
VIP TABLE - LEVEL 8
GM: Teal
Player Count: 6
Growing desperate to gain a foothold for power in the world, the leadership of The Cult of the Waning Moon has made a pact with a devil: Mammon, the Archdevil of greed. The Dawn’s Lancers have deemed your party the most qualified adventurers to infiltrate his home on the plane of Minauros. Your task is to travel through fetid swamplands to the center of civilization on Miniarous, where you must infiltrate Mammon’s golden mansion to steal, destroy, or void the contract, or die trying.
Warlocks within the Lancers have heard that Mamon, the Archdevil of greed, has made a pact with a major leader of The Cult. Word is this is to bring a flood of wealth to the cult, letting them hire mercenaries. You will be sent to the plane of Minauros to deal with them directly. Infiltrate, avoid combat where you can, fight if you must.
TABLE 4 (VIP): Top of the World
VIP TABLE - LEVEL 8
GM: Nick
Player Count: 6
The Cult of the Waning Moon has been all but wiped from the face of the world. But a cornered animal is the most desperate, and the most dangerous. The spies of Castle Newman report whispers of a new plot, ominously dubbed “Operation Brainstorm,” far to the north where the cold wind howls and the earth shakes with the footfalls of mighty giants. No expense has been spared in recruiting you and your companions, the most capable hands available to discover and put an end to whatever the cult has planned in those frigid mountains. But beware: to those who worship destruction and chaos, no cost is too great, no alliance is off-limits, and no deed is too dark.
TABLE 5: Drowned Out
GM: Simon
Player Count: 6
The Cult of the Waning Moon has been shattered and scattered, but they haven’t been fully stamped out yet. A coven of the cult members have fled to the Underdark, tracks leading to the Ythnai Mountains, hoping to evade the heroes and soldiers sent after them. It’s only a matter of time until they’re caught or killed, according to the Royal Authority.
That’s the official story at least. However, you’ve been approached by a prominent Newman official who’s informed you that the scribes have realized that there’s something in the Ythnai mountains, something that might help revive the cults plans. They’ve sent one adventuring party into the cold dark, but they’ve failed to report in. He’s directed you to find out what’s happened to the missing party…and deal with the cult members yourself if they’ve failed. Can you save the missing party and find the Cult, or will you end up lost in the Dark as well?
TABLE 6: Rubble Trouble
GM: Paul
Player Count: 6
Over a decade ago, the wizard tower of Cairam was raided and left to ruin on the outskirts of Newman. The Cult of the Waning Moon made a bastion of the fallen tower and discovered a devious labyrinth buried beneath still filled with magical riches. The cult has started kidnapping citizens to brute-force their way through the wizard’s savage monsters, elaborate traps, and arcane wards. Your adventurers are part of an infiltration team seeking to thwart the Cult and before they can unlock the most powerful secret in the deepest depths of the dungeon!
TABLE 7: Burning Passion
GM: Crystal
Player Count: 4
Most citizens of Newman never leave the city, never mind going to the fiery and blistering plane of Elemental Fire, but that is exactly where you, chosen members of the Dawn’s Lancers, need to be in order to stop the Cult of the Waning Moon. In the City of Brass there is a wedding to be had between two noble Efreeti houses (alike in dignity) that the Cult seeks to interrupt in order to steal an important artifact from the ceremony. Not only is it your job to prevent this theft but to ensure that the wedding goes off without a hitch.
You have been selected for your cunning, your charm and your out of the box thinking to handle this delicate social and political affair. Can you stop the Cult of the Waning Moon and leave the City of Brass with the wedding guests none the wiser?
TABLE 8: Salty Swashbuckling
GM: Carlo
Player Count: 7
A tenuous alliance with an aquatic group known as the Coral Coalition have reached out to the city of Newman! A rare and powerful artifact has been stolen from them by the dastardly Cult of the Waning Moon!
The Coalition has remained neutral in the feud of land lovers but with this move Newman Castle has an opportunity to ally with them against the cult.
A call goes forth for stalwart heroes who have already proven their sea legs to recover the artifact from a supply flotilla and secure this powerful ally!
Arrr you answering the call?
TABLE 9 (EVIL): Keep You Safe
GM: Tony
Player Count: 5
The Cult of the Waning Moon stands ready to witness the thinning of the world. We brought balance to the impenetrable, unescapable prison. We will bring balance to the strict order of Newman's Castle with chaos. In regards to life, we bring death. Fear to balance calm.
Unsettling The Dawn Lancers is tantamount to the success of The Cult’s Plans. On an early counterattack they brought back a precious artifact to The Waning Moon.. The heads have been sequestered to the castle in the center of the city where the safes are said to be impenetrable. Infiltrate the castle dispatch with the leaders. Sow chaos.
TABLE 10 (EVIL): Oracle
GM: Bailey
Player Count: 5
The Cult of the Waning Moon has broader ideations than just the destruction of the city-state of Newman, with agents across the lands and beyond working to advance grand goals. In the slums of the capital city of Newman, locally known as The Grave, there is a rumor that a woman named Ophelia has oracular powers and is able to communicate with beings across the myriad planes. An opposing organization, the Dawns Lancers, has also caught wind of the presence of this asset and are closing in on finding and collecting her for their own ends.
Her natural talent to communicate across vast distances would be a huge boon to the Cult and is vital to the success of current and future operations. As such, a small team of capable Cult agents have been dispatched to extract this high-value target from the dangerous slums, and the militarized capital, quietly but at all cost. Only the most devout members are to be selected for this critical mission, those who hold the Waning Moon above all else, even themselves.



