This is an ambitious and atmospheric "Mega-Campaign" structure. By weaving these modules together, you aren't just running a series of dungeons; you are creating a regional political thriller involving a hidden cult, a burgeoning lizardfolk alliance, and an ancient, shadowed legacy. This blog post picks right up from here on the blog.

Using Castles & Crusades (C&C) is a brilliant choice here, as its "Siege Engine" mechanic handles the transition between 1e and Basic modules seamlessly.
## The Campaign Premise: "The Shadow of the Iron Crown"
The "Iron Crown" refers to the long-lost regalia of a sorcerer-king whose influence is bleeding back into the world. In this version, Exethanter (from Baltron's Beacon) or a similar lich-figure is the silent patron behind the cults in Orlane and the marshes.
### Regional Integration: The Borderlands Map
To make this work, you need to condense these modules into a single geographic area (The Yeomanry or the Grand Duchy of Geoff work well for this "Old School" feel).
The Hub: The Keep on the Borderlands (B2). This is your players' home base.
The Dying Village: Orlane (N1). Located three days' travel down-river from the Keep. It’s the first sign that something is rotting in the province.
The Marshland: Dunwater (U2). The wetlands between the Keep and the coast, where the Lizardfolk are massing.
The Remote Ruin: Baltron's Beacon (I7). A lonely tower deep in the marshes, used as a laboratory by the cult’s higher-ups.
### The Narrative Thread: How it Connects
| Phase | Module | The "Iron Crown" Hook |
| I: The Awakening | Keep on the Borderlands | The "Caves of Chaos" are not just random monsters; they are being organized by a Naga-worshipping priest from Orlane. |
| II: The Corruption | Cult of the Reptile God | The players find that the "New Gods" being worshipped in Orlane are actually agents of a shadowed crown seeking to reclaim the marsh. |
| III: The Alliance | Danger at Dunwater | The Lizardfolk aren't villains; they are arming themselves in terror because something in Baltron's Beacon has begun "harvesting" them. |
| IV: The Source | Baltron's Beacon | The climax. The players infiltrate the tower to find the chemical/magical source of the mind-control used in Orlane. |
### C&C Conversion & Mechanical Tips
Because C&C uses an ascending AC and a unified attribute check (The Siege Engine), the transition is smooth:
The Challenge Class (CC): For 1e modules like Baltron's Beacon, use the monster's Hit Dice as the base for any saving throw CCs.
Explictic the Reptile God: In C&C, Exictic (the Naga) is a formidable foe. Ensure you use the Primal nature of C&C magic to make her charm abilities feel more like a "mental fog" than a simple spell.
The Alchemy of Baltron: I7 is heavy on atmosphere. Use Intelligence (INT) Checks for characters to identify the strange components, but allow Strength (STR) or Constitution (CON) Checks to resist the toxic fumes of the beacon itself.
### The "Big Bad" Twist
Instead of the Lizardfolk being the enemies in Danger at Dunwater, reveal that the Cult of the Reptile God has been stealing lizardfolk eggs to create "Reptilian Changelings." This forces the players to negotiate a peace treaty between the Keep (B2) and the Lizardfolk Queen to mount a joint assault on Baltron's Beacon.
Note on Scaling: Start the players at Level 1 at the Keep. By the time they clear Orlane, they should be Level 3-4. Danger at Dunwater and Baltron's Beacon provide a perfect challenge for a Level 5 C&C party.
To bridge the gap between the chaotic skirmishes of The Keep and the insidious mystery of Orlane, you need "connective tissue" that makes the world feel reactive.
Here is a specific Adventure Hook Table designed for a C&C party currently stationed at the Keep on the Borderlands.
## Hook Table: From the Keep to the Shadow
| Roll (d6) | The Hook | The "Iron Crown" Clue |
| 1 | The Deserting Guard: A veteran man-at-arms from the Keep is caught fleeing. He claims his brother in Orlane sent a letter saying the "Golden Grain" has turned to ash and the neighbors are "changing." | The soldier carries a small, black iron coin—a "token of passage" used by the Cult of the Reptile God. |
| 2 | The Silent Caravan: A trade wagon from the south arrives at the Keep's gates. The driver is catatonic; the wagon is empty except for a crate of strange, glowing swamp-lilies. | The lilies are marked with a sigil from Baltron’s Beacon, used in the Naga’s mind-control alchemy. |
| 3 | The Lizardfolk Envoy: A wounded Lizardfolk from the Dunwater tribe is captured near the Caves of Chaos. He isn't raiding; he’s seeking "The Scale-Mother" to stop the "Shadow-Men" from stealing their young. | The envoy describes a "Man in a Bronze Mask" (a high priest from Orlane) directing the raids. |
| 4 | The Curate’s Concern: The Keep’s Priest (Canon Bertram) is worried about a lack of communication from the Temple in Orlane. He asks the party to deliver a shipment of Holy Water. | The Holy Water reacts violently (simmering) when it gets within five miles of the Orlane village limits. |
| 5 | The Tax Collector's Map: A tax collector for the Realm is found murdered on the road. His ledger shows that Orlane has stopped paying taxes, claiming their wealth now belongs to "The New King." | A hidden map in the ledger marks a secret path through the marshes directly to Baltron’s Beacon. |
| 6 | The Refugee’s Tale: A frantic family arrives at the Keep, claiming their village (Orlane) has been "taken over by the silent." They describe people being dragged into the woods and returning... different. | One child is clutching a "toy" they found—a rusted, miniature Iron Crown that feels unnaturally cold to the touch. |
### Integrating the Mechanics (C&C Siege Engine)
When the players investigate these hooks, use the following Challenge Classes (CC) to set the tone:
Charisma (CHA) Check (CC 12/18): To convince the Keep’s Castellan that the threat isn't just "bandits," but something magical/subversive.
Intelligence (INT) Check (CC 15): To recognize the "Iron Crown" iconography as belonging to a lineage of sorcerers thought dead for three centuries.
Wisdom (WIS) Check (CC 12): To notice that the "Refugees" or "Deserting Guards" exhibit the same glassy-eyed stare common to those under the influence of the Reptile God.
### The "Shadow" Connection
To make the transition feel seamless, ensure that the Caves of Chaos (B2) contain a specific piece of evidence: In the "Shrine of Evil Chaos," replace one of the generic icons with a mural of a Naga wearing a jagged Iron Crown. This tells the players immediately that the threat at the Keep is merely a symptom of a much larger disease to the south.
To keep your Castles & Crusades game moving at a brisk pace, you need stat blocks that highlight the "Reptilian" influence and the "Shadow" corruption. In C&C, simplicity is king—these blocks are designed for quick reference behind the screen.
## The Iron Crown Cultists (Human/Hybrid)
These are the primary antagonists in Orlane (N1) and the infiltrators within The Keep (B2).
Cultist Initiate (Level 1 Warrior)
AC: 14 (Leather & Shield)
HD: 1d8 (hp 5)
Primary Attribute: Strength
Attacks: Longsword (1d8) or Shortbow (1d6)
Special: Gaze of the Devoted — +2 bonus on saves against Fear, but -2 on saves against Charm or Mind Control (due to their existing conditioning).
Cult "Slough" (Hybrid Infiltrator)
AC: 15 (Natural Armor)
HD: 3d8 (hp 16)
Primary Attribute: Dexterity
Attacks: Morningstar (1d8) or Bite (1d4 + Poison)
Special: Poison — Save vs. CON or suffer a -2 penalty to all Physical Attribute checks for 1 hour as the body numbs.
Special: Chameleonic Skin — +4 to CL (Challenge Level) on any Wisdom/Spot checks to see them if they are stationary.
## The Elites: Shadows of the Beacon
These enemies should appear as the party nears Baltron's Beacon (I7). They represent the fusion of the Naga's cult and the Beacon's ancient alchemy.
Iron Crown Warden
AC: 18 (Plate Mail)
HD: 5d10 (hp 32)
Primary Attribute: Strength, Constitution
Attacks: Two-handed Flail (1d10+2)
Special: The Shadow Shield — Once per day, can create a 10ft radius of magical Darkness.
Special: Unyielding — When reduced to 0 hp, they make a CON save (CC 15). If successful, they stay at 1 hp for one additional round.
## Regional Campaign Map Logic
To help you visualize how these modules sit together in your world:
| Location | C&C Encounter Level | Primary Faction |
| The Keep | 1–3 | The Borderland Wardens (Law) vs. Chaos Cults |
| Orlane | 3–4 | The Reptile God Cult (Infiltration/Social) |
| Dunwater | 4–5 | The Lizardfolk Alliance (Neutrality/Diplomacy) |
| Baltron's Beacon | 5–7 | The Lich/Alchemist Remnants (The Source) |
To merge the Keep on the Borderlands with Baltron’s Beacon, we have to address the "Black Flame." In I7, Baltron was an alchemist who sought immortality; in this campaign, the "Shadow of the Iron Crown" is the catalyst he used.
Here is a specialized Loot Table for your cultists and the corrupted areas, followed by the specific geographic link between the Keep and the Beacon.
## Loot Table: Relics of the Iron Crown
Use this table when the players clear a Cultist hideout or the "Evil Priest" quarters in the Caves of Chaos.
| Roll (d10) | Item | C&C Mechanical Effect |
| 1-3 | Vial of Beacon-Oil | A foul-smelling alchemical sludge. If applied to a weapon, the next hit deals +1d6 acid damage, but the user must make a CON save (CC 12) or be nauseated for 1 round. |
| 4-5 | Obsidian Crown-Shard | A fragment of a black crown. Holding it grants +2 to CL on any check to track Lizardfolk or Cultists, but the user's alignment counts as "Evil" for the duration. |
| 6-7 | The Serpent’s Ledger | Encrypted notes. An INT check (CC 15) deciphers the trade route between Orlane and the Beacon. Worth 200gp to the Keep's Castellan. |
| 8-9 | Ring of the Pale Eye | A rusted iron ring. Once per day, the wearer can cast Detect Magic, but only to find "corrupt" or "necromantic" sources. |
| 10 | The Baltron Formula | A rare scroll. A Wizard or Alchemist can use this to create "Dragon-Smoke" (functions as a Stinking Cloud spell, but Lizardfolk are immune to its effects). |
## Geography: Linking B2 and I7
In the original B2, the "Wilderness" is a generic square. In your campaign, the Great Marsh begins just south of the Keep’s Ravine.
The Ruined Signal Tower
The "Watch Tower" on the B2 map is no longer just a ruin; it is the northernmost sensor for Baltron’s Beacon.
The Connection: If the players light a fire at the top of the ruined Watch Tower in the Borderlands, a sickly green light answers from the horizon (the Beacon itself, located 20 miles away).
The Interaction: The Lizardfolk from Danger at Dunwater believe this green light is the "Eye of the Iron Crown" watching them. They are terrified of it.
## The "Baltron-Breeg" Connection (C&C Conversion)
In Baltron's Beacon, the primary antagonist is often the environment and the remnants of Baltron's experiments.
The Beacon's Light (Environmental Hazard):
While within sight of the tower at night, any character attempting a long rest must make a Wisdom Save (CC 12).
Failure: They suffer nightmares of a crowned shadow. They recover hit points but do not recover Spells or Ability Burn due to the restless nature of the sleep.
The Cure: Only a Protection from Evil spell or wearing a piece of cold iron prevents this effect.
## Integrating the "Reptile God" Cult
To tie N1 (Against the Cult of the Reptile God) into this:
The "Naga" Exictic is actually a mutated experiment of Baltron. She fled the Beacon decades ago and established her cult in Orlane to gather "reagents" (villagers) to send back to the tower in exchange for the alchemical elixirs that maintain her youth and power.
In a Castles & Crusades campaign, the tavern is the "Siege Engine" of information. At the Keep on the Borderlands, the "Traveler’s Inn" is a melting pot of fearful locals, weary merchants from Orlane, and soldiers who have seen too much.
Use this table to drip-feed the connection between the Keep (B2), the Cult (N1), and the Beacon (I7).
## Tavern Rumors: The Traveler's Inn
Roll 1d8 or choose based on the party’s current suspicion level.
| Roll | The Rumor | The Truth (For the DM) |
| 1 | "The marsh to the south is growing. Last year it stopped at the fork; now the water is black and smells like burnt copper." | The alchemical runoff from Baltron's Beacon is physically mutating the terrain. |
| 2 | "A merchant from Orlane came through yesterday. Wouldn't eat, wouldn't drink, just stared at the fire. Said the grain there 'whispers' now." | The Cult of the Reptile God is using drugged/enchanted flour to pacify the village. |
| 3 | "The Lizardfolk aren't raiding for gold anymore. They're stealing iron. Every scrap they can find—pots, nails, old swords." | The Lizardfolk are preparing for war against the Beacon's constructs. |
| 4 | "Old Man Baltron wasn't a wizard; he was a 'Shadow-smith.' They say he died 50 years ago, but the light in his tower just started blinking again." | The Iron Crown has been "re-lit" by the Naga’s high priest. |
| 5 | "Don't go near the ruined Watch Tower at midnight. If you see the green spark in the south, your soul gets 'tethered' to the marsh." | Refers to the Wisdom Save mechanic for restless sleep near the Beacon. |
| 6 | "The Golden Grain Inn in Orlane has the best ale in the province. But since the new Priest arrived, nobody ever seems to leave the village." | Direct hook for N1, implying the missing travelers are being sent to the Beacon. |
| 7 | "The 'Hermit' in the Caves of Chaos was seen talking to a man in a bronze mask. They weren't fighting; they were shaking hands." | Establishes the alliance between the B2 Chaos Cult and the N1 Reptile Cult. |
| 8 | "The Queen of the Dunwater marshes is looking for mercenaries. Not to kill humans, but to 'cleanse the tower of the false flame.'" | Sets up the diplomatic pivot in Danger at Dunwater. |
## Atmosphere: The "C&C" Flavor
When delivering these rumors, emphasize the Attributes of the NPCs:
The Nervous Scout (DEX/WIS): Shifty eyes, constantly checking the door. He’s seen the "Sloughs" (the hybrids) moving in the dark.
The Boisterous Mercenary (STR/CON): Laughs at the "ghost stories" until someone mentions the green light; then he goes quiet and orders a double.
The Displaced Scholar (INT): Trying to find a map of the "Old Yeomanry" to prove that the Beacon sits on a ley line of shadow.
## Integrating the "Shadow" Mechanic
To make the "Iron Crown" feel real, you can introduce a Campaign Clock:
The Shadow Grows: For every week of game time the players ignore the "Green Light" in the south, increase the Challenge Level (CL) of any Charisma saves against the Cult by +1. The "mental fog" is spreading.
## The First Encounter
If your players decide to follow a rumor immediately, have them encounter a "Press Gang" on the road to Orlane:
3 Cultist Initiates (from the previous stat blocks)
1 Cult "Slough" (hiding in the cart)
The Cargo: A locked crate containing "Beacon-Oil" and a ledger listing the names of several NPCs currently staying at the Keep.
Traveling the road between The Keep (B2) and Orlane (N1) should feel like a transition from "Classic Borderlands Fantasy" into "Gothic Reptilian Horror." The further south the party goes, the more the marsh encroaches on the road.
In Castles & Crusades, use these events to test your players' Primary Attributes during the journey.
## Regional Events: The Road to Orlane
Roll 1d8 per day of travel. The journey is roughly 3 days by foot.
Roll Event C&C Siege Engine Challenge 1 The Hallucination: The road appears to turn into a giant, undulating serpent. The air smells of ozone and rotting vegetation. Wisdom Save (CC 12): Failure results in the party becoming Confused for 1 turn as they wander off the path into the muck. 2 The Overturned Cart: A wagon from Orlane sits smashed. It was carrying "Golden Grain" flour, now spilled—and it's pulsating with a faint, green fungal growth. Intelligence (CK): A successful check (CC 14) identifies the fungus as "Beacon-Spores," used to dull the senses of the villagers. 3 Lizardfolk Tracks: A massive trail of reptilian footprints crosses the road, heading toward the Keep. They aren't raiding; they are dragging a heavy, iron-bound chest. Tracking (WIS): If a Ranger or someone with the tracking skill follows, they find a discarded "Iron Crown" heraldry tabard. 4 The Weeping Willow: A tree draped in "Spanish Moss" that looks suspiciously like hanging nooses. A cultist "Slough" is perched inside, watching. Dexterity (CL 3): To spot the hidden hybrid before it drops. If failed, the party is surprised by a plunging attack. 5 The Toll Bridge: Three "Men-at-Arms" from the Keep demand a 5gp toll. They have glassy eyes and aren't wearing their official surcoats. Charisma (CC 15): To notice they are under the "Reptile God's" influence. They are actually kidnapping travelers for the Beacon. 6 The Sulfur Fog: A thick, yellow mist rolls in from the Dunwater marshes. It burns the throat and stings the eyes. Constitution Save (CC 13): Failure results in 1d4 points of Strength Damage (temporary) due to the toxic alchemical fumes. 7 The Messenger of Law: A lone Paladin or Cleric of a Sun God is found crucified on a road sign. His shield has been defaced with a painted "Black Crown." Holy Check: A Cleric can "Bless" the body to receive a temporary +1 bonus to AC against Reptiles for 24 hours. 8 The Beacon's Flare: At night, the sky turns a violent violet-green. All animals (horses/mules) become spooked and attempt to flee. Strength/Animal Handling: To keep the mounts from bolting into the swamp and losing the party's supplies. ## The "Beacon Pulse" Mechanic
Since you are incorporating I7 Baltron's Beacon, the tower acts as a "Broadcasting Station" for the Iron Crown's power.
The Proximity Rule: As the party moves from the Keep (20 miles away) to Orlane (10 miles away) to the Beacon itself, the Challenge Class (CC) for all saves against "Fear" or "Charm" increases by +1 for every 5 miles they get closer to the Tower.
## Dungeon Master's Tip: The "Shadow" Currency
If the players loot the "Toll Bridge" guards or the "Overturned Cart," give them 1d20 Iron Slugs.
These are not gold or silver.
They are crude, heavy coins stamped with a crown.
In Orlane, these coins are the only currency accepted at the Golden Grain Inn. Trying to pay with the Keep's gold will immediately mark the party as "Outsiders" to the Cult.
When the party arrives at the gates of Orlane, the transition from the "frontier grit" of the Keep to the "stifling silence" of the village should be palpable. In Castles & Crusades, the social pillar relies on the Siege Engine (Charisma/Wisdom) to detect what is unsaid.
## The Arrival: "The Glassy-Eyed Welcome"
Unlike the Keep, where guards are rowdy and alert, Orlane is eerily quiet. The villagers move with a synchronized, sluggish purpose.
The Entry Encounter: The Gate Guard (Bernar)
Bernar is a "Charmed" villager. He isn't evil, but his "will" has been replaced by the Naga's psychic static.
The Vibe: He smiles too much. His eyes don't blink in sync with his speech.
The Check (Wisdom/Insight - CC 12): A success reveals that Bernar’s pupils are dilated to pinpricks despite the sun. He is clearly drugged or enchanted.
The Dialogue: "Welcome to Orlane! The Golden Grain is warm, the harvest is... sufficient. Please, leave your troubles and your 'Iron' at the door. We prefer peace here."
## 3 Key Social "Tension Points"
Use these encounters to demonstrate the "Shadow of the Iron Crown" within the village.
NPC The Mask (Public Behavior) The Rot (The Clue) Beltran (Innkeeper) Jovial, insists on the party drinking the "Special Mash" ale. INT Check (CC 14): The ale contains a faint trace of the Beacon-Oil sulfur smell. Constable Grover Dismissive. Claims the "disappearances" are just people moving to the Keep. He wears a Lizardfolk-skin belt—a trophy from a raid he shouldn't have been skilled enough to survive. The "Silent" Children They play in the street, but they don't laugh or shout. They are drawing green towers (Baltron's Beacon) in the dirt with sticks. ## The "Iron Crown" Social Mechanic: The Pressure
As the party speaks to NPCs, the Shadow of the Iron Crown attempts to suppress their suspicion.
The "Droning" Effect:
For every hour spent in Orlane, any PC with Charisma as a non-prime attribute must make a Charisma Save (CC 12).
Failure: The PC feels a "heaviness" in their thoughts. They suffer a -2 penalty to all Wisdom-based checks to notice the Cult's movements because they want to believe everything is normal.
The "Tell": If a PC fails, they find themselves humming a low, dissonant tune they’ve never heard—the same tune the "Sloughs" whistle in the marsh.
## The Cult's Counter-Move
If the party asks too many questions about Baltron's Beacon or the Caves of Chaos, the Cult doesn't attack openly. They use the "Hospitality Trap":
The Invitation: Mayor Orme invites the party to a "Blessing of the Harvest" at the Temple (which is actually a Naga-shrine).
The Offering: They are offered "Blessed Bread."
The Trap: The bread is laced with a concentrated extract of Baltron's Alchemy.
Saving Throw (CON - CC 15): Failure results in the character becoming Paralyzed for 1 hour—long enough for the Cult to transport them toward the Dunwater Marshes to be sacrificed or "converted."
## The Climax of the Social Phase
The party should eventually find Ramne the Weaver (the "crazy" hermit of Orlane). In this version:
Ramne is a former apprentice from Baltron's Beacon who fled when the "Shadow" took over.
He is the only one who can tell the party: "The Naga is the mouth, but the Tower is the brain. You cannot kill the snake while the Beacon still burns."
To merge N1 (The Temple) with U2 (Danger at Dunwater), we transform the temple from a solitary lair into a logistics hub. The Naga, Exictic, is using the temple’s basement as a "packaging center" for reagents being shipped to Baltron’s Beacon.
## The Infiltration: "The Scales of Justice"
The Lizardfolk of Dunwater are not the enemy; they are a desperate resistance. Their Queen, Othokent, knows the Naga is stealing her people to turn them into Cult Sloughs (the hybrids).
The Alliance Hook:
If the players negotiate with the Lizardfolk in the marshes, the Queen provides them with a Sabotage Team of 3 Lizardfolk Warriors and a guide named Ssh-Kulla.
## The Temple Infiltration Plan
The Temple of the Reptile God in Orlane is heavily guarded, but the Lizardfolk know a secret: The Underground Waterway.
1. The Stealth Approach (The Sunken Tunnel)
Instead of the front door, the Lizardfolk lead the party to a dry well behind the "Golden Grain Inn" that connects to the temple’s lower flooded levels.
C&C Check (DEX/Move Silent - CC 12): To navigate the narrow, muddy pipes without alerting the giant crocodiles the cult keeps as "watchdogs."
The Benefit: This bypasses the main floor cultists and places the party directly in the Troglodyte Guardroom.
2. The Distraction (The Lizardfolk Raid)
While the party enters the tunnel, the Lizardfolk Queen sends a small warband to set fire to the Cult’s grain silos on the edge of town.
The Result: 50% of the Temple’s human guards leave their posts to put out the fire, lowering the Encounter Difficulty inside the temple by one "Hit Die" per room.
## Key Locations: The Temple "Iron Crown" Revision
Use these C&C-specific modifications for the N1 Temple levels:
| Room | C&C Encounter | The "Shadow" Twist |
| The Vestry | 4 Cultist Initiates | They are wearing Iron Crown amulets that pulse with a green light when the party is near. |
| The Chamber of Slumber | 2 Cult Sloughs | These hybrids are being "fed" a glowing green liquid from Baltron’s Beacon via a glass IV drip. |
| The Naga’s Sanctum | Exictic (The Naga) | She wears a rusted Iron Crown. In C&C, she can cast Charm Person as a 6th-level Wizard. |
## The Boss Fight: Exictic & The Beacon Link
In this campaign, Exictic is "tethered" to Baltron’s Beacon.
Special Mechanic: The Umbilical of Shadow
During the fight, a beam of green light descends from the ceiling (from the Beacon, 10 miles away).
The Effect: Every round, the Naga heals 1d6 HP as the tower feeds her life force.
The Counter: A character must make a Strength or Intelligence Check (CC 15) to destroy the alchemical "Receiver" (a bronze dish on the altar). Once destroyed, the Naga loses her regeneration and her AC drops by 2.
## The Transition to I7: Baltron’s Beacon
Once Exictic is defeated, the party finds a "Manifest of Souls." This document lists the names of the "disappeared" villagers and Lizardfolk. Next to each name is a distance and a heading: "20 Miles South-South-East — The Beacon."
The Dying Message:
As Exictic dies, her eyes clear of the green fog. She whispers: "I was but the hatchling... the Great Alchemist is awake... the Crown is whole..."
### Next Step for your Campaign
The Naga is dead, but the "Shadow" remains. The villagers are waking up from their trance, but they are weak and the Lizardfolk want their eggs back.
The journey from the fallen Temple of Orlane to Baltron’s Beacon (I7) is the final atmospheric shift. You are moving from "hidden corruption" into "industrialized necromancy." The air becomes thick with chemical smog, and the geography of the Dunwater Marshes becomes a lethal puzzle.
## The Marsh-Crawl: "The Copper Mists"
The 20-mile journey through the deep marsh takes roughly 2 days. The environment itself is a C&C Saving Throw gauntlet.
The Survival Mechanic: Alchemical Protection
The "Beacon-Oil" found in the Temple and the Keep is the only thing that neutralizes the tower’s toxic "Shadow-Fumes."
The Application: If the party rubs the oil on their skin and gear, they gain +4 to all Saves against the environmental hazards of the marsh.
The Supply: One vial protects one person for 12 hours. The players must manage this resource carefully as they trek deeper.
## Journey Events: The Approach to the Beacon
Roll 1d6 for every 5 miles traveled.
| Roll | Event | C&C Siege Engine Challenge |
| 1-2 | The Sludge-Ghoul Raid: Corpses of Lizardfolk and Humans, partially dissolved by acid, rise from the muck. | Wisdom/Fear (CC 13): To stand your ground against the chemical-burned undead. |
| 3 | The Copper Mire: A patch of mud that acts like quicksand but is laced with acidic runoff. | STR Save (CC 15): To pull a sinking ally out. Failure results in 1d6 acid damage per round. |
| 4 | The Hallucination Sky: The "Beacon" flashes a strobe of violet light across the clouds. | INT Check (CC 14): To maintain your heading. Failure adds 4 hours (and one "Oil" check) to the trip. |
| 5-6 | The Iron Sentry: A rusted, clockwork construct (a remnant of Baltron's defense) patrolling the reeds. | Combat: AC 18, HD 4. It emits a Stinking Cloud when it takes damage. |
## Reaching the Tower: I7 Baltron’s Beacon
When the party arrives, describe the tower not as a stone ruin, but as an obelisk of blackened iron and glass that seems to be "drinking" the surrounding light.
The Outer Defenses (The Black Flame)
The entrance is blocked by a "Black Flame"—an alchemical fire that does not produce heat but consumes the "Will" of those who touch it.
The Solution: If the party possesses the Iron Crown Shards (found in B2 or N1), the flame parts. Otherwise, they must take 2d8 Wisdom damage to force their way through.
## The Final Boss: The Shade of Baltron
Baltron is no longer a man; he is a Lich-Alchemist (adjust to a "Death Knight" or "Wraith" stats if your party is lower level, but keep the flavor).
The "Iron Crown" Climax:
Baltron sits atop the tower, working a massive bellows that pumps the "Shadow-Fumes" into the sky. He wears the physical Iron Crown, which is the battery for the entire regional corruption.
The "C&C" Boss Mechanic: The Chemical Phasing
Round 1: Baltron is semi-transparent (AC +4) as he phases into the Ethereal Plane.
Round 2: He becomes solid to pull a lever, releasing a blast of Dragon-Smoke (15ft cone, 3d6 poison).
The Weakness: The players can use Strength Checks (CC 16) to break the glass pipes surrounding the arena. For every pipe broken, the "Shadow" in the region (and the Naga's influence in the Keep) permanently dissipates.
## Ending the Campaign: The Shadow Lifts
Once the Crown is shattered and Baltron is defeated:
The Keep (B2): The "Caves of Chaos" lose their unified leadership; the monsters return to disorganized bickering.
Orlane (N1): The villagers "wake up" with no memory of the last month, looking to the party for leadership.
The Lizardfolk (U2): A permanent peace treaty can be signed between the Keep and the Marshes, creating a new "Borderland Protectorate."
### Final Campaign Reward
The Refined Iron Crown: The party can re-forge the shards into a "Crown of the Borderlands" (A Lawful artifact that grants +1 to all Prime Attribute Checks while within 50 miles of the Keep).
An epilogue is essential for a Castles & Crusades campaign because the "Siege Engine" is built on the deeds of heroes becoming the legends (and Lords) of the next generation. After the Black Flame of Baltron's Beacon is extinguished, the regional "mental fog" lifts, leaving the survivors to pick up the pieces.
## The Campaign Epilogue: Fate of the Borderlands
Roll 1d6 for each major faction/location to see how your players' actions reshaped the map.
| Location / NPC | Roll | The Outcome |
| The Keep (B2) | 1-3 | The Military Outpost: The Castellan uses the "Iron Crown" shards to bolster defenses. The Keep becomes a cold, militarized zone, safe but joyless. |
| 4-6 | The Trading Hub: With the marshes safe, the Keep expands into a bustling city. The party is granted a "Knight-Banneret" title and a small estate nearby. | |
| Orlane (N1) | 1-3 | The Ghost Town: The trauma of the Naga was too great. The villagers depart for the north, leaving Orlane a beautiful, empty shell claimed by the forest. |
| 4-6 | The Golden Harvest: Under Ramne the Weaver’s guidance, the village becomes a center for alchemical study, turning Baltron’s old notes into life-saving medicine. | |
| The Lizardfolk (U2) | 1-3 | The Silent Pact: The Lizardfolk retreat deep into the Dunwater. They are seen rarely, appearing only to leave "Tribute" at the party's door once a year. |
| 4-6 | The Marsh-Lords: Queen Othokent signs a formal trade treaty. Lizardfolk "Marsh-Rangers" now patrol the roads alongside the Keep’s soldiers. | |
| The Iron Crown | 1-3 | The Cursed Relic: The shards refuse to stay buried. One player begins hearing the "hissing" of the Naga in their dreams... a hook for a future Tier 2 campaign. |
| 4-6 | The Sanctified Seal: The Clerics of the Keep melt the crown into a massive bell. Whenever it rings, it is said that "No shadow can take root within earshot." |
## Final "Tale of the Tape" (XP & Rewards)
To wrap up the mechanics for your players, consider these "Legacy Awards" based on their C&C Prime Attributes:
Strength Primes: Granted the title of "Marshal of the Marsh." They gain a +1 bonus to Charisma checks when commanding troops in this region.
Intelligence Primes: Awarded the "Baltron Ledger." They gain the ability to craft "Beacon-Oil" (as a potion of Neutralize Poison) once per month.
Wisdom Primes: Recognized as "The Clear-Sighted." They are immune to magical Charm effects originating from reptilian creatures for the rest of their lives.
## Conclusion: The Shadow Recedes
As your players ride back to the Keep on the Borderlands, have them look south one last time. The horizon, once stained with sickly green light, is now a clear, natural blue. The "Shadow of the Iron Crown" has been broken by the "Siege Engine" of their will.
Final DM Note: If you ever want to return to this world, the Caves of Chaos still sit empty. Perhaps a new, even older power has noticed the vacuum left by the Cult...
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