This campaign, which I’ve titled "The Shadow of the Iron Crown," weaves these classic modules into a cohesive regional sandbox. By centering the action in a modified Kingdom of Keoland (World of Greyhawk), we can naturally link the coastal mysteries of Saltmarsh with the inland corruption of Hommlet and the lawless frontier of the Borderlands. This blog post picks right up from here.
In Castles & Crusades, this setup works perfectly because the "Primes" system handles the transition from gritty investigation (Saltmarsh/Orlane) to high-adventure wilderness survival (B10) with ease.
1. The Regional Map: The Tri-State Frontier
The campaign takes place in the Salinmoor province, where the Hool Marshes meet the Yeomanry.
Saltmarsh (U1): The primary port and starting location on the Azure Sea.
The Village of Hommlet (T1): A few days' travel inland, acting as a "civilized" buffer between the coast and the wilder hills.
Orlane (N1): A remote farming village nestled near the Dreadwood, currently suffering from a "creeping malaise."
The Keep on the Borderlands (B2): Located at the edge of the Hellfurnaces (mountains), guarding the pass against the "Caves of Chaos."
The Sukiskyn Homestead (B10): Located in the deep woods between Orlane and the Keep.
2. The Campaign Narrative: The Iron Ring’s Web
The connective tissue is the Iron Ring (from B10). In this version, the Iron Ring is a massive slaving syndicate backed by the Cult of the Reptile God and the Temple of Elemental Evil.
Phase I: The Whispering Coast (Levels 1–3)
Modules: The Sinister Secret of Saltmarsh $\rightarrow$ The Village of Hommlet
The Hook: The party starts in Saltmarsh. They investigate the "haunted" house (U1) and discover it’s a smuggling front.
The Twist: The smugglers aren't just moving silk and brandy; they are moving slaves marked with a "Broken Ring" brand and strange, emerald-colored coins.
The Connection: Evidence leads them inland to Hommlet, a known trade hub. They clear the Moathouse (T1), finding that the "New Master" there was a regional buyer for the Iron Ring.
Phase II: The Creeping Shadow (Levels 3–5)
Modules: Against the Cult of the Reptile God $\rightarrow$ Baltron’s Beacon
The Hook: While traveling to the frontier, the party stops in Orlane. They find the town gripped by a strange cult (N1).
The Connection: The Naga, Explictica Defilus, is actually a high-ranking "Overseer" for the Iron Ring, using her charm abilities to create "perfect" sleeper agents within the Keoland government.
Baltron's Beacon (I7): The party learns of a "Beacon" in the Hool Marshes used to signal slave galleys. They must infiltrate this swamp fortress to stop the shipments. This serves as the transition into the deeper wilderness.
Phase III: The Iron Frontier (Levels 4–6+)
Modules: Night's Dark Terror $\rightarrow$ The Keep on the Borderlands
The Hook: The Iron Ring launches a retaliatory strike against the Sukiskyn Homestead (B10). The party is swept into a desperate defense and a 100-mile chase across the moors.
The Culmination: The trail leads to the Keep on the Borderlands. Here, the party realizes the "Caves of Chaos" (B2) are actually the main staging ground where the Iron Ring assembles its "merchandise" before shipping them to the Lost Valley of Hutaaka.
The Finale: The campaign ends with the trek into the Lost Valley (B10 Finale) to destroy the head of the Iron Ring and the ancient horror they serve.
3. Castles & Crusades Integration Tips
The Attribute System: When the party reaches the Caves of Chaos, use Strength or Constitution Primes for the grueling "siege" feel. For the investigation in Orlane, emphasize Charisma and Intelligence checks to spot the "charmed" villagers.
The "Beacon" Mechanic: In Baltron's Beacon, use the C&C Challenge Class (CC) to represent the suffocating miasma of the marsh. Players without a Constitution Prime will find the trek much more exhausting.
Faction Conversion:
The Iron Ring (B10): Treat as a high-level Thieves’ Guild/Evil Cleric syndicate.
The Cult of the Reptile God (N1): These are the "Infiltrators."
The Temple of Elemental Evil (T1): The "Shadow Sponsors" providing the gold.
Comparison of Key Locations
| Location | Module | Function | Threat Level |
| Saltmarsh | U1 | Starting Hub | Low (Smugglers) |
| Moathouse | T1 | First Dungeon | Moderate (Brigands) |
| Orlane | N1 | Social Mystery | High (Infiltration) |
| Baltron's Beacon | I7 | Swamp Gauntlet | High (Environment) |
| The Keep | B2 | Frontier Base | Variable (Warzone) |
| Lost Valley | B10 | Campaign Finale | Deadly (Ancient Evil) |
To tie these disparate modules into a single, cohesive narrative for your Castles & Crusades game, we need a "chain of command." The Iron Ring serves as the connective tissue, but the following key NPCs act as the glue, moving the players from one module to the next.
The Villains: The Chain of Command
1. The Middleman: Gellan Primewater (Saltmarsh/U1)
In this campaign, Gellan is not just a corrupt councilman; he is the Regional Logistics Director for the Iron Ring.
The Link: When the players clear the Sea Ghost (the ship in U1), they find a ledger. It contains Gellan’s private seal and shipping manifests directed to "The Merchant of Orlane."
The Reveal: Gellan isn't the "Big Bad," but he’s the one paying the smugglers to bring in the "green coins" (Naga-cursed gold) used to buy slaves.
2. The Recruiter: Lareth the Beautiful (Hommlet/T1)
Located in the Moathouse, Lareth is reimagined as a Cleric of the Reptile God sent to oversee the Moathouse as a "collection point."
The Link: Among Lareth’s belongings is a map of the Hool Marshes with a single point marked: Baltron’s Beacon.
The Note: A letter from a woman named "Expy" (Explictica Defilus) thanking him for the "fresh shipment of laborers" and mentioning that the "Beacon is lit for the next pickup."
3. The Corruptor: Abramo the False (Orlane/N1)
While the Naga is the boss of Orlane, the priest Abramo is the Iron Ring’s primary contact.
The Link: Abramo carries a "Broken Ring" signet. He has been using the Naga’s charm ability to brainwash key scouts from The Keep on the Borderlands.
The Clue: The party finds a prisoner in the Temple of Merikka—a scout named Kelson (the Captain of the Guard from B2). He tells the party that the "Caves" are being fortified by something much worse than mere Goblins.
4. The Enforcer: Golworth (Baltron's Beacon/I7)
Golworth (the antagonist of I7) is the Iron Ring’s Master of Signals.
The Link: His job is to use the Beacon to guide Iron Ring galleys through the treacherous marshes.
The Drop: When defeated, the party finds a Letter of Marque signed by the "Iron Crown" in the Lost Valley, ordering Golworth to send all remaining "stock" to the Caves of Chaos for final processing.
5. The Grandmaster: Kaltar & The Iron Ring Trio (B10)
These are the primary antagonists of Night's Dark Terror. They are the direct superiors to the "New Master" in the Moathouse and the Naga in Orlane.
The Role: They are currently purging the Sukiskyn line because that family holds the "Ancient Map" to the Lost Valley.
The Clue: They are using the Caves of Chaos (B2) as their temporary military headquarters while they prepare their final trek into the mountains.
The "Green Coin" Mechanic
To make the mystery feel tangible in your C&C game, introduce The Emerald Drachma.
Throughout all the modules, the party keeps finding strange, slightly warm gold coins that have a faint reptilian scale pattern.
The Twist: These coins allow Explictica Defilus (N1) to scry on whoever possesses them. The more gold the party loots from the smugglers and cultists, the more the Iron Ring knows exactly where they are.
Strategic Flow: How to Run the Transition
| From | To | The "Breadcrumb" |
| U1 (Saltmarsh) | T1 (Hommlet) | A shipment of "fine silks" is actually crates of Iron Ring shackles destined for the Moathouse. |
| T1 (Hommlet) | N1 (Orlane) | Lareth’s diary mentions "The Lady in the Woods" (The Naga) is providing the "Green Gold." |
| N1 (Orlane) | I7 (The Beacon) | A captured cultist reveals the Naga sends her "unworthy" victims to the Beacon to be "processed." |
| I7 (The Beacon) | B10 (Wilderness) | The Beacon's logbook shows a massive shipment was sent north toward the Sukiskyn homestead. |
| B10 (Wilderness) | B2 (The Keep) | The Iron Ring remnants flee the homestead and retreat to the "Safety of the Caves." |
In Castles & Crusades, an "Elite Mook" needs to be dangerous enough to threaten a party's front line but simple enough for the Castle Keeper (CK) to run in groups.
The Iron Ring Slaver is designed to be a "sticky" combatant—they focus on entangling, tripping, and subduing rather than just dealing raw damage. They utilize the Primes system to resist player maneuvers.
Iron Ring Slaver (Elite Mook)
The Slaver wears dark, reinforced leather armor embossed with a broken ring. They carry a heavy net and a weighted truncheon designed to crack bone without killing.
HD: $3d8+3$ (HP 18)
AC: 15 (Reinforced Leather & Buckler)
Attacks: Weighted Truncheon ($1d6+2$) or Heavy Net (Special)
Primes: Strength, Constitution
Move: 30 ft.
Level/XP: 3 / 60 + 3
Special Abilities
The Weighted Net: Once per encounter, the Slaver can throw a net as a ranged touch attack (range 10 ft.). If it hits, the target must succeed on a Strength or Dexterity save (CL 3) or be Entangled. An entangled creature moves at half speed, cannot run or charge, and suffers a -2 penalty to attack rolls.
"Bring 'Em Back Alive": If the Slaver reduces a player to 0 HP with their truncheon, the player is automatically stabilized at 0 HP but remains unconscious for $1d4$ hours (subdual damage).
Pack Tactics: If two or more Iron Ring Slavers are threatening the same opponent, they gain a +1 bonus to hit.
Variant: The "Minder" (Caster Support)
For larger encounters in the Moathouse (T1) or the Caves of Chaos (B2), add one Minder for every four Slavers.
HD: $2d4$ (HP 9)
AC: 12
Primes: Intelligence
Spells (CL 2): * Command: Often used to make a fleeing PC "Halt."
Hold Person: (1/day) The ultimate tool for capturing "high-value stock."
Daze: To set up a Slaver's net attack.
How to use them in the Campaign
In Saltmarsh (U1): Use them as the "Press Gang" that guards the lower decks of the Sea Ghost. They fight to capture the players to sell them to the Moathouse.
In the Hool Marshes (I7): These slavers wear specialized "Marsh Skirts," giving them no movement penalty in shallow water. They try to drag players into the muck to drown them or force a surrender.
In the Wilderness (B10): During the siege of the Sukiskyn Homestead, use groups of 4 Slavers led by a Minder. They won't burn the house down—they want the people inside intact.
To bridge the gap between the subtle corruption of Orlane (N1) and the militaristic brutality of Night’s Dark Terror (B10), I’ve designed Varkos the "Coil-Binder." Varkos is an Iron Ring Captain who has been gifted "boons" by the Reptile God. He represents the merger of the Slaver Syndicate and the Naga’s Cult. He works perfectly as the mid-campaign boss at Baltron’s Beacon or as the leader of the raiding party at the Sukiskyn Homestead.
Varkos the Coil-Binder
A towering man in blackened scale mail, Varkos wears a tattered green cloak that seems to move with a life of its own. His eyes have slitted pupils—a "gift" from Explictica Defilus—and he wields a massive, barbed man-catcher.
HD: $6d10+12$ (HP 52)
AC: 18 (Blackened Scale & Ring of Protection +1)
Attacks: The Spine-Biter (Man-catcher) ($1d10+4$) or Heavy Crossbow ($1d10$)
Primes: Strength, Constitution, Charisma
Move: 20 ft. (Heavy Armor)
Saves: P (Physical), M (Mental)
Level/XP: 6 / 450 + 6
Special Abilities
The Spine-Biter (Barbed Man-catcher): This is a +1 magical polearm. On a successful hit against a Medium or smaller creature, the target must make a Strength Save (CL 6).
Failure: The target is Grappled and takes $1d6$ automatic damage each round they remain in the "jaws."
Escape: Escaping requires a successful Strength or Dexterity check (CL 6) as an action.
Hypnotic Hiss (1/Day): Varkos can mimic the Naga’s power. All enemies within 30 feet who can hear him must make a Charisma (Mental) Save.
Failure: They are Stunned for 1 round as their mind fills with the image of a Great Serpent.
Iron Command: As long as Varkos is conscious, all "Iron Ring Slavers" within 60 feet gain a +2 bonus to Morale checks and a +1 to damage rolls.
Reptilian Resilience: Varkos has Resistance to poisons and gains a +2 bonus to saves against charm-based magic.
Tactics & Roleplay
Combat: Varkos doesn't fight fair. He uses his Spine-Biter to snag the party’s primary spellcaster or the nimblest rogue, dragging them toward his mooks while he uses them as a human shield (+4 AC bonus against ranged attacks while holding a grappled victim).
Personality: He is coldly professional. He views the PCs not as enemies, but as "lost inventory." He will often offer to let the party live if they simply "put on the collars" and save him the trouble of a fight.
The "Breadcrumb": Tucked into Varkos's belt is a Letter of Marque. It contains the location of the Caves of Chaos and a direct order from the "Iron Crown" to bring "high-quality specimens" to the Keep for the final ritual.
The "Iron Crown" Connection
If you want to foreshadow the final module (B10), Varkos carries a Ring of the Iron Crown. This ring is non-magical gold, but it is enchanted with a Magic Mouth spell. When Varkos dies, the ring speaks in a cold, sibilant voice:
"The harvest continues. The blood of the borderlands will fuel the return of the King. You have merely delayed the inevitable."
This timeline is designed to give your Castles & Crusades campaign a sense of "impending doom." In the background, the Iron Ring isn't standing still; they are actively moving "merchandise" (slaves) and preparing a ritual in the Lost Valley.
Using a calendar creates stakes: if the players spend too many weeks resting in Saltmarsh, they might arrive at the Sukiskyn Homestead only to find it already burned to the ground.
The Campaign Calendar: The Year of the Iron Ring
Month 1: The Coastal Infiltration
Weeks 1–2: [U1: The Sinister Secret of Saltmarsh]
The party clears the Haunted House and the Sea Ghost.
The Clock Starts: The Iron Ring realizes their coastal supply line is severed. They begin diverting shipments inland toward the Moathouse.
Weeks 3–4: Travel to Hommlet
A 10-day trek inland. Along the way, the party sees more "Refugees" than usual—people fleeing the "creeping sickness" in the north.
Month 2: The Inland Rot
Weeks 5–6: [T1: The Village of Hommlet]
The party cleans out the Moathouse.
The Clock Ticking: Lareth’s death alerts the Cult of the Reptile God in Orlane. They accelerate their "harvesting" of villagers to replace the lost labor from the coast.
Weeks 7–8: [N1: Against the Cult of the Reptile God]
The party arrives in Orlane. They have roughly 7 days to stop the Naga before she completes the "Great Subjugation," turning the entire town council into mindless thralls.
Month 3: The Darkening Frontier
Weeks 9–10: [I7: Baltron’s Beacon]
Following clues from Orlane, the party enters the Hool Marshes.
The Turning Point: Clearing the Beacon stops the "Great Shipments." The Iron Ring, now desperate, moves its remaining forces to the Caves of Chaos to prepare a forced march into the mountains.
Week 11: The Long Road North
The party travels toward the Keep on the Borderlands. They witness the first signs of the Iron Ring Raiders—burned wagons and "Broken Ring" banners.
Month 4: The Shadow Falls
Week 12: [B10: Night’s Dark Terror - Part 1]
The party reaches the Sukiskyn Homestead. This is a "Timed Event." The Iron Ring attacks at midnight on the day the players arrive.
Week 13: [B2: The Keep on the Borderlands]
The party uses the Keep as a base to assault the Caves of Chaos. They must clear the caves quickly, as the Iron Ring "Grandmasters" are preparing to retreat into the Lost Valley.
Week 14+: The Finale (B10 - Part 2)
The final pursuit into the mountains. The campaign culminates in the Lost Valley of Hutaaka.
The "Doom Track" (CK Mechanic)
As the Castle Keeper, you can track "Iron Ring Influence" on a scale of 1–10.
1–3 (Early Game): Slavers are subtle. They use bribes and shadows.
4–7 (Mid Game): Slavers become aggressive. They start kidnapping NPCs the players like. Merchants start disappearing from the roads.
8–10 (End Game): Full-scale war. The Iron Ring openly patrols the roads near the Keep. The "Caves of Chaos" begin overflowing with orc and goblin mercenaries hired by the Ring.
Strategic Travel Distances (C&C Scale)
| From | To | Distance | Travel Time (Foot) |
| Saltmarsh | Hommlet | 90 Miles | 4–5 Days |
| Hommlet | Orlane | 60 Miles | 3 Days |
| Orlane | The Beacon | 40 Miles (Swamp) | 4 Days |
| The Beacon | The Keep | 120 Miles | 6–8 Days |
CK Tip: In Castles & Crusades, remember to check for Encumbrance during the Month 3 trek. The Iron Ring will send "Harriers" (2–3 Slavers on horseback) to exhaust the party before they reach the Keep.
This encounter table is designed for the "Transition Zones"—the lawless stretches of road and marsh between Hommlet, Orlane, and The Beacon. It blends the swamp-horror of Saltmarsh with the creeping psychological dread of the Cult of the Reptile God.
In Castles & Crusades, use these encounters to drain resources (spells and HP) before the party reaches the main module locations.
The "Sibilant Road" Random Encounter Table
Roll 1d12 (Check once per day of travel, or once per night in "High Danger" zones).
| Roll | Encounter | Description |
| 1 | The False Refugee | A lone survivor from Orlane begging for help. He is actually Charmed by the Naga. He attempts to poison the party’s rations or "Green Gold" into their packs so they can be tracked. |
| 2 | Iron Ring Press-Gang | $1d4+2$ Iron Ring Slavers (see previous stats) and $1d2$ hounds. They have a heavy wagon with 3 prisoners. They assume the PCs are "unclaimed labor." |
| 3 | Swamp Mire (Hazard) | The road vanishes into a bog. CL 4 Survival or Intelligence check. Failure means the party is slowed, and $1d4$ Giant Toads (HD 2) attack while the party is waist-deep in mud. |
| 4 | The Serpent's Mark | A row of $1d6$ bodies hanging from trees, branded with the "Broken Ring." One body is "fresh"—it’s a scout from the Keep on the Borderlands with a coded message. |
| 5 | Cultist Procession | $2d6$ Hooded Zealots (HD 1) transporting a "Holy Relic" (a crate of Naga-venom). They fight with fanaticism and will not surrender. |
| 6 | The Ghost of the Hool | A flickering light in the mist (from Baltron's Beacon). If followed, it leads to a Will-o'-Wisp or a patch of Yellow Mold. |
| 7 | Reptilian Outriders | $1d4$ Lizardfolk mounted on Giant Lizards. They are mercenaries hired by the Iron Ring. They carry a whistle to alert nearby slavers. |
| 8 | Cursed "Green Gold" | The party finds a discarded pouch with 50gp. The coins are the Emerald Drachmas. If kept, the party cannot be surprised by Cultists for the next 48 hours (the Cult knows exactly where they are). |
| 9 | Stray Bullywugs | $2d4$ Bullywugs fleeing from the Beacon. They are terrified and will trade information about "The Man in the Blackened Scale" (Varkos) for food. |
| 10 | The Iron Ring Harrier | A single Minder (Caster) on a skeletal horse. He uses Hold Person on the tail-end PC and tries to drag them away with a lasso before the party can react. |
| 11 | Carrion Crawlers | Attracted by the scent of the Iron Ring’s "discards." $1d2$ Crawlers are feasting on a pile of broken shackles and bodies. |
| 12 | A Moment of Respite | A hidden shrine to a god of travel. Healing spells cast here restore the maximum possible amount. For the next 24 hours, the "Doom Track" does not advance. |
CK Flavor: The Environment
When running these encounters, emphasize the sensory shift as the party moves further from Saltmarsh toward the frontier:
The Sound: The constant, rhythmic "clink-clink" of chains in the distance (Iron Ring convoys).
The Sight: The sky turning a bruised purple/green as they approach the Naga’s influence near Orlane.
The Smell: The salty brine of the coast replaced by the metallic tang of blood and the rot of the Hool Marshes.
Integrating "The Shadow of the Iron Crown"
If the players roll a 2 or a 10, have the enemies carry a manifest. This manifest should list names of NPCs from the next town on the itinerary (e.g., "Expected Delivery: 4 Smithies from Hommlet"). This makes the threat personal and drives them toward the next module.
Rescuing these five NPCs provides more than just experience points; each one offers a specific mechanical benefit or strategic edge for the party as they transition into the final stages of the campaign (The Keep on the Borderlands and Night's Dark Terror).
1. Captain Kelson (The Fallen Protector)
Origin: The Keep on the Borderlands (B2)
Location: Found in the dungeons of The Moathouse (T1) or Orlane (N1).
The Situation: The Captain of the Guard from the Keep was captured while investigating "recruitment leaks." He is currently being "conditioned" (charmed) by the Cult of the Reptile God.
The Benefit: If rescued and his mind cleared, Kelson provides the party with "The Commander’s Writ." This allows the party to commandeer $1d6$ Man-at-Arms from the Keep to assist in the final assault on the Caves of Chaos.
2. Elwyn the "Emerald" (The Rogue Factor)
Origin: The Iron Ring Syndicate (B10)
Location: Chained in the hold of the Sea Ghost (U1) or the cellars of Baltron's Beacon (I7).
The Situation: A high-ranking Iron Ring thief who tried to embezzle "Green Gold" and was sentenced to be sold as a common laborer to the Naga. She knows the syndicate’s secret codes.
The Benefit: She can teach the party the "Thieves' Cant of the Ring." This gives the party a +4 bonus to Charisma (Streetwise) checks when interrogating slavers and allows them to bypass certain traps in the Caves of Chaos.
3. Brother Smyth (The Master Smith)
Origin: The Village of Hommlet (T1)
Location: Being transported in a heavy cage during a Random Encounter or found in the Caves of Chaos (B2).
The Situation: The Iron Ring needs skilled labor to forge the "Iron Crowns" used in their final ritual. Smyth is being forced to work at a mobile forge.
The Benefit: If returned to his forge, Smyth will reinforce the party's gear for free. Any non-magical weapon he touches gains a permanent +1 bonus to damage (but not hit), and he can identify any "Green Gold" items as cursed before the party puts them on.
4. Terasina (The Sukiskyn Matriarch)
Origin: Night's Dark Terror (B10)
Location: Held captive in the Temple of the Reptile God (N1).
The Situation: The Iron Ring realized the Sukiskyn family holds the key to the Lost Valley. They kidnapped the matriarch to force the rest of the family to surrender their ancient map.
The Benefit: Rescuing her ensures the Sukiskyn family becomes a Permanent Stronghold for the party. They will provide horses, healing, and a safe place to rest that is "off the grid" from the Iron Ring’s trackers.
5. Baltron’s Apprentice, Miri (The Scholar)
Origin: Baltron's Beacon (I7)
Location: Trapped in a stasis field or cage within Baltron's Beacon.
The Situation: She survived the initial takeover of the Beacon but has been kept alive because she knows how to calibrate the Beacon’s light to "pierce the veil" of the Lost Valley.
The Benefit: Miri acts as a Sage. She can translate the ancient Hutaakan runes the party will find in the final module. Without her, the party suffers a -4 penalty to navigate the Lost Valley at the end of the campaign.
CK Tip: The "Prisoner's Dilemma"
To increase the tension in your Castles & Crusades game, the Iron Ring should attempt to move these prisoners whenever the party gets close.
Example: If the party spends too long in the upper levels of the Moathouse, they might see a wagon speeding away toward Orlane—inside is Captain Kelson, crying out for help. This forces the players to choose between a "Full Rest" or a "High-Speed Chase."
In this campaign, the climax at the Caves of Chaos (B2) isn't just a dungeon crawl; it is the site of the Ritual of the Sunless Crown. The Iron Ring and the Cult of the Reptile God are merging their powers to bridge the gap between the mundane world and the Lost Valley of Hutaaka.
The Ritual: The Sunless Crown
The "Green Gold" (Emerald Drachmas) the players have been finding are more than currency—they are soul-anchors. Every person who has died or been charmed while carrying one has had their life force harvested.
The Objective
The "Grandmasters" of the Iron Ring intend to sacrifice the high-value prisoners atop the Ravine in the Caves of Chaos. This will trigger a massive pulse of necrotic energy that will:
Awaken the Sleeping King: Reanimate the ancient Hutaakan high priest in the Lost Valley.
The Great Shroud: Envelop the entire Borderlands in a "Green Mist" (similar to the Naga’s charm), making every inhabitant a mindless thrall of the Iron Crown.
The Set Piece: The Ravine of Souls
Instead of the standard "Shrine of Evil Chaos" (Cave J/K), the final area is transformed into an outdoor ritual site overlooking the valley.
The Focus: A 10-foot-tall crown made of jagged, rusted iron sits atop a pile of "Green Gold."
The Catalyst: The prisoners are bound to iron pillars surrounding the crown.
The Barrier: A swirling vortex of emerald mist protects the casters. To break it, the party must destroy the four focal points (statues of the Reptile God) placed in the smaller caves (Goblins, Orcs, etc.).
Mechanical Stakes (Castles & Crusades)
During the final battle, use a Ritual Timer. Every 3 rounds of combat, the ritual progresses.
| Phase | Effect |
| Round 3 | The Hiss: All players must make a CL 6 Wisdom (Mental) Save or be shaken (-2 to hit) as the whispers of the Naga fill their minds. |
| Round 6 | The Siphoning: One prisoner (start with an unnamed NPC) is drained. The Iron Crown glows bright green. All Iron Ring enemies gain +2d6 Temporary HP. |
| Round 9 | The Veil Thins: The terrain begins to warp. Gravity shifts. The "Lost Valley" begins to physically overlap with the Caves. CL 6 Dexterity Saves are required to move without falling. |
| Round 12 | Completion: If not stopped, the ritual completes. The region falls into darkness, and the party must flee into the wilderness to begin a "Resistance" campaign. |
The Final Boss: The Voice of the Iron Crown
The ritual is led by Kaltar (from B10), but he is possessed by the spirit of the Reptile God.
Ability: Gaze of the Emerald Eye. Any player who looks at the boss must make a Charisma Save or be forced to attack their nearest ally for 1 round.
The "Secret Weapon": If the party rescued Miri the Scholar, she can chant a counter-spell that pauses the timer for 3 rounds, giving the fighters time to reach the Crown.
Ending the Ritual
To stop it, the players must:
Shatter the Crown: It has an AC of 18 and 50 HP. It can only be damaged by magical weapons or the "Reinforced" weapons from Brother Smyth.
Free the Prisoners: Each prisoner freed reduces the "CL" (Challenge Level) of the Boss’s spells by 1.
The Transition to the Finale
When the Crown shatters, it doesn't just break—it implodes, creating a rift. This rift sucks the remnants of the Iron Ring and the party into the Lost Valley of Hutaaka, leading directly into the final high-level survival portion of B10: Night's Dark Terror.
The Campaign Epilogue serves as the transition from a group of "hired blades" to "Legendary Heroes of the Kingdom of Keoland." In Castles & Crusades, this is where the players move from the mid-level grind into the High-Level/Stronghold phase of the game.
Depending on the party’s success at the Caves of Chaos and the Lost Valley, choose one of the following "World States."
1. The Total Victory: "The Golden Age of Saltmarsh"
Conditions: The Ritual was stopped, the Iron Crown shattered, and at least 3 of the 5 High-Value Prisoners survived.
The Regional Shift: The Iron Ring is utterly broken. The "Green Gold" loses its luster, turning into lead. The mists over the Hool Marshes lift for the first time in centuries, revealing fertile land for the first time.
The Reward: The King of Keoland grants the party a Charter of Lordship. They are given the ruins of The Moathouse or Baltron’s Beacon to rebuild as their own personal stronghold.
The Legacy: Captain Kelson renames the Keep on the Borderlands after the party. Brother Smyth becomes the Royal Armorer, creating a "Hero’s Set" of plate mail for the party’s fighter.
2. The Pyrrhic Victory: "The Scarred Frontier"
Conditions: The Ritual was stopped, but the Iron Crown was merely lost/hidden, or most prisoners died.
The Regional Shift: The Iron Ring is gone, but the Cult of the Reptile God has gone underground. The borderlands are safe from invasion, but a "Green Fever" lingers in the blood of the villagers. People are wary and paranoid.
The Reward: The party is given a massive chest of 10,000gp and "The Freedom of the Realm," but they are politely asked to leave Saltmarsh as their presence reminds the locals of the terror they endured.
The Legacy: The party is remembered as grim hunters. They gain the "Slayer's Reputation" (+2 to Charisma checks when intimidating criminals, but -2 when dealing with law-abiding citizens).
3. The Cliffhanger: "The Shadow Remains"
Conditions: The Ritual was completed, or the party had to flee the Lost Valley.
The Regional Shift: The "Great Shroud" covers the land. The sun appears as a pale green orb. Saltmarsh is a ghost town, and the Keep is under siege by an endless army of "The Charmed."
The Reward: Survival is the reward. The party has a Star-Iron Key (salvaged from the broken Crown) which is the only thing that can pierce the Shroud.
The Next Adventure: The campaign shifts into a "Resistance" style game, where the party must lead a rag-tag group of survivors to find the Tomb of the Ancient Hutaakan King to reverse the curse.
The "Heroic Boons" (Castles & Crusades Mechanical Rewards)
Regardless of the outcome, the players have been exposed to ancient, eldritch energies. Each player may choose one of the following permanent boons:
The Serpent’s Sight: You can see perfectly in magical darkness and mist up to 60ft.
Iron-Willed: You gain a permanent +2 bonus to all Mental (Wis/Int/Cha) Primes.
Slaver’s Bane: You deal an additional $1d6$ damage against any humanoid creature that is part of a cult or criminal syndicate.
The Hutaakan Secret: You gain the ability to speak and read the lost language of the Valley, granting you a +4 bonus to all Lore/Legend checks.
Final Fate of the Villains
Gellan Primewater: If he survived, he is seen in chains, being led to the capital for execution—or he has escaped to the Sea Prince Isles to plot revenge.
Explictica Defilus: Her physical form is destroyed, but her spirit is bound to the shattered pieces of the Iron Crown. Whoever holds the largest shard hears her sibilant whispers in their sleep...
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