Saturday, February 14, 2026

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg - Mictlan

 

This campaign for Castles & Crusades uses the "Conquistadors of Mictlan" line by Antediluvian Miniatures to create a "Lost World" pulp-fantasy setting. This 'Lost World' Pulp setting has become an Inner Earth level. We replaced our party's numbers who had been killed last game with several explorers.  This leg of the campaign picks right up from 

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg




In C&C, this campaign works best as a Tier 1-2 (Levels 1-6) exploration-heavy sandbox. The rules-light "Siege Engine" system allows you to focus on the environmental hazards of the jungle and the horror of the Mictlan undead.


Campaign Title: The Obsidian Shroud of Mictlan

The Setup

The player characters are part of a secondary wave of explorers following in the footsteps of the "Great Expedition" led by the legendary (and now missing) Captain Rodriguez and Maria.

The campaign begins as the PCs’ ship strikes a sandbar off the coast of the Xibalba Peninsula. They have only their starting gear, a map of the coastline, and a list of "warning signs" left by previous scouts. The party get's sucked down into the inner Earth of 

Key Factions (Using the Minis)

  1. The Expeditionary Remnant: These are the surviving PCs and NPCs (using the Explorers Sets).

    • Leonardo the Mage: A high-level NPC (or quest giver) who is obsessed with the "Key to Life and Death."

    • The Half-Pint Vanguard: Use the Alvarez the Dwarf and Pedro the Halfling minis to represent a scout unit that has gone native or been captured.

  2. The Lich-Lords of Mictlan: The primary antagonists. These ancient sorcerers (using the Mictlan Lich minis) don't just kill trespassers; they reanimate them.

    • Monster Note: Use the C&C Monsters & Treasure stats for a Lich, but reduce the HD to 8-10 for a mid-tier threat, giving them the ability to "Command Dead" as a SIEGE check.

  3. The Jaguar Guard: The elite martial force of the Mictlan empire (using the Skeletal Jaguar Warriors). These are the "patrols" that haunt the jungle.

  4. The Shambling Lost: Conquistadors who fell in previous years (the Zombies sets). They still wear their rusted morion helmets and breastplates.


Campaign Hooks & Locations

1. The Trail of the Dead (Level 1-2)

  • The Scene: The PCs find a clearing filled with the Warning Signs (Martin Buck sculpts). These aren't just scenery; they are magical wards or physical warnings.

  • Challenge: A SIEGE check (Wisdom/Survival) to interpret the signs. Failure leads the party into an ambush by Mictlan Ticks (the "disgusting ticks" minis).

  • The Goal: Reach the ruined outpost of "Porto Despero" and recover Rodriguez’s logbook.

2. The Gorgonopsid Hunt (Level 3)

  • The Scene: The party must traverse the "Velociraptor Valleys" (using the Gorgonopsids minis).

  • Mechanic: In C&C, these act as apex predators. Give them a high "Move" stat and a "Pounce" ability that requires a Strength-prime SIEGE check to avoid being pinned.

  • The Goal: Capture or kill a beast to trade its hide with the Mictlan Mermaid (found in a secluded cenote) for information on the Lich's lair.

3. The Temple of the Obsidian Sun (Level 4-6)

  • The Scene: The final dungeon. A ziggurat where the Pestilent Lich is performing a ritual to turn the sun black.

  • The Battle: Use the Conquistador Zombies as a front line to slow the PCs down while the Lich casts from the top of the ziggurat.

  • The Twist: Among the zombies, the PCs recognize Maria, now an undead champion. To save her (or put her to rest), they must recover the "Treasure items" (the Lich treasure pack).


C&C House Rules for this Setting

  • The Jungle Heat: Heavy armor (Plate/Mail) adds a +2 Challenge Level (CL) to all Physical SIEGE checks due to exhaustion and heat. This makes the Unarmored or Leather-clad minis in the set more "lore-accurate."

  • Black Blood Fever: If bitten by a Mictlan Tick or wounded by a Mictlan Zombie, the PC must make a Constitution SIEGE check or lose 1 point of Charisma per day as they slowly turn into a "Conquistador Zombie."

  • The Wardog: If a player uses the Dog Master mini, the War Dog functions as a "Follower" with 2 HD and a "Loyalty" bonus to the PC's Charisma checks.

Miniature Mapping

  • Player Characters: Use Conquistador Explorers Set 1, 2, & 3.

  • Random Encounters: Gorgonopsids, Ticks, Mermaid.

  • The "Horde": Conquistador Zombies and Mictlan Zombies.

  • Bosses: Mictlan Lich and Pestilent Lich.



This d100 Jungle Discovery Table is designed to leverage the specific aesthetic of the Antediluvian minis—mixing historical conquistador tragedy, Mesoamerican-inspired horror, and pulp "Lost World" biology.

In Castles & Crusades, use these as random encounters during overland travel. When the party enters a new hex or rests, roll the percentile dice.

The d100 Mictlan Jungle Discovery Table

d100Discovery TypeDescription
01-05The WarningA pile of Warning Signs (minis) blocking the path. A successful Intelligence (CL 2) check reveals they aren't just for show—they are coated in a contact poison that causes hallucinations of "ghost ships" in the trees.
06-15The Lost ScoutYou find a lone Conquistador Explorer (from Set 1) huddled in a hollow log. He is babbling about "the woman with the fish tail." He carries a map to a hidden cenote but refuses to move unless given wine.
16-25Tick InfestationThe party brushes against a "bleeding tree." It’s actually a swarm of Mictlan Ticks. Each PC must make a Dexterity (CL 3) check or have 1d4 ticks attach, draining 1hp per hour until removed with fire.
26-35The Abandoned CampA tattered tent containing a rusted breastplate and a half-written letter from Maria. It mentions the Lich’s weakness: a mirror made of polished obsidian.
36-45Gorgonopsid Nest1d3 Gorgonopsids are guarding a clutch of leathery eggs. They are highly territorial. If defeated, the eggs can be sold to a collector for 50gp each—if you can keep them warm.
46-55Patrol of the Dead1d6 Skeletal Jaguar Warriors led by a Conquistador Zombie. They move in eerie silence. They aren't looking for food; they are looking for "tribute" for the Lich.
56-65The Mermaid’s CenoteA beautiful, bioluminescent pool where the Mictlan Mermaid sits. She offers a "Kiss of the Deep" (Water Breathing for 24 hrs) in exchange for a piece of cold iron or a silver coin.
66-75The Sun-Bleached AltarA crumbling stone dais holding the Lich Treasure. It’s a trap; touching the gold triggers a Fear spell (Charisma save, CL 5) as the shadows of the trees lengthen and take the shape of skeletal hands.
76-85The Fallen PriestYou find Pedro the Halfling (or a similar mini) pinned to a tree by obsidian daggers. He is barely alive and warns that the Pestilent Lich is currently "feeding" in a nearby grotto.
86-90The Obsidian OutcroppingA natural vein of volcanic glass. A Blacksmith/Craft check allows a player to fashion 1d4 jagged arrowheads that deal +2 damage against undead targets.
91-97The Great PredatorA massive, elder Gorgonopsid (give it max HP and +2 AC). It is currently eating a Zombie, giving the party a chance to sneak past or strike with surprise.
98-00The Lich’s ProjectionThe Mictlan Lich appears as a ghostly apparition. He doesn't attack but offers the PCs a deal: "Bring me the head of Captain Rodriguez, and I shall let you sail home on a ship of gold."

How to use this in your C&C Game:

  • The "Siege Engine" Twist: If a PC rolls a Natural 1 on any check related to these encounters, they contract Jungle Rot. This reduces their Constitution by 1 point every time they take a Long Rest until they find rare herbs or a Remove Disease spell.

  • Miniature Synergy: If you are using the Dog Master mini, his dog grants a +2 bonus to "Sense" any of the stealthy encounters (like the Patrol of the Dead or the Gorgonopsid Nest).






Friday, February 13, 2026

Metal Skin Panic MADOX- 01 (1987) Adapted To The Hostile rpg with 2d6 Adventure Encounter

 The MADOX-01 (Metal Armor Differential-Operational Experiment) is the quintessential "heavy metal" power suit. In the context of the Hostile RPG (which uses the 2D6 Cepheus Engine/Traveller framework), the MADOX-01 functions as a prototype Heavy Powered Armor unit designed for urban pacification and anti-tank roles.

Here is a breakdown of how to integrate this beast into your campaign.


## Design Philosophy

The MADOX-01 isn't a sleek, sci-fi exosuit. It’s a clunky, hydraulic-hissing slab of mid-tech engineering. In Hostile, it fits perfectly as a Weyland-Yutani or United Americas prototype that is terrifyingly powerful but prone to mechanical "quirks."

## Technical Specifications (Hostile Rules)

FeatureSpecificationNotes
Armor Value18Effectively immune to small arms and shotguns.
Strength Bonus+6Can flip a ground car or punch through bulkheads.
Dexterity Mod-2Bulky; not designed for gymnastics or stealth.
Speed10m / 30mWalking vs. Jump-Jet assisted dash.
Life Support6 HoursInternal oxygen and NBC filtering.

## Integrated Weapon Systems

The MADOX is a walking arsenal. In Hostile, these are treated as fixed mounts:

  • Right Arm: 20mm Autocannon

    • Damage: 4D6+5 (AP 4)

    • Note: Recoil is absorbed by the suit’s stabilizers.

  • Left Arm: High-Frequency Chainsaw/Claw

    • Damage: 3D6+Str (Ignores 5 points of armor)

  • Shoulder Mount: Multi-Tube Missile Pod

    • Damage: 6D6 (HE)

    • Capacity: 6 Micro-missiles.


## Special Rules & Flaws

To keep the MADOX feeling "authentic" to its 80s OVA roots, consider these custom traits:

  1. Tank-Leg Mode: The pilot can lock the legs into a high-stability mode. This grants a +2 DM to hit with the Autocannon but reduces movement to zero.

  2. Experimental Cooling: On an Attack roll of 2, the suit overheats. The pilot must spend the next round venting steam (leaving them immobile) or take 1D6 internal damage to the electronics.

  3. Sensor Array: Includes Thermal Imaging and a Laser Rangefinder, granting a +1 DM to all Recon and Gunner checks in low-light conditions.

GM Note: The MADOX-01 is a "Campaign Breaker." If a player gets one, the opposition needs RPGs, Pulse Rifles, or their own mechanized suits to stand a chance.


## Integration into your Campaign

In a typical Hostile setting, the MADOX-01 might be found in a derelict freighter's cargo hold or being tested in a remote colony like LV-426. It represents the "Military-Industrial Complex" at its most aggressive.

This encounter hook is designed to lean into the "Industrial Horror" aesthetic of Hostile, where the danger isn't an alien—it's a corporate product that refuses to fail.


## Scenario: "The Iron Ghost of Outpost 4"

The Setup:

The players are contracted by a logistics firm to recover "Sensitive Hardware" from a seismic research station on a dust-choked moon. The station went silent 48 hours ago after a "catastrophic software sync error."

The Twist:

The hardware isn't a hard drive; it’s a MADOX-01 prototype. During a combat-readiness test, the suit's "Auto-Guard" AI malfunctioned. The pilot is dead inside the suit—likely from a seizure caused by the faulty neural link—but the MADOX is still "operating."

The suit’s AI is now interpreting any movement within the station as a hostile breach. It is patrolling the narrow, dark corridors of the colony like a literal ghost in the machine.

### The Environment: Sector 7 Sub-Levels

  • Low Visibility: Red emergency strobes and thick hydraulic fluid leaking from severed pipes.

  • Audio Cues: The players won't see it first; they’ll hear the clunk-whirrr of servos and the heavy metallic thud of the MADOX’s feet on the deck plating.

  • Structural Damage: The MADOX is too big for the crew quarters. It has literally smashed new "doorways" through reinforced walls to get around.

### Potential Complications

D6 RollThe Situation
1-2Collateral Damage: The MADOX nicks a fuel line. The area is now a tinderbox; one spark from a Pulse Rifle sets the room on fire.
3-4Human Element: A terrified survivor is hiding in the vents. If the players loud-talk, the MADOX detects them and opens fire through the ceiling.
5-6Remote Link: The corporate handler on the players' ship tries to "hack" the suit, but accidentally triggers its High-Frequency Chainsaw into "Sweep Mode."

### How to Resolve the Encounter

Direct combat is likely a death sentence for the players. Instead, suggest these "Hostile-style" solutions:

  • The Kill Switch: The players must reach the Server Room to broadcast a "Stand Down" code, but the suit is currently standing guard right over the terminal.

  • Environmental Kill: Lure the 3-ton suit onto a cargo elevator platform and override the safety locks to drop it down a 50-meter shaft.

  • The Pilot's Key: The suit requires a physical biometric scan to shut down manually. Someone has to get close enough to the "corpse" in the cockpit to press the pilot’s thumb against the internal sensor.


"It’s not a tank, and it’s not a man. It’s the worst of both worlds, and it’s currently trying to remodel the mess hall with my head."

Overheard on Sector 7 Comm-log


This encounter hook is designed to lean into the "Industrial Horror" aesthetic of Hostile, where the danger isn't an alien—it's a corporate product that refuses to fail.


## Scenario: "The Iron Ghost of Outpost 4"

The Setup:

The players are contracted by a logistics firm to recover "Sensitive Hardware" from a seismic research station on a dust-choked moon. The station went silent 48 hours ago after a "catastrophic software sync error."

The Twist:

The hardware isn't a hard drive; it’s a MADOX-01 prototype. During a combat-readiness test, the suit's "Auto-Guard" AI malfunctioned. The pilot is dead inside the suit—likely from a seizure caused by the faulty neural link—but the MADOX is still "operating."

The suit’s AI is now interpreting any movement within the station as a hostile breach. It is patrolling the narrow, dark corridors of the colony like a literal ghost in the machine.

### The Environment: Sector 7 Sub-Levels

  • Low Visibility: Red emergency strobes and thick hydraulic fluid leaking from severed pipes.

  • Audio Cues: The players won't see it first; they’ll hear the clunk-whirrr of servos and the heavy metallic thud of the MADOX’s feet on the deck plating.

  • Structural Damage: The MADOX is too big for the crew quarters. It has literally smashed new "doorways" through reinforced walls to get around.

### Potential Complications

D6 RollThe Situation
1-2Collateral Damage: The MADOX nicks a fuel line. The area is now a tinderbox; one spark from a Pulse Rifle sets the room on fire.
3-4Human Element: A terrified survivor is hiding in the vents. If the players loud-talk, the MADOX detects them and opens fire through the ceiling.
5-6Remote Link: The corporate handler on the players' ship tries to "hack" the suit, but accidentally triggers its High-Frequency Chainsaw into "Sweep Mode."

### How to Resolve the Encounter

Direct combat is likely a death sentence for the players. Instead, suggest these "Hostile-style" solutions:

  • The Kill Switch: The players must reach the Server Room to broadcast a "Stand Down" code, but the suit is currently standing guard right over the terminal.

  • Environmental Kill: Lure the 3-ton suit onto a cargo elevator platform and override the safety locks to drop it down a 50-meter shaft.

  • The Pilot's Key: The suit requires a physical biometric scan to shut down manually. Someone has to get close enough to the "corpse" in the cockpit to press the pilot’s thumb against the internal sensor.


"It’s not a tank, and it’s not a man. It’s the worst of both worlds, and it’s currently trying to remodel the mess hall with my head."

Overheard on Sector 7 Comm-log

 Sector 7 isn't a high-tech lab; it’s a high-ceilinged industrial fabrication bay connected to a cramped residential block. It’s designed for heavy machinery, which gives the MADOX-01 plenty of room to maneuver while the players feel like rats in a maze.


## Sector 7 Floor Plan: "The Killing Floor"

1. The Loading Dock (Entry Point)

  • Description: A massive pressurized door (currently stuck half-open). A yellow industrial lifter lies crushed in the center of the room—the MADOX’s first victim.

  • Tactical Note: Provides heavy cover (crates, lifter chassis) but is a "kill box" if the MADOX is perched on the upper gantry.

2. The Central Hub (The "Stalking" Ground)

  • Description: A circular junction connecting the labs, mess hall, and barracks. The floor is slick with hydraulic fluid (Difficult Terrain: Dexterity/Athletics check or fall prone).

  • The Hazard: The overhead lighting is flickering. Every 2 rounds, the room goes pitch black for 3 seconds.

3. The Mess Hall (Sully’s Hideout)

  • Description: Tables are bolted to the floor, but many have been sheared off. Sully is in the ceiling vents (3 meters up).

  • The Chokepoint: The entrance is a standard-sized bulkhead. The MADOX cannot fit through here without spending 2 rounds "breaching" (smashing) the wall.

4. The Prototype Bay (The Goal)

  • Description: Where the MADOX was housed. Contains the Diagnostic Computer and the Manual Shutdown Rig.

  • The Problem: The room is a dead end. If the players get cornered here, they have to go through the MADOX to get out.


## Sector 7 Visual Map (Conceptual)

Plaintext
[ LOADING DOCK ] <--- Players Enter Here
       |
[ CENTRAL HUB ] ---- [ MESS HALL ] (Sully is above)
       |                |
[ BARRACKS ]       [ VENTILATION SHAFT ]
       |                |
[ PROTOTYPE BAY ] <-----' (Shortcut for Small Players)

## Final Showdown Mechanics: "The Industrial Ambush"

If the players want to take the MADOX down without a total party kill (TPK), they can use the environment:

  • The Overhead Crane: Located in the Prototype Bay. A player can attempt an Electronics (Remote Ops) check to drop a 5-ton engine block on the MADOX.

    • Damage: 8D6 (Ignores Armor), but it's a one-shot deal.

  • Steam Vents: Shooting the red-labeled pipes in the Central Hub creates a cloud of scalding steam.

    • Effect: Blinds the MADOX’s thermal sensors for 1D6 rounds, giving players a chance to reposition.

  • The "Sully" Assist: If rescued, Sully can use her tablet to "Ping" the MADOX’s internal diagnostics, forcing it to turn its back to the players for one round while it "reboots" its comms array.

    Gemini said

    In the cramped, lived-in quarters of Sector 7, the players aren't going to find high-end military gear. Instead, they’ll find the grit and remains of a blue-collar research team that didn't see the MADOX coming.

    Searching a room takes 1D6 minutes (dangerous when a 3-ton robot is patrolling nearby). Have the players roll 2D6 + Recon (or Intelligence) to see what they scrounge up.


    ## Scavenge Table: Sector 7 Barracks

    Roll (2D6)Item FoundGame Effect / Description
    2-3Empty Ration PacksNothing but trash and the smell of stale synth-coffee.
    4-5Industrial LubricantA pressurized can. Spraying it on the floor creates a Dexterity/Athletics (–2 DM) hazard for the MADOX or players.
    6Encrypted Data PadContains personal logs. Reveals the "Blind Spot" intel if Sully hasn't told them yet.
    7Maintenance Flare (x2)Burn bright red for 10 minutes. Can be used to "blind" the MADOX's light-amplification sensors for 1 Round.
    8Stim-Shot (Medical)Heals 1D6+2 damage or ignores "Fatigue" penalties for 1 hour. Corporate-grade adrenaline.
    9Mag-Boots (Pair)Allows walking on walls/ceilings in zero-G or on metal surfaces. Perfect for staying out of the MADOX's floor-level line of sight.
    10Heavy-Duty WelderCan be used to "weld" a bulkhead shut, buying the team 1D6+4 Rounds of safety from the MADOX.
    11Unauthorized SidearmA snub-nosed .44 Revolver hidden in a bunk. (Damage: 3D6, but loud enough to alert the suit instantly).
    12+Seismic ChargeA small mining explosive. Damage: 5D6 (AP 10). If planted on the MADOX's leg, it can disable its movement.

    ## Atmospheric Details

    To keep the tension high while they scavenge, describe the "near misses":

    • The Vibration: Dust falls from the ceiling tiles every time the MADOX rounds a corner in the next hallway.

    • The Audio: A distorted, pre-recorded voice loops from the suit's external speakers: "Safety protocols engaged. Please remain stationary for biological scanning." followed by the sound of a 20mm shell being chambered.

    • The Smell: The sharp, ozone tang of an electrical fire and the copper smell of dried blood near the bunk beds.

    ## Strategic Choice

    The Seismic Charge (Roll 12) is the "Holy Grail." If the players find it, they have a choice: blow the suit and lose their "Recover Intact" bonus, or use it to blow a hole in the floor to create a pit trap.

Gemini said