Thursday, December 25, 2025

A Castles & Crusades campaign bridging B2 The Keep on the Borderlands, T1 The Village of Hommlet, & B10: Night’s Dark Terror

 Expanding classic modules like B2: Keep on the Borderlands and B10: Night’s Dark Terror into Castles & Crusades (C&C) is relatively seamless because the Siege Engine is designed for backward compatibility with older editions. This blog post picks right up from here on the blog. 



Below are the expanded conversion guidelines and specific C&C stats for key NPCs and encounters.


B2: Keep on the Borderlands

C&C Level Range: 1–3

The Keep is a perfect "home base" for C&C. To make it feel authentic to the Siege Engine, focus on the Primes. Most NPCs in the Keep will have Physical (Str, Dex, Con) or Mental (Int, Wis, Cha) focus.

Key NPCs (C&C Stats)

NameClass/LevelHPACPrimeEquipment/Notes
The CastellanKnight 64819Str, ChaPlate mail, Shield, Longsword +1
The CurateCleric 53218Wis, StrPlate mail, Shield, Mace +1
Corporal of the GuardFighter 21616Str, ConChainmail, Shield, Halberd
Evil Priest (Caves)Cleric 42217Wis, ChaChainmail +1, Mace +1, Unholy Symbol

Monster Stats for the Caves of Chaos

Most monsters in B2 can be pulled directly from the C&C Monsters & Treasure book. Use these quick references:

  • Kobolds: HD 1d4, AC 13, Move 30ft.

  • Goblins: HD 1d8, AC 14, Move 20ft.

  • Orcs: HD 1d8, AC 14, Move 30ft. (Physical Prime).

  • The Owlbear: HD 5, AC 15, Attacks: 2 Claws (1d6), 1 Bite (1d8).


B10: Night’s Dark Terror

C&C Level Range: 2–5

This module is a "bridge" adventure. In C&C, the wilderness travel and the Siege of Sukiskyn are highlights. Use the Siege Check (Strength or Constitution-based) for characters trying to hold doors or douse fires.

The Sukiskyn Homesteaders

These NPCs act as a small army. Give them "0-level" stats unless specified.

  • Pyotr (Leader): Knight 4. HP 34, AC 18 (Chain & Shield). Primes: Str, Cha.

  • Darya & Taras: Fighter 2. HP 18, AC 15 (Leather/Shield). Primes: Dex.

  • Stephan (The Prisoner): Rogue 3. HP 14, AC 13. Primes: Dex, Int.

The Iron Ring Slavers

The Iron Ring should be treated as a recurring organization of Assassins and Fighters.

  • Golthar (Main Villain): Wizard 6. HP 20, AC 12. Primes: Int, Wis.

    • Key Spells: Sleep, Hold Person (clerical-like via scroll), Fireball.

  • Iron Ring Hounds: Use Wolf stats but with "Leash Training" (gives them a +2 to tracking checks).


C&C Conversion Quick-Rules

When running these modules "on the fly," use these conversion shortcuts:

  1. Saving Throws: Ignore the old "Save vs. Breath Weapon" etc. Use a Saving Throw based on the relevant Attribute.

    • Example: A trap that shoots a needle is a Dexterity Save.

  2. Challenge Level (CL): For any check (picking a lock, climbing the Keep walls), the CL is usually equal to the Hit Dice of the monster or the Level of the dungeon.

    • The Math: 12 (if Prime) or 18 (if non-Prime) $+ CL = Target Number$.

  3. Armor Class: C&C uses Ascending AC. If you are reading an old module with Descending AC (where 9 is unarmored and 0 is great), simply subtract the old AC from 19.

    • Formula: $19 - \text{Old AC} = \text{C\&C AC}$. (Example: Old AC 4 becomes C&C AC 15).

In B10: Night’s Dark Terror, Golthar is a formidable antagonist—not just because of his magic, but because of his cunning and his role as a high-ranking agent of the Iron Ring. In Castles & Crusades, he should be played as a glass cannon who uses his environment and minions to stay alive.

Here is a detailed C&C stat block for Golthar, including his Siege Engine mechanics.


Golthar (Leader of the Iron Ring)

Class: Wizard (Level 6)

Alignment: Lawful Evil

Primes: Intelligence, Wisdom

Vitals

  • HP: 22 (6d4+6)

  • AC: 15 (Bracers of Defense & Dex)

  • Move: 30 ft.

Saving Throws & Attributes

  • STR: 10 (+0)

  • DEX: 14 (+1)

  • CON: 12 (+0)

  • INT: 17 (+2) Prime

  • WIS: 15 (+1) Prime

  • CHA: 13 (+1)

Combat & Gear

  • Attack: Dagger +1 (+3 to hit, 1d4+1 dmg) or Staff (+2 to hit, 1d6 dmg)

  • Equipment: Bracers of Defense AC 14, Ring of Protection +1, Pouch with 3 flash-powder pellets (requires a DEX save or blinded for 1 round), Iron Ring Signet.

Spellbook (C&C Wizard Spells)

Golthar is prepared for escape and control rather than raw damage.

  • Level 0 (4 slots): Detect Magic, Ghost Sound, Light, Ray of Frost

  • Level 1 (4 slots): Magic Missile, Shield, Sleep, Charm Person

  • Level 2 (3 slots): Invisibility, Mirror Image, Web

  • Level 3 (2 slots): Dispel Magic, Fireball (or Fly if he is expecting an ambush)


Tactics & Roleplay

  • The Siege Engine: If the players try to intimidate or negotiate with Golthar, his Mental Prime (CHA) makes him difficult to sway. The Challenge Base for players trying to trick him is 18 (since he is 6th level and Wise).

  • The Coward’s Escape: Golthar rarely fights to the death. In C&C terms, once he drops below 8 HP, he will cast Invisibility or Mirror Image and attempt to flee toward his Iron Ring reinforcements.

  • Master of Minions: He often uses his Charm Person spell before a fight begins to ensure he has a "meat shield" between him and the party’s Fighter.

The "Iron Ring" Mark

In C&C, you can give Golthar a special ability:

Command the Bound: Any creature bearing the "Iron Ring" brand within 30 feet of Golthar receives a +1 bonus to Hit and Damage so long as Golthar is conscious and shouting orders.

 To make the wilderness of the Kelvin Moors feel dangerous and alive, use this encounter table. These encounters are designed to emphasize the Iron Ring's pursuit of the party and the unique "Old School" flavor of the B10 module.


Iron Ring Pursuit & Wilderness Encounters

Roll 1d10 when the party rests in the moors or travels between key locations.

RollEncounterC&C Stats / Notes
1-2Red Blade Scouting Party2d4 Goblins and 1 Wolf. The Goblins use shortbows to harass from 60ft away.
3-4Iron Ring Houndsmen1 Iron Ring Veteran (Ftr 3) and 2 War Dogs. They are tracking the party's scent.
5The Mournful GhostA spectral figure of a fallen Karameikan soldier. Requires a Wisdom Save or be Shaken (-2 to rolls) for 1 hour.
6-7Hidden Pit TrapA camouflaged pit lined with stakes. CL 3 Dexterity Save to avoid 2d6 damage.
8Iron Ring "Enforcer"1 Assassin (Lvl 4). Uses Invisibility or Hide to attempt a Backstep attack on the rear PC.
9Wounded SurvivorA Sukiskyn woodsman fleeing the siege. Can provide Intel on Golthar's location.
10The Wyvern's ShadowA Wyvern circling above. It won't attack a large group but will pick off a lone PC or pack animal.

Key Stat Blocks for the Table

Iron Ring Veteran (Fighter 3)

  • HP: 22 | AC: 16 (Chainmail & Shield)

  • Primes: Strength, Constitution

  • Attack: Longsword (+4 to hit, 1d8+2 dmg)

  • Special: Combat Dominance (C&C Fighter ability) allows him to make 3 attacks per round against "1 HD" opponents (like hirelings or summons).

Iron Ring Assassin (Assassin 4)

  • HP: 18 | AC: 14 (Leather Armor)

  • Primes: Dexterity, Intelligence

  • Attack: Poisoned Dagger (+5 to hit, 1d4 + Poison)

  • Special: Death Attack. If he studies a target for 3 rounds, he can attempt a kill. Target must make a CON Save (CL 4) or die instantly. If the save succeeds, it is still a critical hit.


The Siege of Sukiskyn: C&C Style

When running the siege, don't just track HP. Use Attribute Checks to represent the chaos:

  • Strength (CL 2): To brace a door against a goblin ram.

  • Dexterity (CL 3): To catch a fire-arrow before it ignites the thatch roof.

  • Charisma (CL 4): To rally the panicked homesteaders after a wall is breached.

This outpost serves as a perfect "intermission" between the wilderness travel and the final confrontation. It’s a ruined, partially sunken watchtower on the edge of the moors used by the Iron Ring to hold "high-value cargo."

The Sunken Outpost: "The Eye of the Ring"

Map Concept: A three-level ruin. The ground floor is partially flooded, the cellar is a lightless prison, and the top floor is a sniper’s nest.

1. The Flooded Foyer (Ground Floor)

The water is knee-deep and counts as difficult terrain (half movement).

  • The Guard: Two Iron Ring Thugs (Ftr 1) and a Crocodile (HD 3, AC 15). The crocodile hides beneath the murky water.

  • The Siege Check: PC's must make a CL 2 Wisdom (Observation) check to spot the crocodile's eyes before it lunges.

  • C&C Twist: If a PC is bitten, the crocodile attempts to "Death Roll." The PC must succeed in a CL 3 Strength/Constitution Save or be knocked prone and pinned underwater.

2. The Cellar of Chains (Lower Level)

Dark, cramped, and smelling of rot.

  • The Warden: An Ogre named "Grog" (HD 4, AC 16). He carries a massive iron key around his neck.

  • The Prisoners: 1d4 villagers from the Moors. One is a Level 2 Cleric of the Church of Karameikos who can heal the party (1d8+2) if rescued.

  • Treasure: A locked iron chest. CL 5 Dexterity (Open Locks) check. Contains 400gp and a Potion of Neutralize Poison (essential for fighting Iron Ring Assassins).

3. The Sniper's Parapet (Top Level)

The roof is crumbling. Walking near the edge requires a CL 1 Dexterity check to avoid falling rocks.

  • The Enemy: Three Red Blade Goblin Archers with a clear line of sight to the surrounding 100 yards.

  • The Signal: If the goblins see the party approaching, they light a signal fire. If the fire burns for 3 rounds, any Iron Ring encounters on the "Pursuit Table" are doubled for the next 24 hours as reinforcements arrive.


Expanded C&C Stat: The Iron Ring Thug

The "muscle" of the organization.

AttributeValue
HD1d10 (HP 9)
AC15 (Studded Leather & Shield)
PrimesPhysical
AttackMorningstar (+2 to hit, 1d8+1 dmg)
SpecialShield Bash: On a natural 19-20, the target must make a Strength Save or be knocked back 5ft.

How to use this in your campaign

If the players are moving too fast through B10, have them find a map on a dead scout leading here. It's a great place to introduce Golthar’s "Right Hand"—an NPC you can customize to be a personal rival for one of your players.

Linking B2/B10 with T1: The Village of Hommlet creates an epic "Low Fantasy" sandbox. In Castles & Crusades, these modules share a similar "gritty frontier" DNA.

To connect them, we position Hommlet as the civilized gateway, the Keep (B2) as the military outpost on the edge of the wilderness, and the Kelvin Moors (B10) as the dark, unexplored "Middle Land" between them.


1. The Narrative Bridge: The "Trade Road"



The key to connecting these is the Iron Ring. In this expanded lore, the Iron Ring isn't just a local gang; they are a criminal syndicate serving the Temple of Elemental Evil.

  • The Hook: The Iron Ring is kidnapping villagers from Hommlet and the Sukiskyn area to send them as slave labor to rebuild the Temple's lower levels.

  • The Catalyst: Lareth the Beautiful (from T1) is Golthar’s (from B10) direct superior. They communicate via Carrier Pigeons or Shadow Magic.

The Geography

LocationRole in C&C Campaign
The Village of HommletThe "Safe Zone." Players start here, deal with the Moathouse, and discover the first clues of the Iron Ring.
The Trade Road (Moors)The transition. Players travel this road toward the Keep, leading directly into the events of B10: Night's Dark Terror.
The Keep (B2)The last bastion of law. The Castellan is desperate because the Iron Ring has allied with the Orcs/Goblins of the Caves of Chaos.

2. Shared NPC Connections

To make the world feel cohesive, use these "Siege Engine" crossovers:

  • Burne and Rufus (Hommlet): These two high-level NPCs are old friends of the Castellan (B2). They might hire the party to deliver "Experimental Masonry Supplies" to the Keep.

  • The Spy in the Keep: The "Acolyte" or "Traveler" in the Keep’s tavern is actually an agent of the New Moon Cult (from B10) or a devotee of the Elder Elemental Eye (T1).

  • Elmo (Hommlet): Have Elmo be a veteran who served at the Keep on the Borderlands. He can give the players a "Map of the Caves," but it’s 10 years out of date.


3. C&C Faction Integration: The "Triangle of Evil"

Use the Siege Engine to differentiate how these factions operate.

FactionPrimary AttributeC&C Tactical Style
The Red Blades (B10)DEXGuerrilla warfare. They use the Hide and Move Silently skills as if they were Level 2 Rogues.
Caves of Chaos Tribe (B2)STRBrutal frontal assaults. They rely on "Overbear" maneuvers to pin PCs.
The Moathouse Cult (T1)WIS/INTDisciplined and magical. They use Command and Hold Person to capture, not kill.

4. The Unified Campaign Arc

  1. Levels 1-2 (T1): The party clears the Moathouse. They find a letter from Golthar to Lareth discussing the shipment of slaves.

  2. Levels 2-3 (B10): The party travels to find the slave pens. This leads to the Siege of Sukiskyn. They realize the Iron Ring is much larger than they thought.

  3. Levels 3-5 (B2): The party arrives at the Keep to find it under "Shadow Siege." The Iron Ring has united the Caves of Chaos to wipe out the Keep, clearing the way for the Temple’s return.

The "Big Bad" Stat Modification: Lareth the Beautiful

To make Lareth a threat to players who have survived Golthar, give him this C&C ability:

Beguiling Presence (CHA Save, CL 5): Anyone attempting to attack Lareth must first make a Charisma save. If they fail, they find his beauty so striking they hesitate, suffering a -2 penalty to hit him for the duration of the encounter.

 To merge these modules into a single, cohesive C&C sandbox, we will arrange them along the "Old North Road." In this configuration, the party moves from the civilized "Settled Lands" (Hommlet) through the "Wild Moor" (B10) and finally to the "Edge of the Abyss" (B2).


The Regional Map: The Borderlands Corridor

1. The Starting Point: The Village of Hommlet (South)

Located in a fertile valley, Hommlet is the last stop for travelers coming from the capital.

  • The Moathouse: Located 10 miles east of the village, hidden in a swampy track.

  • The Connection: Once the party clears the Moathouse, they find records showing that the "cargo" (slaves/stolen goods) is being moved North toward the "Moor Outposts."

2. The Transit Zone: The Kelvin Moors (Central)

North of Hommlet, the road thins and the terrain turns to misty peat bogs and dense thickets. This is where B10: Night's Dark Terror takes place.

  • Distance: Hommlet to Sukiskyn is roughly 40 miles (a 2-day journey by horse, 3-4 days on foot).

  • Key Landmark: The River Mimbul flows from the mountains in the North through the Moors. The Iron Ring uses this river to transport prisoners by barge, bypassing the main road.

  • Sukiskyn: Positioned at a strategic ford in the river. If the Iron Ring takes Sukiskyn, they control all movement between the Keep and the South.

3. The Front Line: The Keep on the Borderlands (North)

The road ends at the foot of the Thunder Peaks (or any jagged mountain range). Here, the Keep stands alone.

  • Distance: Sukiskyn to the Keep is 30 miles.

  • The Caves of Chaos: Located in a ravine 5 miles further into the mountains from the Keep.

  • The Strategic Threat: The mountains are the source of the evil. The "Temple" mentioned in T1 is hidden deep within these peaks, and the Caves of Chaos serve as its "Forward Barracks."


Regional Travel Table (C&C Time & Distance)

FromToDistanceDays (Foot)Danger Level
HommletMoathouse10 Miles0.5 DaysLow (Patrolled)
HommletSukiskyn40 Miles2-3 DaysHigh (Iron Ring)
SukiskynThe Keep30 Miles1.5 DaysExtreme (Orcs)

The Siege Engine: Regional Environment Effects

While traveling between these locations, use the following C&C Attribute Checks to reflect the environment:

  • The Misty Moors (WIS Save, CL 2): Characters must succeed or become disoriented in the fog, increasing travel time by 50% for that day.

  • The Mountain Pass (CON Save, CL 3): To represent the cold winds and steep climbs as the party nears the Keep. Failure results in 1 level of Exhaustion (-1 to all checks) until they reach the Keep's tavern.

  • Foraging (INT Check): Primes get their usual bonus. The DC is 12 in the Moors but 18 near the Caves of Chaos, as the land there is blighted and dead.


Campaign Seed: The "Missing Link"

To perfectly tie the geography together, give the party a Coded Map found in the Moathouse.

  • The Cipher: Requires an Intelligence Check (CL 4) to decode.

  • The Secret: The map shows a hidden "Backdoor" trail that leads from the Caves of Chaos (B2), through the Black Peaks, and emerges right behind the Sunken Outpost you created in the Moors. This allows the Iron Ring to strike deep into the South without being seen from the Keep's watchtowers.

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