Combining these five legendary modules creates a sprawling, cohesive low-to-mid level sandbox (Levels 1–6). In Castles & Crusades, the tone is gritty and adventurous, making this a perfect "Borderlands" campaign. This blog post picks right up from here on the blog. 
The key to integrating these is to place them in a single geographic region—a frontier province threatened by a rising tide of chaos.
1. The Geographic Layout
Map these locations along a single river valley or trade road (e.g., The High Road):
The Hub: The Village of Hommlet (T1). Use this as the "civilized" starting base.
The Frontier Gate: The Keep on the Borderlands (B2). Located three days' travel East into the wilderness.
The Swamps: Against the Cult of the Reptile God (N1). Place the village of Orlane to the South, where the river turns into marshland.
The Deep Wilds: Night’s Dark Terror (B10). This acts as the "connective tissue" that takes players from the hub into the northern mountains.
The Mystery: Baltron’s Beacon (I7). A ruined tower located deep within the marshes near Orlane.
2. Connecting the Narrative (The "Shadow Pact")
Instead of isolated threats, link the villains under a single overarching conspiracy:
The Triad of Evil
Exploitation: The Cult of Explictica Defilus (N1) is kidnapping villagers from Orlane and Hommlet.
Military Might: The "Caves of Chaos" (B2) serve as the staging ground for an army of humanoids funded by the gold stolen by the Iron Ring (B10).
The Catalyst: Baltron (I7) was an alchemist researching a way to "evolve" the Reptile God's cultists into something more powerful using the beacon's light.
3. The Campaign Flow (Levels 1–6)
Phase 1: The Stirring (Levels 1–2)
Starting Point: Start in Hommlet (T1). The players deal with local unrest and the Moathouse.
The Hook: Evidence in the Moathouse points to a "source of coin" coming from the East (The Keep) and "strange disappearances" to the South (Orlane).
Transition: A merchant caravan is raided by the Iron Ring (B10), leading the players toward the Keep on the Borderlands (B2).
Phase 2: The Borderlands (Levels 2–3)
The Keep (B2): Players use the Keep as a base to clear the Caves of Chaos.
The Twist: They discover that the "Medusa" or the "Evil Priest" in the caves is actually an agent of the Cult of the Reptile God, sending "perfect specimens" back to Orlane for conversion.
Phase 3: The Creeping Rot (Levels 3–4)
Orlane (N1): The party travels South to investigate the disappearances. They find a town gripped by paranoia.
The Connection: To weaken the Naga (Explictica Defilus), the players learn they need a specific component or lore hidden in the nearby Baltron’s Beacon (I7).
Phase 4: The Alchemist’s Legacy (Levels 4–5)
Baltron's Beacon (I7): A classic "dungeon crawl" through a hazardous swamp.
The Payoff: The players recover the secrets of the beacon, which allows them to bypass the Naga’s charms or find her hidden lair more easily.
Phase 5: Night’s Dark Terror (Levels 5–6)
The Grand Finale: As the party returns from the swamp, they find the entire region under siege by the Iron Ring (B10).
This module provides the massive, sprawling "hex-crawl" and the climactic battle against the overarching organization that has been funding the smaller threats.
In Castles & Crusades, Explictica Defilus is more than just a monster; she is a manipulative, high-level threat. Because C&C relies on the SIEGE Engine, her primary danger lies in her ability to force Intelligence (Mental) or Charisma (Mental) saves against her charms.
Here is a customized stat block for the Reptile God herself, balanced for a party of 4th–5th level characters.
Explictica Defilus (Spirit Naga)
Large Aberration/Monstrosity
Hit Dice: $9d8+18$ (58 HP)
Armor Class: 16
Move: 40 ft., Swim 20 ft.
Attacks: Bite (1d4 + Poison)
Special: Poison, Spellcasting, Charming Gaze, Telepathy
Saves: M (Intelligence/Wisdom/Charisma)
Alignment: Chaotic Evil
XP: 1,200 + 9/hp
Special Abilities
Charming Gaze: Anyone meeting the Naga’s gaze must succeed on a Charisma (Mental) Save or be affected as per the Charm Person spell. Those charmed view her as a divine entity and will defend her.
Poison: If her bite hits, the victim must succeed on a Constitution (Physical) Save or suffer an additional $2d6$ poison damage and become slowed for $1d4$ rounds.
Spellcasting: Explictica functions as a 7th-level Wizard.
Typical Prepared Spells:
Level 0: Detect Magic, Ghost Sound, Light, Mage Hand
Level 1: Magic Missile, Shield, Sleep
Level 2: Mirror Image, Invisibility, Web
Level 3: Fireball (use sparingly in her small lair), Dispel Magic
Level 4: Confusion
Tactics in the SIEGE Engine
The Lair Advantage: The encounter in N1 takes place in a flooded, murky cavern. In C&C, have her use the water for Cover (+2 to +4 AC). She should remain submerged, surfacing only to cast spells or use her gaze.
Magic Defense: She will likely have Shield and Mirror Image active before the party even enters her inner sanctum. This pushes her effective AC to 20+.
The Saving Throw Trap: Because she is a "Spirit" Naga, her spells are often geared toward mind control. Target the party’s "weak" attributes. Target the Fighter with Confusion (Intellect Save) and the Wizard with Silence or Magic Missile.
Adjusting Difficulty
If the party is Level 3: Reduce her HP to 45 and remove the 4th-level spell slot. Ensure she has fewer "Cultist" guards in the room.
If the party is Level 6+: Give her Magic Resistance (15%) and increase her HP to 75. Add two Giant Constrictor Snakes as pets that act as meat shields.
In the original I7: Baltron's Beacon, the tower serves as a laboratory for a long-dead alchemist. To integrate it into your campaign, the Beacon should be the "silver bullet" needed to break Explictica Defilus’s supernatural hold over Orlane.
Without the Beacon’s secrets, the Naga is an overwhelming force; with them, the players can strip away her divinity.
1. The Beacon as a "Cure" for the Cult
In Against the Cult of the Reptile God, the Naga uses a slow-acting hypnotic charm to "convert" villagers. In your C&C campaign, have the players find Baltron’s Logbook or the Beacon's Focusing Lens within the ruined tower.
The Alchemical Flux: Baltron was researching "Luminescence of Purity." If the players can repair the Beacon or recover the Prism of Baltron, they can create a flash of light that instantly breaks the Charm Person effect on all villagers within a 50-foot radius.
The Narrative Hook: This allows the players to "deprogram" the village elders or guards in Orlane, turning the cult’s own army against the Naga before the final dungeon crawl.
2. Weakening the Naga (Mechanical Effects)
The Beacon was designed to pierce the veil of "shadow-born" creatures (which you can categorize the Naga as for this campaign). If the players bring the Empowered Lens from I7 into the Naga’s lair, it provides the following mechanical advantages in the SIEGE Engine:
Piercing the Veil: The light from the lens negates the Naga’s Mirror Image and Invisibility spells automatically.
Aura of Clarity: Any PC within 10 feet of the person holding the glowing lens receives a +4 bonus to Mental Saves (Intelligence/Wisdom/Charisma) against the Naga’s gaze and spells.
Disrupting the Sludge: In N1, the Naga hides in murky water. The Beacon's light can be used to "illuminate" the water, removing her Concealment bonuses and making her a clear target for the party's Ranger or Fighter.
3. The Ritual of Binding
If you want the climax to feel truly epic, the players must use the Baltron’s Beacon components to perform a ritual during the fight.
The Ritual of the Alchemist's Light
Requirement: One player must spend their action each round "focusing" the Beacon’s light on the Naga (Requires an Intelligence or Wisdom Check, CL 4).
Effect: If the check succeeds for 3 consecutive rounds, the Naga’s Magic Resistance (if any) is dropped to 0, and she suffers a -4 penalty to her Armor Class as her scales begin to crack and peel under the "pure" light.
4. Why Baltron had it
To tie the lore together, reveal that Baltron wasn't just a random alchemist—he was a renegade member of the Iron Ring (from B10). He stole the Beacon’s secrets because he realized the Naga would eventually turn on the Iron Ring once she grew powerful enough. He built the Beacon as a "failsafe" to kill his own creation, but he died before he could use it.
Comparison of the Naga: With vs. Without the Beacon
Feature Standard Encounter With the Beacon's Light Defenses High AC, Mirror Image, Blur Base AC, No Illusions Saves PCs at disadvantage vs Gaze PCs gain +4 to Saves Mobility Hides in murky water/shadows Permanently revealed Villagers Will fight to the death for her Will flee or join the players This handout is designed to be discovered in the final laboratory level of Baltron’s Beacon. It is a tattered, vellum scroll written in the frantic hand of Baltron the Alchemist.
To give it a tactile feel for your players, you might describe the paper as smelling faintly of sulfur and ozone.
Handout: The Alchemist’s Final Entry
Subject: The Dissolution of the Reptilian Will
Curse that scaled abomination! The entity calling itself Explictica Defilus grows too bold. Her "children" in Orlane are no longer mere spies; they are mindless husks, bound by a psychic resonance I helped her cultivate. I was a fool to believe the Iron Ring could control a Spirit Naga.
I have perfected the counter-measure. I call it the Lumen Veritatis (The Light of Truth). If you have found this, the focal lens is likely still in the central apparatus above. Take it. It is her undoing.
Instructions for the Lens:
I. The Piercing Ray: The Naga’s primary defense is the shifting of light—illusions that trick the eye. When bathed in the Lens’s focused beam, her glamours (the images that mirror her form) will shatter like glass. She cannot hide from the Beacon's purity.
II. The Shield of Mind: The serpent’s gaze is a psychic hook. Hold the Lens aloft and speak the command word—“Aperio”. The radiance creates a sanctuary of clarity. Those within the light will find their minds fortified; her whispers will find no purchase in a soul protected by the Alchemist’s Fire.
III. The Metabolic Shock: Her hide is evolved for the dark, damp rot of the marshes. Intense, concentrated light from the Beacon acts as a caustic agent. If held steady upon her for the space of three breaths, her scales will calcify. She will be slowed, her movements heavy, her skin brittle.
I go now to hide the mechanism. If the Iron Ring finds me, let them find only ashes. If you seek to kill the God of the Reptiles, do not strike until the Light is lit.
— B.
DM Note: Using the Handout in C&C
When the players read this, you can explicitly define the mechanical benefits in Castles & Crusades terms:
"Aperio": This is the command word to activate the +4 bonus to Mental Saves.
"Three Breaths": This hints at the 3-round ritual required to reduce her AC and remove her Dexterity bonuses to AC.
The "Iron Ring" Mention: This is your bridge to B10: Night's Dark Terror. It lets the players know that while the Naga is a local threat, there is a much larger organization (The Iron Ring) behind the scenes that they will need to deal with next.
In I7: Baltron’s Beacon, the "Lighthouse" is the crowning chamber of the ruined tower. In this C&C adaptation, the room serves as both a laboratory and a weapon.
The Apex of the Beacon: Chamber of the Focal Lens
The spiral staircase ends abruptly at a heavy, brass-bound trapdoor. Pushing it open reveals a circular chamber, 30 feet in diameter, situated at the very top of the tower. Unlike the damp, crumbling stone of the lower levels, this room is lined with polished copper plates that catch even the dimmest light.
The Apparatus: In the center of the room stands a massive, gimbaled iron frame holding a series of magnifying crystals. At the heart of this machine sits the Focal Lens—a fist-sized diamond cut into a complex dodecahedron. It hums with a faint, rhythmic vibration.
The Windows: Four large apertures face the cardinal directions, though they are currently shuttered with thick lead plates.
The Guard: To protect his life’s work, Baltron bound a Galvanic Wyrd (a C&C variant of a Lightning Elemental or an Invisible Stalker crackling with electricity) to the copper walls. It appears as a shimmering distortion in the air until someone touches the brass machinery.
Atmospheric Description for the Players
"As you crest the final step, the smell of ozone becomes overwhelming, making the hair on your arms stand on end. The chamber above is a masterwork of alchemical engineering. Copper mirrors line the walls, reflecting your lantern light a thousand times over until the room glows like the interior of a gilded jewelry box. In the center, a skeletal frame of iron holds a gem that seems to drink the light around it. But the air here feels heavy—charged—as if the very atmosphere is waiting for a reason to strike."
C&C Mechanical Encounter: The Galvanic Wyrd
HD: $6d8$ (30 HP)
AC: 18 (Hard to hit due to its flickering nature)
Attack: Shocking Grasp +6 ($2d6$ electrical)
Special: Arc Lightning. If a player wearing metal armor hits the Wyrd with a metal weapon, they must make a Dexterity (Physical) save or take $1d6$ feedback damage.
The Trick: The Wyrd is bound to the copper plates. If a player uses an action to "ground" the machinery (by wedging a wooden staff into the gimbal or throwing a heavy cloak over the central lens), the Wyrd’s AC drops to 12 and its damage is halved.
Acquiring the Lens
Once the guardian is defeated, the players can attempt to remove the Focal Lens.
The Check: Requires a Dexterity (Manual Dexterity) check, CL 6.
Failure: The lens isn't broken, but it triggers a final discharge of energy ($3d6$ lightning damage to the person holding it).
Success: The lens is freed. It remains warm to the touch and glows with a soft, white light whenever it is pointed toward the South (the direction of the Naga’s lair).
To move from Baltron’s Beacon (I7) to the Naga’s Lair (N1), we adopt the "Wilderness Map" style of B10: Night’s Dark Terror. This turns a simple trip into a tense race against time through the Rushmoor Swamps.
The distance is roughly 30 miles (5 Hexes). In the boggy terrain, a party moves at 1 Hex per day (or 2 if they have a flat-bottomed boat).
1. The Hex-Crawl Mechanics (SIEGE Engine)
Each day, the "navigator" must make a Wisdom (Survival) Check.
Success: The party moves 1 Hex in the right direction.
Failure: The party is delayed by $1d4$ hours by "sinking ground" or "will-o'-the-wisps," requiring a Constitution (Physical) Save to avoid Exhaustion (–2 to all checks the next day).
The "Beacon Compass" Mechanic
Because the players have the Focal Lens, they gain a +4 bonus to all navigation checks. The lens pulses brighter as they approach the Naga, cutting through the unnatural fog she generates.
2. The 5-Hex Journey
| Hex | Key Feature | The "Iron Ring" Presence |
| Hex 1: The Sinking Fingers | Thick, black mud. High chance of losing a pack animal. | A deserted campsite with an Iron Ring banner—torn and bloody. |
| Hex 2: The Whispering Reeds | A maze of 10-foot tall grass. Ambush territory. | B10 Encounter: A patrol of 6 Goblins on giant bats scouting for the Naga. |
| Hex 3: The Sunken Manor | A ruined chimney sticking out of the mire. | 4 Iron Ring Reavers (C&C Fighters Lvl 3) questioning a captured villager. |
| Hex 4: The Fog of Despair | The Naga's magical "defense perimeter." | The Beacon Lens begins to hum loudly, pushing the fog back. |
| Hex 5: The Defiled Grove | The entrance to the Naga’s subterranean lair. | Boss Guard: A Charmed Crocodilian (HD 5) guarding the mud-tunnel entrance. |
3. Key Random Encounters (1d6)
Roll once per day of travel.
The Naga’s Eyes: A swarm of poisonous snakes drop from the cypress trees.
Iron Ring Fugitives: 2 mercenaries fleeing the swamp. They are terrified and claim the "Snake Lady" ate their captain. They can be bribed for the layout of the Naga's lair.
The Marsh Gas: A pocket of flammable gas. Any open flame triggers an explosion ($2d6$ damage, Dex save for half).
A Lost Soul: A villager from Orlane, partially charmed. He tries to steal the Focal Lens at night to return it to "His Goddess."
Giant Leeches: A classic C&C swamp hazard. Requires a Constitution save to avoid blood loss (–1 Str per hour until treated).
The Beacon’s Call: The lens flares, revealing a hidden cache of Silver Arrows (useful against the Naga’s protectors).
4. Arriving at the Lair (The Transition)
As the players reach Hex 5, use this transition to set the stage for the finale of Against the Cult of the Reptile God:
"The Focal Lens in your pack is now vibrating so violently it rattles your armor. The sickly-sweet smell of lilies and rotting meat fills the air. Ahead, the trees give way to a stagnant pool where a massive, carved stone face of a serpent rises from the muck. Its mouth is a dark, flooded tunnel—the throat of the 'God' herself. The tracks of the Iron Ring lead directly into the maw."
The C&C Twist: The "Search for the Secret Gate"
In B10 style, don't just give them the front door. If the players succeed on an Intelligence (Search) check (CL 5) near the entrance, they find a side vent that allows them to enter the lair via the "Library" or "Troglodyte Quarters," bypassing the main guard post at the "Mouth."
In Castles & Crusades, the Iron Ring serves as the gritty, organized connective tissue between the modules. Unlike the chaotic cultists in N1 or the mindless orcs in B2, these are professional soldiers, slavers, and thugs.
Here are the C&C stat blocks for the Iron Ring patrols your players will encounter in the Rushmoor Swamps.
1. Iron Ring Reaver (Grunt)
Standard infantry. These are the "muscle" used to kidnap villagers and guard the supply lines to the Naga's lair.
Hit Dice: $2d8$ (12 HP)
AC: 15 (Chain shirt & Shield)
Move: 30 ft.
Attacks: Longsword (1d8) or Heavy Crossbow (1d10)
Saves: P (Strength/Constitution)
Alignment: Lawful Evil
XP: 30 + 2/hp
Tactics: Reavers use a "Shield Wall." If two or more are adjacent, they gain +1 to AC. In the swamp, they prefer to use their crossbows from behind cover before engaging in melee.
2. Iron Ring Taskmaster (Sergeant)
The tactical leaders of the patrols. They usually carry a notched whip and a cruel disposition.
Hit Dice: $4d8$ (22 HP)
AC: 16 (Breastplate)
Move: 30 ft.
Attacks: Morningstar (1d8+1) or Scourge (1d4 + Entangle)
Saves: P (Strength/Constitution/Charisma)
Special: Intimidating Shout. Once per encounter, the Taskmaster can shout a command. PCs must make a Charisma (Mental) Save or suffer a –1 to hit for 2 rounds due to hesitation.
Alignment: Lawful Evil
XP: 120 + 4/hp
Tactics: The Taskmaster stays behind the Reavers, using his Scourge to "Entangle" (Standard C&C Combat Maneuver) a PC's weapon or limb, allowing the grunts to strike with Advantage.
3. Iron Ring "Hound-Master" (Specialist)
In the swamps, the Iron Ring uses trained beasts to track escapees. Use these for the B10-style hex-crawl encounters.
Hit Dice: $3d8$ (18 HP)
AC: 14 (Leather Armor & high Dex)
Move: 30 ft.
Attacks: Shortsword (1d6) or Shortbow (1d6)
Saves: P (Dexterity/Wisdom)
Special: The Hounds. Each Hound-Master is accompanied by $1d4$ War Dogs (HD 2, AC 14, Bite 1d6+1). If the Hound-Master is killed, the dogs must check Morale or flee.
Alignment: Neutral Evil
XP: 75 + 3/hp
Iron Ring Equipment & Identification
To reinforce the narrative link to B10: Night's Dark Terror, every member of the Iron Ring carries the following:
The Signet: A heavy iron ring worn on the right ring finger, depicting a chain link.
The Writ: A mud-stained parchment (in the Taskmaster's pocket) authorized by "Koliostro of the Ring." It lists "specimens" to be delivered to the "Naga of the Deep" in exchange for "Alchemical Residue" (the poison/potions from I7).
DM Tip: The Interrogation
If the players capture a Taskmaster, they can use a Strength (Intimidation) or Charisma (Persuasion) check to learn:
The Naga is currently "molting" (a lie she told the Ring to explain why she is hiding in her lair).
The Iron Ring is planning a massive raid on the Village of Hommlet once the Naga provides them with enough "Mind-Control Elixir."
The location of a "safe house" in the northern woods—this provides the map coordinates to start the B10 content after the Naga is dead.
In the original Against the Cult of the Reptile God, the Naga is guarded by her charmed thralls and a few monsters. To fully integrate the Iron Ring and the Beacon, this final battle becomes a multi-stage tactical encounter where the mercenary professionals provide the "steel" and the Naga provides the "magic."
The Throne of the Serpent: Final Encounter
The Scene
The chamber is a massive, half-flooded grotto. Explictica Defilus coiled atop a raised stone dais in the center, surrounded by a 10-foot deep moat of murky water. On the dry perimeter, a squad of Iron Ring elites stands ready.
The Enemy Force
Explictica Defilus (Use the Spirit Naga stats provided earlier).
1 Iron Ring Taskmaster (The "Legate" in charge of the trade deal).
4 Iron Ring Reavers (Forming a defensive line between the PCs and the dais).
2 Giant Constrictor Snakes (Submerged in the moat).
Stage 1: The Negotiation Broken
When the players enter, the Naga is in the middle of a "trade." The Taskmaster is presenting her with a chest of stolen relics from The Village of Hommlet.
The Naga’s Opening: "You bring the Beacon’s light into my darkness? Bold. But the Iron Ring has promised me your heads in exchange for the elixir that will turn the Keep on the Borderlands into my new nursery."
Tactical Complication: The Charmed Front
Before the Iron Ring attacks, the Naga uses her Gaze on the party’s strongest-looking martial character (Fighter or Barbarian).
The Counter: If the player holding the Focal Lens uses their action to activate it (“Aperio!”), the Naga’s gaze is neutralized for that round, and the light grants the target a +4 bonus to their save.
Stage 2: The Iron Ring Shield Wall
The 4 Reavers don’t rush the party. They form a Phalanx in the narrowest part of the cavern.
C&C Mechanic: As long as they are in formation, they grant the Taskmaster and the Naga Half-Cover (+4 AC) against ranged attacks.
The Taskmaster’s Role: He uses his whip to pull PCs into the water moat, where the Giant Constrictor Snakes are waiting to use the Constrict ability (Grapple/Restrain).
Stage 3: Using the Beacon (The "Silver Bullet")
Once the party breaks the Iron Ring line, the Naga will cast Mirror Image and Invisibility.
The Player's Move: The player with the Focal Lens must spend their action focusing the light on her.
Result: The illusions shatter. The Naga screams in pain as her Magic Resistance is suppressed. She is forced to remain visible.
Stage 4: The Iron Ring's Betrayal (Optional)
If the players reduce the Naga to less than 20 HP, the Iron Ring Taskmaster realizes the "God" is dying.
The Shift: Professional to the end, he may command his remaining men to stop attacking the PCs and instead strike the Naga to "finish the job" and steal her treasures for themselves.
The Choice: Do the players trust the mercenaries to help kill the Naga, knowing they’ll have to fight the Iron Ring immediately after?
The Loot (Linking to B10 & B2)
When the Naga falls, among her treasures is a Heavy Iron Coffer. Inside, the players find:
The Map to Sukiskyn: A detailed hex-map of the northern wilderness (starts the B10: Night's Dark Terror hex-crawl).
A Pouch of Black Pearls: Stolen from the Keep on the Borderlands (B2), identifying the "Evil Priest" there as an Iron Ring financier.
The Elixir of Slumber: Three vials of the serum she was using to charm the town. Taking these back to the Village of Hommlet (T1) will allow the Elders to cure the remaining cultists.
4 Castles & Crusades Conversion Tips
Since C&C uses the SIEGE Engine, the conversion is nearly seamless, but keep these notes in mind:
| Original Module | C&C Adjustment |
| B2 / T1 | Keep stats as-is. These are "Low Fantasy" and match C&C’s lethality perfectly. |
| N1 (The Naga) | Explictica Defilus is a powerhouse. Ensure the players are at least Level 4 before the final confrontation. Use the Naga entry in the Monsters & Treasures book. |
| I7 (Baltron's) | Emphasize Constitution (Physical) saves for the various traps and toxic fumes in the tower. |
| B10 | This module is very long. Use the "Siege of Sukiskyn" as a major set-piece encounter to test your players' tactical abilities. |
Integrating the Factions
To make the world feel alive, use this table for random encounters or rumors:
| Faction | Motivation | Location |
| The Iron Ring | Slavers and Mercenaries | Operating the roads between B2 and B10. |
| Cult of the Reptile God | Religious Fanaticism | Infiltrating the taverns of Hommlet and Orlane. |
| The Goblins of Chaos | Cannon fodder | Occupying the Caves (B2) and the Moathouse (T1). |
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