Combining these four classic modules into a single Castles & Crusades campaign creates a perfect "frontier mystery" arc. Each adventure focuses on a specific environment (Coastal, Village, Marsh, and Wilderness), allowing you to weave a cohesive narrative from levels 1 through 6+. This blog post continues from here on the blog.
Here is a blueprint for integrating these modules into a unified setting and story.
1. The Geographical Anchor
The easiest way to connect these is to place them along a major river or coastline where civilization starts to fade into the wilderness.
Saltmarsh (U1): Your starting coastal town. It is the trade hub and primary port.
Orlane (N1): A farming village located about 3–4 days inland upriver or along an old trade road.
The Hool Marsh (I7): A sprawling, dangerous wetland that sits between Saltmarsh and the inland "Borderlands."
The Keep (B2): The furthest outpost of law, positioned on the edge of the mountains/wilderness beyond the marshes.
2. The Campaign Narrative: "The Scaled Shadow"
To make these feel like one story, use a central antagonist faction. The most natural link is a growing alliance between the Cult of the Reptile God (N1) and the Lizardfolk tribes mentioned in Saltmarsh (U1) and the Hool Marsh (I7).
The Plot Arc:
Levels 1–2: The Smuggling Ring (U1). The party investigates the "haunted" house in Saltmarsh. They discover that the smugglers aren't just moving silk—they are transporting strange narcotics or weapons meant for a group further inland.
Levels 2–3: The Corruption of Orlane (N1). Following the trail of the smuggled goods, the party arrives in Orlane. They find the town being subverted by Explictica Defilus. This Naga is the "high priestess" of the regional reptilian uprising.
Levels 3–4: The Beacon in the Marsh (I7). After defeating the Naga, the party finds notes regarding Baltron’s Beacon, an ancient tower in the Hool Marsh being used as a staging ground or a "dark relay" for magical communication between the various monster tribes.
Levels 4–6+: The Frontier Siege (B2). The party travels to the Keep on the Borderlands to warn the garrison of the coming tide. The Caves of Chaos represent the final gathering of the "Dark Union"—the cultists, lizardfolk, and beastmen planning to sweep away the human settlements.
3. Castles & Crusades (SIEGE Engine) Conversion
C&C is designed for easy 1e conversion. Since all these modules are early TSR-era, you can use the stats almost exactly as written with a few tweaks:
AC Conversion: Simply convert 1e descending AC to C&C ascending AC (e.g., a 1e AC 5 becomes a C&C AC 14).
Challenge Levels (CL): For traps or special maneuvers, the CL should generally equal the Hit Dice of the monster that created it or the Level of the dungeon.
The "Save or Die" Rule: C&C is slightly more forgiving. If a 1e module says "Save vs. Poison or Die," consider making it a Constitution (Physical) Save where failure results in massive damage or a "Save or Die" if the party is at least level 3.
4. Suggested Play Order & Leveling
| Module | Location Type | Recommended Level | Key Campaign Link |
| U1 Saltmarsh | Coastal / Haunted House | 1–3 | Discovery of the smuggling manifests. |
| N1 Cult of Reptile God | Village / Dungeon | 2–4 | The source of the "corrupting influence." |
| I7 Baltron's Beacon | Marsh / Tower | 4–5 | The tactical "eye" of the enemy in the swamp. |
| B2 Keep on Borderlands | Frontier / Caves | 1–6 (Scale Up) | The final showdown against the gathered horde. |
Note on B2: Because B2 is traditionally a level 1 module, you may need to "beef up" the Caves of Chaos if the players arrive there at level 5. Increase the number of enemies, give the tribal leaders 2–3 extra Hit Dice, and make the Evil Priest in the hidden shrine a more formidable C&C Cleric (Level 6-7).
To link the smuggling operation in Saltmarsh to the rising corruption in Orlane, the party needs to encounter a "handoff" gone wrong. This encounter takes place in the Hool Marsh, acting as a bridge between U1 and N1.
Encounter: The Sunken Waystation
Recommended Party Level: 2–3 Environment: Thick, fog-choked marshland.
While the party is traveling from Saltmarsh toward Orlane, they discover a small, semi-submerged stone structure that once served as a roadside shrine. It is now being used as a secret exchange point.
The Setup
The party spots a flat-bottomed boat (the Mud-Skimmer) tethered to a gnarled willow tree. On the porch of the stone shrine, two distinct groups are arguing over a heavy, iron-bound chest.
Group A (The Smugglers): 4 Thugs (C&C Fighter Type, HP 12 each, AC 14). They are wearing the salt-stained leathers of the crew from the Sea Ghost (U1).
Group B (The Cultists): 2 Cultists (C&C Level 1 Clerics) and 1 Lizardman (C&C HD 2+1). The cultists wear green robes under their cloaks and carry small jade icons of a serpent.
The Conflict
The Smugglers are angry. They were promised "The Naga’s Blessing" (a potent narcotic/poison used in Orlane) in exchange for the weapons they brought from the coast. The Cultists are stalling because the shipment of "Blessing" was delayed by the shifting tides of the marsh.
The Discovery: If the party defeats these groups or spies on them, they find the following in the iron-bound chest:
6 Masterwork Longswords: Stamped with a hidden "serpent-eye" mark on the pommel.
The Ledger: A water-damaged notebook detailing shipments sent to a "Master H." in Orlane.
A "Trance Vial": A sample of the drug used by Explictica Defilus to brainwash the villagers of Orlane.
C&C SIEGE Engine Mechanics
To make this encounter feel uniquely Castles & Crusades, use these checks:
Stealth (Dexterity/Prime): The marsh is loud with bullfrogs and insects. Characters with Dexterity as a Prime attribute gain a +4 bonus to sneak up on the arguing groups.
Tracking (Strength/Wisdom): A successful CL 2 Wisdom check allows a Ranger or Scout to realize these tracks don't just lead to the road—they lead specifically toward the outskirts of Orlane.
The "Mire" Hazard: If combat breaks out, the area around the shrine is "Deep Mire." Anyone moving more than half their speed must make a CL 1 Strength (Physical) Save or become Entangled in the mud for one round.
The Clue to I7 (Baltron's Beacon)
Among the Cultist's belongings is a crude map. It shows the route to Orlane, but there is a large "X" placed deep in the heart of the Hool Marsh, labeled in the lizardman's tongue as "The Great Eye that Does Not Sleep." This is your foreshadowing for Baltron’s Beacon. The party now knows that while the cult is in Orlane, their "signal" or "overseer" is lurking back in the swamp.
To make this encounter feel like more than just a random swamp skirmish, we can introduce a Kiniska—a Lizardman "Anointed" by the Naga’s blood. This creature serves as the overseer for the cult’s logistics and bridges the gap between the mundane smugglers and the supernatural threat of the Reptile God.
The Scaled Anointed (Mini-Boss)
Large Humanoid (Reptilian)
| Statistic | Value |
| Hit Dice | 4d8+4 (24 HP) |
| AC | 16 (Natural Armor + Bone Shield) |
| Attacks | Spiked Bone Club (1d8+2) or Bite (1d4) |
| Special | Hypnotic Hiss, Naga’s Resilience |
| Saves | Physical (Prime) |
| Alignment | Neutral Evil |
| XP | 180 |
Special Abilities (C&C Mechanics)
Hypnotic Hiss (Charisma/Mental Save): Once per encounter, the Anointed can let out a low, rhythmic hiss. All enemies within 30 feet must succeed on a CL 4 Wisdom (Mental) Save. Failure results in the Dazed condition for 1d4 rounds. Dazed targets cannot move or take actions, though they can defend themselves (losing any Dex bonus to AC).
Naga’s Resilience: Due to the alchemical tinctures provided by Explictica Defilus, the Anointed is immune to fear and poison. Additionally, the first time it is reduced to 0 HP, it immediately makes a CL 0 Constitution Save. If successful, it stays at 1 HP and enters a "Blood Frenzy," gaining an extra attack per round for the remainder of the fight.
Swamp Stride: It ignores all movement penalties from mud or shallow water, allowing it to easily outmaneuver the players in the "Deep Mire" around the waystation.
Tactics & Flavor
The Scaled Anointed doesn't fight like a common beast. It is cold, calculating, and speaks broken Common with a sibilant rasp.
During the Handoff: It stands perfectly still, letting the smugglers and the low-level cultists argue. It only intervenes if it senses the party or if the smugglers try to leave without handing over the iron-bound chest.
In Combat: It uses its Hypnotic Hiss early to thin out the party's actions, then targets the most heavily armored PC, trying to shove them into the "Deep Mire" to drown or pin them.
The Dying Breath: If the Anointed realizes it will lose, it will attempt to smash the "Trance Vial" mentioned earlier, releasing a cloud of purple gas (CL 3 Con Save or be confused for 2 rounds) to cover its escape—or to ensure the party can't bring the evidence back to Saltmarsh intact.
Loot & Connection
On its body, the party finds a Vial of Emerald Ointment. If applied to the eyes, it grants Darkvision 60ft for one hour, but the user’s eyes turn yellow and slit-pupilled for the duration—a mark that would cause immediate suspicion if they walk into the town of Orlane without washing it off.
By the time the players reach The Keep on the Borderlands (B2), they are no longer "green" adventurers. They have seen the smuggling in Saltmarsh and the subversion of Orlane. Use this rumor table to bridge the gap—showing that the "Chaos" in the caves isn't just random monsters, but a gathering storm fueled by the same reptilian shadow.
When the players visit the Keep’s Tavern (The 1st Watch) or speak with the Corporal of the Watch, have them roll a d10 or provide information based on their roleplaying.
B2 Rumor Table: The Gathering Shadow
| d10 | Rumor (The Word on the Borderlands) | Veracity |
| 1 | "The Goblins and Orcs in the caves are usually at each other's throats, but lately, they've been seen sharing patrols. Someone—or something—is forcing them to play nice." | True |
| 2 | "A merchant wagon from Orlane arrived last week. The driver didn't say a word, just stared with glassy eyes and unloaded crates of 'offerings' for the Hermit." | True |
| 3 | "The Lizardmen from the Hool Marsh have been seen trekking North. They carry banners of a coiled serpent—same as those cultists you mentioned." | True |
| 4 | "The Curate at the Keep's chapel is a saint, but his new acolyte has been asking strange questions about the 'relics of the elder scales'." | False (Red Herring/Paranoia) |
| 5 | "There’s a flickering light in the old watchtower in the marsh (I7). Folks say if you look at it too long, you start seeing things that aren't there." | True (Clue for Baltron's Beacon) |
| 6 | "The 'Bree-Yark' (Goblin) tribes have been trading gold coins minted in a coastal city far to the south... Saltmarsh, I think they called it." | True |
| 7 | "The Medusa in the caves is actually the queen of the cult, and she turns anyone who doesn't bow to the Naga into salt." | Half-True (She exists, but isn't the leader) |
| 8 | "The Evil Priest in the hidden shrine has been receiving 'visitations' from a giant, winged serpent during the new moon." | True (Refers to the Naga's influence) |
| 9 | "The wine in the tavern is spiked with 'Naga’s Blessing.' Don't drink it or you'll become a slave to the caves!" | False (Just a local drunk's conspiracy) |
| 10 | "A great treasure was moved from the marsh tower (I7) to the deepest part of the Caves of Chaos. It’s a key that can wake a sleeping god." | True (Final Hook) |
How to use these in C&C
Since Castles & Crusades emphasizes the SIEGE Engine, you can make obtaining the "True" rumors a challenge:
Gather Information (Charisma/Prime): A successful CL 2 Charisma check allows the player to find the "True" rumors.
Military Connection: If a player has a Fighter or Knight class, they gain a +2 bonus to social checks with the Keep's guards, who are the most likely to know about the strange troop movements in the wilderness.
The Climax Connection
To tie it all together: Place a Letter of Commendation from the Naga (Explictica Defilus) in the Evil Priest's quarters (Area 19 in B2). This letter should explicitly mention that once the "Beacon" (I7) is fully lit, the "Tidal Wave of Scales" will begin, starting with the destruction of the Keep.
Adding T1: The Village of Hommlet and B10: Night’s Dark Terror turns this into a sprawling "Grand Campaign" that spans from the coast to the deep interior of the world.
To keep this from feeling like a series of disconnected dungeons, we must refine the hierarchy of the enemies. In this version, the Cult of the Reptile God (N1) and the Moathouse (T1) are two wings of the same dark organization: The Iron Ring (from B10).
1. The Expanded Campaign Map & Flow
This sequence follows the players as they peel back layers of a massive conspiracy—from local smugglers to a trans-continental slave and relic-hunting ring.
Level 1–2: Saltmarsh (U1). The "Haunted House" is a smuggling front. The contraband isn't just silk; it’s Slaves being moved for the Iron Ring.
Level 2–3: The Village of Hommlet (T1). The party follows the slave trail inland. They clear the Moathouse, discovering that the "New Elemental Evil" is actually being funded by the Iron Ring.
Level 3–4: Cult of the Reptile God (N1). Orlane has fallen under the sway of a creature the Iron Ring considers a "regional manager"—the Naga, Explictica Defilus.
Level 4–5: Night’s Dark Terror (B10 - Part 1). The party travels across the wilderness to Sukiskyn. The Iron Ring moves from shadows to open warfare, besieging the party.
Level 5–6: Baltron’s Beacon (I7). The Iron Ring is using the Beacon to coordinate their massive fleet of river-raiders and "reptile-men" through the mists.
Level 6+: The Keep on the Borderlands (B2) & The Lost Valley (B10 conclusion). The "Caves of Chaos" are the final military staging ground where the Iron Ring's leaders meet to finalize the invasion.
2. The Villainous Hierarchy
To make the story feel cohesive in Castles & Crusades, use this structure for the "Iron Ring" conspiracy:
The Financiers (U1): The smugglers provide the gold.
The Recruiters (T1): Lareth the Beautiful (from the Moathouse) is a high-ranking Iron Ring agent seeking to revive old cults to create chaos.
The Biological Weapon (N1): The Naga is a "Living God" used to brainwash local populations into compliant laborers.
The Enforcers (B10): The Goblins and the "Hounds" of the Iron Ring are the brute military force.
The Tacticians (I7 & B2): The Evil Priests and Baltron’s remnants provide the magical surveillance and the final stronghold.
3. Integrating B10: Night’s Dark Terror
B10 is a "transition" module. It is perfect for moving the party from the Saltmarsh/Hommlet area into the deeper wilderness of the Borderlands.
The "Black Eagle" Connection:
In B10, the Iron Ring is the primary antagonist. In your combined campaign, the Iron Ring should be the ones who hired the Saltmarsh smugglers and the ones who are sending "donations" to the Moathouse.
The Hook: In the Moathouse (T1), the party finds a map marked with the location of Sukiskyn (from B10) and a note: "The shipment of 'Reptile Blood' (the drug from N1) must reach the Borderlands by the new moon."
4. C&C Campaign Special Mechanic: "The Eye of the Ring"
Because the Iron Ring is a massive organization, use a Global Threat Level (CL) that increases as the party disrupts their plans:
Threat Level 1 (U1/T1): The Iron Ring doesn't know the party exists. Standard encounters.
Threat Level 2 (N1/B10): The Iron Ring has "Wanted" posters of the party. Assassins (C&C Rogues) may ambush the party during long rests in the wilderness.
Threat Level 3 (I7/B2): The Iron Ring knows the party's tactics. In the Caves of Chaos, enemies will have specific "Anti-Party" preparations (e.g., if the party has a powerful Wizard, the enemies carry more shields and scrolls of Dispel Magic).
5. Comparison Table for the "Grand Arc"
| Module | Prime Antagonist | C&C Challenge Focus | Narrative Goal |
| U1 | Sanbalet (Mage) | Intelligence / Stealth | Stop the funding. |
| T1 | Lareth the Beautiful | Combat / Charisma | Identify the "Ring." |
| N1 | Explictica Defilus | Wisdom (Saves) | Break the brainwashing. |
| B10 | Golthar (The Ring) | Survival / Exploration | Survive the open hunt. |
| I7 | Baltron’s Legacy | Dexterity (Traps) | Blind the enemy's vision. |
| B2 | The Grand Coalition | Strength (Warfare) | The final purge. |
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