TSR 9049 - B4 - The Lost City.pdf

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Dungeon Module B4
T h e Lost City
by Tom Moldvay
AN ADVENTURE FOR CHARACTER LEVELS 1-3
Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventurers inside
an ancient pyramid ruled by a strange race of masked beings.
This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEON & DRAGONS® Basic
game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules.
DUNGEONS & DRAGONS and D&D are registered trademarks of TSR Hobbies, Inc.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom
by TSR Hobbies (UK) Ltd.
© 1982 TSR Hobbies, Inc. All Rights Reserved.
© 1980 TSR Hobbies. Inc
All Rights Reserved
IS B N 0-93 56 96 -55-5
P R I N TED IN U.S.A. 9049
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Dungeons & Dragons® Basic Set
Before beginning the adventure, please read the module thoroughly
to become familiar with the Lost City. The DM's Background
explains the Lost City's history. The Players' Background is to be
read to the players before the adventure begins. In the Encounter
Keys, the encounter number matches the location of the
encounter on the maps. The boxed encounter information can be
read aloud to the players at the right time. The DM must decide
how much of the rest of the information should be told to players
and how much should be kept secret. The DM may also add more
details as desired, such as room dimensions, smells, sounds,
tastes, feelings of hot and cold, and so on. Plan how monsters will
react if the party does nothing; this is especially important for
intelligent monsters.
Dungeon Module B4
THE LOST CITY
This module requires information found only in the D&D Basic
game rules, and cannot be played without a copy of those rules.
PART 1: INTRODUCTION
If you plan to play in this module as a character, please stop
reading here. The information in the rest of this module is for your
Dungeon Master (DM) so that he or she may guide you and other
players through the adventure. Knowing the details of this adven-
ture will spoil the surprises and the excitement of the game for
everyone concerned.
T he Scope of the M odule
The basic adventure in this module is the exploration of the upper
levels of a step-pyramid.* The party, lost in a desert, finds an
ancient ruined city. The pyramid is the largest building in the ruins.
Most of the monsters in this module are found in the 2nd edition of
the D&D Basic rule book (the red-covered book). Complete
information will be given for any new monsters. Enough informa-
tion will be given in the room encounters and Wandering Mon-
ster Tables so that DMs with the 1st edition of the D&D Basic
rule book (the blue-covered Basic) will be able to use all monsters in
this module. When monsters or non-player characters (NPCs) are
described in the text, their details will be listed in the following
order:
This module is designed for a party of 6 to 10 player characters of
the 1st through 3rd levels of experience. If the players do not
already have characters, the pre-rolled characters given at the end of
the module may be used. If the party is weak, the DM may allow non-
player character (NPC) retainers to strengthen the party. The
Dungeon Master may also weaken, strengthen, or otherwise
change the suggested encounters to give the players a fair and
exciting adventure.
Name(Armor Class; Hit Dice or Class/Level; hit points; Move-
ment per round; Number of Attacks per round; Damage
per attack; Save as Class and Level; Morale; and Align-
ment)
This is a long-term adventure, designed to be completed in several
sessions of play. Successful characters will probably reach the 3rd
level of experience by the time they are finished with the third
dungeon level. The DM should not move the action too quickly,
but give the players time to rest and regain spells between sessions.
Note especially that the characters have no way to replace equip-
ment or supplies except by finding items in the Lost City.
Armor Class = AC ; Hit Dice = HD ; Cleric = C , Dwarf = D , Elf = E ,
Fighter = F , Halfling = H , Magic-user = M , Thief = T , Normal Man =
NM ; Level = a number; hit points = hp ; Movement = MV ; Number
of Attacks = #AT ; Damage = D ; Save = Save; Morale = ML ;
Alignment = AL .
If the DM wishes to expand the adventure further, Part 5 of the
module outlines a lower pyramid area. A map of a hidden under-
ground city is also provided. The DM can develop these into an
entire campaign in which the player characters find and rebuild a
lost civilization. (If the continent map in module X1 is used, the
Lost City can be anywhere in the Alasiyan Desert.)
Class/Level is used for NPCs, while Hit Dice is used for all other
monsters. Movement is the distance covered in one combat
round. Movement distance in a game turn is three times the
movement distance for one combat round.
The DM should always give the player characters a reasonable
chance for survival. The emphasis is on "reasonable." Although
there should be a chance that an unlucky or foolhardy character
will die, give the party the benefit of the doubt whenever possible.
Everyone should co-operate to make the adventure as much
fun as possible .
N ote s for the Dungeon M aster
This module, The Lost City, is a dungeon adventure module in six
parts.
Sometimes a new player will want to join the party, or a player will
want to replace a character who has been killed. The DM can
always treat new characters as wandering adventurers or other
members of the party's original caravan (see Players' Back-
ground) . As this caravan was scattered in a sandstorm, it is always
possible that other characters may chance upon the Lost City.
Part 1 is an introduction that outlines the adventure and gives
the DM background information.
Part 2 details the first dungeon level.
Part 3 describes the second dungeon level.
Part 4 details the third dungeon level.
Part 5 outlines lower dungeon levels that take the adventure
beyond the D&D Basic rules. If the expanded adventure is to be
used, the DM may find a copy of the D&D Expert rules helpful.
Part 6 details the new monsters used in this module.
The DM can also make a players' map by drawing the square
outline of each tier* (or step) of the pyramid on a blank sheet of
graph paper. The Tier 1 map should be marked with the secret
entrance and that part of the passage the characters can see from
the outside. The outline of each tier can then be given to the
players as needed. The DM should mark on the players' map
where the party enters each tier.
The Glossary after Part 6 has definitions of words that might be
unfamiliar. Words listed in the glossary will have an asterisk (*)
after them the first time they appear.
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DM's Background
F a c tio ns of C ynidicea
A few Cynidiceans are nearly normal. These Cynidiceans are
trying to restore the worship of the old gods—Gorm, Usamigaras,
and Madarua. They hope to stop the slow death of their society
and regain the past glory of Cynidicea.
The Fall of Cynidicea
Centuries ago, Cynidicea was the capital of a rich and fertile
kingdom. Its people reclaimed much land from the desert, especially
during the reign of King Alexander—the last and greatest king of
Cynidicea. Upon King Alexander's death, a huge pyramid was
raised in his honor. This pyramid was the largest and most important
building in the city.
T he Brother hood of G orm . T h eir god, G orm , is the god of w ar,
storms, and justice. The followers of Gorm are male fighters of
Lawful alignment. All wear golden masks of the face of Gorm, a
long-haired, bearded man with a stern gaze. Each Brother also
wears iron chain mail over a blue tunic. Under the armor, each has a
small blue lightning bolt tattooed on his right shoulder. The
Brothers believe in justice tempered by mercy. They worship
Gorm on the fourth day of each week and consider lightning
storms to be holy.
The fall of Cynidicea began on the day that workers, digging under
the great pyramid, chanced upon the lair of a strange monster
called Zargon. Zargon was roughly humanoid in shape, though
larger than most humans. In place of arms and legs it had twelve
tentacles. Its head was that of a giant lizard, with a large black horn
in the middle of its forehead.
The Magi of Usamigaras. This faction worships Usamigaras,
the god of healing, messengers, and thieves. They are all Neutral
magic-users, wearing silver masks of the face of Usamigaras, the
smiling child. The Magi also carry silver daggers and wear rainbow-
colored robes.
Zargon killed most of the workers, then began hunting prey at
night through the streets of Cynidicea. The city guard was not able to
kill the monster. At last, the city rulers began sending criminals
from the jails into the pyramid for Zargon to feed on.
The right palm of each is marked with small silver lines in the shape
of a five-pointed star. The Magi are usually friendly toward clerics,
thieves, elves, and magic-users, but look down upon fighters,
dwarves, and halflings. Usamigaras is worshipped on certain days
when the heavenly stars and planets are in the right patterns. The
Magi record the positions of the stars and planets so that they will
know when their holy days are.
In time, a strange cult arose that worshipped the monster as a god.
The cult viewed the monster's victims as religious sacrifices. The
worship of the ancient gods of Cynidicea—Gorm, Usamigaras,
and Madarua—was forsaken in favor of the worship of the monster
Zargon. Finally, most of the citizens of Cynidicea worshipped it.
The worshippers of Zargon began to look for strange pleasures.
They s ought oblivion in rare wines and bizarre drugs. Workers no
longer repaired the irrigation ditches. Rich land turned into desert.
The army lost its discipline. People outside the city rebelled, or
moved away as chaos spread outward from Cynidicea.
The Warrior Maidens of Madarua. The Maidens worship Ma-
darua, goddess of birth, death, and the changing seasons. They
are Neutral female fighters. The Warrior Maidens wear bronze
masks of Madarua, a beautiful woman. They also wear bronze
chain mail armor over green tunics. Each Maiden has a small,
sickle-shaped scar on the inside of her left wrist. Madarua has a
special holy day at the beginning of each of the four seasons.
T h e three factions do not get along well. E ach faction is sure that
o n l y its members know the proper way to restore the lost great-
n ess of C ynidicea. O ften, w hen m embers of different factions
m e et , they argue or fight. It is possible for the three factions to
c o o p e ra te, but such cooperation is rare.
Later, barbarian warriors stormed over the walls and destroyed
the city. The only people of Cynidicea who survived its destruction
were those who had fled underground to the vast catacombs*
under the city. There, led by Priests of Zargon, the Cynidiceans
tried to rebuild the city.
The surviving people based their new life around a huge under-
ground lake fed by channels cut through solid rock. Built in the
reign of King Alexander, the lake had been the original city's water
supply. On its shores, the people grew mushrooms and other
edible fungi. They built houses using stones from the ruins above.
The new underground city was much smaller than the ancient
capital, but it was safer because it was hidden beneath the desert
sands. Above, drifting sands covered the original city, and Cynidi-
cea was lost in the vastness of the desert.
The bickering between the three factions, and their attempts to
restore sanity to Cynidicean society, give the DM the chance to
add character interaction to the adventure. While the factions
can be played as simple monsters with treasure, the DM and
players can have a lot of fun with the plots and feuding of the
factions. If this is done, the DM should plan in advance what the
faction members may say or do if the party tries to talk, attack, or
wait to see what the NPCs do first. It is important for the DM to
avoid forcing the action to a pre-set conclusion—the actions of the
players must be able to make a difference.
T he Cynidiceans
Generation after generation of Cynidiceans have lived out their
lives underground. Though still human, their skin has become very
pale and their hair is bone-white. The Cynidiceans have developed
infravision and, like goblins, attack with a penalty of -1 to hit when
fighting in full daylight.
If the player characters join one of the factions, it will be easier for
them to get supplies and rest between adventures. All the factions
may accept player characters as members.
Every Cynidicean wears a stylized mask, usually of an animal or
human face. Some are made of wood, some of paper mache', and
some of metal. They are decorated with beads, bones, feathers,
and jewels. Most Cynidiceans wear fancy clothes, flashy jewelry,
and carry short swords. Some paint their bodies with bright colors.
The Brotherhood of Gorm will take male fighters, male dwarves,
male halflings, and male elves as full members. The Magi of Usa-
migaras will take any magic-user, elf, cleric, or thief. The Warrior
Maidens will take female fighters, female elves, female dwarves,
and female halflings as full members. Also, any character may
become a lesser member of a faction, if desired. Factions will not
do as much for lesser members, and a lesser member can never
become powerful within a faction. The DM should decide how
much a faction will do for its members.
The Cynidiceans are a dying race. Each new generation is smaller
than the last. Most Cynidiceans have forgotten that an outside
world exists, living most of their lives in weird dreams. The times
when they seem normal, tending their fields and animals, are
becoming fewer and fewer as the dreams replace reality. Their
unusual costumes and masks only strengthen their dream worlds.
Typical Cynidicean encounters are given in Part 6.
The Priests of Zargon are a fourth faction. They are found mainly in
areas outside the basic adventure. The Priests of Zargon serve the
evil monster Zargon and control the underground city.
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Players' Background
Days ago, your group of adventurers joined a desert caravan.
Halfway across the desert, a terrible sandstorm struck, separating
your party fr om the rest of the caravan. When the storm died
down, you found you were alone. The caravan was nowhere in
sight. The desert was unrecognizable, as the dunes had been
blown into new patterns. You were lost.
the blowing sands.
In the center of the city towered a step-pyramid. It had five
step-like tiers, each 20' high. The bottom-most tier was almost
completely covered with sand. On top of the highest tier were
three 30' tall statues.
The statue on the left was of a strong, bearded man holding a
balance* in one hand and a lightning bolt in the other. The
middle statue was of a winged child with two snakes twined
about its body. The child held a wand in one hand and a handful of
coins in the other. The statue on the right was of a beautiful
woman. In her hands she held a sheaf of wheat and a sword.
You headed east, the same way the caravan was headed before
the storm. Days passed. Your mounts died and you soon drank
the last of your water. The end of the desert was not in sight.
The second day after your water ran out, you stumbled upon a
number of stone blocks sticking out of a sand dune. Investiga-
tion showed that the sand covered the remains of a tall stone
wall. On the other side of the stone wall was a ruined city.
On the south side of the pyramid, a ramp with stairs led from the
ground to the top of the highest tier. A quick search of the ruins
revealed no source of food or water, so you decided to climb the
pyramid. In the side of the ramp, level with the floor of the top
tier, you found a secret door ...
The stone blocks of the city had toppled and cracked with the
passing of time. Sand had covered most of the buildings. The
stones that remained uncovered had been scoured smooth by
PART 2: TIERS 1 AND 2 (Dungeon Level 1)
The pyramid is made of large, smooth stone blocks. The rooms are
made of bare stone slabs, except where noted otherwise. Passage
ceilings are usually 10' high. Room ceilings are 15' high. Most doors
will be stone slabs that push inward to open. Doors will tend to
close unless held, jammed, or spiked open. Unless otherwise stated,
the pyramid will be unlit.
Remember that the characters are out of food and water. They
must have these supplies soon or they will die. In your descriptions,
keep reminding the party that they are hungry, thirsty, and tired.
This will help the players role play.
Wandering Monsters
Wandering monsters are encountered on a roll of 1 on 1d6. Check
for wandering monsters once every 2 game turns. Roll 1d8 for the
monster encountered, or choose one.
The first dungeon level consists of Tiers 1 and 2 of the step
pyramid. The first tier is room 1. The second tier includes rooms 2-
12.
Wandering Monster Table: Level 1
Die
Roll
Wandering
Monster
ML
AL
No
AC
HD
hp
#AT
Damage
M o v e
Save
1
Centipede,
Giant
9
½
1
poison
20'
NM
7
N
3
2
2
Cave Locust
5
4
2
9
1
1-2 or 1-4
20'/60'
Fl
5
N
3
Cynidicean
for details see Part 6: New Monsters
4
Cynidicean
for details see Part 6: New Monsters
Cynidicean
for details see Part 6: New Monsters
5
6
Ferret,
Giant
N
1+1
1
1-8
50'
Fl
8
4
5
6
7
5
5
8
Gnome
6
1
1
1-6
20'
Dl
L
8
Goblin
7
6
1-1
4
1
1-6
20'
NM
7
C
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