Lost City - your experiences?


log in or register to remove this ad

Animate thread!

I think The Keep on the Borderlands runs better ‘out of the box’. The Lost City starts to really shine with a small amount of DM work.

The mosaics in the hall of history needed to be in a “hand out” format. Here is a set I typed out to fit my own retelling of this module.

[sblock=Mosaic in the Hall of History]1st A tribe of squat, heavy-browed humanoids wielding crude stone weapons worship a lizard-headed idol surrounded by willow like trees. The body of the idol has been worn away far more than the rest of the mosaic and several pieces are missing.

2nd A large band of tall, black-haired people decimate the humanoids and claim their hunting grounds. A woman, who seems to be the one leading the black haired people, thrusts her spear into a corner of the mosaic that has been removed by force.

3rd A village rises over the scene of the battle. In the lands around the village are fields of grain and vast herds of cattle and horses. Several women bear a semblance to the woman who led the people against their humanoid foes. A snake headed man is trying to hide among the village, but is pointed at by a winged child.

4th A great leader arises in time of need and gathers the villagers in to an army that destroys hordes of serpent men and other ill defined creatures. Several children are depicted with wings and cast lightning from their hands at the horrors.

5th The victorious leader is crowned king, and the people begin to worship him as a god like the Female leader and winged child. His queen is from the number of those who resemble the people’s first leader.

6th A great city is constructed at the command of the royal bloodline. The lands outside have become more sparse as the city is constructed. A number of men now bear a semblance of the first king.

7th to 12th Scenes of the splendor of the kingdom at its height. Those depicted as the leader of old, first king and the winged child are not uncommon and is it shown those disguises are merely masks worn and wings of cloth. The King or Queen of the city often marries from that number. As the mosaics continue the civilization is only hindered by infrequent attacks of dog headed men and that more and goods have to come from afar. The last of these mosaics show the land outside the city as desert.

13th The royal line celebrates a twin birth. There is great rejoicing as the two grow and great things are prophesized by a winged child. Even when their masks are removed, the boy bears a strong semblance to the first king and the girl looks just like the ancient leader.

14th The two grow into adults and rule over the great city. At their command a colossal stone building is being built in the center of the city.

15th A group of workers fall into a cavern at the base of the building. When investigated, crudely formed ruins are found beneath. The workers dismantle much of it and take the stone for the building, which now resembles a ziggurat topped by statues of the three gods.

16th The masked people begin to turn against the royal family. The King dies at the hand of a thin humanoid with sharp features. The Queen takes up rule and is eventually slain by those whose masks she resembles. They are interred in the Ziggurat. In their absence, turmoil grasps the city as the followers of the old gods fight for supremacy

17th A golden dragon is shown defeating those masked as the cities gods, but not before one of winged child’s number warps its body to a horrid form. The Dragon’s face is nearly melted, leaving but its jaws, one eye and a single horn. Its limbs and wings became tentacles and its haunches melted. The people of the city, in their gratitude, take up worship of suffering dragon, heedless of its unpleasing appearance.

18th A great celebration grips the city and all within live a life of happiness, lead by those in golden masks with the features distorted in honor of the dragon. They call for the casting down of the old gods, but the people have forgiven those cults and refuse.

19th Blond haired foreigners enter the city and take up trade with its residents, but eventually attack the followers of the dragon. They are cast from the city, but return in great numbers. The city defeats them, but the great walls have fallen in many places.

[That was the last mosaic.]

20th A crudely carved base relief depicts the people fleeing into the ziggurat as numerous invaders of human and inhuman nature loot the city.

21st The great doors have a crudely carved depiction of a vast cavern filled with buildings. An underground river divides the cavern. On the distant side, a cloud rises from a field of spikes.[/sblock]


Zog said:
I was all set, Zargon was from The Far Realms, the cultists were trying to summon more of him, the underground city could become part of the underground resistance movement to the Empire, and now it's all happening offstage while the party is on another continent.
Another continent Eh? Perhaps a clan of Kitsune/Werefoxes are seeking the remnants of their family. They might try and employ foreigners from the land they believe a pair of siblings fled to.

Perhaps the divine caster of the party gets visions of a lost city hinting at the urgency the situation presents.

Or the lost city is taken over and converted to a far realm canker: A twisted pocket dimension with an even larger and more twisted second pocket dimension inside it; Last April’s Dragon magazine had a good article on this. There were a thousand souls down there besides the monsters trapped in that not all that sane pyramid, who knows what they will emerge as. The PCs will eventually catch mention of strange monster pouring out of the desert or Underdark. Should they investigate, make sure there were clues that show that there was a chance it could have been stopped, maybe even have an encounter with an angel that got ‘converted’ to [non –epic]Pseudonatural.
 

I really enjoyed this module. When I first got a hold of it I DM'ed it for others, and to make it a "quicky" I threw out the undeveloped "under levels". Many years later I went through it myself and thought it was just as good from the other side of the screen.

I really liked the whole idea ... in general I have always been a fan of pc's finding themselves in totally unfamiliar situations and having to figure things out as they go along (like 1eADnD module A4 for example). And this module had tremendous potential for a whole new mini-world of an unexpected character. The caverns far below, the city and it's inhabitants, etc., etc.

[[sigh...]] alright ... turning nostalgia factor off.
 

Mycanid said:
I really enjoyed this module. When I first got a hold of it I DM'ed it for others, and to make it a "quicky" I threw out the undeveloped "under levels".
I really disliked level 6, I wound up remaking level 6 as the foundation for level 5. The rest I roughened up the walls on and ditched the paintings. I am using the lower levels as a breeding hive for the spawn of zargon. The main 'stop gaps' as it were are a unpleasant constuct in the true ceremony room on level 6, the two [half dragon-dire wolf strength] Hell hounds standing guard over the fissure on level 7 and the two large unnatural bipeds that patrol the long rounded hall of level 8.

The dragon on level 9 was a hard one for me to mentally 'fit' in to the lower level.
Deep in the bowels of a forgotten civilization, a horrid creature dwells in an ancient pyramid, attended to by an insane cult. One day, the creature’s sacrifice came in the form of an azure egg. Had the poor creature within been lucky, it would have been consumed then and there. It was not. Changed within its egg by the otherworldly horror, the dragon was born as one of the Horror's minions. Now growing in mind, body and insanity, the dragon lairs near the Horror, muttering to itself, torn between inborn loyalty to itself, to Law and to its Lord.

“It below gave me life... It should not live! I must serve it... It must die again! Must not eat others who serve... so tasty... gold masks so pretty. Demand tribute! Worship! Take tribute! Ia! Ia! Zargon, Child of Carcosa!, Spawn of Yellow! It is killed and is reborn! To Destroy…The Eye!”
[Sblock=Fury of Zargon: (non epic}Pseudonatural Juvenile Blue Dragon ]
Large Dragon [Extraplanar]
Pseudonatural elements in bold
Hit Dice: 15d12+60 [165 HP]
Initiative: +0
Speed: 40 ft., burrow 20 ft., fly 150 ft. (poor)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple:+15/+23
Attack: Bite +18 melee (2d6+6)
Full Attack: Bite +18 melee (2d6+6), 2 claws +16 melee (1d8+2), 2 wings +16 melee (1d6+2), 1 tail +16 Melee (1d8+6)
Space/Reach: 10 ft./ 5ft. 10 ft. with bite,
Special Attacks: True Strike 1/day, Bolt Breath 8d8 (Reflex DC 21) 80’x5’ line, create/destroy water 3/day[DC 17], sound imitation [DC 17]
Special Qualities: Horrid form [Foes take -1 moral' to hit'], DR 10/ magic, SR22, Resist Acid 10, Resist Electricity 10, Immune electricity
Saves: Fort +12, Ref +9, Will +11
Abilities: [NPC non-elite] Str 19, Dex 13, Con 18, Int 14, Wis 12, Cha 13
Skills: Abuse magic device +19, Concentration +14, Hide +16*, Knowledge: Far Raelm+10, Listen +19, Search +20, Sence Motive+ 19, Spot +19, Spellcraft +19,
Feats: Multi Attack[1], Combat Reflexes[3], Power attack[6], Combat Expertise[9], Improved Trip[12], Improved Disarm [15] or a Draconomicon breath feat, recommended Shape Breath [choose line or cone] or Clinging breath [foes take half breath damage next round, Can be extinguished with reflex save or dispelled [breath DC]. Either adds 1 round to breath ‘recharging time’
Challenge Rating: 10 8 without Pseudonatural elements
Treasure: Draconic Standard
Alignment: Lawful evil
Check list
[ ] True strike
[ ] [ ] [ ] create/destroy water[DC 17]
Spells
[ ] [ ] [ ] [ ] [ ] 0th: Cure minor wounds, Read Magic, Detect magic, Prestidigitation.
[ ] [ ] [ ] [ ] 1st Shield, Mage Armor

Also did one in red, the bite is worse, but thats part of red dragon builds. Also less thinking is needed for this fight and the DM does not need to be bastard with the use of the improved trip and disarm feats.

Hatred of Zargon: Pseudonatural Young Red Dragon
Large Dragon [Extraplanar]
Hit Dice: 13d12+52 143 HP
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor)
Armor Class: 22 (–1 size, +1 dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple:+13/+23
Attack: Bite +18 melee (2d6+9)
Full Attack: Bite +18 melee (2d6+9), 2 claws +16 melee (1d8+3), 2 wings +16 melee (1d6+3), 1 tail +16 Melee (1d8+3)
Space/Reach: 10 ft./ 5ft. 10 ft. with bite,
Special Attacks: True Strike 1/day, Fire Breath 6d10 (Reflex DC 22) 40’ cone
Special Qualities: Immunity to fire, vulnerability to cold, Horrid form [-1 to be hit] DR 10/ magic, SR23 Resist Acid 10, Resist Electricity 10
Saves: Fort +12, Ref +9, Will +8
Abilities: [NPC non-elite] Str 22, Dex 13, Con 18, Int 13, Wis 11, Cha 12
Skills: Appraise +15, Abuse magic device +17, Bluff +12, Concentration +10, Jump +20*, Listen +15 Search +16, Sense Motive+ 10, Spot +15
Feats: Multi Attack[1], Combat Reflexes[3], Power attack[6], Combat Expertise[9], Ability focus [Breath][12] or Clinging breath [foes take half breath damage next round, Can be extinguished with reflex save or dispelled [breath DC]. Either adds 1 round to breath ‘recharging time’]
Challenge Rating: 9
Treasure: Standard
Alignment: Chaotic evil
Check list
[ ] True strike
Spells
[ ] [ ] [ ] [ ] [ ] 0th: Cure minor wounds, Read Magic, Detect magic, Prestidigitation.
[ ] [ ] [ ] [ ] 1st Shield, Mage Armor

[/sblock]
 

Psychic Warrior said:
Oh dear. No, Lost City is nothing like Undermountain. I think Diaglo said it best. :)

Actually, I prefer not to be spoon-fed an irrational rant. All I need are the bare bones of some grognardly paranoia and opinions about how other people should spend their time. Comparisons to vomit and other stunningly elegant arguments just take up space with needless fluff.
 

[sblock=Kings guard]Advanced Mummy
Medium Undead
Hit Dice: 16d12+16+16* (144 hp) [16 from created in desecrated area, 16 from improved toughness]
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (+13 natural), touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Slam +17 melee (1d6+12 plus mummy rot DC20)
Full Attack: Slam +17 melee (1d6+12 plus mummy rot DC20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair DC20, mummy rot DC20
Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire Saves: Fort +4, Ref +2, Will +8
Abilities: Str 26**, Dex 10, Con —, Int 6, Wis 14, Cha 15
Skills: Hide +7, Listen +14, Move Silently +7, Spot +14 Feats: improved natural Armor x 3, weapon Focus slam, Great Fortitude, Improved Toughness. Environment: Any
Organization: Solitary, warden squad (2–4), or guardian detail (6–10)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 17–24 HD (Large) [/sblock]
 

Attachments

  • 6v2h grid.GIF
    6v2h grid.GIF
    76.7 KB · Views: 449
  • 7.4.GIF
    7.4.GIF
    82.7 KB · Views: 431
  • 8910 end.GIF
    8910 end.GIF
    123.3 KB · Views: 461

Folks might want to check out FranktheDMs thread over in the art & miniatures section and see his work for miniatures for this module. Really outstanding work.

I remember this module fondly, but have not read it in many years. When I reread B2 a while ago it still made me want to run it, so I may have to pick this adventure up again.
 


Nebulous said:
Any chance that it will see a 3rd edition rebirth? RTTLC?
I would try, but I type really slow and rights management would be difficult.

Plus dragon magazine did have a article on the lost city with prettyboy Strad on the cover. That one assigned Lawful evil to Zargon and a lot more power topping in at a CR 16.
 

In the case that PCs storm the Temple of Zargon deep in the lost city, having the place mapped out can be handy.

The stairs are grey / bottom to white / top. All stairs ascend 5 feet for each 5 feet long :EDIT: the northeast stairway needs 5 feet of reduction.



The raised dais has the yellow sign since IMG Zargon is Hastur spawn.

The 1st level Southern section has private oubliettes of varying sizes, though non are really that spacious. The brown rectangles in the long line are wooden prison cubicles similar to Japanese ‘coffin hotels’.

The pillars are imagined as load bearing structures.

The second level has winches for the portcullises.

There are some concealed and secret doors almost visible if you enlarge the image. Alter as needed

Furnish upper levels as needed.
 

Attachments

  • The lost City Zargon HQ.GIF
    The lost City Zargon HQ.GIF
    52.2 KB · Views: 533
Last edited:

Remove ads

Top