I made Zargon truly terrifying along the lines of the version in Elder Evils. The low level players didn't try to take him on, but escaped the pyramid after finding the city. I periodically had characters have visions of Zargon or feel him probing into their minds. The Magi told them.that Zargon was immortal and indestructible, but there were legends of ancient texts telling how to destroy it. This led to a long campaign in which the players hunt for the lost lore in a series of loosely connected S&S style adventures in strange places. They continue to hear rumours about strange happenings in the desert around the lost city, travellers and residents disappearing without a trace. Once they've found how to destroy Zargon I'll use the stuff from Masque of Dreams to bring them back to Cynidicea for the final encounter with Zargon and the cult.
There have been a couple of developments to the Lost City since Moldvay's day. One showed up in Dungeon Magazine #142, in the form of the D&D 3.5 adventure "Masque of Dreams" which provides an alternate way of introducing the Cynidiceans, and their pyramid. The scenario is illustrated by award-winning artist, Michael Kaluta, with cover art by Magic the Gathering artist, James Ryman. Shortly after that the 3.5 hardcover book, Elder Evils, came out with a chapter that outlines a way to use Zargon in an "World's End" sort of scenario. Lastly, Goodman Games in conjunction with Wizards of the Coast is putting out a full 5e treatment (a few of hundred pages, like what they've done for Keep on the Borderlands, and Isle of Dread) for the Lost City this month!
I would love to see what you have to say about Goodman Games' Original Adventures Reincarnated version of this module! They really went through all these potential encounters and filled them all in, I think you might like what you find.
The Under City here is similar to what we see in the Dwellers of the Forbidden City. In My world the Cynidicean Empire at its height invaded my world where all the denizens united formed a nation to resist this invasion. Part of the fall of Cynidicea was tied up in this failed military expansion. My characters would be unlikely to try to rescue and rejuvenate the Cynidiceans. Thanks for your run through. We never played it beyond the five level pyramid. I never clued to the Pyramid actually being a double diamond structure. I like the idea of Zargon being a monstrous regenerating/immortal? beast but not a god or demon. Let's him be pettier and have smaller goals, less worship , more protein. I believe I would incorporate ropers in its entourage. Some sort of back story for the were creatures is useful. I think I would incorporate more scenes of the Cynidiceans seeking inward and underground after their failures on the surface while drought, military defeat and plague reduces their above ground empire.
I just ran this at U-con in Michigan. One of the encounters with the Cynidiceans was hysterical. One of the players decided to set one on fire, but he fumbled his spell and lit himself on fire. Rather than put himself out, he roared and chased the poor Cynidiceans, who thought he was some crazy fire demon. They all ran around in circles around the sarcophagus in room 25 until they got chased out of the room. One of the other players was down the hall and screamed and gibbered at them, causing them to go back into room 25. It was very three stooges.
Ran The Lost City twice in my younger days. The first time was the first time I'd used a dragon (the blue dragon on Tier 9). Expecting an awesome encounter, I found two major drawbacks of dragons, especially when they are encountered in a confined space. The party won initiative and took the dragon down to 7 hp. Then it was the dragon's attack. The rules stated that a dragon FIRST attack was always with its breath weapon, and in B/X, the damage was equal to the dragon's CURRENT hp (half with a save). So basically, the dragon got hacked apart quite easily. I'm glad they made them a lot tougher in later editions. Overall, though, B4 was great, and twice I made encounter areas for the Lost City itself (the island in the middle of the lake, the volcano dubbed the Eye of Zargon, the temple of Zargon etc.). Great stuff!
Indeed, running dragons in AD&D was extremely 'touchy'. If you upped their HPs and they got first attack, party wipe, and if they didn't win initiative, they were toast. I know a few Dragon articles added some extra 'umph' to them (tail attack, etc), and when I utilize dragons (as seen in B5 Horror on the Hill Part 3) I like to give them other things inside the lair to work with. One thing I enjoy, is a wing buffet attack that whips gold coins (sharpened into little triangle blades by the dragon as it whiles away the years) which is like a second breath attack without a save (although for less damage in most cases, unless your dragon is a 7 hps). Anyway, I like to hear that others have utilized the other adventures that are within this module, because if not, its such a waste!
My first D&D encounter with a dragon was also disappointing. It was a black dragon in Quasqeton, and we killed it in 2 or 3 rounds with no losses. It helped we had a wand of paralysis, but I was under-impressed, especially after fighting dragons in Chivalry and Sorcery.
Altering the fight with zargon to fit my pathfinder game. Cultists have fed Zargon a Kyuss worm that's lived in Zargon's body and stolen most of Zargon's power, and his horn and is going to try and flee the ruin to return to Kyuss and free him from his prison. It'll be a reskinned hydra with one maggoty head with the horn, one eye, and it can use lightning bolt 3 times a day. Zargon'll be little more than a husk when its over.
To go up level in AD&D characters would have had to return to locations where they can recuperate and receive training, which can take weeks or months. It would break up the flow of the adventure I think. I wonder whether Gygax skipped his own training rules when playing G1-3, D1-3, Q1.
I'm a first time DM and I was drawn to this module (Goodman games version). One thing I'm curious is how you or others deal with the Cynedecians not being able to talk to the players? It makes it challenging to introduce lore or give information to the players.
Sheriff, what I do, if you are building toward a deeper game, is have a small cadre of 'rebels' who are not standard Cynedecians who can help, or at least speak to the characters, and tell the story, otherwise, you could go on an archeology type adventure with the wizard or cleric maybe discovering tablets or scrolls that tell the tale for background sake.
@@ohjoshdarnit Comprehend languages is always a great out and makes characters choose a non-c0mbat spell. I think I incorporated a couple esp potions and one universal translator magic device somewhere.
Someone just used an industrial 3-hole punch or drill on the module to allow it to fit into a 3-ring binder. You could have this done at Kinko's (now Fed-ex Office) or any similar print-on-demand store. Be aware it doesn't work on all modules equally. You have to be mindful of things like, thickness, material, tri-fold covers, spine staples, and content (art and text) margins.
I love your idea about the mosaics. That was always a huge sticking point for me when it came to B4.
Thanks, I was kind of proud of myself for that as well :)
I made Zargon truly terrifying along the lines of the version in Elder Evils. The low level players didn't try to take him on, but escaped the pyramid after finding the city. I periodically had characters have visions of Zargon or feel him probing into their minds. The Magi told them.that Zargon was immortal and indestructible, but there were legends of ancient texts telling how to destroy it. This led to a long campaign in which the players hunt for the lost lore in a series of loosely connected S&S style adventures in strange places. They continue to hear rumours about strange happenings in the desert around the lost city, travellers and residents disappearing without a trace. Once they've found how to destroy Zargon I'll use the stuff from Masque of Dreams to bring them back to Cynidicea for the final encounter with Zargon and the cult.
There have been a couple of developments to the Lost City since Moldvay's day. One showed up in Dungeon Magazine #142, in the form of the D&D 3.5 adventure "Masque of Dreams" which provides an alternate way of introducing the Cynidiceans, and their pyramid. The scenario is illustrated by award-winning artist, Michael Kaluta, with cover art by Magic the Gathering artist, James Ryman.
Shortly after that the 3.5 hardcover book, Elder Evils, came out with a chapter that outlines a way to use Zargon in an "World's End" sort of scenario.
Lastly, Goodman Games in conjunction with Wizards of the Coast is putting out a full 5e treatment (a few of hundred pages, like what they've done for Keep on the Borderlands, and Isle of Dread) for the Lost City this month!
This series is incredible, good job!
Another great take on a classic DnD crawl -- thanks!
I would love to see what you have to say about Goodman Games' Original Adventures Reincarnated version of this module! They really went through all these potential encounters and filled them all in, I think you might like what you find.
The Under City here is similar to what we see in the Dwellers of the Forbidden City. In My world the Cynidicean Empire at its height invaded my world where all the denizens united formed a nation to resist this invasion. Part of the fall of Cynidicea was tied up in this failed military expansion. My characters would be unlikely to try to rescue and rejuvenate the Cynidiceans.
Thanks for your run through. We never played it beyond the five level pyramid. I never clued to the Pyramid actually being a double diamond structure.
I like the idea of Zargon being a monstrous regenerating/immortal? beast but not a god or demon. Let's him be pettier and have smaller goals, less worship , more protein.
I believe I would incorporate ropers in its entourage.
Some sort of back story for the were creatures is useful. I think I would incorporate more scenes of the Cynidiceans seeking inward and underground after their failures on the surface while drought, military defeat and plague reduces their above ground empire.
I just ran this at U-con in Michigan. One of the encounters with the Cynidiceans was hysterical. One of the players decided to set one on fire, but he fumbled his spell and lit himself on fire. Rather than put himself out, he roared and chased the poor Cynidiceans, who thought he was some crazy fire demon. They all ran around in circles around the sarcophagus in room 25 until they got chased out of the room. One of the other players was down the hall and screamed and gibbered at them, causing them to go back into room 25. It was very three stooges.
THIS is why we play!
Great review, 1 through 3. Thank you.
Thanks for the tips!
Ran The Lost City twice in my younger days. The first time was the first time I'd used a dragon (the blue dragon on Tier 9). Expecting an awesome encounter, I found two major drawbacks of dragons, especially when they are encountered in a confined space. The party won initiative and took the dragon down to 7 hp. Then it was the dragon's attack. The rules stated that a dragon FIRST attack was always with its breath weapon, and in B/X, the damage was equal to the dragon's CURRENT hp (half with a save). So basically, the dragon got hacked apart quite easily. I'm glad they made them a lot tougher in later editions.
Overall, though, B4 was great, and twice I made encounter areas for the Lost City itself (the island in the middle of the lake, the volcano dubbed the Eye of Zargon, the temple of Zargon etc.). Great stuff!
Indeed, running dragons in AD&D was extremely 'touchy'. If you upped their HPs and they got first attack, party wipe, and if they didn't win initiative, they were toast. I know a few Dragon articles added some extra 'umph' to them (tail attack, etc), and when I utilize dragons (as seen in B5 Horror on the Hill Part 3) I like to give them other things inside the lair to work with. One thing I enjoy, is a wing buffet attack that whips gold coins (sharpened into little triangle blades by the dragon as it whiles away the years) which is like a second breath attack without a save (although for less damage in most cases, unless your dragon is a 7 hps). Anyway, I like to hear that others have utilized the other adventures that are within this module, because if not, its such a waste!
My first D&D encounter with a dragon was also disappointing. It was a black dragon in Quasqeton, and we killed it in 2 or 3 rounds with no losses. It helped we had a wand of paralysis, but I was under-impressed, especially after fighting dragons in Chivalry and Sorcery.
@@BrettSlocum I have an idea to work on this currently, but yeah, I too always felt that way about dragons.
Altering the fight with zargon to fit my pathfinder game. Cultists have fed Zargon a Kyuss worm that's lived in Zargon's body and stolen most of Zargon's power, and his horn and is going to try and flee the ruin to return to Kyuss and free him from his prison. It'll be a reskinned hydra with one maggoty head with the horn, one eye, and it can use lightning bolt 3 times a day. Zargon'll be little more than a husk when its over.
To go up level in AD&D characters would have had to return to locations where they can recuperate and receive training, which can take weeks or months. It would break up the flow of the adventure I think. I wonder whether Gygax skipped his own training rules when playing G1-3, D1-3, Q1.
I'm a first time DM and I was drawn to this module (Goodman games version). One thing I'm curious is how you or others deal with the Cynedecians not being able to talk to the players? It makes it challenging to introduce lore or give information to the players.
Sheriff, what I do, if you are building toward a deeper game, is have a small cadre of 'rebels' who are not standard Cynedecians who can help, or at least speak to the characters, and tell the story, otherwise, you could go on an archeology type adventure with the wizard or cleric maybe discovering tablets or scrolls that tell the tale for background sake.
@@artofthegenre6087 that is awesome thank you!
@@ohjoshdarnit Comprehend languages is always a great out and makes characters choose a non-c0mbat spell. I think I incorporated a couple esp potions and one universal translator magic device somewhere.
you should do a review of mordenkainen's Fantastic Adventure.
Hello great videos. Do you know the difference between the 3 hole punch and non punch modules?
Someone just used an industrial 3-hole punch or drill on the module to allow it to fit into a 3-ring binder. You could have this done at Kinko's (now Fed-ex Office) or any similar print-on-demand store. Be aware it doesn't work on all modules equally. You have to be mindful of things like, thickness, material, tri-fold covers, spine staples, and content (art and text) margins.