CMT - B4 The Lost City
CMT - B4 The Lost City
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The Lost
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Conversion Guide by Stan Shinn
For Characters Levels 1-3
Introduction: In 1982, TSR published the module named “The Lost City” with the module
code “B4”. It was written by Tom Moldvay and illustrated by Jim Holloway. This 32-page
booklet had an outer folder containing maps. In addition to an extensive dungeon complex,
the module provided guidance on expanding and creating additional levels and encounters
for the adventure. In 2004, for the 30th anniversary of the Dungeons & Dragons game,
Dungeon magazine ranked this module the 28th greatest adventure of all time. This
conversion guide allows DMs to run the original module with 5 th Edition rules and provides a
reference sheet for encounters.
by STAN SHINN
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Stan Shinn and published under the Community Content Agreement for Dungeon Masters Guild.
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 1
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 2
B4: The Lost City
Converting to the Realms
“I can't stress enough how inspirational I found this module when I
first read it. Even now, I consider it the best thing Moldvay ever wrote
and one of the great adventures of the Golden Age.”
—James Maliszewski, http://grognardia.blogspot.com This brief guide outlines a few thematic changes and
additions to bring “The Lost City” into the Forgotten Realms
world of Faerûn.
Introduction Many years ago, the once-great empire of Netheril was
shattered when the prodigious arcanist Karsus attempted to
To use this conversion guide you will need a copy of “B4 The steal the power of the goddess Mystryl. This event led to the
Lost City”, originally available in hard-copy and now for sale temporary nullification of all the world’s magic, which
in Digital format at www.dndclassics.com. caused the empire’s floating cities to plummet to the ground.
This document gives GMs advice to convert the module Most of the Netherese Empire was lost in history as the land
to the latest 5th Edition rules and guidance on preparing the where the cities fell were gradually transformed into the
adventure. A list of random encounters and a summary of vast desert of Anauroch.
Cynidicea's factions provide a quick in-game reference. Most For the purposes of this conversion, assume that
creatures refer to stat blocks in the D&D 5e Monster Manual. Cynidicea was one of the Netherese cities that were buried
Zargon, the climactic monster, has a full stat block in the under the sands of Anauroch. The most important factor in
Special Creatures section at the end of this conversion guide. infusing the module with Forgotten Realms lore is treating
Page listings may refer to abbreviations: MM (Monster the old Cynidicean gods—and the factions that worship
Manual), CR (Challenge rating), and DMG (Dungeon Master them—as Netherese deities.
Guide). All other page number refer to the locations in the Instead of Gorm, members of The Brotherhood worship
original 'The Lost City' module. Key text is in bold for easy Kozah, the god of rage and destruction. Though their beliefs
scanning. Magic items are noted in italics. remain as written in the module, this iteration of The
Find more information about this and other early edition Brotherhood functions under a more violent, chaotic
conversions at www.classicmodulestoday.com. doctrine. Its members may be prone to outright hostility
against the players and other factions.
Reference Sheet Rather than Usamigaras, members of The Magi worship
the dead power Mystryl, who once embodied the cosmic
For convenience, there is a Reference Sheet at the end of this source of arcane magic. As worshippers of the force that
document which summarizes the key information you'll caused the destruction of the Netherese Empire, it is likely
need during the game onto one concise sheet. You can print that The Magi are particularly hated amongst the different
this onto a single, double-sided page (perhaps on colored factions, though they themselves are no less confident that
cardstock) as a handy tool that you can use alongside a hard their path is the best way to restore Cynidicea (and Netheril
copy of the module. After reading this document, all you'll as a whole) to its former greatness.
need to run the game is the original module, the Monster In place of Madarua, members of The Warrior Maidens
Manual, the Reference Sheet, and optionally any notes or worship Jannath, the goddess of life and agriculture. The
visuals you've prepared. Warrior Maidens are not as aggressively zealous as the other
two factions; they may be especially willing to accept the
players as members, or to cooperate with other factions if
Adventure Summary pressed to do so.
Zargon itself remains mostly as written, although you
Cynidicea is an ancient city which fell into oblivion after may want to flesh out the creature’s origins. Perhaps Zargon
Zargon, a monster and erstwhile god, preyed on the city. The existed underneath Anauroch before Cynidicea fell from the
city sacrifices to their 'god' and have evolved into factions. sky, and The Priests of Zargon were driven to seek the
Some cling to the ancient gods Gorm, Usamigaras, and creature out after the collapse of their society. Alternatively,
Madarua instead of worshiping zargon. A desert now covers perhaps Zargon was held in captivity by Cynidicea’s ruling
the subterranean city. The tribes within have become pale mages before the empire’s destruction, and the ensuing
with bone-white hair and suffer disadvantage when fighting chaos allowed it to slay its former masters, earning itself a
in full daylight. Every Cynidicean wears a stylized mask population of fearful devotees in the process.
distinct to their faction. Factions each think they alone know
way to restore greatness of Cynidicean. They will typically
fight, and seldom cooperate with, other factions. Players
happen upon this city after some mishap where they are lost
in the desert after a sandstorm.
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 3
GM Notes Random Encounters
Special rules and tactics to brush up on prior to the game:
• Leverage Conversation Reaction table (DMG 245) for Tiers 1 & 2: Wandering Monsters
NPC reactions.
Roll 1d6
• Use the Fatigue rules as characters will be hungry, thirsty 1. Centipede, Giant 4. Ferret, Giant
and tired. Note that characters will have no way to
2. Cave Locust 5. Gnome
replace equipment or supplies save what you find in the
3. Cynidicean 6. Goblin
Lost City.
• Know rules if throwing a lit Flask of Oil. Tiers 3 & 4: Wandering Monsters
• Know how to use perception rules for numerous traps
and secret doors. Roll 1d8
• Determine spell tactics for Magi and Clerics. 1. Bat, Giant 5. Hobgoblin
• Use poison rules for Pit Vipers. 2. Brotherhood of Gorm 6. Rock Baboon (semi-
3. Magic User of intelligent)
Visuals Usamigaras
4. Cynidicean
7. Snake, Spitting Cobra
8. Warrior Maidens of Madarusa
Suggested visuals to create:
• Small sketch of side view of the step pyramid.
Tiers 5: Wandering Monsters
• Player handout for symbols on p. 9. Roll 1d8
• Visual for room 39a. 1. Cynidicean 5. Cynidicean
• Player handout with instructions for p. 17. 2. Beetle, Giant: Tiger 6. Lizard, Giant: Tuatara (8' long
• Sketch of Temple of Zargon. Beetle (4' long, striped cross between iguana and a
• The Underground City (if needed). carapices, look like toad)
• Option to create Tiers 6-10 (lower pyramid). which is not tiger skins) 7. Rust Monster
completed in core module. 3. Cynidicean 8. Thoul (Hobgoblin, looks like
• Sketch of Zargon's boss lair. 4. Driver Ant (6' long magical combination of ghoul,
giant ant) hobgoblin and a troll)
Cynidicean Encounters
See great 1d12 encounters on page 26.
Further Adventures
See page 25 for great adventure seeds to extend the
adventure.
Factions of Cynidicea
Faction CLass Mask & Attire Mark God Membership*
Brotherhood Lawful Golden Mask of Gorm Small blue Worship GORM on 4 day th
Male fighters,
of Gorm Male (stern, bearded man). Iron lightning bolt of each week. Lightning dwarves,
Fighters chain mail over blue tattooed on right storms considered holy. halflings & elves.
tunic. shoulder.
Magi of Neutral Silver Mask of Five-pointed star of Worship USAMIGARAS, Magic users, elf,
Usamigaras Magic Usamigaras (smiling small silver lines god of healers, messengers cleric or thief.
Users child). Silver daggers & on right palm. & thieves, when stars &
rainbow colored clothes. planets in right pattern.
Warrior Neutral Bronze Mask of Madarua Small sickle-shaped Worship MADARUA, Females.
Maidens of Female (beautiful woman). scar on the inside of goddess of birth, death and
Madarua Fighters Bronze chain mail over their left wrist. changing seasons, on a holy
green tunics. day each season.
Priests of N/A Wear colorful masks, No tattoos. Pale Serve the evil monster N/A
Zargon bright clothing, and skin, white hair, ZARGON, and control
often carry short swords. large eyes, underground city. Spend
Some have feathered infravision. -1 to hit most of their time living in
robes and bird masks. in full sunlight. strange dream worlds.
* Factions will accept certain characters as full members. Any characters can become a lesser member, but not rise within the faction.
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 4
check if actively searching. DC 15 Intelligence
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 5
thieves tools to disable it by using tools to break the door (MM 347, CR 6 (2,300 XP))
handle tripwires. DC 15 Wisdom (Perception) check to 2. Banshee: Banshee (MM 23, CR 4 (1,100 XP))
determine a way to bypass the trap by wedging daggers or 3. Beetle, Giant Tiger Beetle: Use Giant Fire Beetle (MM
spikes into the door's edges. When triggered, a creature 325, CR 0 (0-10 XP)); 4' long, striped carapices, look like
within range which fails a DC 15 Dexterity saving throw tiger skins
to avoid falling takes 1d6 falling damage for every 10 feet 4. Brother Theodeus (Cynidicean Leader): Priest (MM 348,
it fell. CR 2 (450 XP))
• Pit Trap With Spikes (p. 18): 1As above but the 10' deep pit 5. Brotherhood of Gorm: Treat as Guard (MM 347, CR 0.125
has spikes. In addition to the falling damage, falling (25 XP)) or Bandit Captain (MM 344, CR 2 (450 XP))
characters take 2d10 damage on a failed DC 15 Dexterity 6. Carrion Crawler: Carrion Crawler (MM 37, CR 2 (450
saving throw, or half as much on a successful one. XP))
• Poison Needle Trap (p. 10): This trap protects a chest or 7. Cave Locust: Treat as Swarm of Insects (MM 338, CR 0.5
other compartment. (100 XP))
A DC 20 Intelligence (Investigation) check allows 8. Giant Centipede: Giant Centipede (MM 323, CR 0.25 (50
character to notice the trap based on alterations to the XP))
locking mechanism. A DC 15 Intelligence (Investigation) 9. Cynidiceans: Use
check to determine how to disarm by removing the Guard (MM 347, CR 0.125 (25 XP))
needle from the locking mechanism, followed by a DC 15 Bandit Captain (MM 344, CR 2 (450 XP))
Dexterity check using thieves tools to disable it. When Knight (MM 347, CR 3 (700 XP))
triggered, a creature within range takes 1d10 damage and Gladiator (MM 346, CR 5 (1,800 XP))
must success on a DC 15 Constitution saving throw or be 10. Demetrius: Treat as Mage (MM 347, CR 6 (2,300 XP))
poisoned for 1 hour. 11. Doppelganger: Doppelganger (MM 82, CR 3 (700 XP))
• Rolling Boulder Trap (p. 15): DC 15 passive Wisdom 12. Draco (Giant Lizard): use Giant Lizard (MM 326, CR 0.25
(Perception) check to spot, or DC 12 Wisdom (Perception) (50 XP))
check if actively searching. Depending on GM discretion, 13. Driver Ant (6' long giant ant, treat as Giant Fire Beetle
the boulder may trigger even if noticed. When triggered, a (MM 325, CR 0 (0-10 XP)) but without the illumination
spherical or wheel-shaped boulder emerges from a ability
hidden nook and rolls toward the characters down the 14. Evil Cleric Darius: Treat as Mage (MM 347, CR 6 (2,300
passage. Creature within range takes 2d10 damage on a XP))
failed DC 15 Dexterity saving throw, or half as much on a 15. Ferret, Giant: treat as Wolf (MM 341, CR 0.25 (50 XP))
successful one. Boulder stops after it reaches the end of 16. Giant Fire Beetle: Fire Beetles (MM 325, CR 0 (0-10 XP))
the hall. 17. GargoyleS: Gargoyles : MM 40, CR 2 (450 XP))
• Spear Trap (p. 5): Triggered by a pressure plate. Will shoot 18. Gecko, man-sized: Treat as Giant Lizard (MM 326, CR
a number of spears determined by the GM. DC 15 passive 0.25 (50 XP))
Wisdom (Perception) check to spot, or DC 12 Wisdom 19. Gelatinous Cube: Gelatinous Cube (MM 242, CR 2 (450
(Perception) check if actively searching. DC 15 Intelligence XP))
(Investigation) check to determine how to disarm, 20. Ghouls: Ghoul (MM 148, CR 1 (200 XP))
followed by a DC 15 Dexterity check using thieves tools to 21. Giant Rats: Giant Rat (MM 327, CR 0.125 (25 XP))
disable it. DC 15 Wisdom (Perception) check to determine 22. Giant Shrews: Treat as Giant Rat (MM 327, CR 0.125 (25
a way to bypass the trap. When the pressure plate is XP))
triggered, a creature within range standing in front of the 23. Gnome: Treat as Kobold (MM 195, CR 0.125 (25 XP))
trap takes 2d10 damage on a failed DC 15 Dexterity saving 24. Goblin: Goblin (MM 166, CR 0.25 (50 XP))
throw, or half as much on a successful one (limited by the 25. Green Slime: Treat as Gray Ooze (MM 243, CR 0.5 (100
number of spears). XP))
• Water Trap (p. 10): When a human sized creature crosses 26. Hobgoblins: Hobgoblin (MM 186, CR 0.5 (100 XP)) and
the room, this trap is sprung which slams the doors shut. Hobgoblin Captain (MM 186, CR 3 (700 XP))
DC 15 passive Wisdom (Perception) check to spot the vents 27. Iron Statues: Treat as Animated Armor (MM 19, CR 1
high in the walls, or DC 12 Wisdom (Perception) check if (200 XP))or Flesh Golem (MM 169, CR 5 (1,800 XP))
actively searching. Afterwards, water pours in from 28. Kanadius, Grand Master of the
vents high in the walls. It takes a DC 10 Strength Check to Brotherhood of Gorm: Treat as Knight (MM 347, CR 3
open the shut doors (made with disadvantage if water has (700 XP))
risen too high). Unless players succeed within three tries 29. Killer Bees: Treat as Stirge (MM 284, CR 0.125 (25 XP))
to force open door, they will start to drown. After the 30. Lizard, Giant: Tuatara (8' long cross between iguana and
room is completely filled for three minutes, concealed a toad): Giant Lizard (MM 326, CR 0.25 (50 XP))
drains in the floor open and water slowly drains out. 31. Magi of Usamigras: Treat as Cult Fanatic (MM 345, CR 2
Afterwards, the trap automatically resets. (450 XP)) but with wizard cantrips (Shocking Grasp, Ray
of Frost, Mage Hand) and six prepared wizard spells
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 6
(100 XP)), and describe damage as blisters which form
34.
from beetle's oil.
Owl Bear: Owlbear (MM 249, CR 3 (700 XP))
Special Creatures
35. Pandora, Madarua's Champion: Treat as Bandit Captain
(MM 344, CR 2 (450 XP)) or Knight (MM 347, CR 3 (700
Zargon
XP)) but with a sword +1. Large aberration, chaotic evil
36. Pit Vipers: Treat as Swarm of Poisonous Snakes (MM 338, Armor Class 15 (natural armor)
CR 2 (450 XP))
Hit Points 144 (16d10+48)
37. Policrates the Herald (Cynidicean): Treat as Knight (MM
347, CR 3 (700 XP)) Speed 30 ft.
38. Polymar: Treat as Doppelganger: Doppelganger (MM 82,
CR 3 (700 XP)) but can mimic inanimate objects as well as STR DEX CON INT WIS CHA
creatures 16 (+3) 15 (+2) 17 (+3) 13 (+2) 15 (+2) 15 (+2)
39. Queen Zenobia (Wight): Wight (MM 300, CR 3 (700 XP))
40. Rock pythons: Treat as Constrictor Snake (MM 320, CR Skills Perception +5
0.25 (50 XP)) Senses darkvision 120 ft., passive Perception 15
41. Rust Monster: Rust Monster (MM 262, CR 0.5 (100 XP))
42. Shadows: Shadow (MM 269, CR 0.5 (100 XP)) Languages —
43. Skeletons: Skeleton (MM 272, CR 0.25 (50 XP)) Challenge 5 (1,800 XP)
44. Spitting Cobra: Treat as Poisonous Snake (MM 334, CR
0.125 (25 XP)) Actions
45. Sprites: Sprite (MM 283, CR 0.25 (50 XP)) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
46. Stirges: Stirge (MM 284, CR 0.125 (25 XP)) Hit: 8 (1d8 + 3) piercing damage.
47. Thoul (Hobgoblin which looks like a magical
combination of ghoul, hobgoblin and a troll): Treat as Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Hobgoblin Captain (MM 186, CR 3 (700 XP)) or Hobgoblin target. Hit: 5 (1d4 + 2) piercing damage.
Warlord (MM 187, CR 6 (2,300 XP))
Legendary Actions
48. Warrior Maidens of Madarua: Treat as Bandit Captain
(MM 344, CR 2 (450 XP)) or Knight (MM 347, CR 3 (700 Zargon can take 3 legendary actions, choosing from the
XP)) options below. Only one legendary action option can be used
49. Werefoxes: Treat as Jackalwere (MM 193, CR 0.5 (100 XP)) at a time and only at the end of another creature’s turn.
50. Wererats: Wererat (MM 209, CR 2 (450 XP)) Zargon regains spent legendary actions at the start of its
51. White Apes: Treat as Giant Ape (MM 323, CR 7 (2,900 XP)) turn.
but with half or two-thirds the HP, damage and XP.
Seek Prey. Zargon makes a Wisdom (Perception) check to find
52. Wolf: Use Wolf (MM 341, CR 0.25 (50 XP)) or Winter Wolf
targets who are out of sight.
(MM 340, CR 3 (700 XP))
53. Yellow Mold: Treat as Violet Fungus (MM 138, CR 0.25 (50 Lashing Tentacles. Zargon makes two tentacle attacks.
XP))
Grasping Tentacles. Zargon makes one tentacle attack. If this
54. Zargon: See Special Creatures section (note that its horn,
attack hits, the target is grappled (escape DC 15). Until the
if not destroyed in volcanic fire, will cause him to
grapple ends, the target is restrained.
eventually regenerate some years after the encounter)
55. Zombies: Zombie (MM 316, CR 0.25 (50 XP))
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B4 The Lost City 11. Magic Scroll with three spells: Disguise Self,
Blur, and Darkness
Electric Door Trap (p. 12): Locked door
which glows with crackling blue light. If a
Reference Sheet 12. Plate Armor +1
13. Poison Potion (use Potion of Poison)
14. Potion of Healing
special phrase is spoken, the door opens.
Anyone touching door without saying phrase
takes 2d10 damage on a failed DC 15
15. Potion of Invisibility Constitution saving throw, or half as much on
Random Encounters 16. Potion of Levitation (use Potion of Flying)
a successful one. damage. Door lock can be
17. Ring of Fire Resistance picked by character willing to take the damage
Tiers 1 & 2: Wandering Monsters 18. Shield +2 while they pick the lock.
19. Spear +2 Falling Block Trap (p. 5): DC 15 passive
Roll 1d6 20. Sword +1 Wisdom (Perception) check to spot, or DC 12
1. Centipede, Giant 4. Ferret, Giant 21. Sword +1, casts continual light on Wisdom (Perception) check if actively
2. Cave Locust 5. Gnome command searching. DC 15 Intelligence (Investigation)
3. Cynidicean 6. Goblin 22. Sword +2 (consider reducing to +1) check to determine how to disarm, followed by
Tiers 3 & 4: Wandering Monsters 23. Wand of Illusion (suggest replacing with
a DC 15 Dexterity check using thieves tools to
Wand of Wonder) disable it. DC 15 Wisdom (Perception) check to
Roll 1d8 24. Wand of Magic Detection determine a way to bypass the trap by wedging
1. Bat, Giant 5. Hobgoblin 25. Wand of Paralyzation (use Wand of a dagger or similar hard object into a lip in the
2. Brotherhood of 6. Rock Baboon (semi- Paralysis) recess created by lifting the stone block
Gorm intelligent) slightly. When triggered, a creature within
3. Magic User of 7. Snake, Spitting Cobra
Usamigaras 8. Warrior Maidens of Traps range takes 2d10 damage on a failed DC 15
Dexterity saving throw, or half as much on a
4. Cynidicean Madarusa Alarm Bell Trap (p. 11 and p. 19): A hidden successful one.
pressure plate in the floor triggers this trap. DC Gas Trap (p. 5): Triggered by opening a
Tiers 5: Wandering Monsters 15 passive Wisdom (Perception) check to spot, door. Gas is odorless, tasteless and invisible.
Roll 1d8 or DC 12 Wisdom (Perception) check if actively First round characters will feel dizzy but take
1. Cynidicean 5. Cynidicean searching. DC 15 Intelligence (Investigation) no damage. Second round, characters realize it
2. Beetle, Giant: 6. Lizard, Giant: Tuatara check to determine how to disarm the alarm is hard to breathe and start to take damage.
Tiger (8' long cross between by cutting the wire that routes to the bell, Characters within the trap area take 1d8
Beetle (4' long, iguana and a toad) followed by a DC 15 Dexterity check using damage per round and must success on a DC 15
striped 7. Rust Monster thieves tools to disable it. When triggered, an Constitution saving throw or be poisoned for 1
carapices, look 8. Thoul (Hobgoblin, alarm bell sounds in the relevant area. hour. There are two ways to disarm. A DC 15
like tiger skins) looks like magical Crossbow Trap (p. 5): Triggered by a Intelligence (Investigation) check determines it
3. Cynidicean combination of ghoul, pressure plate. Will shoot a number of can be disarmed by plugging the gas holes with
4. Driver Ant (6' hobgoblin and a troll) crossbow bolts determined by the GM. DC 15 rags or spikes will stop gas from filling room. A
long giant ant) passive Wisdom (Perception) check to spot, or DC 15 Wisdom (Perception) check determines a
DC 12 Wisdom (Perception) check if actively way to bypass the trap by jamming all doors to
Cynidicean Encounters searching. DC 15 Intelligence (Investigation) the room open allowing the gas to escape
See great 1d12 encounters on page 26. check to determine how to disarm, followed by without harming characters further.
a DC 15 Dexterity check using thieves tools to Pendulum Blade Trap (p. 12): DC 15 passive
Magic Items disable it. DC 15 Wisdom (Perception) check to
determine a way to bypass the trap. When the
Wisdom (Perception) check to spot ceiling
shafts, or DC 12 Wisdom (Perception) check if
1. Chainmail +1 pressure plate is triggered, a creature within actively searching. DC 15 Intelligence
2. Chain Mail +2 (consider reducing to +1) range standing in front of the trap takes 2d10 (Investigation) check to determine how to
3. Clerical Scroll with three spells: bless, cure damage on a failed DC 15 Dexterity saving disarm, followed by a DC 15 Dexterity check
wounds, and healing word throw, or half as much on a successful one using thieves tools to disable it by cutting
4. Cursed Scroll (suggest replacing the scroll (limited by the number of crossbow bolts). cables in ceiling shafts. DC 15 Wisdom
which turns reader into miniature of Dart Trap (p. 5): Darts fire from a wall (Perception) check to determine a way to
Zargon to last only a few minutes, and opposite the door when the door is opened. DC bypass the trap by avoiding pressure plates.
gives reader knowledge of Zargon's horn) 15 passive Wisdom (Perception) check to spot, Triggered by walking on a pressure plate. Once
5. Dagger +1 or DC 12 Wisdom (Perception) check if actively triggered, three swinging blades will emerge
6. Elven Boots (use Boots of Elvenkind) searching. DC 15 Intelligence (Investigation) from shafts in the ceiling. A creature within
7. Elven Cloak (use Cloak of Elvenkind) check to determine how to disarm, followed by range of the blades takes 2d10 damage on a
8. Helm of Alignment Change (suggest a DC 15 Dexterity check using thieves tools to failed DC 15 Dexterity saving throw, or half as
replacing with Helm of Comprehending disable it. When triggered, all creatures much on a successful one (limited by the
Languages) directly in front of the door and within range number of spears). Blades will swing 10 rounds
9. Helm of Telepathy takes 2d10 damage on a failed DC 15 Dexterity then automatically reset.
10. Mace +1 saving throw, or half as much on a successful Pit Trap (p. 5): Hinged floor panels drop
one. when the door handle pulled; any in the area
Factions of Cynidicea
Faction Class
Mask & Attire Mark God Membership*
Brotherhood of Golden Mask of Gorm
Lawful Small blue Worship GORM on 4th day Male fighters, dwarves,
Gorm Male
(stern, bearded man). Iron lightning bolt of each week. Lightning halflings & elves.
Fighters
chain mail over blue tattooed on right storms considered holy.
tunic. shoulder.
Magi of Neutral Silver Mask of Five-pointed star of Worship USAMIGARAS, Magic users, elf, cleric or thief.
Usamigaras Magic Usamigaras (smiling small silver lines god of healers, messengers
Users child). Silver daggers & on right palm. & thieves, when stars &
rainbow colored clothes. planets in right pattern.
Warrior Maidens of Neutral Bronze Mask of Madarua Small sickle-shaped Worship MADARUA, Females.
Madarua Female (beautiful woman). scar on the inside of goddess of birth, death and
Fighters Bronze chain mail over their left wrist. changing seasons, on a holy
green tunics. day each season.
Priests of Zargon — Wear colorful masks, No tattoos. Pale Serve the evil monster —
bright clothing, and skin, white hair, ZARGON, and control
often carry short swords. large eyes, underground city. Spend
Some have feathered infravision. -1 to hit most of their time living in
robes and bird masks. in full sunlight. strange dream worlds.
* Factions will accept certain characters as full members. Any characters can become a lesser member, but not rise within the faction.
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 8
may fall. DC 15 passive Wisdom (Perception) 5. Brotherhood of Gorm: Treat as Guard (MM 39. Queen Zenobia (Wight): Wight (MM 300,
check to spot, or DC 12 Wisdom (Perception) 347, CR 0.125 (25 XP)) or Bandit Captain CR 3 (700 XP))
check if actively searching. DC 15 Intelligence (MM 344, CR 2 (450 XP)) 40. Rock pythons: Treat as Constrictor Snake
(Investigation) check to determine how to 6. Carrion Crawler: Carrion Crawler (MM 37, (MM 320, CR 0.25 (50 XP))
disarm, followed by a DC 15 Dexterity check CR 2 (450 XP)) 41. Rust Monster: Rust Monster (MM 262, CR
using thieves tools to disable it by using tools 7. Cave Locust: Treat as Swarm of Insects 0.5 (100 XP))
to break the door handle tripwires. DC 15 (MM 338, CR 0.5 (100 XP)) 42. Shadows: Shadow (MM 269, CR 0.5 (100
Wisdom (Perception) check to determine a way 8. Giant Centipede: Giant Centipede (MM XP))
to bypass the trap by wedging daggers or 323, CR 0.25 (50 XP)) 43. Skeletons: Skeleton (MM 272, CR 0.25 (50
spikes into the door's edges. When triggered, a 9. Cynidiceans: Use XP))
creature within range which fails a DC 15 Guard (MM 347, CR 0.125 (25 XP)) 44. Spitting Cobra: Treat as Poisonous Snake
Dexterity saving throw to avoid falling takes Bandit Captain (MM 344, CR 2 (450 XP)) (MM 334, CR 0.125 (25 XP))
1d6 falling damage for every 10 feet it fell. Knight (MM 347, CR 3 (700 XP)) 45. Sprites: Sprite (MM 283, CR 0.25 (50 XP))
Pit Trap With Spikes (p. 18): 1As above but Gladiator (MM 346, CR 5 (1,800 XP)) 46. Stirges: Stirge (MM 284, CR 0.125 (25 XP))
the 10' deep pit has spikes. In addition to the 10. Demetrius: Treat as Mage (MM 347, CR 6 47. Thoul (Hobgoblin which looks like a
falling damage, falling characters take 2d10 (2,300 XP)) magical combination of ghoul, hobgoblin
damage on a failed DC 15 Dexterity saving 11. Doppelganger: Doppelganger (MM 82, CR and a troll): Treat as Hobgoblin Captain
throw, or half as much on a successful one. 3 (700 XP)) (MM 186, CR 3 (700 XP)) or Hobgoblin
Poison Needle Trap (p. 10): This trap 12. Draco (Giant Lizard): use Giant Lizard Warlord (MM 187, CR 6 (2,300 XP))
protects a chest or other compartment. (MM 326, CR 0.25 (50 XP)) 48. Warrior Maidens of Madarua: Treat as
A DC 20 Intelligence (Investigation) check 13. Driver Ant (6' long giant ant, treat as Giant Bandit Captain (MM 344, CR 2 (450 XP)) or
allows character to notice the trap based on Fire Beetle (MM 325, CR 0 (0-10 XP)) but Knight (MM 347, CR 3 (700 XP))
alterations to the locking mechanism. A DC 15 without the illumination ability 49. Werefoxes: Treat as Jackalwere (MM 193,
Intelligence (Investigation) check to determine 14. Evil Cleric Darius: Treat as Mage (MM 347, CR 0.5 (100 XP))
how to disarm by removing the needle from CR 6 (2,300 XP)) 50. Wererats: Wererat (MM 209, CR 2 (450 XP))
the locking mechanism, followed by a DC 15 15. Ferret, Giant: treat as Wolf (MM 341, CR 51. White Apes: Treat as Giant Ape (MM 323,
Dexterity check using thieves tools to disable 0.25 (50 XP)) CR 7 (2,900 XP)) but with half or two-thirds
it. When triggered, a creature within range 16. Giant Fire Beetle: Fire Beetles (MM 325, CR the HP, damage and XP.
takes 1d10 damage and must success on a DC 15 0 (0-10 XP)) 52. Wolf: Use Wolf (MM 341, CR 0.25 (50 XP)) or
Constitution saving throw or be poisoned for 1 17. GargoyleS: Gargoyles : MM 40, CR 2 (450 Winter Wolf (MM 340, CR 3 (700 XP))
hour. XP)) 53. Yellow Mold: Treat as Violet Fungus (MM
Rolling Boulder Trap (p. 15): DC 15 passive 18. Gecko, man-sized: Treat as Giant Lizard 138, CR 0.25 (50 XP))
Wisdom (Perception) check to spot, or DC 12 (MM 326, CR 0.25 (50 XP)) 54. Zargon: See Special Creatures section (note
Wisdom (Perception) check if actively 19. Gelatinous Cube: Gelatinous Cube (MM that its horn, if not destroyed in volcanic
searching. Depending on GM discretion, the 242, CR 2 (450 XP)) fire, will cause him to eventually
boulder may trigger even if noticed. When 20. Ghouls: Ghoul (MM 148, CR 1 (200 XP)) regenerate some years after the encounter)
triggered, a spherical or wheel-shaped boulder 21. Giant Rats: Giant Rat (MM 327, CR 0.125 (25 55. Zombies: Zombie (MM 316, CR 0.25 (50 XP))
emerges from a hidden nook and rolls toward XP))
the characters down the passage. Creature
within range takes 2d10 damage on a failed DC
22. Giant Shrews: Treat as Giant Rat (MM 327,
CR 0.125 (25 XP)) Special Creatures
15 Dexterity saving throw, or half as much on a 23. Gnome: Treat as Kobold (MM 195, CR 0.125
successful one. Boulder stops after it reaches (25 XP)) Zargon
the end of the hall. 24. Goblin: Goblin (MM 166, CR 0.25 (50 XP))
Spear Trap (p. 5): Triggered by a pressure 25. Green Slime: Treat as Gray Ooze (MM 243, Large aberration, chaotic evil
plate. Will shoot a number of spears CR 0.5 (100 XP)) Armor Class 15 (natural armor)
determined by the GM. DC 15 passive Wisdom 26. Hobgoblins: Hobgoblin (MM 186, CR 0.5 Hit Points 144 (16d10+48)
(Perception) check to spot, or DC 12 Wisdom (100 XP)) and Hobgoblin Captain (MM 186, Speed 30 ft.
(Perception) check if actively searching. DC 15 CR 3 (700 XP))
Intelligence (Investigation) check to determine 27. Iron Statues: Treat as Animated Armor STR DEX CON INT WIS CHA
how to disarm, followed by a DC 15 Dexterity (MM 19, CR 1 (200 XP))or Flesh Golem (MM 16 (+3) 15 (+2) 17 (+3) 13 (+2) 15 (+2) 15 (+2)
check using thieves tools to disable it. DC 15 169, CR 5 (1,800 XP))
Wisdom (Perception) check to determine a way 28. Kanadius, Grand Master of the Skills Perception +5
to bypass the trap. When the pressure plate is Brotherhood of Gorm: Treat as Knight Senses darkvision 120 ft., passive Perception 15
triggered, a creature within range standing in (MM 347, CR 3 (700 XP)) Languages —
front of the trap takes 2d10 damage on a failed 29. Killer Bees: Treat as Stirge (MM 284, CR Challenge 5 (1,800 XP)
DC 15 Dexterity saving throw, or half as much 0.125 (25 XP))
on a successful one (limited by the number of 30. Lizard, Giant: Tuatara (8' long cross Actions
spears). between iguana and a toad): Giant Lizard Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Water Trap (p. 10): When a human sized (MM 326, CR 0.25 (50 XP)) one target. Hit: 8 (1d8 + 3) piercing damage.
creature crosses the room, this trap is sprung 31. Magi of Usamigras: Treat as Cult Fanatic
which slams the doors shut. DC 15 passive (MM 345, CR 2 (450 XP)) but with wizard Tentacle. Melee Weapon Attack: +5 to hit, reach
Wisdom (Perception) check to spot the vents cantrips (Shocking Grasp, Ray of Frost, Mage 10 ft., one target. Hit: 5 (1d4 + 2) piercing
high in the walls, or DC 12 Wisdom (Perception) Hand) and six prepared wizard spells damage.
check if actively searching. Afterwards, water (Detect Magic, Disguise Self, Mage Armor, Legendary Actions
pours in from vents high in the walls. It takes a Magic Missile, Shield, Arcane Lock, Blur, Zargon can take 3 legendary actions, choosing
DC 10 Strength Check to open the shut doors Darkness, Levitate, Suggestion) from the options below. Only one legendary
(made with disadvantage if water has risen too 32. Ogres: Ogre (MM 237, CR 2 (450 XP)) action option can be used at a time and only at
high). Unless players succeed within three tries 33. Oil Beetles: Treat as Swarm of Insects (MM the end of another creature’s turn. Zargon
to force open door, they will start to drown. 338, CR 0.5 (100 XP)), and describe damage regains spent legendary actions at the start of
After the room is completely filled for three as blisters which form from beetle's oil. its turn.
minutes, concealed drains in the floor open 34. Owl Bear: Owlbear (MM 249, CR 3 (700
and water slowly drains out. Afterwards, the XP)) Seek Prey. Zargon makes a Wisdom
trap automatically resets. 35. Pandora, Madarua's Champion: Treat as (Perception) check to find targets who are out
Bandit Captain (MM 344, CR 2 (450 XP)) or of sight.
Monsters Knight (MM 347, CR 3 (700 XP)) but with a
sword +1.
Lashing Tentacles. Zargon makes two tentacle
attacks.
1. Auriga Sikinos, Chief Mage of Usamigras: 36. Pit Vipers: Treat as Swarm of Poisonous Grasping Tentacles. Zargon makes one tentacle
Treat as Mage (MM 347, CR 6 (2,300 XP)) Snakes (MM 338, CR 2 (450 XP)) attack. If this attack hits, the target is grappled
2. Banshee: Banshee (MM 23, CR 4 (1,100 XP)) 37. Policrates the Herald (Cynidicean): Treat (escape DC 15). Until the grapple ends, the
3. Beetle, Giant Tiger Beetle: Use Giant Fire as Knight (MM 347, CR 3 (700 XP)) target is restrained.
Beetle (MM 325, CR 0 (0-10 XP)); 4' long, 38. Polymar: Treat as Doppelganger:
striped carapices, look like tiger skins Doppelganger (MM 82, CR 3 (700 XP)) but
4. Brother Theodeus (Cynidicean Leader): can mimic inanimate objects as well as
Priest (MM 348, CR 2 (450 XP)) creatures
Not for resale. Permission granted to print or photocopy this document for personal use only. B4 THE LOST CITY CONVERSION GUIDE 9