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B4 - The Lost City.pdf - Free

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C entip ed e, G iant. G ia n t centipedes are described in both editions<br />

of the D & D Basic rules. <strong>The</strong>ir bite is poisonous.<br />

C ave Locust. C a ve locusts are 3' long gray grasshoppers. <strong>The</strong>y<br />

are im mune to poison and yellow mold. If disturbed, cave locusts<br />

w ill panic and jump up to 60' in a random direction (50% chance to<br />

jum p toward the party). A nyone hit by a jumping locust takes 1-4<br />

points of dam age. C ave locusts may bite for 1-2 points of dam age.<br />

T h ey also shriek when frightened, having a 20% chance to attra ct<br />

w andering monsters. If cornered, a cave locust w ill spit a brown<br />

goo up to 10' (any target is AC 9 for this). A character hit by the goo<br />

m ust save vs. Poison or be too sick to do anything for 1 turn. O ther<br />

cha ra cters coming within 5' of the victim mus t save vs. Poison or<br />

also become violently ill for a turn. <strong>The</strong> victim has this effect until<br />

the goo is washed off.<br />

C ynidicean. C ynidiceans live underground in the <strong>Lost</strong> C ity. <strong>The</strong>y<br />

are pale-skinned, w hite-haired humans with large eyes and infravis<br />

ion . C ynidiceans wear m asks and brightly colored robes. <strong>The</strong>y<br />

w ill be acting out strange dreams when encountered (see the D M 's<br />

1. STATUE ROOM<br />

T h e slab of stone that hid the secret entrance to the pyramid is<br />

now held open by the dead body of a hobgoblin. <strong>The</strong> body has a<br />

la rg e crossbow bolt sunk deep in its chest. <strong>The</strong> hobgoblin has<br />

b een dead several w eeks.<br />

T h ere is nothing of interest around the bod y, and all its equipment<br />

h a s been taken. B eyond the stone slab is a 10' w ide passage,<br />

leading into the pyramid. <strong>The</strong> passage floor is covered with dust.<br />

Several pairs of footprints can be seen leading inward. In a niche* in<br />

th e wall opposite the secret door, the party w ill see a large<br />

crossbow (la) p oin ted at them . <strong>The</strong> crossbow is not loaded. <strong>The</strong><br />

crossbow trap was triggered by a hidden pressure plate in the floor<br />

ju s t inside the secret door. <strong>The</strong> hobgoblin stepped on the plate,<br />

springing the trap. <strong>The</strong> secret d oor to the pyram id will swing shut<br />

b eh ind the party unless they jam it open. It can be forced open<br />

normally.<br />

Th e highest tier of the pyramid is a single 40' square room. <strong>The</strong><br />

ro om smells old and musty. <strong>The</strong> dust on the floor has been<br />

d is tu rb ed , though no special details can be made out. Three<br />

huge bronze cylinders reach from the floor to the ceiling in the<br />

m iddle of the room. In the center of each cylinder, facing you at<br />

floor level, is a bronze door. Each door has a bronze handle that<br />

ca n be used to pull the door open.<br />

D M Note on Traps: N orm a lly the characters won't find traps<br />

unless they are looking for them . Traps that w ork automatically<br />

ca n be avoided by taking special precautions. <strong>The</strong> DM rolls the<br />

dice whenever characters are looking for (or thieves are rem oving)<br />

traps. M ore information on traps can be found on page B 22 of the<br />

D&D Basic rules.<br />

Trap 1b. <strong>The</strong> door to the room, as usual, will swing shut unless<br />

held or jammed open. In each corner of the room are small holes<br />

that release gas into the room. <strong>The</strong> gas trap is triggered by opening<br />

the door. <strong>The</strong> gas is odorless, tasteless, and invisible. An elf or thief<br />

has a 50% chance to hear the hiss of escaping gas.<br />

K E Y TO TIER 1<br />

5<br />

Background information). A dozen Cynidicean encounters, usa-ble<br />

for all dungeon levels, are given under Cynidiceans in Part 6. <strong>The</strong><br />

DM may use these encounters or make up his or her own.<br />

Ferret, Giant. Giant ferrets look like 3' long weasels. <strong>The</strong>y hunt<br />

giant rats underground. Ferrets are highly unpredictable and<br />

sometimes attack humans.<br />

Gnome. Gnomes are described in both editions of the D&D<br />

Basic rules. <strong>The</strong>se gnomes have traveled underground to the <strong>Lost</strong><br />

<strong>City</strong> through the tunnels and canals that empty into the underground<br />

lake (see the Underground <strong>City</strong> map).<br />

Goblin. Goblins are described in both editions of the D&D Basic<br />

rules. <strong>The</strong> goblins live in caves across the underground lake from<br />

the Cynidiceans (the Underground <strong>City</strong> map, O). <strong>The</strong> goblins<br />

serve Zargon (Part 5, room 100). If no Cynidiceans volunteer to<br />

go to Zargon, the goblins kidnap victims to feed the monster.<br />

Otherwise, the goblins do not usually harm Cynidiceans. After all, if<br />

the Cynidiceans died out, Zargon would start eating goblins!<br />

T h e gas will take one round to build up in the closed room before<br />

doing any dam age. D uring this round the characters will feel a little<br />

dizz y. Each round after the first, the gas does 1 point of dam age.<br />

W h en they start taking damage, the party will realize it is getting<br />

hard to breathe. R ags or iron spikes jammed into the holes will stop<br />

the gas from filling the room. If both the room's door and the secret<br />

door are jamm ed open, the gas will escape without harm ing the<br />

party.<br />

T he bronze cylinders are actually the hollow bases of the statues of<br />

th e C ynidicean gods on top of the pyramid. <strong>The</strong> cylinders will<br />

s ou nd hollow if tapped. <strong>The</strong> doors into the cylinders are also<br />

trapped (1c,1 d, a n d 1e).<br />

T ra p 1e is in the west wall next to the base of the left statue<br />

(G orm ). Four darts will fire out of the wall when the door's handle is<br />

pulled. <strong>The</strong> darts can only hit som eone standing directly in front of<br />

th e door. R oll to hit as if each dart was fired by a 1 HD monster.<br />

Each dart that hits does 1-3 points of dam age.<br />

T rap 1d in the base of center statue (Usamigaras) is harm less. If<br />

the party searches this area, they will find dried blood in front of the<br />

cylinder. <strong>The</strong> trap was triggered by an earlier party. (N orm ally, tw o<br />

sp ears would shoot out when the door is opened. Each attack<br />

w ould be rolled as if a 1 HD monster was throwing the spears at<br />

characters standing directly in front of th e door. Each character hit<br />

w ould take 1-6 points of dam age. <strong>The</strong> DM may have this trap reset if<br />

the party leaves and com es back.)<br />

Trap 1e is a special hinged paving stone in front of the base of the<br />

righ t statue (M adarua). <strong>The</strong> stone will drop open when the door<br />

handle is pulled. A n yone standing in front of the door will fall to<br />

room 6 below and take 1-6 points of dam age.<br />

<strong>The</strong> bronze cylinders are hollow. A ladder going both up and down<br />

will be found inside each cylinder. Anyone climbing up a ladder will<br />

find that it goes up inside one of the statues on top of the pyramid.<br />

Each statue has a special speaking tube which allowed its priests to<br />

speak the god's will. <strong>The</strong> character will also see a number of levers.<br />

<strong>The</strong>se levers can be used to move parts of the statue (arms, head,<br />

eyes, and so on). A character climbing down any ladder will enter<br />

room 6.

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