In a previous post, I went over the preparations I made for running D&D module B4 The Lost City in Old School Essentials. In this post, I'm detailing the changes I made to the module during those preparations. My motivations behind those changes varied. Some things about The Lost City as written wouldn't land well with our group. Other don't fit with how I like to run things. Still others needed alteration to better suit the Nostalgia Tour campaign concept I was planning. So I had some work to do.
The Layout
Before getting into the meat of this topic, I'll provide some basic information about The Lost City. This is necessary to provide context for the changes I made. This information will spoil the module for anybody who has not played through it yet.
The dungeon in The Lost City is within a step-pyramid (although it could be called a ziggurat) at the center of a ruined city partly buried in the sands of the surrounding desert. The module presents each chunk of the dungeon in tiers. Tiers 1 and 2 are considered dungeon level 1. Tiers 3 and 4 are dungeon level 2. Tier 5 is dungeon level 3. Tiers 6 - 10 are optional areas that take the adventure beyond Basic D&D and serves as sort of an ad for Expert D&D. The optional areas are mapped, but only superficially presented. Work or skilled improvisation is needed to run them at the table. The Lost City's iconic monster - Zargon - is the last encounter of Tier 10, in room #100. Finally, an underground city in a vast cavern below the pyramid is presented with an isometric map and basic information covering critical areas.
The most significant change I made was opting not to run Tiers 6 - 10. As part of the Nostalgia Tour, The Lost City serves to kick things off and get the player characters to third level. Then the campaign could move to another classic D&D module like X1 The Isle of Dread or X2 Castle Amber. Tiers 1 - 5 would accomplish this nicely. The Lost City, as written, suggests collapsing the only set of stairs connecting Tier 5 to Tier 6 as a way of supporting this choice.
"Borrowing" Ideas
I'm not too proud to "borrow" other people's ideas, so I went looking for some. The Lost City is decades old. There are plenty of essays, blog posts, and YouTube videos out there about the module. Many of them describe the experiences of other gamemasters - how they ran it, the issues they had, and the solutions they implemented.
The B4 The Lost City Sourcebook
This is a collection of essays about the module. Much of it is from a real world perspective or expands the adventure's fictional background. The main value for me were the suggestions throughout for refining the adventure.
It was while reading through "Notes on the Underground City" by Jason Cone that I realized what was bothering me about Tier 5 of the dungeon. Tier 5 features a supernatural possession, Wererats, Doppelgangers, and mind controlling Werefoxes. That's three different kinds of shapechangers waiting in ambush and two examples of taking control of characters away from their players on the same dungeon level. I realize that OSR is supposed to be more challenging on players, but I also didn't want to go full Dark Souls on them. The possession stayed since it is linked to another encounter. The Werefoxes and Doppelgangers were changed to Wererats to tie things together more to my taste.
Dungeon Craft Ultimate D&D Adventures: The Lost City (Ep. #346)
Seeing how another gamemaster runs an adventure is always insightful. Even if the only insight is that different styles are different. This video's emphasis on OSR play was a needed reminder for me. The party's focus must be on finding food and water at the beginning of the adventure - they are lost in the desert and have been out of supplies for awhile. The players also have to keep in mind that encounters aren't balanced, most XP is earned from treasure recovered, and player characters start with hit points in the single digits.
I also "borrowed" the idea of setting up Zargon like a boss monster to wrap up the adventure. Zargon packed up his slime pool and relocated from room #100 to his temple in the underground city. The climax was an assault by every faction against Zargon's worshipers and their hobgoblin allies. The party's role was to kill off Zargon while his cult was dealt with off-screen.
Small Changes
A minor tweak I made was increasing the amount of support available in the dungeon. There is no town nearby as a place of rest and resupply. Allying with one of the three human factions in the dungeon provides a source of food, water, and rest. However, there is no equivalent of a shop for equipment. I ruled that any of the factions could provide standard adventuring gear at standard prices once friendly relations were established.
The final change was the result of a random encounter. The wandering encounter table for Tiers 1 - 2 features a group of gnomes exploring the dungeon. I expanded the encounter by providing the gnome leader with a name - Wigglewort. I also explained the presence of the gnomes to the party with a short speech by Wigglewort:
"We were sent out from our town on a simple mission: explore the underworld. To seek out new markets and trade partners. To boldly go where no gnome has gone before!"
Wigglewort and his gnomes stuck around for the rest of the adventure. They made contact with the three human factions and provided gear to the party at reasonable prices. In the aftermath of the adventure, they are setting up trade agreements with the underground city now that the cult of Zargon and the hobgoblins are no longer around.
Looking Back
I had a variety of reasons for the changes I made to The Lost City. The major one - cutting out Tiers 6 - 10 - was to fit the adventure into the campaign I'm running. Others - such as not having multiple similarly themed encounters on the same dungeon level - were a matter of taste. Still others - making sure that there was the equivalent of a "town" for the party and creating a "boss" fight as the climax - reflect a more modern approach to adventure design.
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