B4: The Lost City – Pt 9 (Conclusion)

I managed to finish off B4 last friday, which is good, because I was beginning to feel at the end of my DM rope. I don’t really know if my players enjoyed it or not, but the various issues I was having with the module’s design had turned running it into a chore. Even if they were having fun, there were plenty of times I wasn’t. I’d say that any and all of the stuff I ran as part of my Shadow Over Alfheim game (particularly Maze of Nuromen) was easier and more enjoyable to DM overall than the Lost City.

They party headed to the gambling den to clear out the rest of the take. The “weird” cynidicean encounters are a bit frustrating, because so many of them are just weird for weirdness sake, have little bearing on things, and often just create distractions. Ones like the room of people staring off into space and screaming randomly but not reacting to the players and the room where people are having a party and dancing with themselves may provide a pittance of XP bonus for murderhobos, but very little actual roleplaying opportunities; in fact, I generally gave the Cynidiceans a bit more cognizance of their surroundings and the actions of the players to make them more interactive than how they were written. At this point, though, I was glad they didn’t insist on finding out the mysteries of these two rooms and, after stabbing a guy in the leg to see what would happen (nothing) and talking to a fiddler in the party room who wanted to know why they stole the masks off the guys who were high on drugs in the foyer, they went to the gambling den and took the part of the loot that Darius had left behind.

And they took the 30′ x 30′ wall to wall flying carpet I’d placed there as a means to leave Cynidicea.

The factions loaded them up with some previsions and off they flew. I had kinda half-ass tried to throw a cool set-piece encounter at them as a “final boss fight”, but I don’t really know how well it went off. Part of the idea was to give them a chance to be set-up for a future game if we ever wanted to run Isle of Dread, but it didn’t quite work out. The flying carpet took them about a mile off the coast of the Isle on the way to wherever the hell it was they were going when they were attacked by three Pteranodons. The idea was that the Pteranodons would knock them off the carpet and they’d have to swim to shore. The problem was that they immediately tried to avoid them by flying higher, so by the time they encountered them, they were 500 feet above the water to where a fall would mean certain death.

I divided the Carpet up into 5 sections – 4 corners and the center. As the Pteranodons made their approach, I let them get a couple missile attacks in before they hit. From then out, the Pteranodons would randomly hit one area of the carpet, forcing dex saves and saves vs. paralysis to see if they got knocked back or off the carpet completely. Each Pteranodon would remain for 2 initiative segments (so melee characters could get swings in) before flying off to make another pass. In a few cases, folks got knocked off, but things like rolling ridiculously well to grab thrown ropes or use floating disc saved lives. The cleric proved his salt blinding the largest of the three and then, when it was able to find them by sound, by casting silence on the carpet.

It was a fairly kinetic, rough and tumble fight, but party killed two and drove off the blinded one, surviving the fight. I was a bit aggravated that one player seemed genuinely mad that I wasn’t rolling for the werefoxes, who’d gone with them; thank god no one pointed out to him that technically all of the characters whose players hadn’t made it were with them too and I wasn’t rolling for them either. By the time it was all over, I was glad to be done with it and proud that I hadn’t rage quit my own game (last week was a really lousy week, and while I wasn’t going to take it out on my players, I really didn’t have the patience for being nitpicked). They got back to whatever the hell city they were from/had been going to before they got separated, got the hero’s welcome, etc. etc., the end.

My game wrapped pretty early in the evening, so we spent another three and a half hours playing Index Card D&D, and I think most of us had more fun with that. I know I did.

Starting this friday, my friend will be resuming his regular DMing duties trying out a homebrew system built off Warhammer Fantasy RPG (don’t ask me which edition, I’m liable to say a random number and shrug) to implement in his urban adventure setting.

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3 responses to “B4: The Lost City – Pt 9 (Conclusion)

  1. Pingback: Creating an Oriental Adventures Setting with Appendix N – castaliahouse.com

    • I probably could have “fixed” it if I’d been willing to put in the extra effort, but it has been a stressful couple of weeks and covering for Tom Moldvay’s sloppy design choices was low on my list of priorities.

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