Showing posts with label The Lost City (B4). Show all posts
Showing posts with label The Lost City (B4). Show all posts

Saturday, March 21, 2026

Adapting B4 The Lost City By Tom Moldvay.For Barrows & Borderlands Rpg

  This blog post picks right up from What classic D&D module should I run for Barrows & Borderlands?



B4 The Lost City (1982) by Tom Moldvay (TSR)

Levels 1 - 3 (and beyond)

Adapting the classic B4: The Lost City for a system like Barrows & Borderlands (a hack of Mousritter or similar OSR-adjacent games) is a fantastic project. You’re essentially shifting from "Human pulp adventure" to "Small-scale survival horror."

The tone shifts from Indiana Jones to something much more claustrophobic and desperate. Here is how to bridge the gap between the modular desert tomb and your tiny heroes.


1. The Scale Shift

In the original, the ziggurat is massive. For Barrows & Borderlands, scale is your best friend for building atmosphere.

  • The Environment: The "sand" of the desert feels like impassable, shifting mountains. The ziggurat isn't just a building; it’s an artificial mountain range.

  • Verticality: Since your characters are small, use the collapsed sections of the ziggurat to create "climbing puzzles." A broken staircase is now a treacherous cliff face requiring hooks and ropes.

2. Converting the Factions

The heart of The Lost City is the three mask-wearing factions (Cynidiceans). In a rodent-centric RPG, these shouldn't just be humans in masks—they should be different species or "afflicted" critters.

Original FactionB&B InterpretationVibe
Brotherhood of GormThe Iron-WhiskersStoic, armored hamsters or squirrels. They maintain the upper tiers and value "The Old Law."
Magi of UsamigarasThe Glitter-PawsIllusionist mice who use shiny scavenged beads and glass. Very secretive and prone to riddles.
Maidens of MadaruaThe Spear-SistersFierce shrews or rats. They are the most proactive and likely to hire the players for "pest control" (killing Zargon’s cultists).

3. The Monster Conversions

Standard D&D monsters are too "big" for B&B. You need to translate the threat level, not just the stats.

  • Zargon: Instead of a giant tentacled humanoid, imagine Zargon as a massively mutated, ancient Sludge-Toad or a monstrous, multi-eyed Star-Mole that has been warped by the pyramid's depths.

  • Cynidiceans: Treat them as "Hollow Ones"—creatures that have lost their spark, wandering in a drug-induced or magical stupor.

  • The Hive: Replace giant bees or beetles with Clockwork Scarabs or Shadow-Spiders that hunt by vibration.

4. Mechanics & Inventory Management

Burrows & Borderlands thrives on resource scarcity. The Lost City is a "resource sink" dungeon.

  • The Light Problem: In a tomb, light is life. If the players run out of matches or glow-moss, the "Lost" part of the title becomes very literal.

  • The Mask Mechanic: Make the faction masks Inventory Items. Wearing one grants "Safety" in certain zones but takes up a precious slot and might impose a "Disadvantage" on hearing or sight.

  • Scavenging: The Cynidicean tiers are full of "treasures" that are useless to humans but gold to mice—a rusted sewing needle (a masterwork rapier), a thimble (a sturdy helmet), or a single dried raisin (a week’s worth of iron rations).


Implementation Tip: The "Dream" State

The original module has the inhabitants living in a drug-induced haze. In B&B, you can make this more "magical." The air in the lower levels could be thick with Lotus Pollen.

Rule: Every Turn spent in a "Pollen Room" requires a Save. Failure means the PC begins to see the ruined ziggurat as a lush, golden palace, making them ignore actual traps or predators.

 For a Burrows & Borderlands conversion, let’s focus on the Brotherhood of Gorm. In the original, they are the "lawful" warriors. In a rodent-centric world, they become the Gilded Sentinels—an order of aging golden hamsters who guard the upper thresholds.

Here is Kanadius, the Grandmaster of the Iron Whiskers.


Kanadius, The Last Shield-Bite

Title: Grandmaster of the Gilded Sentinels (Brotherhood of Gorm) Species: Ancient Golden Hamster Disposition: Honorable, exhausted, and slightly delusional.

Kanadius wears a heavy mask of beaten brass shaped like a stern human face. He speaks in a booming baritone that rattles his tiny ribcage, firmly believing he is a giant knight of old. He refuses to acknowledge he is a hamster living in a ruin.

Attributes & Vitals

  • STR: 14 | DEX: 8 | WIL: 13

  • HP: 8 | Armor: 2 (Ancient Plate & Brass Mask)

  • Morale: 10

Gear & Stashes

  • The Storm-Needle (Medium): A blue-tinted darning needle that crackles with static. Deals d6 damage; on a critical hit, the target is Cleaved (paralyzed) by a spark.

  • The Great Seal: A heavy wax-stamped coin used as a shield.

  • Blue Lotus Snuff: A small pouch of powder. If consumed, Kanadius ignores the first 4 points of Damage taken, but becomes "Confused" regarding friend and foe.


Behavior & Traits

  1. Oath-Bound: Kanadius will not attack unless the party violates the "Sanctity of the Threshold" (the entrance to Level 2) or refuses to bow to the Altar of Gorm.

  2. Diminished Sight: Due to his heavy brass mask, Kanadius has Disadvantage on any checks involving sight or ranged reaction, but Advantage on saves against Fear or Mind-Control.

  3. The Golden Haze: He often speaks to people who aren't there—specifically his "fallen legion."

Quest Hook: "The Iron Thimble"

Kanadius will grant the party passage and a Silver Map of the Upper Tier if they retrieve his lost "Great Helm" (a rusted metal thimble) from a nest of Shadow-Shrews in the ventilation shafts.


How to Roleplay Kanadius

  • The Voice: Deep, raspy, and overly formal. Use words like "thee," "thou," and "interloper."

  • The Twitch: Despite his stoicism, his nose twitches uncontrollably when he smells fresh seeds or dried fruit, breaking his "noble knight" persona for a brief, embarrassing second.

GM Note: If the players manage to unmask Kanadius, his Morale immediately drops to 4. Without the mask, he realizes the world is dark, terrifying, and small, and he will likely flee to the nearest crevice.

 

Gemini said

Since Burrows & Borderlands is all about making the most of "human-sized" debris, this table focuses on the unique, gritty utility of a ruined ziggurat.

Rolling a d100 gives you a mix of survival essentials, "high-tier" gear for rodents, and evocative flavor that reinforces the scale.

The Cynidicean Scavenge Table (d100)

RollItemDescription
01-05The Iron SpikeA rusted 2-inch nail. Functions as a Heavy spear ( damage) but requires two paws to wield.
06-10Lotus Petal (Dried)Can be brewed into a tea. Heals  HP but causes "Hazy Vision" (Disadvantage on DEX) for 1 hour.
11-15Golden Thread3 feet of sturdy embroidery silk. Holds 10x the weight of normal twine.
16-20Glass Shard (Blue)From a broken potion vial. Sharp enough to be a dagger (). Glows faintly near magic.
21-25Brass ThimbleProvides +1 Armor if worn as a helmet, but muffles hearing (Disadvantage on WIS).
26-30Cynidicean CoinA heavy gold-plated lead disc. Worth 50p to collectors, or a heavy improvised shield.
31-35Stale RationsA single, rock-hard almond or a dried raisin. Provides 2 days of food.
36-40Matchstick (Unstruck)A massive wooden pillar. Can be used as a torch (1 turn) or a heavy club ().
41-45The Needle-SwordA fine sewing needle with a decorative bead hilt. A Masterwork Light weapon ().
46-50Paper ScrapA fragment of a 1950s pulp comic. Can be used as a bandage or a primitive hang-glider.
51-55Copper RingTo a mouse, this is a heavy hula-hoop or a structural brace for a tunnel.
56-60Rubber BandBrittle but functional. Can be used to craft a high-tension trap or a slingshot.
61-65Bottle CapA "Round Shield." Provides +2 Armor but clatters loudly (Disadvantage on Stealth).
66-70Leather StripCut from an old sandal. Enough material to repair 3 sets of armor.
71-75Marble (Glass)A "Boulder." Can be rolled down stairs to trigger traps or crush small foes ().
76-80The Moth-Wing CloakA tattered, iridescent cape. Grants Advantage on Stealth in dim light.
81-85Scented OilA vial of ancient perfume. Masking scent—predators cannot track you by smell.
86-90Fish HookExtremely sharp. Can be used as a climbing grapnel or a wicked polearm ().
91-95The Silver KeyA small luggage key. Likely opens a chest on a lower tier.
96-99Bead of PowerA plastic pearl that hums. If smashed, creates a blinding flash (Stuns all in room).
00The RelicA working Zippo Lighter. To a mouse, this is a God-Tier artifact of Fire.

How to use this table:

  • Searching Tiers: For every 10 minutes (1 Turn) spent searching a room, have a player roll.

  • The Weight of Loot: Remember that in B&B, many of these items (like the Marble or the Matchstick) are Heavy and might take up 2 slots or require two mice to carry.

  • Flavoring the Finds: Describe the dust and the smell of ancient cedar as they pull these "relics" from the sand.


Wednesday, August 14, 2024

Deeper Readings Into The Cities Without Number rpg & Trey Causey's Strange Stars OSR Setting

  "The world is neon and dust.

There is nothing more than the flesh. There is nothing greater than the wires. There is nothing to dream that is not sold and nothing to worship that is not made. It is a mirrorshade world of human reflections, every red hunger and every black passion worshiped in cathedrals of glass and greed. The great love their sins like children and the least want only to be great. Who could hope for more?"





























Cities Without Number is a cyberpunk role-playing game built for sandbox adventures in a dystopia of polished chrome and bitter misery. It's both a full-fledged Sine Nomine toolkit for building a cyberpunk world of your own and an Old School Renaissance-inspired game system for playing out the reckless adventures of the desperate men and women who live in it. Whether polished metal or flesh and blood, your operators will risk their lives and more to seize those precious things a merciless world would keep from them.

Alright it's been a New York City minute since I've cracked open the  Cities Without Number rpg. Readin deeper into Cities has been interesting tonight after getting together with my players over dinner & rereading the rules. Anyone whose been reading this blog knows we've been running Trey Causey's Strange Star campaign setting books. Cities is a perfect supplement to use with Strange Stars because of the transhumanistic elements of this OSR campaign. 


What Cities Without Numbers brings to the table is a long and storied rpg of Cyberpunk goodness. Coupling it with Stars Without Numbers over the last couple of months has been interesting because it brings some perspective to our own cybered version of campaign Earth. This version of our own campaign Earth is well aware of the fact of the aliens & intergalatic scene of Strange Stars. 
Earth however is struggling under the wait of knowing that it's no longer the center of the universe. Earthlings are in demand because of the intergalatic space trucking driver shortage. The holo vids are awash with colony adds and space piloting school adds. 
Our own own party wants to hire two new drivers and aquire two brand new 'used' space haulers. Already our own operators are looking through thousands and thousands of adds for new talent and trucks. 
There are tons of adventuring opportunities in the belt for our own adventurers and operators. Our own party operates on both sides of the law lately and there's been some push back from the more wiley of the alien races. 
Our own party has been pushing hard since a run in with several of the cults of B4 The Lost City. More coming up as our operators work to get the party saved from the vicious locals. 

Wednesday, August 30, 2023

First Impressions & Review of Cities Without Number Rpg by Kevin Crawford

 "The world is neon and dust.

There is nothing more than the flesh. There is nothing greater than the wires. There is nothing to dream that is not sold and nothing to worship that is not made. It is a mirrorshade world of human reflections, every red hunger and every black passion worshiped in cathedrals of glass and greed. The great love their sins like children and the least want only to be great. Who could hope for more?"





























Cities Without Number is a cyberpunk role-playing game built for sandbox adventures in a dystopia of polished chrome and bitter misery. It's both a full-fledged Sine Nomine toolkit for building a cyberpunk world of your own and an Old School Renaissance-inspired game system for playing out the reckless adventures of the desperate men and women who live in it. Whether polished metal or flesh and blood, your operators will risk their lives and more to seize those precious things a merciless world would keep from them.


Cities without Number rpg has finally been released to the public but the backers of the Kickstarter have been watching this rpg's evolution for sometime now. And it's a beast of a pdf clocking in at two hundred & fifty six pages of pure Cyberpunk rpg. Cities without Number  pretty much does it all, Cities has great layout, excellent fonts, and a solid B/X OSR  tool box approach to it's material. 
Cities is completely cross compatible with Worlds Without Number, Stars Without Number, and Godbound as well as other Sine Nomine publishing rpg product. And Cities has been in development for months now. As a Kickstarter backer for this project we've been at ground zero for development. Take note other OSR publishers this is how you run a kickstarter. You get your gamer's feed back, take on board opinions, and more then turnout a great product. 
There's already a Cities Without Number: Free Version rpg which has the following in it by Kevin Crawford: 

  • An old-school inspired game system that's fully compatible with the sci-fi Stars Without Number game and its fantasy sister-game Worlds Without Number
  • Cyberware and sophisticated high-tech gear suitable for chroming the most discriminating cyborg and equipping the most refined of street operators
  • Playability-focused hacking rules designed to give hacking-focused PCs useful and important things to do without forcing an entire separate mini-game on the GM
  • Gear rules for drones and vehicles, to better equip PCs who want to bring a little extra iron on their next mission
  • System-neutral Sine Nomine worldbuilding tools for helping a GM create their own custom cyberpunk world or elaborate the details of existing worlds and settings
  • Gang, corp, and city district creation tools for fleshing out your world with people and places that fit
  • Fifty Mission Tags for adventure creation, plus guidelines and step-by-step procedures for handling facility infiltrations, managing local heat, selling loot, and other activities beloved of corp-hating street scum everywhere
  • The default campaign setting of the City, a premade backdrop to help you get into the game as quickly as possible
And Cities does exactly what it says on the package able to deliver the goods in no time. And does it in style. And Cities can easily be combined with Worlds Without Number to bring you a Shadowrun style Cyberpunk fantasy with little issue. 
And the paid version is even better with more tools and cybernetic goodness;"

In the deluxe edition of Cities Without Number, you'll also be getting...

  • Cyberware quirks and features for particular megacorp product lines
  • Variant gengineered human types for PCs who don't fit the baseline mold
  • Optional rules for the psychological strain of Cyber Alienation
  • Optional rules for cheap street cyber, for those campaign settings where every goon with a knife has some wire beneath his skin" 
  • Spellcasting, spirit summoning, and magical items for GMs who want to add a dash of magic into their cyberpunk world
This also means that Cities can be used to turn any of your favorite B/X 'World's Most Popular' Rpg adventures into cyberfantasy adventures. And this goes a long way towards getting incredible mile out of modules such as 'B4 The Lost City' where perhaps the other levels contain more then merely a lost race but city blocks of lost cybernetics and net running to thier favorite old school adventure modules! 
Anyone whose been reading this blog knows we've been running Trey Causey's Strange Star campaign setting books. Cities is a perfect supplement to use with Strange Stars because of the transhumanistic elements of this OSR campaign. 



So is Cities without Number rpg worth getting?! In a word, 'oh yes!' if your looking for a solid set of Cyberpunk rpg OSR tools that is capable of creating a campaign to call your own? In a word, yes. This book is worth every penny!