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.


Friday, March 20, 2026

Ghost of Hong Kong by Steve Miller Pulp Hero As An NPC for The Ascendant RPG Including NPC Villains, Trophies, and more!

 I'm planning an Ascendant Rpg campaign crossing over with DC Heroes & the world of the Underground rpg. The universes collide in an incursion and the boosted vets begin moving into the other universe's locations. This blog entry picks right up from here on the blog Black Bat Pulp Hero As An NPC for The Ascendant RPG Including NPC Villains, Trophies, and more!

While you may have remembered her as the "Ghost of Tokyo," she is a lethal, high-tech assassin operating in the neon-drenched underworld of Hong Kong—a perfect fit for the Underground or Ascendant "Paramilitary/Street-Level" vibe.

The Character: Ghost of Hong Kong (Mae Ling)


In Steve Miller’s stories and Nuelow’s d20/Modern supplements, she is portrayed as one of the world's most elite assassins. If we translate her details from the Nuelow blog into the MEGS/Ascendant framework you’ve been using, she functions as a high-Agility "Ghost" archetype.

AttributeAscendant Score (APs)Notes
Might3Peak Human. She relies on technique and gear over raw strength.
Agility8Elite. Her primary defense; she is nearly impossible to hit in a firefight.
Valor7Expert Marksman. Specifically lethal with suppressed firearms and knives.
Resolve6Disciplined and cold. Hard to rattle or interrogate.
Insight7Professional "Cleaner." Expert in surveillance and bypassing security.
Influence4A shadow. She is famous in the underworld but keeps a low profile.

Core Traits & Abilities (MEGS/Ascendant Style)

  • The "Ghost" Protocol: She possesses a high-tech "Optical Camouflage" suit. In Ascendant, this acts as Invisibility (Rank 5), though it can be disrupted by high-intensity EMPs or specific sensors.

  • Dramatic Slow-Motion Dive: (A specific feat Steve Miller highlighted on the Nuelow blog). This allows her to move and attack simultaneously without taking the standard "Multiple Action" penalties.

  • A View to a Kill: She often uses a custom-tuned sniper rifle with a VAL 7 damage rating and Range Rank 9, allowing her to eliminate targets from several city blocks away.

Integrating Her into Your Campaign

If you are running the Deathstroke vs. Tokyo/Hong Kong scenario:

  1. The Contract: Slade is hired to eliminate a target in a Corporate Sovereign Zone, only to find the "Ghost" has already been paid to protect them.

  2. The Clash of Styles: Deathstroke is a "Tank" (High Might/Protection), while the Ghost of Hong Kong is a "Dodge-Tank" (High Agility/Stealth). In the Ascendant 1d100 engine, this becomes a tense game of "Cat and Mouse" where the first person to land a solid hit usually wins.

  3. The Nuelow Connection: Since Steve Miller’s Nuelow work often blends pulp horror with modern action, you could introduce a "Ghost" element where she isn't just a physical assassin, but someone using experimental "Astral Projection" tech (very Underground) to hit targets from the digital plane.

Since Deathstroke (Slade Wilson) is essentially the perfect middle ground between a DC Heroes powerhouse and an Underground "Boosted" soldier, he converts into Ascendant with terrifying precision.

In the MEGS (Mayfair Exponential Game System) logic, Slade usually sits in the 5 to 8 range for his physical attributes. This makes him peak-human to low-superhuman—exactly where the math is most stable.

Deathstroke: The Ascendant Conversion

DEATHSTROKE: THE TERMINATOR Front Cover

Tier: High-End (Standard for professional mercenaries/assassins)

AttributeScore (APs)Ascendant EquivalentNotes
Might6SuperhumanCan lift about 1.5 tons. Equal to a DC Heroes STR 6.
Agility7Elite SuperhumanHis reflexes allow him to dodge bullets and outmaneuver speedsters.
Valor8Master CombatantThis is his "to hit" stat. In Ascendant, 8 is world-class territory.
Resolve7Iron WillHigh resistance to mental attacks and pain.
Insight7Tactical GeniusRepresents his "90% brain capacity" utility.
Influence5IntimidatingHe commands respect (and fear) in the underworld.

Core Powers & Perks

To get the true "Deathstroke" feel in an Ascendant or Underground style game, you’d give him these specific mechanical traits:

  • Regeneration (Rank 4): He heals at an accelerated rate. In Ascendant, this would be a "Passive Recovery" power.

  • Adrenaline Surge: A limited-use power that boosts his Agility or Valor for one round, representing his tactical mind "overclocking" his body.

  • Signature Gear (Promethium Armor): This provides Protection (Rank 6), making him almost immune to small arms fire but still vulnerable to high-caliber rounds or anti-tank weaponry.

  • Combat Sense: He ignores penalties for being outnumbered or attacked from the "blind side."

Why He Fits the "Underground" Vibe

If you were playing in the Underground setting, Deathstroke would basically be a "Boosted" Vet who didn't lose his mind. You could use the Underground Stalking and Tactics skills directly with his Ascendant Insight score.

Because Ascendant uses a 1d100 Challenge Table, a Valor of 8 against a standard soldier (Agility 3) means Slade is going to hit nearly 95% of the time, often with "Critical" effects. It perfectly captures that "one man vs. an army" feel from the comics.

Since Deathstroke’s gear is just as iconic as his enhanced biology, let's look at how his signature arsenal scales in Ascendant.

In this system, damage is measured in VAL (Value). Because the math is exponential, a VAL 5 hit is twice as powerful as a VAL 4.


1. The Promethium Sword

This isn't just a blade; it’s a high-tech cutting tool capable of slicing through tank armor and magical constructs.

  • Damage (VAL): 7 (Lethal)

  • Properties: * Penetrating: It ignores Protection below Rank 5. In Underground terms, this would bypass standard "Boosted" skin-weave.

    • Indestructible: It cannot be broken by physical force of Rank 10 or less.

  • Tactics: Combined with Slade’s Valor (8), he’s almost guaranteed a "Maximal" success, meaning he can aim for weak points (like neck joints in power armor) with ease.

2. The Energy Staff (The Bo-Staff)

This is his versatile "problem solver," combining reach with high-energy blasts.

  • Melee Mode: VAL 6 (Stun/Blunt). Great for taking down targets alive.

  • Blast Mode (Ranged): VAL 8 (Energy).

    • Range: Approximately 500 yards (Rank 8 on the Distance Chart).

    • Area Effect: He can "flare" the staff to create a Rank 4 flash-bang effect, blinding everyone in a 10-yard radius.

3. Promethium Mesh Armor

Slade’s suit is a mix of Kevlar and Promethium, designed for mobility rather than being a "tank."

  • Protection (VAL): 6

  • Properties: * Lightweight: Does not penalize Agility or stealth checks (unlike the heavy "Exos" in Underground).

    • Ballistic Reinforcement: Increases Protection to Rank 8 specifically against bullets/shrapnel.


Mixing the Systems: A "Quick-Start" Combat Rule

If you are running a scene where Deathstroke fights a squad of Underground mercenaries:

  1. The Roll: Use the Ascendant 1d100 Challenge Table.

  2. The Math: Compare Slade’s Valor (8) against the Mercs' Agility (usually 3).

  3. The Result: On the table, an 8 vs 3 is a +5 Column Shift. He will hit on a roll of 21 or higher. If he rolls a 70+, he achieves a Super-Heroic success, likely cutting a soldier in half or destroying a vehicle in one swing.

MISSION BRIEFING: OPERATION “ORANGE CRUSH”

CLIENT: Ares Industrial / G.L.O.B.A.L. Security TARGET: The Slum-King of Precinct 7 (Ex-Boosted General “Tank” Henderson) LOCATION: The Meat-Grinder District (Lower Los Angeles)


THE SITUATION

A group of rogue Boosted veterans has seized a decommissioned pharmaceutical plant. They are refining "Liquid Courage"—a combat drug that turns civilians into twitchy, hyper-aggressive rioters. Ares Industrial wants the facility neutralized, the formula erased, and Henderson’s head on a platter.

THE LOADOUT (Ascendant/Underground Hybrid Stats)

Since you are playing Deathstroke, your stats are "Off the Charts" compared to local gang members.

  • Tactical Advantage: Because of your Insight (7) and Combat Sense, you gain a +2 Column Shift on the Ascendant Challenge Table for the first 3 rounds of any ambush.

  • The Promethium Edge: Your sword treats any Body/Protection score of 5 or less as 0. You aren't just hitting them; you are ignoring their armor.


ENCOUNTER TABLE (D20)

Use this to simulate the chaos of the Slums as Slade makes his way to the plant.

D20EventMechanical Check (Ascendant)
1-5Pre-Op Snipers: Two "Long-Shot" Boosted vets on a rooftop.Agility (7) vs. Valor (4) to dodge.
6-10The Ripper Mob: 50 "Liquid Courage" addicts block the street.Influence (5) to intimidate OR Valor (8) to carve a path.
11-15Automated Turrets: Ares' own tech turned against you.Insight (7) to hack the terminal OR Protection (6) to tank it.
16-19The "Slammer" Dog: A genetically altered pit bull with STR 6.Might (6) check to keep your arm.
20The General: Henderson arrives in a Power Suit (Prot 9).Valor (8) vs. Agility (5) for the killing blow.

THE "REWARD" PARAMETERS

In the Underground system, your success changes the world. If you complete this mission:

  1. Safety Parameter: +2 (The neighborhood is quieter... for now).

  2. Take-Home Pay: 50,000 Lira (Use this to upgrade your Energy Staff or buy "Intel" on the Justice League).

  3. The Catch: Ares Industrial now has your DNA on file. That’s a Complication (Rank 5) for future sessions.


HOW IT PLAYS OUT

If Slade uses his Energy Staff in Blast Mode (VAL 8) against a standard brick wall (Protection 4), the logarithmic math says he does +4 net damage. On the Ascendant table, that's enough to vaporize a 5-foot hole instantly. He doesn't need to pick the lock; he is the key.