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.


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