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B4: The Lost Tiers 3 & 4: Wandering Monsters 347, CR 6 (2,300 XP))

15. FERRET, GIANT: treat as Wolf (MM 341, CR

City
Roll 1d8 0.25 (50 XP))
1. Bat, Giant 5. Hobgoblin 16. GIANT FIRE BEETLE: Fire Beetles (MM 325,
2. Brotherhood of 6. Rock Baboon (semi- CR 0 (0-10 XP))
Stan Shinn's 5e conversion notes; for characters level 1-5. Gorm intelligent) 17. GARGOYLES: Gargoyles : MM 40, CR 2 (450
3. Magic User of 7. Snake, Spitting Cobra XP))
Usamigaras 8. Warrior Maidens of 18. GECKO, MAN-SIZED: Treat as Giant Lizard
SUMMARY 4. Cynidicean Madarusa (MM 326, CR 0.25 (50 XP))
19. GELATINOUS CUBE: Gelatinous Cube (MM
CYNIDICEA is an ancient city which fell into Tiers 5: Wandering Monsters 242, CR 2 (450 XP))
oblivion after ZARGON, a monster and erstwhile 20. GHOULS: Ghoul (MM 148, CR 1 (200 XP))
god, preyed on the city. The city sacrifices to their Roll 1d8 21. GIANT RATS: Giant Rat (MM 327, CR 0.125
'god' and have evolved into factions. Some cling to 1. Cynidicean 5. Cynidicean (25 XP))
the ancient gods GORM, USAMIGARAS, and 2. Beetle, Giant: 6. Lizard, Giant: Tuatara 22. GIANT SHREWS: Treat as Giant Rat (MM
MADARUA instead of worshiping Zargon. A Tiger Beetle (4' (8' long cross between 327, CR 0.125 (25 XP))
desert now covers the subterranean city. The long, striped iguana and a toad)
carapices, look 7. Rust Monster
23. GNOME: Treat as Kobold (MM 195, CR 0.125
tribes within have become pale with bone-white (25 XP))
hair and suffer disadvantage when fighting in full like tiger skins) 8. Thoul (Hobgoblin, 24. GOBLIN: Goblin (MM 166, CR 0.25 (50 XP))
daylight.Every Cynidicean wears a stylied mask 3. Cynidicean looks like magical 25. GREEN SLIME: Treat as Gray Ooze (MM 243,
distinct to their faction. Factions each think they 4. Driver Ant (6' combination of ghoul, CR 0.5 (100 XP))
alone know way to restore greatness of long giant ant) hobgoblin and a troll) 26. HOBGOBLINS: Hobgoblin (MM 186, CR 0.5
Cynidicean. They will typically fight, and selcom (100 XP)) and Hobgoblin Captain (MM 186,
cooperate with, other factions. Players happen Cynidicean Encounters CR 3 (700 XP))
upon this city after some mishap where they are See great 1d12 encounters on page 26. 27. IRON STATUES: Treat as Animated Armor
lost in the desert after a sandstorm. Read (MM 19, CR 1 (200 XP))or Flesh Golem (MM
additional plot summary and module reviews and Further Adventures 169, CR 5 (1,800 XP))
resources at: http://goo.gl/vARzDM 28. KANADIUS, GRAND MASTER OF THE
See page 25 for great adventure seeds to extend BROTHERHOOD OF GORM: Treat as Knight
the adventure.
GM NOTES (MM 347, CR 3 (700 XP))
29. KILLER BEES: Treat as Stirge (MM 284, CR
 Leverage Conversation Reaction table (DMG MONSTERS 0.125 (25 XP))
245) for NPC reactions. 30. LIZARD, GIANT: Tuatara (8' long cross
 Use the Fatigue rules as characters will be 1. AURIGA SIKINOS, CHIEF MAGE OF between iguana and a toad): Giant Lizard
hungry, thirsty and tired. Note that USAMIGRAS: Treat as Mage (MM 347, CR 6 (MM 326, CR 0.25 (50 XP))
characters will have no way to replace (2,300 XP)) 31. MAGI OF USAMIGRAS: Treat as Cult Fanatic
equipment or supplies save what you find in 2. BANSHEE: Banshee (MM 23, CR 4 (1,100 XP)) (MM 345, CR 2 (450 XP)) but with wizard
the Lost City. 3. BEETLE, GIANT TIGER BEETLE: Use Giant cantrips (Shocking Grasp, Ray of Frost, Mage
 Know rules if throwing a lit Flask of Oil. Fire Beetle (MM 325, CR 0 (0-10 XP)); 4' long, Hand) and six prepared wizard spells (Detect
 Know how to use perception rules for striped carapices, look like tiger skins Magic, Disguise Self, Mage Armor, Magic Missile,
numerous traps and secret doors. 4. BROTHER THEODEUS (CYNIDICEAN Shield, Arcane Lock, Blur, Darkness, Levitate,
 Determine spell tactics for Magi and Clerics. LEADER): Priest (MM 348, CR 2 (450 XP)) Suggestion)
 Use poison rules for Pit Vipers. 5. BROTHERHOOD OF GORM: Treat as Guard 32. OGRES: Ogre (MM 237, CR 2 (450 XP))
(MM 347, CR 0.125 (25 XP)) or Bandit Captain 33. OIL BEETLES: Treat as Swarm of Insects
(MM 344, CR 2 (450 XP)) (MM 338, CR 0.5 (100 XP)), and describe
VISUALS 6. CARRION CRAWLER: Carrion Crawler (MM damage as blisters which form from beetle's
Suggested visuals to create: 37, CR 2 (450 XP)) oil.
 Small sketch of side view of the step pyramid. 7. CAVE LOCUST: Treat as Swarm of Insects 34. OWL BEAR: Owlbear (MM 249, CR 3 (700
 Player handout for symbols on p. 9. (MM 338, CR 0.5 (100 XP)) XP))
 Visual for room 39a. 8. GIANT CENTIPEDE: Giant Centipede (MM 35. PANDORA, MADARUA'S CHAMPION: Treat
 Player handout with instructions for p. 17. 323, CR 0.25 (50 XP)) as Bandit Captain (MM 344, CR 2 (450 XP)) or
 Sketch of Temple of Zargon. 9. CYNIDICEANs: Use Knight (MM 347, CR 3 (700 XP)) but with a
 The Underground City (if needed). Guard (MM 347, CR 0.125 (25 XP)) sword +1.
 Option to create Tiers 6-10 (lower pyramid). Bandit Captain (MM 344, CR 2 (450 XP)) 36. PIT VIPERS: Treat as Swarm of Poisonous
which is not completed in core module. Knight (MM 347, CR 3 (700 XP)) Snakes (MM 338, CR 2 (450 XP))
 Sketch of Zargon's boss lair. Gladiator (MM 346, CR 5 (1,800 XP)) 37. POLICRATES THE HERALD
10. DEMETRIUS: Treat as Mage (MM 347, CR 6 (CYNIDICEAN): Treat as Knight (MM 347, CR
(2,300 XP)) 3 (700 XP))
RANDOM ENCOUNTERS 11. DOPPELGANGER: Doppelganger (MM 82, 38. POLYMAR: Treat as Doppelganger:
CR 3 (700 XP)) Doppelganger (MM 82, CR 3 (700 XP)) but
Tiers 1 & 2: Wandering Monsters 12. DRACO (GIANT LIZARD): use Giant Lizard can mimic inanimate objects as well as
(MM 326, CR 0.25 (50 XP)) creatures
Roll 1d6 13. DRIVER ANT (6' long giant ant, treat as Giant 39. QUEEN ZENOBIA (WIGHT): Wight (MM
1. Centipede, Giant 4. Ferret, Giant Fire Beetle (MM 325, CR 0 (0-10 XP)) but 300, CR 3 (700 XP))
2. Cave Locust 5. Gnome without the illumination ability 40. ROCK PYTHONS: Treat as Constrictor Snake
3. Cynidicean 6. Goblin 14. EVIL CLERIC DARIUS: Treat as Mage (MM (MM 320, CR 0.25 (50 XP))

Factions of Cynidicea
FACTION CLASS MASK & ATTIRE MARK GOD MEMBERSHIP*
Brotherhood Lawful Male Golden Mask of Gorm (stern, Small blue lightning Worship GORM on 4th day of each week. Male fighters,
of Gorm Fighters bearded man). Iron chain mail over bolt tattooed on right Lightning storms considered holy. dwarves, halflings
blue tunic. shoulder. & elves.
Magi of Neutral Silver Mask of Usamigaras (smiling Five-pointed star of Worship USAMIGARAS, god of healers, Magic users, elf,
Usamigaras Magic Users child). Silver daggers & rainbow small silver lines on messengers & thieves, when stars & cleric or thief.
colored clothes. right palm. planets in right pattern.
Warrior Neutral Bronze Mask of Madarua (beautiful Small sickle-shaped scarWorship MADARUA, goddess of birth, Females.
Maidens of Female woman). Bronze chain mail over on the inside of their left death and changing seasons, on a holy
Madarua Fighters green tunics. wrist. day each season.
Priests of N/A Cynidiceans wear colorful masks, No tattoos. Pale skin, Serve the evil monster ZARGON, and N/A
Zargon bright clothing, and generally carry white hair, large eyes, control underground city. Spend most of
short swords. Some have feathered infravision. -1 to hit in their time living in strange dream
robes and bird masks. full sunlight. worlds.
* Factions will accept certain characters as full members. Any characters can become a lesser member, but not rise within the faction.
41. RUST MONSTER: Rust Monster (MM 262, CR Dexterity check using thieves tools to disable the number of spears). Blades will swing 10
0.5 (100 XP)) it. When triggered, an alarm bell sounds in rounds then automatically reset.
42. SHADOWS: Shadow (MM 269, CR 0.5 (100 the relevant area.  PIT TRAP (p. 5): Hinged floor panels drop
XP))  CROSSBOW TRAP (p. 5): Triggered by a when the door handle pulled; any in the area
43. SKELETONS: Skeleton (MM 272, CR 0.25 (50 pressure plate. Will shoot a number of may fall. DC 15 passive Wisdom (Perception)
XP)) crossbow bolts determined by the GM. DC 15 check to spot, or DC 12 Wisdom (Perception)
44. SPITTING COBRA: Treat as Poisonous Snake passive Wisdom (Perception) check to spot, check if actively searching. DC 15 Intelligence
(MM 334, CR 0.125 (25 XP)) or DC 12 Wisdom (Perception) check if (Investigation) check to determine how to
45. SPRITES: Sprite (MM 283, CR 0.25 (50 XP)) actively searching. DC 15 Intelligence disarm, followed by a DC 15 Dexterity check
46. STIRGES: Stirge (MM 284, CR 0.125 (25 XP)) (Investigation) check to determine how to using thieves tools to disable it by using tools
47. THOUL (Hobgoblin which looks like a disarm, followed by a DC 15 Dexterity check to break the door handle tripwires. DC 15
magical combination of ghoul, hobgoblin and using thieves tools to disable it. DC 15 Wisdom (Perception) check to determine a
a troll): Treat as Hobgoblin Captain (MM 186, Wisdom (Perception) check to determine a way to bypass the trap by wedging daggers or
CR 3 (700 XP)) or Hobgoblin Warlord (MM way to bypass the trap. When the pressure spikes into the door's edges. When triggered,
187, CR 6 (2,300 XP)) plate is triggered, a creature within range a creature within range which fails a DC 15
48. WARRIOR MAIDENS OF MADARUA: Treat standing in front of the trap takes 2d10 Dexterity saving throw to avoid falling takes
as Bandit Captain (MM 344, CR 2 (450 XP)) or damage on a failed DC 15 Dexterity saving 1d6 falling damage for every 10 feet it fell.
Knight (MM 347, CR 3 (700 XP)) throw, or half as much on a successful one  PIT TRAP WITH SPIKES (p. 18): 1As above
49. WEREFOXES: Treat as Jackalwere (MM 193, (limited by the number of crossbow bolts). but the 10' deep pit has spikes. In addition to
CR 0.5 (100 XP))  DART TRAP (p. 5): Darts fire from a wall the falling damage, falling characters take
50. WERERATS: Wererat (MM 209, CR 2 (450 opposite the door when the door is opened. 2d10 damage on a failed DC 15 Dexterity
XP)) DC 15 passive Wisdom (Perception) check to saving throw, or half as much on a successful
51. WHITE APES: Treat as Giant Ape (MM 323, spot, or DC 12 Wisdom (Perception) check if one.
CR 7 (2,900 XP)) but with half or two-thirds actively searching. DC 15 Intelligence  POISON NEEDLE TRAP (p. 10): This trap
the HP, damage and XP. (Investigation) check to determine how to protects a chest or other compartment.
52. WOLF: Use Wolf (MM 341, CR 0.25 (50 XP)) or disarm, followed by a DC 15 Dexterity check A DC 20 Intelligence (Investigation) check
Winter Wolf (MM 340, CR 3 (700 XP)) using thieves tools to disable it. When allows character to notice the trap based on
53. YELLOW MOLD: Treat as Violet Fungus (MM triggered, all creatures directly in front of the alterations to the locking mechanism. A DC 15
138, CR 0.25 (50 XP)) door and within range takes 2d10 damage on Intelligence (Investigation) check to
54. ZARGON: Treat as either (a) Hook Horror a failed DC 15 Dexterity saving throw, or half determine how to disarm by removing the
(MM 189, CR 3 (700 XP)) but with 6 hook as much on a successful one. needle from the locking mechanism, followed
attacks, (b) a Xorn (MM 304, CR 5 (1,800 XP))  ELECTRIC DOOR TRAP (p. 12): Locked door by a DC 15 Dexterity check using thieves tools
but with 6 claw attacks, or – if players are well which glows with crackling blue light. If a to disable it. When triggered, a creature
beyond fifth level – (c) an Aboleth (MM 13, CR special phrase is spoken, the door opens. within range takes 1d10 damage and must
10 (5,900 XP)) but with 6 tentacle attacks Anyone touching door without saying phrase success on a DC 15 Constitution saving throw
(tentacles have claws and are considered takes 2d10 damage on a failed DC 15 or be poisoned for 1 hour.
slashing damage). Its horn, if not destroyed Constitution saving throw, or half as much  ROLLING BOULDER TRAP (p. 15): DC 15
in volcanic fire, will cause him to eventually on a successful one. damage. Door lock can be passive Wisdom (Perception) check to spot,
regenerate some years after the encounter. picked by character willing to take the or DC 12 Wisdom (Perception) check if
55. ZOMBIES: Zombie (MM 316, CR 0.25 (50 XP)) damage while they pick the lock. actively searching. Depending on GM
 FALLING BLOCK TRAP (p. 5): DC 15 passive discretion, the boulder may trigger even if
MAGIC ITEMS Wisdom (Perception) check to spot, or DC 12 noticed. When triggered, a spherical or
Wisdom (Perception) check if actively wheel-shaped boulder emerges from a hidden
1. Chainmail +1 searching. DC 15 Intelligence (Investigation) nook and rolls toward the characters down
2. Chain Mail +2 (consider reducing to +1) check to determine how to disarm, followed the passage. Creature within range takes 2d10
3. Clerical Scroll with three spells: bless, cure by a DC 15 Dexterity check using thieves tools damage on a failed DC 15 Dexterity saving
wounds,and healing word to disable it. DC 15 Wisdom (Perception) throw, or half as much on a successful one.
4. Cursed Scroll (suggest replacing the scroll check to determine a way to bypass the trap Boulder stops after it reaches the end of the
which turns reader into miniature of Zargon by wedging a dagger or similar hard object hall.
to last only a few minutes, and gives reader into a lip in the recess created by lifting the  SPEAR TRAP (p. 5): Triggered by a pressure
knowledge of Zargon's horn) stone block slightly. When triggered, a plate. Will shoot a number of spears
5. Dagger +1 creature within range takes 2d10 damage on a determined by the GM. DC 15 passive
6. Elven Boots (use Boots of Elvenkind) failed DC 15 Dexterity saving throw, or half as Wisdom (Perception) check to spot, or DC 12
7. Elven Cloak (use Cloak of Elvenkind) much on a successful one. Wisdom (Perception) check if actively
8. Helm of Alignment Change (suggest replacing  GAS TRAP (p. 5): Triggered by opening a searching. DC 15 Intelligence (Investigation)
with Helm of Comprehending Languages) door. Gas is odorless, tasteless and invisible. check to determine how to disarm, followed
9. Helm of Telepathy First round characters will feel dizzy but take by a DC 15 Dexterity check using thieves tools
10. Mace +1 no damage. Second round, characters realize to disable it. DC 15 Wisdom (Perception)
11. Magic Scroll with three spells: Disguise Self, it is hard to breathe and start to take damage. check to determine a way to bypass the trap.
Blur, and Darkness Characters within the trap area take 1d8 When the pressure plate is triggered, a
12. Plate Armor +1 damage per round and must success on a DC creature within range standing in front of the
13. Poison Potion (use Potion of Poison) 15 Constitution saving throw or be poisoned trap takes 2d10 damage on a failed DC 15
14. Potion of Healing for 1 hour. There are two ways to disarm. A Dexterity saving throw, or half as much on a
15. Potion of Invisibility DC 15 Intelligence (Investigation) check successful one (limited by the number of
16. Potion of Levitation (use Potion of Flying) determines it can be disarmed by plugging spears).
17. Ring of Fire Resistance the gas holes with rags or spikes will stop gas  WATER TRAP (p. 10): When a human sized
18. Shield +2 from filling room. A DC 15 Wisdom creature crosses the room, this trap is sprung
19. Spear +2 (Perception) check determines a way to which slams the doors shut. DC 15 passive
20. Sword +1 bypass the trap by jamming all doors to the Wisdom (Perception) check to spot the vents
21. Sword +1, casts continual light on command room open allowing the gas to escape without high in the walls, or DC 12 Wisdom
22. Sword +2 (consider reducing to +1) harming characters further. (Perception) check if actively searching.
23. Wand of Illusion (suggest replacing with Wand  PENDULUM BLADE TRAP (p. 12): DC 15 Afterwards, water pours in from vents high in
of Wonder) passive Wisdom (Perception) check to spot the walls. It takes a DC 10 Strength Check to
24. Wand of Magic Detection ceiling shafts, or DC 12 Wisdom (Perception) open the shut doors (made with disadvantage
25. Wand of Paralyzation (use Wand of Paralysis) check if actively searching. DC 15 Intelligence if water has risen too high). Unless players
(Investigation) check to determine how to succeed within three tries to force open door,
disarm, followed by a DC 15 Dexterity check they will start to drown. After the room is
TRAPS using thieves tools to disable it by cutting completely filled for three minutes, concealed
 ALARM BELL TRAP (p. 11 and p. 19): A hidden cables in ceiling shafts. DC 15 Wisdom drains in the floor open and water slowly
pressure plate in the floor triggers this trap. (Perception) check to determine a way to drains out. Afterwards, the trap automatically
DC 15 passive Wisdom (Perception) check to bypass the trap by avoiding pressure plates. resets.
spot, or DC 12 Wisdom (Perception) check if Triggered by walking on a pressure plate. *Abbreviations: MM = 5e Monster Manual page. CR =
actively searching. DC 15 Intelligence Once triggered, three swinging blades will Challenge rating. DMG = 5e Dungeon Master Guide page.
(Investigation) check to determine how to emerge from shafts in the ceiling. A creature License: Copyright Stan Shinn 2015. 'Monster Manual' and
disarm the alarm by cutting the wire that within range of the blades takes 2d10 damage 'Dungeon Master Guide' are trademarks of Wizards of the
routes to the bell, followed by a DC 15 on a failed DC 15 Dexterity saving throw, or Coast Inc. Find this and other 5e resources at
half as much on a successful one (limited by http://stanshinn.com/dnd-5e-resources.

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