TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  Why did you come to the Lost City? 
   
  How did you learn of this vast cavern realm? 
   
  What reason do you have to hate or love the 
  Underdark? 
   
  Which of you is the secret heir who should rule here? 
   
  Have you heard about Zargon? 
   
  Do you believe a portal to the Underworld is near? 
  IMPRESSIONS 
   
  The shrill shriek of bats 
   
  The constant dark 
   
  The crunch of cave insects beneath your feet 
   
  Giant Mushroom Forests all around 
   
  Glowing lichen of various colors 
   
  The lap of the vast underground lake 
   
  The strange building designs of the stone city 
   
  Chants of “Zargon!” heard in the distance 
   
  (Dedicated to the memory of Tom Moldavay:Nov. 5, 1948 – 
  March 9, 2007) 
   
  THE LOST CITY OF 
  CYNIDICEA V1.0D 
  A Dungeon Starter by Mark Tygart 
  For Sage LaTorra and Adam Koebel’s 
  Dungeon World 
  www.Dungeon-World.com 
  GOALS 
   Establish details, describe 
   Use what they give you 
   Ask questions 
   Leave blanks 
   Look for interesting facts 
   Help the players understand the moves 
   Give each character a chance to shine 
   Introduce NPC’s 
   Fill out your worksheet 
  DUNGEON MOVES 
   Change the environment 
   Point to a looming threat 
   Introduce a new faction or type of 
  creature 
   Use a threat from an existing faction or 
  type of creature 
   Make them backtrack 
   Present riches at a price 
   Present a challenge to one of the 
  characters 
   
   
   
   
  CUSTOM MOVES 
   
  When you fall into a deep pool of foul slime in the Zargon 
  Temple, roll +DEX; 
  - On a 10+, you're covered in slime, but you managed to 
  catch the edge and keep your head above the surface. 
  - On a 7-9, you sink below the surface, but you closed your 
  eyes and mouth quickly enough to avoid getting the 
  stinging stuff in your eyes or swallowing any of it ... for 
  now. 
  - On a 6 or less, you’re in trouble. The GM will define how. 
  (Inspired by Robert Rendell) 
  When enter into combat with Zargon, roll+DEX; 
  - On a 10+ you avoid his eye and slime 
  - On a 7-9 you are hit by Zargon's foul slime and must take 
  a -1 on all rolls until you next make camp 
  - On a 6 or less you meet Zargon gaze and suffer the 
  effects of Zargon's gaze. 
   
  When you fall under Zargon's gaze you must roll +WIS;  
  - On a 10+ you are filled with fury and may proceed as if 
  you had rolled a 10+ on hack and slash move against the 
  monster 
  - On 7-9 you are unaffected 
  - On a 6 or less Zargon overwhelms you mind causing you 
  to collapse in a coma until you are healed magically or the 
  party next makes camp. 
  (Adapted for Dungeon World from the TSR Classic Basic D&D 
  Module B4: The Lost City by Tom Moldvay) 
   
  
  Monsters 
  Cynidicean (Horde, Devious, Intelligent) 
  Short Sword (d4 damage) 3 HP 
  Close 
   
  Cynidiceans are a special type of normal humans  
  who live in the underground Lost City. They have  
  pale skin, white hair, large eyes, and Infravision.  
  They wear colorful masks, bright clothing, and  
  carry short swords. They spend most of their time  
  living in strange dream worlds. 
   
  Instinct: Act in a bizarre fashion 
   
  Examples of Cynidicean Encounters 
  One character in a wolf mask is encountered. This 
  Cynidicean believes he is a werewolf. When he sees the 
  party, he will drop to all fours, howl, sniff, circle, and 
  generally behave like a wolf. He may try to bite if 
  approached too closely. He thinks he cannot be harmed, and 
  will only be afraid of magic or silver weapons. 
   
  Three characters approach the party, dressed in dark robes 
  and devil masks. They carry incense burners. These 
  Cynidiceans think they are powerful clerics. They see the 
  party as demons and will try to drive them off with loud cries 
  and foul-smelling smoke. The leader's name is Brother 
  Theodeus. 
   
  One Cynidicean dressed in bright green robes and a bird 
  mask approaches the party She will walk slowly up to one 
  party member, hand him or her a small pouch, smile, and 
  walk on. She will not notice any attempt the party makes to 
  talk to her. The pouch contains a strange powder that smells 
  like cloves. The powder has no special properties at all. 
   
  This group of five Cynidiceans is dressed in brightly colored 
  robes and masks with human faces. They will think the party 
  is the same band of barbarian raiders who looted the city 
  centuries ago. They will flee in panic as the party 
  approaches. 
   
  Six Cynidiceans in striped robes and camel masks zigzag 
  slowly down the hall in single file. They are trying to avoid 
  the invisible snakes on the floor. They will try to show the 
  party the invisible snakes and warn the party to walk around 
  the snakes. There are, of course, no snakes. 
   
  This group of six in bright yellow robes and human masks 
  will stop and stare at the party. They will "recognize" a party 
  member as the King or Queen of Cynidicea. They will follow 
  the character, sing songs of praise, and wait on the 
  character hand and foot. In general, they will smother the 
  character with attention. However, they will not fight for their 
  King or Queen. They are more likely to grab the character 
  and try to rush him or her to safety. Their spokesman is 
  Policrates the Herald. 
   
  A group of four Cynidiceans in feathered robes and bird 
  masks approach. On seeing the party, the Cynidiceans will 
  "fly" (run) forward, flapping their arms and squawking. They 
  will invite the party to fly along and will lead them on a merry 
  chase. If the party refuses to join the Cynidiceans, the 
  Cynidiceans will insult the party as poor creatures who 
  cannot fly ("Thou land-bound slugs!"), circle three times, and 
  "fly" away. If attacked, the Cynidiceans will "fly" away. 
   
  A group of six Cynidiceans with their bodies painted black 
  and wearing vulture masks walk quietly toward the party. 
  They carry long wooden boards, but seem friendly and 
  normal. They will follow the party, waiting for something to 
  be killed. When it is, they will rush over and start building a 
  coffin to fit the body. When they are done, they will demand 
  a 10 coin payment. They will attack if they are not paid. 
  Zargon (Solitary, Large, Planar) 
  Tentacles (d10 damage)  
  24 HP (1 Armor) 
  Near 
  Special Qualities: Regenerates, Horn must be  
  destroyed to kill 
   
  Although Zargon is ancient, it is no god. It is a  
  cunning creature that discovered its "godhood"  
  makes it easier to get victims. Zargon was  
  worshipped by primitive peoples in early times, but  
  retreated underground when the primitives were  
  wiped out by the ancestors of the Cynidiceans.  
  Zargon remained in a strange hibernation for many  
  years. By chance, the Cynidiceans built a palace  
  on the spot where Zargon's original shrine stood,  
  and the later digging of the Cynidicean slaves  
  awakened the creature. Zargon can regenerate its  
  body as long as it’s great horn is not destroyed.  
   
  Regeneration from the bare horn may take a  
  number of years, but otherwise Zargon is likely to  
  be at full strength whenever the party encounters it.  
  Zargon's horn can only be destroyed by being cast   
  into a volcanic fire.  Zargon will not regenerate  
  during an encounter (it regrows too slowly for that). 
   
  Instinct: Devours sacrifices 
   
  Zargon Cultist (Solitary, Organized, Intelligent) 
  Dagger (d4 damage) 5 HP  
  Close 
   
  Cultist dedicated to the worship of Zargon in the 
  underground city. 
   
  Instinct: Sacrifice Innocents to Zargon  
  Dose innocent city population with mind altering 
  mushrooms 
  Summon goblin slaves and/or hobgoblin cult guards 
   
   
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  Attribution 4.0 International License. 
   
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SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/Lost City.pdf