Why The Lost City is My Favorite Module

That it's a beginner's module makes it all the more impressive. It's hard to come up with top-notch low-level adventures, but The Lost City is so inspired that I never resented the fact that the underground leaves plenty for the DM to develop. In essence, I see the module as epitomizing the Golden Age of D&D (1977-83). It's pulp fantasy at its purest, with homages to the Conan classic Red Nails, and a world unto itself. A perfect sandbox you can use over again with new plots.

"Every Cynidicean wears a stylized mask, usually of an animal or human face. Some are made of wood, some of paper mache, and some of metal. They are decorated with beads, bones, feathers, and jewels. Most wear fancy clothes, flashy jewelry, and carry short swords. Some paint their bodies with bright colors. The Cynidiceans are a dying race. Each new generation is smaller than the last. Most of them have forgotten that an outside world exists, living most of their lives in weird dreams. The times when they seem normal, tending their fields and animals, are becoming fewer and fewer as the dreams replace reality. Their unusual costumes and masks only strengthen their dreams."Against this decadence, however, stand three renegade factions, the few "normal" Cynidiceans attempting to restore worship of the old gods: the Brotherhood of Gorm, the Magi of Usamigaras, and the Warrior-Maidens of Madarua. They're dedicated to overthrowing the Zargonites in their own way, as they distrust each other, and are certainly not above using PCs as pawns in their covert agendas. It all depends on how the PCs interact with them. This makes for a wonderfully unpredictable dynamic, and it's noteworthy that Moldvay emphasized this -- with a stern reminder for DMs to expect the unexpected from their players:

"The bickering between the three factions, and their attempts to restore sanity to Cynidicean society, give the DM the chance to add character interaction to the adventure. While the factions can be played as simple monsters with treasure, the DM and players can have a lot of fun with the plots and feuding of the factions. If this is done, the DM should plan in advance what the faction members may say or do if the party tries to talk, attack, or wait to see what the NPCs do first. It is important for the DM to avoid forcing the action to a pre-set conclusion -- the actions of the players must be able to make a difference."

You can have a lot of fun with the city, and one group of PCs I ran got terrific use out of the cache of fireworks. No self-respecting role players pass up the opportunity to explode skyrockets, and in this case, they were used quite dramatically in the underworld after defeating the Zargonites... to signal a new era with a glorious holiday.
No module has galvanized me like The Lost City, and that's why it's my favorite.
Next up: Castle Amber.
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