Expedition To The Barrier Peaks 5e
Expedition To The Barrier Peaks 5e
Expedition To The Barrier Peaks 5e
E1 DOOR
§] DOUBLE DOOR
[ill DROP TUBE
E3 OPEN DOORWAY
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This /llustratlon booklet ts specially designed for use with the module. It contains over 60 lllustratlons (four of which
are full-page color Illustrations) pertaining to various features of the . ship, and should be used by the Dungeon
Master to show appropriate views to the players as they adventure. Each Illustration within this booklet carries a
number which corresponds to the rooms and locations on the master map (note that all locations are shown and
some appear more than once). The descriptive copy within the other booklet Indicates when appropriate
Illustrations should be shown.
This booklet, It wlll be noted, has an additional cross-fold. This allows the Dungeon Master to fold the booklet
horlzontally as well as vertlcally along the binding, and In this manner reveal to the viewing players only a single
Illustration of the appropriate size. The DM can place a finger or thumb over the number appearing on each picture
to avoid giving any clues as to room number or location to the viewing players.
Distributed to the book trade In the United States by Random House, Inc. and In C<snada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
© 1 980, 1981, TSR Hobbles, Inc. All Rights Reserved.
ISBN 0·935696·14-8
PRINTED IN U.S.A.
Thlt module booklet Is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of materlol or ortwortc contained herein Is
prohibited without consent of TSR Hobbles, Inc.
Advanced Dungeons• Dragons, Advanced D•D, and AD•D are trademarks owned by TSR Hobbles, Inc.
9033
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The Spaceship
There it was learned that several unconfirmed reports have related
STA-RTi ll G TH E A-DVE llTU RE
that monsters have been disgorged from a gated cave at random
The following introductory material is intended for use intervals. The entrance to this place is high upon a rockyface, and
in conjunction with the World of Greyhawk campaign sheathed in armor. This protection has purportedfy frustrated all
world (as this is where the original module was set) . Dun attempts to explore the space bryond the metal valve-although
geon Masters intending to use this adventure in cam several search parties have entirefy disappeared, so it ispossible thry
paigns set in other D&D worlds can either revise this in entered but never returned. Your expedition mustfind out exactfy
troduction to include references to their own campaigns what this cave is, what is causing the monsters to comeforth, who is
or use the Alternate Beginning provided in chapter 4. responsible, and how to preventfuture incursions. In addition, any
The Grand Duci?J of Geeff has recentfy been plagued i?J a rash other information regarding this mysten'ous locale, its strange deni
of unusualfy weird and tem'ble monsters of unknown sort. This zens, magical devices, or unusual weaponry is highfy desirable. His
western area, particularfy the mountainfastness which separates the High Radiance, Owen III, has assured all of the concernedparties
Grand Duci?J from the Dry Steppes, has long been renownedfor that whatever information is gained will be given to all, and wealth
the generation of the mostfearsome beasts, and it has been shunned found will be shared according to the contn'bution each individual or
accordingly-save for a han4ful of harqy souls 1vith exceptional representative group makes to the overall success of the expedition.
abilities and sufficient wealth to build stout strongholds to ward eff If necessary, the Grand Duke has vowed to sendforth an army
the attacks of the predatory creatures infesting the rugged lands to lqy waste to the effendingplace and extinguish every living thing
thereabout. Within the lastfew months, however, a walled town not therein. Shouldyour expedition not meet with total success, this step
far distantfrom the area, andfour smallfortresses as well, were will be considered, but His High Radiance personalfy doubts such
destrqyed i?J myste-rious attacks! The remaining barons and lords extreme measures will be required considering the strength of the
have preserved in brine severalpartialfy decomposed corpses found expedition and the ability of its members. The Grand Dukefeels
on or near the sites of the ravaging. Wbile these strange bodies assured thatyou will certainfy locate theperson or thing responsible
are assumed to have belonged to the forces which were responsible for the troubles plaguing Geeff and eliminate him, her, or itfrom
for the destruction, the remains were too far gone to learn anything theface of the land.
other than thry were of creatures heretofore unknown to even the Yourparty setforth from Corna a sennight ago, andfor the past
wisest sages of Geoff The urgent plea for aid which accompanied two dqys have been climbing higher into the crags of the Barrier
these gruesome corpses could not be ignored, and the Grand Duke Peaks. Last night was spent in the keep of the onfy Baron remain
acted immediatefy. Choosing several of his doughtiest henchmen to ing in the area-and he wasfulsome gladforyour company. This
lead the expedition, he called upon the otherpowers of the state to morning, as the eastern horizon turned from pearl grqy to ro.ry
likewisefurnish their minions for the expedition as well. Thus, the pink, a score of the Baron '.r retainers guided the expedition towards
Society of the Magivestre, the Fellowship of the Blinding Light, the unknown area. It is now afternoon, andyou have set up camp
the Magsmen '.r Brotherhood, and the High Lord of Elvendom (at in a hidden dell but afew bowshotsfrom the strange entrance. The
Hocholve) also selected the bravest of adventurers and equipped men-at-arms have been detailed to guard the supplies and mounts
them accordingly to accompany the expedition as their representa at the camp whileyou go onward immediatefy. Thry will awaityour
tives. A total of 15 have assembled beneath the pennoned turrets return for four full dqys before returning to the keep. Gathen'ng
of the Grand Duke '.!" mighty castle near Corna. yourpersonalgear,you are now climbing the steep slope of the dell'.!"
north side, passing the nm, andforcingyour wqy through a dense
growth of trees and undergrowth. There, across a field and bryond
a rocry rise, awaits adventure . . .
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ll 0TE S F 0 R TH E D U llGE 0 ll immediately, some lived for a time, and a few species
prospered and propagated.
Jl:cASTE R
Recently, another earthquake uncovered an upper air
Expedition to the Barrier Peaks is an adventure for character lock, and the tremor caused the same computer malfunc
levels 8-12. After your players have had a chance to digest tion, so the worker robots again cleared the lower cargo
the background information, have them order the party lock and periodically discharged more of the unwanted
in the manner they desire-typical open field order, 20- "goods."
foot corridor order, and 1 0-foot corridor order. If the
Communication Problems. Most of the sentient spe
players are using the pre-generated characters provided
cies aboard the ship speak an alien language unknown
in this adventure (see appendix D), pass out those char
to the PCs' home planet. For simplicity's sake, this lan
acters so they may record the data. Each participant can
guage is referred to as ''Alien Common" in the text. Alien
play the role of one, two, or even three of the characters.
Common can be understood using either the comprehend
Do not be surprised if one or more of the better players
languages spell, magical items that mimic that spell, or
are suspicious of what they are about to get into, for the
through the language translator devices found aboard the
discerning will have noted the hints given in the intro
ship. Many of the spaceship's robots poss e ss internal lan
duction.
guage translators that allow them to communicate with
Be certain that you are quite familiar with the entire mod the party given enough time to study the PCs' unknown
ule, and read each encounter section carefully. Be sure to tongue.
display the handouts at the appropriate time, and allow
At the DM's discretion, simple communication might be
players to view them as long as they like-just keep track
possible between the party and the spaceship's denizens
of the minutes and rack off rounds accordingly.
through bodily gestures and other miming. Any creature
with an Intelligence of 8 or higher and the ability to un
TH E S PAC E S H I P derstand a language is a possible candidate for mimed
Sometime else, a large exploration-colonization expedi communication. Creatures with lower intellect or who do
tion of human origin was overtaken in the course of its not understand a language cannot be communicated with
j ourney by a deadly plague. In a vain effort to halt the in this fashion.
spread of the virus, the modular sections of the vessel Illustrations. A collection of illustrations depicting vari
were sealed and then separated, each left to its own fate. ous parts of the ship and its inhabitants is included with
The section concerned here was drawn through a black this adventure, in appendix E. Be certain to employ these
hole and spewed into the universe where the World of handouts as indicated-or whenever players are in an
Greyhawk fantasy setting exists. Chance brought it to area with a graphic depiction and request to be shown
that very planet, and its computers and robotics brought the illustration again. Be sure to emphasize the strange
it to an intact landing. flora and fauna on Level IV and then show them the ap
This process, however, caused an earth tremor, and propriate handouts!
a landslide buried the ship section for several decades. Circled Numeral Encounter Areas. Each of the level
Then a computer malfunction sent worker robots to a maps contains one or more encounter areas featuring a
cargo hatch to discharge material, and when these robots circled numeral. These encounters are newly designed ar
found the hatch blocked by fallen earth and stone, they eas ripe for exploration by the adventurers which do not
promptly cleared it and unloaded the requisite cargo appear in the original adventure. They are marked on the
unfortunately for the inhabitants of the area, for the map in this special manner to make them easily identifia
holds contained various alien fauna and flora, and the ble by the DM. The descriptions for each of these newly
offloading freed these creatures from stasis. Some died included circled numeral areas are found in chapter 6.
0 R,j Gi ilAL ADVE ilTV R._E S RE i il CA RJI ATED • E�P E D IT I 0 ll T0 THE BARRI E R PEAKS
TH E VA ST EffiPTi II E S S O F S PA C E ( S H i PS )
Even a cursory look at some o f the level maps reveals there are sections of the ship that are either empty and
undescribed in the dungeon key or are areas that repeat multiple times. This wasn't unusual in the early days of
the roleplaying hobby when dungeon crawls were all about locating treasure as quickly as possible and avoiding
resource-draining and wealth-lacking random encounters that occurred roughly once per game hour. Empty rooms
or chambers containing nothing of value were commonly sprinkled through a dungeon. Gary Gygax himself sug
gested that each dungeon level should only have monsters in about 20% of the available rooms and that 20% of
these monsters should have no treasure at all. That makes for some challenging dungeon crawling when treasure was
the measure by which experience points were gained!
Dungeon design philosophies have changed greatly in the more than 40 years since Expedition to the Barrier Peaks was
created, and players introduced to the hobby in more recent times can quickly become discouraged by encountering
yet another empty room on Level I or rummaging through seemingly endless cargo holds on the lower levels of the
ship. Unless the DM really desires to run an old school dungeon crawl true to the hobby's roots and the players are
all in agreement, it will likely be prudent to avoid having the party explore one empty room after another if only to
avoid boring your players to the point where the characters abandon the dungeon before things get really interesting.
An easy way to do this is to hand-wave the empty rooms with a brief narrative description such as, "Having deter
mined how to open the doors with a j et black color strip on their locks, you proceed to investigate all the rooms
along the south wall. Each has been stripped of its contents or long ago looted and contains nothing of interest
except for some old rags and more of those curious skeletons. After an hour, you've thoroughly explored all the
southern chambers. You now face the northern wall and see more jet black marked doors. However, one at the end
of the hallway has a violet color strip over its strange lock." A similar approach can be done with the cargo bays:
"You spend 30 minutes opening random crates and find only decaying organic material which may have been food
and some completely corroded mechanical parts that no longer function. Despite the search, it is obvious this large
storage room contained only worthless and uninteresting materials. Would you like to go through the south door or
the north door now?"
It's best to inform the players that you intend to do this method of speeding up play and to promise them that you'll
never skip over the good stuff or otherwise penalize them for not performing a painstaking search of every square
foot of the dungeon-and then keep your promise. When the party comes upon a keyed room or their passive Per
ception checks uncover interesting features during the party's exploration, pause the hand-waving descriptions and
return to regular playing mode. This may of course hint to the party that there's something about to happen, but
this abrupt change will likely heighten their anticipation and excitement, leading to more enjoyable gaming sessions.
The DM should continue to track time for the purposes of spell durations, burning torches, and similar phenomena
with set time limits. A good rule of thumb is that a regular size dungeon room (30 feet by 30 feet for example) can
be explored in 1 0 minutes, while a larger chamber like a cargo hold requires 30 minutes to search.
GE il E R_A L F E ATV R)S S array. Harmless mold, dirt, soot, and other stains discolor
walls, rugs, and furnishings. The once austere futuristic
General Conditions. Although the starship was once decor is now a largely green and brown with age. This
a futuristic piece of unimaginable technology, the viral allows the vegepygmies to benefit from their Plant Cam
outbreak and chaos that followed, and the long neglect ouflage trait even if there is no vegetation present. Their
and rampaging denizens have had their effect. Corridors mottled gray-brown coloration enables them to blend
are littered with broken pieces of machinery, old clothes, with ship walls in many areas.
smashed bits of furnishings, fire damage, and other dis-
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Viewports
Ramps Bridge
Underwater
Observartory
Water
Doors. Doors and hatchways need special attention, for GRAY: ship commander and top officials
they require color cards to function, so standard door RED: police/ security officials
symbols cannot be employed, and care must be taken to
correctly recall which letter code represents which order YELLOW: medical officers*
of card. The letter symbols for doors (or color of card to ORANGE: security personnel
activate a deck hatchway) are:
VIOLET: technicians
G = gray card
BROWN: crew and maintenance workers
R = red card
JET BLACK: passengers/ colonists
Y = yellow card
*Yellow cards will not trigger orange entry locks.
0 = orange card
To trigger an entry, the card is slipped into the proper slot
V = violet card and when the door/ access opens, the card is dropped
B = brown card into the return. An improper card triggers an alarm, a
low buzzing sound, and the card is held by the lock. The
J = j et black card alarm summons a police robot (see appendix B) which
There are some doors which will open merely by press arrives in 1 d4 minutes. If the party is still present, the
ing upon the panel beside them, and such portals are in police robot questions them (which may not be compre
dicated by the standard door symbol. hensible to the adventurers) and, unless shown an orange
or higher grade color card, attempts to arrest them and
The doors on the ship are far too complex to be picked
bring them to Police HQ (area 25 on Level I) for incar
with thieves' tools. A knock spell or similar magic will
ceration.
cause a door to open without the proper color card. In
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Ceilings. The levels of the spaceship have ceilings of X 10 minutes. After 1 hour, the creature loses 1 point
various heights depending on their purpose. In the event of Strength and loses another point for each subsequent
that a character has a mishap with one of the non-func hour they retain the poisoned condition. If a creature is
tioning drop chutes (see below), the distances between reduced to 0 Strength, they are dead. Anti-radiation se
levels may become important! The different ceiling rum removes the poisoned condition and lost Strength is
heights are shown on the Cross Section of the Ship map. regained with a long rest.
Machinery. Crosshatched areas 'tween decks are areas Sub-Level V. There is a largely inaccessible sub-level lo
of possible danger from generators and other equipment. cated between Levels V and VI (see the Cross Section of
These dangers are described in the appropriate places. the Ship map) . This vast empty space measures 540 feet
in diameter and 55 feet in height. This area served as at
Drop Chutes. Drop chutes are described in the key to
mospheric ballast when the surrounding decks were part
Level I. The UP side is always towards the ship's hull, the
of the main spaceship, a massive storage tank containing
DOWN is always towards the interior; this is coded "U"
breathable air. Now that this section of the ship has been
and "D,'' respectively. Drop chutes with full anti-gravity
j ettisoned, the atmospheric ballast deck is filled with stale
are coded with the letter ''.N' in the center, and these tubes
air and nothing else (unless the DM is feeling ambitious
are brightly lit. Those in which the anti-gravity is NOT
and chooses to elaborate on this sub-level) . No access is
functioning, but in which the grasp handles still move are
provided on the adjoining levels and the PCs will be un
coded with the letter "G" in the center (to indicate that
able to enter this section of the ship without magical aid
gravity is in effect); these tubes are only dimly lit. Non
such as plate armor of etherealness or other means allowing
functioning drop chutes are coded with the letter "N";
them to bypass solid metal walls.
they have no anti-gravity nor do their handles move, and
they are completely dark. Drop chutes are illustrated on
the map thus:
START
You top the nse and gain your first view of the hillside beyond
D u - ,-.. Erosion has eaten away at the rocky slope, partial!J revealing what
(N) (A ) UAD DGU appears to be a metal wall of great height. Atop one part of the
'-"
u D
s o uth north west east steep slope, a small upper door stands open. At the bottom of the
slope, some distance below, another larger door is sealed tight.
Handout #2 illustrates a typical tube. Note that the il The expedition has just topped the rise and gained their
lustration shows a sealed sphincter above, indicating that first view of the metal-doored "cave." At this point, show
the level above is sealed off. (In this case, of course, the Handout #3 which depicts the hillside where erosion has
level above is gone, since this module of the ship was exposed two doors-a small upper door (through which
blasted free in the cataclysm which destroyed the ves the party must enter), and a large lower cargo hatch
sel.) Similar closing devices will be noted by users of a (which will open only when the party is inside and certain
drop tube, but the mechanisms will be open. Important conditions prevail) .
note: Small, broad doors will be noticeable in the drop Whenever the party approaches for the first time, the
tube between Levels I and III and IV and VI. These are small door will be open. It will remain open for 1 hour.
access doors to the 'tween decks areas. They are keyed to After this period, it will then close for 20 hours before
brown cards. reopening again for another hour. As the men-at-arms
Radiation Sickness. There are certain areas on the ship will wait exactly four days, the party had better be on its
that are irradiated. All radiation areas are matrixed with toes and not too timid.
the numerals 1 3 regardless of level, except on Levels IV Entry is from the south side of the vessel. The upper
and VI where no hazard exists. Any creature capable of most door leads to area 1 of Level I. See that area's de
being poisoned who enters these areas may be subject to scription for more details about what occurs when the
radiation sickness. party enters the ship.
These creatures must succeed on a DC 1 0 Constitu
tion saving throw or become poisoned after (1 d4 + 1)
0 1\i Gi IIAL A.DVE II TV RJ: S RE i II CA R_II ATE D • EXP E D ITI 0 ll T0 THE BARRI E R PEA.KS
the table below for each lounge area searched. Check Some of the food dispensers still function and are oper
once only. The treasure found will be: ated by punching the appropriate selector buttons and
twisting the temperature control knob to the desired
D6 Discovered Treasure
heat/ cold setting. If food is dispensed, it will be served
1 A strange parchment bearing alien writing. If com
in a compartmented tray of a horn-like material (plastic) .
prehend languages is used on the writing, it reveals
itself to be notes on an escaped intellect devourer Only 1 d6 + 1 dispensers in each kitchen function, but
running amok on the ship, detailing where it was there is a 50% chance the dispenser produces poisonous
confined (see Level II, area 1 ) . After this result food. Anyone consuming poisonous food must succeed
has been rolled once, further rolls of 1 on the in a DC 1 S Constitution saving throw or become poi
table indicate a brown card is found instead. soned. The creature remains poisoned until the condi
2 1 d3 ampules of serum which will cure any dis tion is removed or they take a long rest. Non-poisonous
ease if injected if the ampule is still viable. There food provides nourishment as normal and the DM is
is a 70% chance each ampule still works, a 20% encouraged to use her imagination in describing what
chance it has become ineffective, and a 1 0% random meal the dispenser produces and how it tastes
chance it is now poisonous (user must make a DC to the eater.
1 6 Constitution saving throw, taking 55 [1Od1 OJ Development. If the PCs encounter vegepygmies while
poison damage on a failed save, or half as much in a kitchen area, the vegepygmies have advantage on all
damage on a successful one) . Check for each am attack rolls and gain a +2 bonus to damage due to their
pule of serum when used. ferocious reaction at seeing their food supply threatened.
3 One piece of jewelry worth 3d6 x 1 00 gp At least one will immediately return to their home area
4 Three pieces of jewelry worth 1 d4 x 1 ,000 gp (either area 22 or 32) and gather the whole tribe to do
each battle.
5 A jet black card
6 A violet or orange card (50/50 chance) AREA 8 - DINING ROOMS
Use the following description for the large dining rooms
AREA 7 - KITCHENS to the west:
Bare countertops with a number of large trenchers made from a Thzs chamber was clear/y once a feast hall of some kin� able to
curious horn-like material arepresent in this room. Along one wall meet the dining needs of dozens of eaters. Thefurnishings are now
is a bench with eight metal boxes resting atop it. Each box has a displace� overturne� and in shambles. Eating utensils and large
dark colored glass door in itsfront and a number of small square trenchers lie scattered on the floor. The gleam of white bones is vis
metalplates set beside it. A short black rylinder is visible atop each ible among the mess.
box as well. Along another wall is a fine metal mesh with a rivet
Use this description for the three smaller dining rooms to
below it. Next to this is a long narrow door. Near the entrance is
the eastern end of the level:
a dark glass plate withfour rivets below it.
Overturned tables and broken chairs are strewn about the room.
Everything which was possibly useful and not bolted
Bent and broken eating utensils, some of which are stabbed into
down has been removed from these areas. However, there
tables and walls, are scattered here and there. Old bones, some still
are still computer operated food dispensers as indicated
clad in rags, are mixed in with the other debris.
in each kitchen. The objects described above are-for
the DM's benefit-food dispensers (the metal boxes atop These mess halls served the crew and officers alike. The
the bench) with selector buttons (the small square metal two large ones to the west have mess tables and were
plates), and a temperature control knob (the black cylin cafeteria-like places. The three smaller ones to the east
der); a communications system call box (the metal mesh were for the higher-ups, and they contained tables and
with rivet, the call box's operating button); and the daily chairs. All five of these areas are now in ruins. The fur
menus screen (the glass plate with four buttons), which no nishings are jumbled, and there are quite a number of
longer works. The narrow door opens to a small compart skeletons and bones strewn about. They have nothing of
ment containing a number of shelves and is a refrigeration value within them.
unit. The large trenchers are plastic trays.
0 N Gi ITAL A.DVE ITTV � S RE i IT CAR.._Il ATE D • E�P E D ITI 0 ll T0 THE BARRI E R P EA.KS
or the pistol otherwise. Use the following attacks for the AREA 13 - RADIATION AREAS
android: A green glow seems to pulse from the contents ef this room as if
Multiattack: The android makes two metal bar at everything in it was under some eerie magical effect.
tacks. Each of these rooms is radiation-filled and contains con
Metal Bar: Melee Weapon A ttack: +5 to hit, reach 5 taminants which are hazardous to living creatures. Any
ft. , one target. Hit: 1 0 (2d6 + 3) bludgeoning damage. creature capable of being poisoned who enters these ar
Paralysis Pistol: The pistol fires a 60-foot cone and all eas may be subject to radiation sickness. These creatures
creatures in the cone must succeed on a DC 1 0 Consti must succeed on a DC 1 0 Constitution saving throw or
tution saving throw or be paralyzed for 1 minute. The become poisoned after (1 d4 + 1) X 1 0 minutes. After
1 hour, the creature loses 1 point of Strength and los
creature can repeat the saving throw at the end of its
es another point for each subsequent hour they retain
turns, ending the effect on a successful save. Creatures
the poisoned condition. If a creature is reduced to 0
who succeed on their Constitution saving throw when
Strength, they are dead. Anti-radiation serum removes
initially stmck by the paralysis pistol are slowed as per
the poisoned condition and lost Strength is regained with
the slow spell. They can attempt a DC 1 0 Wisdom sav
a long rest.
ing throw at the end of each of their turns, ending the
slowed effect on a successful save.
AREA 14 - DI SPLACER BEASTS
Aside from the paralysis pistol and metal bar, the android
A cylindrical chamber about 20 feet in diameter stands near the
has nothing of value. Its silvery clothing is merely nor
center ef this area. Its interior is accessible !:ry apair of open arch
mal if futuristic garments with no special properties.
waysfacing one another on opposite sides ef the chamber. Within
the cylinder, a pair ef wide bands bearing metal handles spaced
AREA 11 - MEETING ROOMS 8 feet apart run vertical/y down the other two walls. A large pile
A long table runs down the center ef this room. Bent metalpanels of rags, dried husks, and other debris lies to the southeast ef the
and twisted cordspulledfrom within are set into the tabletop. Over cylindrical chamber.
turned and damaged chairs lie on the stainedfloor next to a number
A pack of five displacer beasts den here. If there are
ef skeletons dressed in tattered, ancient rags.
more than 1 0 persons in sight, there is a 60% chance that
The bent metal panel and cords were once communica the displacer beasts will Bee unless they have been sur
tion devices set into the table, their wiring now pulled prised. Once engaged, they will fight to the death.
free. There is nothing of value in any of the rooms, and
Treasure. Amidst the litter of their nest area is a brown
anything loose has been taken away.
color card.
0 N Girrn. L ADVEilTV RJ: S RE i il CAR_Il ATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS
AREA 1 5 - MED 1 end of each of its turns, ending the effect on a success.
An attractive-looking humanfemale dressed in a strange garment Perform Surgery: Melee Weapon A ttack: +6 to hit,
occupies this room. Long, tall benches run along the perimeter of reach 5 ft. , one incapacitated humanoid restrained by
the chamber beneath several raised, open cubi?Jholes. A couple of the android. Hit: 55 ( l Od l O) piercing damage. If this
bed-like tables stand in rows down the center of the room. damage reduces the target to 0 hit points, the android
Show Handout # 1 0. This is an emergency treatment kills the target by surgically removing a vital organ.
room with a female android (see appendix B) . She will The room contains only the operating table and a diag
automatically treat any wounded human who enters, us nostic device that assists during surgical procedures. The
ing a wound healing canister (see appendix C) that has android carries five hypodermic syringes each containing
5 charges left. Each use heals 1 3 (2d1 2) hit points of an anesthetic. Any creature injected with the substance is
damage. affected as if struck by the android's Anesthetize attack.
If asked, the android nurse will give an injection which
will cure all diseases, neutralize poison, or counter radia AREA 17 - PHASE SPIDERS
tion poisoning. Note that requests must be in a language The sound of dripping water echoes through the air. A smallpool
understandable to the android, mainly Alien Common. has formed on the ground, Jed b leaking pipes somewhere in the
If attacked the android will not fight back nor summon web-covered ceiling above.
any aid. A small group of three dwarf phase spiders (see ap
The bed-like tables are simple treatment tables without pendix B) lives here, ambushing prey that comes to drink
additional properties. The open cubbyholes once held from the pool. Two of the dwarf phase spiders are newly
medical supplies, but where stripped during the plague hatched and have 1 0 hit points each. The third is an adult
of anything useful. with typical stats.
Treasure. Caught in the spiderwebs near the ceiling is
AREA 16 - MED 2 a j et black card. In the pool of water beneath are seven
A handsome human male dressed in a strange garment ispresent in small gem bearings, beryls worth 1 00 gp each.
this room. A table rests neari?J with a large and somewhat rylindri
cal oiject standing beside it. A number of metal rods ending with AREA 18 - SHIP C OMMANDER'S
curious and somewhat terrifying items protrudefrom the rylinder.
QUARTERS
Show Handout # 1 1 . This is the emergency operating A comfortable-looking common area is found here, filled with
room, and a malfunctioning android (see appendix B) couches, stteffed chairs, small tables, and colorful decorations on the
is on hand to "greet" anyone entering. It approaches a walls. Four skeletons dressed in rags lieprone on thefloor, seemingfy
random PC and attempts to perform surgery on them. left where thryjell. The room appears in disarrqy as if abandoned
The android attempts to grapple, anesthetize, and oper with great haste.
ate upon whomever is grabbed first. It has the following This room is part of a five-room suite that served as the
attacks which replace an android's normal offensive ac apartment for the commander and his family. Everything
tions and increase its challenge rating to 5 (1 ,800 XP): therein is disordered from the frantic plague days, but
Restraining Hold: Melee Weapon A ttack: +6 to hit, nothing has been looted. This room is the living room
reach 5 ft., one target. Hit: The target is grappled and reception area, with couches, arm chairs, small ta
(escape DC 1 3) and is restrained if it's a Medium or bles, paintings, etc., none of which have any value.
smaller creature. If the target is restrained, the android
can make its Anesthetize attack as a bonus action. The
android can only grapple and restrain one creature at a
time.
Anesthetize: The target must succeed on a DC 1 5 Con
stitution saving throw or be knocked unconscious for
1 minute. The target can repeat the saving throw at the
0 N Gi II AL ADVE IITV RJ: S RE i II CA R._II ATED • E�PE D ITl 0 II T0 THE BARRI E R P EAKS
posed humans, but they are now able to bud and propa This is the location of the vegepygmy chief and its
gate. Weapons are fashioned from material aboard the five vegepygmy elite guards (see appendix B for both) .
vessel and are crude but effective. The chief conducts its court from the high pile of rags
The number of vegepygmies living in each room is de protected by its guards. The banquet table holds their
pendent on the size of the chamber. Use the following meals-harvested fungi from area 2 1 and unheated dis
key to determine how many enemies are present in each pensed foodstuffs from the nearest kitchen's food dis
room in area 22. (See appendix B for stats on all these penser-displayed on looted plastic plates.
creatures.) Development. If a battle occurs within SO feet of the
chief's lair, there is a 20% chance per 1 0 feet of proxim
Area Encounter
ity (SO feet = 20%, 40 feet = 40%, 30 feet = 60%, 20 feet
22A 1 0 vegepygmies and 6 vegepygmy elite
= 80%, and 1 0 feet = 1 00%) that the leader will bring out
22B 8 vegepygmies and 4 vegepygmy elite one of the weapons it has hoarded (but fears to use) . Roll
22C 10 vegepygmies and 8 vegepygmy elite on the following table to determine what those weapons
22D 1 4 vegepygmies and 1 0 vegepygmy elite (see appendix C for details) are:
Development. The vegepygmies act in concert, and D6 Vegepygmy Chief's Weapon
if fighting occurs, a call will always go out for their fel 1 -2 Two sleep gas grenades
lows to join the battle if the combatants survive the ini
3 Explosive grenade
tial round of combat. Vegepygmies from the next clos
4-S Laser pistol with 4 charges remaining.*
est room arrive 1 d4 rounds after the call has gone out.
6 Blaster rifle with 2 charges remaining.*
Those from the next closest area arrive 1 d4 rounds after
the first reinforcements and so on, until potentially the *On an attack roll of a natural 1 or 2 by the vegepygmy
entire tribe is engaged. It is very easy for a party to be chief when using this weapon, the weapon malfunctions
overwhelmed by numbers and a wise group will retreat if and becomes totally useless.
facing off against all the occupants of this area. Treasure. The vegepygmy chief has orange and vio
Treasure. Each vegepygmy elite has a jet black card. The let color cards. If the vegepygmy chief didn't bring out
normal vegepygmies have nothing of value. one of its weapons during a fight, a successful DC 1 4
Wisdom (Perception) check notices that the grille to an
air vent in this room appears loose. The weapon(s) are
located inside the vent (determine weapon randomly as
above) .
0 .Rj Gi ilAL ADVE ilTV�S RE i n CA R._Il ATE D • EXPE D ITI 0 n T0 THE BARR I E R P EAKS
AREA 25A - S ECURITY CELLS AREA 25B - SEC URITY CHIEF ' S
Six 1 Ojoot-ry- 1 Ojoot rooms line a central corridor, three to a OFFICE
side. The rooms all lack doors and are open facing the com'dor. A
The room to the south of the HQ can be entered only
number of small studs line both thefloor and ceiling of the entrance
by a red color card. If the door is opened, show Handout
to each room and a smallpost with a slot seen elsewhere on doors
# 1 2. The party sees the following:
stands in the center of each open entrance.
A skeletalfigure dressed in outlandish clothing sits slumped in a
Each cell has a computer-controlled feeding device in
chair behind a curved table. A chair resembling the end of a ladle
it that turns out drinkable liquids but indigestible food.
faces the skeleton and the strange box-like oiject beside it. Glass-
The cells have walls on three sides while across the front
faced boxes containing flickering snou; or mist hang above the table
there is a row of short projecting studs on both the top
and a closed metal wardrobe rests nearry.
and the bottom of the entrance. In the center of this
"wall" is a small post with a card lock similar to those It is the office of the former chief security officer. His
found on other doors. Below this is a button and a dial uniformed skeleton still sits behind the desk, but it has
that control the force screen. When a cell is in use, the nothing-no card or weapon. Built into the desk is a
force screen will be turned on and an invisible wall will monitoring console (use Handout # 1 3 to illustrate the
radiate in the area between the studs. The cell locks (lo console) with an off/ on switch, a 56-position slider
cated in the post) operate by inserting a red, gray, or or (keyed to each former level of the ship-positions 1 1 -
ange color card. 1 6 now show Levels I-VI of this module, and 1 7 shows
Level VII if the DM is using that level), and three dials
The force screen is identical to a wall of force but with an
(1 00s, 1 0s, l s) which show specific rooms on each level
unlimited duration. Only shutting off the force screen
(and naturally the room key is long since gone) . Close-up
with the appropriate color card, a disintegrate spell, or
lenses are malfunctioning, so only wide-angle views of
causing the control post to malfunction will bring the
rooms (or the four corners of areas larger than 50 feet
screen down once it has been activated.
square) are available. Dark areas have infrared lens view
Inflicting cold damage to the force screen control post ing, but only one in six of these lenses still function.
has a 1 0% chance of causing a lock to malfunction. Fire
The room also has the personal locker of the chief. This
balls and magic missiles have a 50% chance of breaking the
is locked and can be opened in the same fashion as the
lock, and dealing lightning damage has a 1 0% chance per
metal chest in Police HQ (area 25) .
die of damage of destroying the post's functioning.
Development. If the party manages to figure out how
DM Note: The northeastern cell (marked with an "X"
to operate the monitoring console, they can bring up im
on the map) may be sealed and contain other objects of
ages from random locations throughout the ship. Many
interest if the DM so chooses. See Level I, area 25A in
of these will be images of bare corridors, empty rooms,
chapter 6 for more information on what might lie within
or other innocuous locales. Each round the console is
this holding cell if the player characters explore this area.
operated, the operator rolls 1 d20. On a roll of 13 or bet
Development. Any creatures apprehended by the police ter, the monitor brings up a helpful image of the DM's
robots on the ship are brought to this place for incarcera choosing; he should either pick a handout from those
tion. The robots place as few prisoners in each cell as provided or give a brief description of one of the keyed
possible, and leave them there for detention and ques areas of the spaceship. Illustrations or descriptions of
tioning by a "proper authority." Of course, there are no areas likely to entice the party to further investigation are
"proper authorities" anymore, and prisoners will starve suggested. There is a cumulative 1 % chance per round it
to death unless they escape or are rescued. is used that the monitoring console totally malfunctions.
The robots will not take away any gear from prisoners Treasure. In the locker are:
unless the item was used to attack one of their number or •
The rags of a full dress uniform upon which are sev
is a weapon they are familiar with (pistols, etc.) .
eral gem-encrusted medals (three pieces of jewelry
worth 1 d4 x 1 ,000 gp each) .
•
A blaster pistol on full charge (see appendix C) .
0 N Gi IIAL ADVEIITV R,J: S RE i II CA R.._II ATED • E�P E D ITl 0 Il T0 THE BARRI E R PEAKS
Show Handout # 1 5 . If the party moves closer to the D12 Event
"altar" and inspects it further, show Handout # 1 6 and
1 Minor fire: A portion of the computer con
read the following:
sole sparks and catches fire. An automatic sys
In the center of the altar are six fist-sized circular windows, three tem immediately sprays a chemical extinguisher
coin-sized holes below them, and a single metal box under these. upon it and puts it out, a green light blinks, and
To the left of these weird adornments are 10 small blocks set in a worker robot (see appendix B) will come in
grooves, and to the nght are two rows of rivets. The wings of the 1 d3 x 1 0 minutes to repair the damage. (This
altar are decorated JJJith panels of smallglass squares set in rows. result also has ramifications on Level VII if the
DM is incorporating that new level into the
This is one of the terminals and is now only in touch
dungeon. See Level VII, area 1 9 in chapter 6
with a smaller auxiliary computer. The circular windows
for further information.)
are dials, the holes beneath them view screen controls,
and the metal box under them is the view screen master 2 Ship lights brighten/ dim: Any illuminated
switch. The small blocks in the grooves are sliders and section of the ship becomes dim illumination,
the rivets are buttons. The small glass squares are the key while dark and dim areas become brightly lit. If
console. The entire glass wall of the chamber is a viewing the sleep (dark) period is in progress, the lights
screen and will show a picture when the master switch is will dim again automatically in 1 0 minutes.
thrown. 3 View screen malfunction: The view screen
goes blank if in operation or will not activate
The large master switch will turn on the visual display
if currently off. Green and amber lights blink
screen above the control panel, while a mechanical voice
on the console, indicating repair and police ro
will begin to relate what is being shown and report on
bots are on their way. The screen is out until
the state of the ship in that area-all in Alien Common,
repaired. Both a worker robot and a police
of course. The recessed controls are three buttons: OFF,
robot (see appendix B for both) are due in 1 d3
HOLD, CLOSE-UP. Pressing them will either shut off
minutes.
the view screen, freeze the current image on the screen,
4 Cargo displacement/unloading ordered:
or amplify the image for a closer look.
Worker robots in the cargo bay (Level VI, area
Pictures flash on and off in 1 -round increments, provid 1 6) discharge their cargo (the bulette in stasis)
ing a fl e eting vision of various parts of the ship. Twenty while the screen displays this activity. (The DM
images are seen before the screen cycles back, taking 2 should show Handout #52 at this time) . Note
minutes to complete its circuit. The DM can choose what that the bulette will not be present in the area
areas of the ship are briefly glimpsed on the screen, using if later explored, but could be encountered by
the included illustrations or physical descriptions most the party after leaving the spaceship.
likely to entice the players to further explore the ship and, 5 Anti-gravity in control room: Treat as reverse
if feeling kindly, hint at what dangers might await them . . . gravity for 1 round, then gravity returns (a 1 0-
There is also a 1 20-key console for input along with eight foot fall for most characters), and the comput
switches, 1 0 sliders, six dials, and 1 0 buttons. If any of er acts as noted in # 1 above. A successful DC
the buttons, levers, etc. are depressed, moved, or what 1 5 Dexterity saving throw allows a creature to
ever, the russet mold culture at Lab B (area 3 1 B) will be catch hold of the console and avoid drifting to
fed, and one of the following will result (roll a d12) : the ceiling and avoiding the fall on the subse
quent round.
6 Close and lock all doors: All doors on the
ship seal and pink and amber lights flash on the
console. This is a security alert measure which
will bring four police robots (see appendix B)
to the computer central room in 1 minute un
less #7 or # 1 0 occurs.
0 N Gi ilAL ADVE ilTV RJO S RE i il CAR__Il ATE D • EXP E D ITl0ll T0 THE BARRI E R PEAKS
check. There are only three other (unremarkable) skeletal appendix B) still at work, vainly attempting to find a se
remains in the whole place. rum to cure the plague which wiped out the ship's human
Six of the microfilm viewers are still operational and will population a century or so ago. Unknown to the robot,
show something if the switch is thrown and the char the virus which was the cause of it all died out itself
acter looks into the viewing section. For 1 0 minutes, a when the last of the human hosts died.
viewer will show either totally unintelligible writing and Development. If the party displays a yellow card (or
diagrams (alien and technical), views of stars, planets, one of higher order) they can help themselves to any
and other similar things, or pictures of alien life-forms thing in the place. If no proper color card is shown, the
(none of which are useful as they are not included in the party interferes with the robot's work, or they attack the
kinds taken aboard) . robot or are destructive, the worker will broadcast a high
frequency top-security-priority alarm which will bring
After this time, there is a 1 in 6 chance that the viewer
1 d3 police robots (see appendix B) in 1 minute.
will begin showing schematics of Levels I, III, and V.
All of the viewers operate at a fast rate, so when these Treasure. On a countertop are two ampules of poison
appear describe the scene as a circular form with many antidote, three that cure any disease, and a wound healing
lines, marks, and colors upon it. Allow the players to ask canister (3 charges left; see appendix C) .
up to six questions about what they see, giving them up
to 1 minute of real time to examine or inquire about the AREA 3 1 B - LAB B
displayed level. After showing each level there is a 1 in 6 This room was a special hydroponic culture lab. All of
chance of the viewer breaking, and after showing Level the old cultures are dead, but spores of russet mold (see
V it will positively break. Only one of the viewers will sidebar) still linger in the place. The current state of the
show the levels; attempts to view them with other mi room when the party discovers it depends on the PCs'
crofilm viewers after the first breaks fail to bring up the
schematics of the ship.
AREA 3 1 A - LAB A
A cylindrical metal creature with articulated arms and thin gleam
ing tentacles is busy examining the cu1ious glass bottles and large
coin-like glassplates on a table infront of it. Other high bench-like
tables are arranged about the room, each holding other glass accou
trements and shining metal tools of an ineffable nature.
This room contains a lab technician worker robot (see
0 N Gi IIAL ADVE IITV R}: S RE i II CAR_II ATE D • EXP E D ITI 0 ll T0 THE BARRI E R P EAKS
LEVE L I I : S E RVI CE D E C K 5, AREA 2 - THE CAPTAIN ' S B ODY
A skeletal bocjy dressed in rags with curious burned holes in them
0 R �TWE E n D E CKS
lies prostrate on the floor here. The skeleton 's arm is still thrust
Show Handout # 1 7 whenever the party enters this or the through a strange bracer with two longprotrusions.
other 'tween decks area (Level V) .
These are the jumbled bones of the captain, with his la
ser pistol with 4 charges left on the power disc (see ap
E n c 0 u nTE R AREAS pendix C) . The dotted line points towards his gray card.
A creature succeeding on a DC 1 6 Wisdom (Perception)
AREA l - INTELLE C T DEVO URER check notices the drab-colored card on the equally drab
There is a 60% chance that this level's bizarre alien oc deck floor.
cupant is present in the 'tween decks when the party first
enters the level. If the intellect devourer isn't present, it AREA 3 - WHEELY SLED
is currently in the cargo hold on Level III (see area 1 1 An intriguing looking convryance is parked here, resting atop four
on that level), but may soon return. Read the following black wheels large!J obscured f:y metal sheaths. It is the size of a
when the party reaches this area and the intellect devour small cart but lacks any sort of yoke or handle.
er is present. Otherwise, ignore the description until they
Show Handout # 1 8. There are three such devices on
are being stalked . . .
the level. Each wheely sled is a 6-foot-long, 3-foot-wide,
A sinisterfeeling overcomesyou as if something close f:y is watching 1 -foot-high maintenance vehicle. These devices are pro
you with malicious intent. pelled by a battery-operated engine which is recharged
The intellect devourer is trapped 'tween decks, for even at various plug-in terminals on the level. A wheely sled
its great intelligence does not understand the concept of has enough power to operate for 2 hours before needing
doors operated by color cards. It came to be in this situa recharging.
tion as follows: In its early stages, the plague caused insan A wheely sled is capable of speeds between 1 0 and 1 50
ity in the infected person, and in this state the commander feet per round, depending on lever setting. The controls
of the vessel entered a cargo hold. In his madness, the are the speed lever, an on/ off switch, and a flush steering
captain tripped off a stasis field which held a particularly wheel with lift and lock hand grasp. A wheely sled has a
evil form of alien fauna: the intellect devourer. capacity of 1 ton.
Freed from its cage, the creah1re preyed upon the de If unguided by the steering yoke, the sled heads in a ran
mented commander and assumed his form. Some crew dom direction. Roll 1 d8 to determine its direction of
men, still unaffected by the sickness, realized that there travel (1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = S\'v,
was something terribly wrong and organized a hunt for 7 = W, 8 = NW) . The platform is semi-flexible, and the
the thing which possessed their captain's body. One of device can turn 45 degrees in 6 feet as all of its wheels
the hunters soon became the hunted, and the chase even turn on the new course, but high-speed turns are likely
tually led to the 'tween decks. The crewman blasted the to cause passengers to fly off. Anyone on a wheely sled
flesh of the captain's body away, but the 'devourer eluded traveling more than 50 feet per round must make a DC
destruction and killed the crewman in return. It was dur 8 Strength check to remain on the sled if not somehow
ing this combat that the hole was blasted in the deck, giv strapped in. The DC increases by 1 for each additional 1 0
ing access to the cargo hold beneath (see area 6) . feet o f speed beyond 5 0 the sled i s traveling. A sudden
Development. The intellect devourer will pick up the impact by the sled causes 1 point of bludgeoning damage
thoughts of any person on Level II 1 0 minutes after their per 1 0 feet of speed the vehicle was traveling at the time
entry, unless it is in the cargo hold on Level III. In the of collision. A successful Constitution saving throw vs.
latter event it will emerge in 1 hour and then sense the a DC of 5 + 1 for each 1 0 feet of speed at the time of
party's thoughts. Once thoughts are discovered, the crea impact reduces the damage by half.
ture will stalk its prey. The intellect devourer will also be
drawn to any explosion occurring on this level, arriving 1
minute after it occurs.
0 R,j Gi ITA L ADVE ilTVRlS S RE i IT CA R._Il ATE D • EXPED ITI 0 n T0 THE BARRI E R P EAKS
AREA 4 - RE CHARGING REPAIR Also, if an explosion occurs, there is a 5% chance that
another generator/transformer within 40 feet will react
ROBOT
in a secondary 1 0-foot-diameter blast, inflicting 1 2 (5d4)
A bulky metalfigure with a duck-like head stands motionless in fire damage to anyone in that area and stunning them
this area. A rylinder connects the metal being with a boxy protru for 1 minute. As above, stunned creatures that succeed
sion on one wall. Flickering lights are visible within the rylindrical on a DC 1 2 Constitution saving throw end their stunned
connection as if lightning was contained within. There is a hum in condition at the end of their turn.
the air and the smell of a storm is discernable among the tinges of
mildew and rot. There will be a series of snappings, cracklings, poppings,
and hummings after any explosion. Lights here and there
Show Handout # 1 9 . This repair robot (see appendix B) will flicker on and off. After 1 minute a worker robot
is recharging its batteries at a power terminal. It turns to (see appendix B) will appear to repair the damaged ma
look at the party if it becomes aware of the PCs' pres chinery. If it sees the party and is not shown a brown,
ence. If the party has brown cards it will ignore them. violet, or gray card, it will summon 1 d3 police robots
Development. If the party has a violet or gray color (see appendix B) which will appear in 1 0 minutes.
card, and can communicate with it, the robot will obey
and follow, but it will run out of power in 1 hour as its AREA 6 - CARGO HOLD BREACH
power accumulators are deficient. If the party has no A jagged hole some 1 5 feet long and 5 feet wide at its middle has
brown, violet, or gray cards or if not shown any card, been blasted into the floor here. All is dark and silent bryond the
the robot will alert police robots to investigate, even if breach, givingyou no clue as to what might awaityou below.
it is shown orange or red cards. Two police robots (see
appendix B) arrive on this level 1 0 minutes after being This hole was created during the captain's hunt for the
alerted and begin searching for the party. If found, the intellect devourer and leads to area 1 1 on Level III below.
police robots attempt to apprehend them, bringing them A DC 1 0 Intelligence (Investigation) check determines
to Police HQ (Level I, area 25) for containment. See the that the hole was created on this side by a powerful re
description of that area for the consequences of capture. lease of energy.
0 .Rj Gi ITAL A-DVE ITTV � S R E i IT C A R_Il ATE D • E�P E D ITl 0 Il T0 THE BARRI E R PEA-KS
LEVE L I I I : U PP E R WALKWAY AREA 2 - LIFTS
A seam is visible in the floor here, outlining a 20foot-ry-20foot
AllD L 0 U llGE AREA
area. A green rectangle roughjy the size of a humanfoot is set into
When the party steps onto the walkway, display Handout the floorjust outside the outlined space.
#20.
The lifts within the cargo holds are anti-gravity floor el
evators for cargo transfer between these holds and those
WAll D E Ri n G DI © n STE RS below. There is a 20% chance each lift is at the current
Each hour the party is exploring this level of the space level when the PCs approach. When a lift is not present
ship, roll a d20. On a roll of 1 , an encounter occurs. Then at a particular level, a retractable metal hatch seals the lift
roll 1 d1 2 and consult the table below: shaft, preventing accidents. Stepping on the green rec
tangle opens the hatch and summons the lift to that level.
D12 Encounter
When present, the lift platform is a 20-foot-square metal
1 1 police robot (Handout #5; see appendix B) plate with three colored rectangles, each about the size
2-5 2d6 + 12 vegepygmies (Handout #7; see ap of a human's foot, set into its surface. The rectangles are
pendix B) yellow, silver, and blue in color.
6 1 trapper (see appendix B)
Each lift is operated by strongly depressing the colored
7 1 worker robot (Handout #6; see appendix floor panels on the lift floor-the yellow plate for down,
B) the silvery one for up, and the blue plate for emergency
8-9 1 d8 + 8 vegepygmies with 2d4 thornies stop. Although the lifts are functioning well, the emer
(Handout #4; see appendix B for both) gency stop will cause a malfunction 50% of the time,
1 0-1 1 1 d4 grells stalling the elevator for 1 d4 x 1 0 minutes. There is a 20%
12 1 green slime (see Dungeon Master's Guide chance every 1 0 minutes that a worker robot (see ap
p. 1 05) pendix B) will show up to repair the trouble. Unless a
violet card is displayed to the worker robot, it will call
E n c0 u nT E R AREAS for 1 d3 police robots (see appendix B) who arrive after
1 minute.
AREA 1 - CARGO HOLDS DM Note: The lifts allow access to levels III, IV, V, and
A large space crammed with giant boxes and rylinders, each marked VI if the DM is using only the original material provided
with indecipherable glyphs, is discovered here. These containers are in the adventure. If the DM intends to include Level VII
stacked near to the ceiling in places and are arranged with a sense as provided in chapter 6, the lifts connect to that level as
of order. Aisles pass through the stackedpiles, leading deeper into well.
the chamber. Some of the containers appear damaged and there
are heaps of moldering organic and rusting metallic debris spilled AREA 3 - LOUNGE S
from them. A large open common area is situated here. Tables and chairs, com
These areas are still filled with huge crates and contain fortable looking seats and couches, as well as coloiful boxes bearing
ers which hold building materials, fertilizers, and similar vari011s knobs andprotmsions are placed about the space. Almost
colonization materials. There will be some destruction of all appear to be intact and in good condition.
goods noted, as well as human bones here and there These rooms are still in a relatively good state of repair.
the remains of the plague when crewmen went insane. There are tables and chairs, loungers, couches, amuse
The party will find nothing of value in any cargo hold ment devices, and so forth. There are some bones, but
not specially noted. there are no skeletons.
-l-��-+--1-+-+-+-4-l-+-t-1--t-+-1H- ao•1 TO
FLOOR-1--1--1--+-+-+-l--l-t-+-t-+-t-t--;-r-
D .I
LIFT
ft
U N LIT AREA�
4*.i
0 .Rj G i ilA L ADVE ilTVR...E S RE i IT CAR...Il ATED • E�P E D ITI 0 ll T0 THE BARRI E R P EAKS
and begun to infiltrate Level III. They lash out at any Like the strangle vines (see area 7), the vampire thorn
creature approaching within 5 feet of their central vine, vines are attracted to the strongest light source, and a PC
attacking with their smaller tendrils everything within carrying any means of illumination will be targeted first,
reach. suffering the first attack by the vines should they come
into range of the plant's blood-draining tendrils.
LEVE L IV: B 0TAll I CAL Streamlets and Pools. The solid lines are small streams
of running water. They vary in depth from 1 to 2 feet or
GARD E ns , R0 0 KE RY, An D so and are about as wide as they are deep. The shaded cir
Dr E llAGE R I E cles are pools, about 1 2 feet across, shelved from 2-foot
depth at the edge to about 1 0 feet (despite some silting)
Immediately upon setting foot on this deck it will be ap
in the center. Life abounds in and near them-insects,
parent to the party that it is teeming with life. A num
colorful fish, amphibians, and so forth.
ber of calls, whistles, screams, and similar sounds can
be heard. This noise does not reach the upper walkway Swamp. This section as indicated on the level map is an
due to a sonic screen. Those areas not covered with foli area of the garden where underground piping leaks bad
age will be spread with dead leaves and vegetable matter, ly. Combined with the rise of the central lake, a boggy
bones, rubbish, husks, and so forth, and earth is slowly area has occurred, with water from 1 to 3 feet or so deep
spilling onto heretofore bare metal decks. Small crea between hummocks of vegetation.
tures-animals, birds, insects, reptiles-can be seen dart Lake. This body o f water was formerly a large, natural
ing here and there. aquarium for the enjoyment of upper echelon personnel.
When the party enters the level display either Handout Various water creatures of a harmless sort, or marine life
#26 or #27 as applicable. confined to water and not overly dangerous, could be
viewed from above and below in the under-islet viewing
GE IT E AA L F E ATV � S chamber (see Islet, below) . It still has numbers of fish
breaking its surface now and then, as well as reptilian
The artificially constructed habitat o f Level IV presents and amphibian sorts of creatures along its verge. (See the
new features not previously encountered on the space Cross Section of the Ship map for lake depths.)
ship. These aspects of the level are described here.
Bridge. The span providing access to the islet is depict
Tiers. The whole botanical garden area is designed to
ed in Handout #27 and #28, if the latter is applicable . . .
give the impression of naturalness and space. There are
This is the only normal approach. (See area 1 8 below for
tiers rising along the boundary of the place, each being
details of what will potentially be attracted if any person
about S feet higher than the next. Likewise, a tier de
peers over the edge of the bridge.)
scends towards the central lake, and then the islet in the
center of that body is tiered in 1 0-foot heights. These Islet. This centerpiece originally was the setting for the
walls are made to appear as natural stone and are gener loveliest of exotic flora and its attendant fauna. There
ally obscured by vegetation. is no path on the small land space, but the way leads
directly to a pair of doors which open at a touch of the
Small Animal Burrows. There are artificial burrows
key plate.
carefully built into the outer layers of tiers. Keepers
could easily take care of these burrows by means of the Under-Islet Marine Observatory. This facility is illus
work spaces underneath the rising tiers. These burrows trated in cross section and by Handout #29. The stairway
are illustrated as a "c" shape representing the entry and spirals down to SO-, 70-, and 1 00-foot-depth observation
an "o" or oval representing the den area. They are large floors. If the ship's lights are on, the viewers will see vari
enough to permit the entry of a gnome or halfling. ous forms of large and small fish, and, if they succeed in
Walkways. The flagged walkways are shown by dot a DC 1 8 Wisdom (Perception) check, they get a fleeting
ted lines. The circular areas are resting places with stone glimpse of the "frog-thing" (see area 1 8) . Also, glints of
benches. Vegetation is so thick as to make it impossible gems will be seen from the lake bed! If they use lights
to tell what direction a pathway goes. The "S" marks on in the observatory they absolutely will not only see the
the circular areas of flagstone are concealed entrances to froghemoth, but it will begin smashing at the plastiglass
0 .Ri Gi IIAL ADVE IITV RJ; S RE i II CAR__II A TE D • E�P E D ITl 0 II T0 THE BARRI E R P EAKS
observation windows to get at the tender morsels within. age sprouts at the top and thesefronds droop a short distance down,
The chance to break through is 5% per round. Attempts providing shade and shelter to the fine mossy mat at the plant's
will cease as soon as the light is extinguished or the party base. Mixed among thesefronds are cup-shapedpurple flowers with
is out of the monster's sight. silvery stamens. The flowerspoint upwards towards the lights in the
A small closet on the lowest level of the marine observa ceiling. The air here is sweet-smelling, almost refreshing to the nose.
tory can be opened with a violet card. Inside are six sets This is a purple blossom plant (see appendix B; use
of underwater swimming gear (use Handout #30 and see Handout #31 ), a highly dangerous form of vegetation.
appendix C) . From the six sets there, 1 d3 + 1 workable The plant senses the vibrations of any creature passing
sets can be garnered, but there is a 1 0% chance per set beneath the cupped lavender blooms, causing them to
that lack of technical knowledge will cause the gear to gently tilt and drip a syrupy poison from the flower. The
malfunction when the wearer enters the water. toxic sap can kill, and the target's decomposing body
feeds the roots of the plant (the mossy mat at the bot
The rear wall of this closet has another small door keyed
tom of the purple blossom plant) .
to a violet card, and this opens to a smaller chamber-an
air lock. If there are persons within the 4-foot-by-8-foot
room when the door is closed, it will first fill with water, AREA B - DEADLY TRI-FLOWER
and then an outer hatch will open. The noise of this is PLANT
75% likely to attract the froghemoth (see area 1 8).
A tremendous plant with deep green stalks growing up to 8feet in
height blooms here. Each of this plant's three stalks is topped ry
WAll D E Ri ll G Jh 0 llSTERS trumpet-shaped flowers of vivid orange, brightyellow, and intense
Each hour the party is exploring this level of the space red
ship, roll 1 d4. On a roll of 1 , an encounter occurs. Then The plant is a tri-flower frond (see appendix B; use
roll 1 d1 2 and consult the table below: Handout #32) . Any creature moving within range of the
D12 Encounter plant's senses is a potential victim to the tri-flower frond's
flowers.
1 1 four-winged bird
2 1 three-legged monkeyoid Other color combinations of the plant's flowers are
3 1 rabbitoid (Handout #42) white, pale silvery-gray, and pink, or golden brown, choc
4 1 white, multi-legged grub olate brown, and russet. The DM should utilize variant
color schemes in her descriptions of the plant should the
5 1 ratoid
party encounter multiple tri-flower fronds on this level to
6 1 six-eyed toad
keep them guessing.
7 1 four-winged bird
8 1 squirreloid
AREA C - DEADLY SNAPPER-SAW
9 1 tree lizardoid
10 1 rabbitoid (Handout #42)
PLANT
11 1 foot-long grasshopperoid A bush with broad ribbed leaves radiating out more than 5 feet
12 1 rabbitoid (Handout #42) from its centergrows here. Plump and delicious smelling white ber
ries abound at the bush 's center, succulent and ripe.
DM Note: All encounters are with HARMLESS crea
This is a snapper-saw (see appendix B; use Handout
tures unless keyed in the description below.
#33). Hidden in the bushy center are a half-dozen tough
stalk-like leaves with sharp edges and jagged thorny pro
E n ce u nT E R AREAS
jections which remind the viewer of a saw. Any creature
stepping within the reach of the plant's leaves will find
AREA A - DEADLY PURPLE that these growths will snap shut, holding it fast, and the
BLOSS OM PLANT saw-like stalks then flail the victim to shed its juices and
A ta}� thick-stalkedplantgrows to a height of near!J 15feet here. shred its flesh to feed the plant.
Its trunk is branchless and covered with scaled bark. Fern-likeJoli- The snapper-saw's berries can be transparent golden
0 N Gi IIAL A.DV E IITV RJ: S RE i II CA R._II ATED • E�PE D ITI 0 ll T0 THE BARRIER PEA.KS
fully attacked by the boring grass, becoming paralyzed information if the PCs attempt to bypass it or bring it
on a failed saving throw, or suffering a 50% reduction in down.
movement speed on a successful one. A paralyzed crea
Treasure. The lizardoids' nest contains three unhatched
ture can attempt another Constitution saving throw at
eggs, numerous bones, husks, a broken laser rifle, and a
the end of each of its turns, ending the paralysis on a
pile of dead leaves with a human skeleton beneath. The
successful save. The creature can then move, but at a re
skeleton has a pouch containing a violet card, an aerosol
duced speed as described above.
defoliant can with 4 sprays remaining (each spray inflicts
A creature with magical protection, such as wearing a ring 2d4 necrotic damage to a large plant or destroys a 2-foot
ef protection or under the effects of a mage armor or armor by-2-foot area of ground cover vegetation), and a laser
ef Agatf?ys spell, is immune to attacks for 1 round. The drill which has 6 charges on the power disc (see appendix
reduced speed remains in effect until the creature takes a C). Lastly, the end of a gold medallion (200 gp) will be
long rest or a lesser restoration spell is cast upon them. spotted sticking out from a pile of lizardoid droppings.
The grass can be killed by burning it with oil poured
upon it, defoliants, or a blaster, incendiary grenade, or AREA 4 - DAN GEROUS ANIMALS
fragmentation grenade. Lasers have too small an area of S E C TION
effect to be sufficient to damage this vegetation seriously. This section has three enclosures marked ef.f ry lines ef steelposts
Any of these effective methods destroys the boring grass resemblingjenceposts without railings. Bryond theposts are shallow
and makes the meadow safe to travel across. but wide caves that might have once served as shelters for animal
life. Although once probabfy well-maintained, this entire section is
AREA 3 - DEADLY REPTILES now overgrown and neglected.
S E CTION This area was similar to area 3 above, with various fero
This area appears to have once been a menagen·e of sorts, but it cious beasts being taken out of stasis for a time and put
is now neglected and being reclaimed ry nature. Seven sections of on display behind the force screens of the cages. The
this space are surrounded ry tall metal rods, like fence posts lack area is a menagerie no longer, but rather the home terri
ing railings. In the northernmost section, the air seems to shimmer tory of a brute with a temperament which would make a
slightfy around the metal rods, like heat haze on a hot summer dqy. wolverine seem as a lap dog in comparison: an aurum
Bryond theposts in each section,you can see shallow, open caves that vorax (see appendix B; use Handout #39).
might have once served as shelters. Boulders are visible about this
This golden carnivore appears to be a badger-like crea
area and small creatures move in the knee-high grass . . .
ture, about 1 1/z feet high and 3 feet long, with four legs
This former viewing section once provided amusement on each side. It is the fiercest predator in the area, having
for passengers, but when the plague struck, most of the kille d its competitors some time back. It is a high-density,
force screens were shut off in the mania which attended very massive creature and weighs over 500 pounds de
the disease, and general carnage followed. Only the force spite its small size-thus its high armor class.
screen of the (darkened) first cage in the northern part
The aurumvorax is lurking in its den. Due to the over
still remains up, and inside its enclosure can be seen the
grown nature of the enclosure, the creature has advan
remains of the pair of horrible monsters which were
tage on any Dexterity (Stealth) checks to surprise its prey.
penned therein. There are numerous small life-forms
It will scuttle from hiding to attack, using its Pounce trait
around, but the predominant creatures dwell amidst
to try and knock down a likely-looking meal or the most
some boulders and screening vegetation at area 3 proper.
formidable challenger to its territory.
These creatures are two lizardoids (see appendix B; use
Handout #38) . They use their natural camouflage to AREA 5 - D EADLY PLANT S S E C TION
blend into the overgrown vegetation in their enclosure A stone pathwqy winds its wqy through this overgrown garden,
then pounce on prey. now nearfy ajungle with neglect. Curiousplants with coloiful blos
The remaining force screen around the northern enclo soms, soaring trees, and vibrant underbrush sprout in dense clusters
sure is identical to the one in the Security Cells (see area on either side of the path. The sound ef small creatures scuttling
25A, Level I) . Consult that area's description for more through the plant life is everywhere.
Developments. The baboonoids have a limited vocabu DM Note: If the level is currently in its daylight cycle,
lary language and if a creature succeeds on a DC 1 6 Intel add the following:
ligence check, it is possible to parley with them. The tribe The fishes ' scales flash and sparkle in the bright dqy!ight, showing
lives in fear of the shambling mounds that lurk adjacent them to be rainbow-hued in coloration.
to their territory (see area 1 1) and greatly desire that they
These fish are about the same size as those described
be driven off or killed. If the party kills the shambling
in area 8, but they sparkle and flash only when there is
mounds, the baboonoids will send two of their number
bright light, and they are more variegated in color. Each
to serve as scouts for the party as long as it remains on
of the 32 fish in the pool has developed into a voracious,
the level. Of course, some means of communication
piranha-like predator. Treat the fish as a swarm of quip-
must be established, and the baboonoids will desire all
0 N Gi IIAL A-DVE IITV RJ; S RE i II CARJI ATED • EXP E D ITI 0 n T0 T H E BARR I E R P EAKS
pers should any creature enter the pool. AREA l l A - SHAMBLING MOUND
Unlike their relatives in area 8, the scales of these brilliant HOARD
fish are merely colorful, not valuable, and are worthless. A pile ef rotted plant matter and mud has been heaped here,
resembling the nest ef some swamp-dwelling reptile. It stands 3 feet
AREA 11 - SHAMBLING M OUNDS high and 5feet in diamete1: Wisps ef steam are visible risingfrom
There is a rank odor ef rotting vegetation here, even more pro the rotting material.
nounced than elsewhere in the swamp. The shambling mounds have built this heap of rotting
Two shambling mounds dwell in this part of the vegetation, and some incidental treasure and danger is
swamp. These vegetable creatures lurk amongst the thick found within.
growths near the path to catch the unwary and blend in
Development. Anyone digging into the heap discovers
so well with their surroundings that they have advantage
two fully-charged power discs (see appendix C) about 1
on any Dexterity (Stealth) checks to remain unseen. They
foot down. If they continue digging, a human skeleton
will emerge when prey is within 1 0 feet of them, closing
with a jeweled ring (5,200 gp) will be discovered another
to striking distance and attacking.
foot below the power discs. Proceeding another foot fur
Developments. The shambling mounds have vulner ther, the digger will uncover a swarm of rot grubs (see
ability to necrotic damage when that damage is caused by appendix B) .
defoliants. If these monsters are slain, a DC 1 0 Wisdom
(Survival) check of the area reveals a narrow path leading AREA 1 2 - M O S SY PAT C H
to area 1 1 A. A 1 Ojoot-wide patch ef moss gro1vs in the shade alongside the
pathway, freefrom underbrush andfallen debris.
This small meadow is actually green slime (see Dungeon
Master's Guide p. 1 05) . Anyone pausing to take a break
on its mossy sward is in for an unpleasant surprise.
AREA 13 - S QUEALER
The cries ef an animal in pain and distress ring sudden!J through
theforest.
A squealer (see appendix B; use Handout #41), a fierce
and semi-intelligent predator about the size of a large
gorilla, lurks nearby. It is spotted yellow and green with a
pig-like head about 2 feet long-most of which is mouth
filled with sharp tusks! Two arm-like appendages with
three razor-sharp claws sprout from its hunched shoul
ders and rear quarters, respectively, while another grows
from the center o f its back. Its two forelimbs are about a
foot longer than its rear limbs, and have clawed, prehen
sile fingers. Its head is thrust forward.
The squealer is able to imitate the death shrieks and dis
tress cries of various animals, and it uses such calls to
attract prey, for it feeds upon hunting animals as readily
as upon the hunted. Its favorite trick is to find a tree limb
sufficient to support its 400-pound bulk, squeal, and then
drop down with its forepart upon its victim, grabbing it
with its three rear limbs. The beast will then bite and claw
its restrained prey to death.
0 R,j Gi il AL A.DVE ilTV RJO S RE i il CAR._Il ATED • E�P E D ITl0Il T0 THE BARRI E R PEA.KS
bar, which no longer functions. Show Handout #45. An • •
yone succeeding in a DC 10 Wisdom (Perception) check GAS B ATS
wbile examining tbe bar notices a small panel under a lid
on a back counter has several dials and switches. Operat
"Gas bats" are weird plant-animals that vaguely resem
ing this control panel has interesting results.
ble bats with bloat. They are nocturnal, using neutral
Development. Playing with any of the dials and switches buoyancy to paddle through the night air with green
on the control panel behind the robobar causes a grind black vanes, feeding on small flying creatures such as
ing noise and a trembling in the area. After 1 minute has insects. Every so often the gasbat emits a cloud of
passed these effects will cease. Thereafter a section of vapors from a sack near its terminus, and these vapors
the outer hull will slide aside to reveal a glassy surface, cause other small creatures to move slowly and errati
black and flecked with points of colored light. Show cally. The creature then circles and devours the prey
Handout #46. thusly made helpless. Each gasbat has AC 1 1 , 2 hit
Has the party somehow been responsible for a reacti points, a speed of 5 feet, and a flying speed of 20 feet.
vation of the vessel? Did it take off? Are they in deep
They are normally harmless and will not attack the
space? No, they have activated a mechanism which pro
party, but they may present another danger. If any
vided a "view" of the stars even when the spaceship was
light is brought nearby, gasbats will react by flying cra
in an uninteresting section of space, by running taped
zily at it, emitting their vapor clouds in a suicidal man
scenes of past stellar spectacles. The whole thing can
ner, for these fumes are highly explosive. Each light
give players a few bad moments, however.
source attracts 2d6 gasbats.
Treasure. Among the more common toadstool variety
If the light source is one that produces open flame, the
fungi sprouting from the gasbat droppings is a weird
vapors and the gasbat will explode causing 3 (1 d6) fire
branched variety more resembling coral than fungi,
damage for each gasbat attracted by the light source to
growing at the point marked "X" on the map in this area.
Consuming the rose and cerise branched growths will anyone within a 5-foot radius (and totally destroying
give the individual the equivalent of a haste spell for 1 the gasbat, of course) . A successful DC 1 4 Dexterity
minute. There are six of these mushrooms. Baboonoids saving throw reduces the damage by half.
love these growths. • •
GE il E AA L F E ATV I\F S
Splotch Marked Areas. These spaces are covered with
various colors of perfectly harmless mold-yellowish,
greenish, pinkish, and bluish growths in mixed patches.
They thrive in the humid conditions of this level stem
ming from the leaking water filtration system.
Solid Areas. All these spaces are continuations of the
area above. They cannot be entered. The walls encasing
these areas are plasteel.
Eastern Area from North to South. The portion of
the level beginning adjacent to the eastern edge of the
lake's bulkhead and extending to the ship's hull is an area
that is covered with condensation. The floor in this re
gion is covered with small puddles here and there that
make swift travel dangerous.
Any creature taking the Dash action in the region must
make a DC 1 0 Dexterity (Acrobatics) check. On a failed
check, the creature slips and falls, and must make a DC
15 Constitution saving throw. On a successful saving
throw, the creature is knocked prone but takes no dam
age. On a failed save, the creature is knocked prone and
stunned for 1 minute. If the saving throw is failed with
a roll of 5 or less, the creature is knocked prone, takes
3 (1 d6) bludgeoning damage, and falls unconscious for
30 minutes. An unconscious creature can be roused by
another creature taking an action to revive them.
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0 R.i Gi ITAL ADVEITTV � S RE i IT CARJIATED • E�P E D ITI 0 ll T0 THE BARRI E R PEAKS
AREA 2 - YELLOW MOLD PATCHES AREA 13 - RADIATION AREAS
Each of these yellow mold growths (see Dungeon Mas A green glow seems to pulse from the contents ef this room as if
ter's Guide p. 1 05) clings to the low ceiling overhead. Any everything in it was under some eerie magical effect.
creature standing 5 1/2 feet or taller must succeed in a DC Each of these rooms is radiation-filled and contains con
8 Dexterity saving throw when passing beneath them or taminants which are hazardous to living creatures. Any
brush against the mold, setting off a cloud of spores. creature capable of being poisoned who enters these areas
Proper precautions (such as crawling) causes the creature may be subject to radiation sickness. These creatures must
to automatically succeed on their saving throw. succeed on a DC 10 Constitution saving throw or become
poisoned after (1 d4 + 1) x 10 minutes. After 1 hour, the
AREA 3 - "DAMP" FLOOR creature loses 1 point of Strength and loses another point
A longpatch effungi sprouts here to create a 40foot-long, 1 Ofoot for each subsequent hour they retain the poisoned condi
wide "finger" ef coloiful growth on the metal.floor. The .floor ap tion. If a creature is reduced to 0 Strength, they are dead.
pears much damper around the growth than elsewhere, suggesting Anti-radiation serum removes the poisoned condition and
thefungi are thriving in this moist area. lost Strength is regained with a long rest.
The damp floor is actually a cluster of hungry gray ooz LEV E L VI ! TH EATER,
es. There are three oozes to the west of the fungi and
three oozes to the east of the moldy growths. ATH LETI C , All D ACTIVITY
D ECK
AREA 4 - WHEELY SLED
An intriguing looking convryance is parked here, resting atop four WAll D E Ri ll G Jll 0 ll STE RS
black wheels largefy obscured ry metal sheaths. It is the size ef a
Each hour the party i s exploring this level of the space
small cart but lacks atry sort efyoke or handle.
ship, roll a d20. On a roll of 1 , an encounter occurs. Then
Show Handout # 1 8; see Level II, area 3 for details about roll 1 d4 and consult the table below:
this vehicle when working properly. However, this par
ticular wheely sled will malfunction if used. Once driven D4 Encounter
for 1 round, the vehicle will begin to accelerate and its 1 1 d6 + 6 gasbats (Handout #44; see sidebar near
steering mechanism will lock, so no turning is possible. Level IV, area 1 9)
The vehicle will reach whatever rate of speed possible 2 1 umber hulk
before smashing into something solid. Of course, players 3 1 police robot (Handout #5; see appendix B)
can elect to have their characters bail out . . . 4 1 worker robot (Handout #6; see appendix B)
The wheely sled is irreparably destroyed in the crash and
no longer functions. E nc e u nT E R AREAS
SEATS SEATS
g CURTAIN
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AREA 2 - AUDITORIUM This area was for performance of plays as well as other
A vast assemb!J hall stretches out beforeyou. A central aisle runs forms of live entertainment. The mind flayer dwells in a
down the middle ef the room, bisecting rows ef numerous benches dressing room backstage and may be aware of the party's
easi!J capable ef accommodating a couple hundredpeople or more. presence. The DM should consult the description of area
At the end ef the aisle rests a raised dais accessible qy a shortflight 1 5 on this level for further details when the party enters
ef steps. A somewhat tattered curtain screens the south end ef the this room.
place. At the sound efyour entrance, thepitter--patter ef vermin is
heard as the unseen creatures scuttle awqy. AREA 4 - SWIMMING POOL
This large place was for general meetings. Although it The air here is humid and it is ea.ry to see wi?J. A large, perhaps
has some rubbish and skeletal remains, it is in generally ornamental pool fills most ef the chamber's floor space. A raised
good repair, and all of its seats are in place and intact. platform accessible qy a ladder nses above the pool's murky waters
The small creatures heard in this room are harmless ver at its north end. East ef the pool are tiers ef stepped seating that
min that the party never quite catches a glimpse 0£ The provide a clear view ef the water. Old bones and trash litter the
DM should use their presence on this level to keep the seating area and the sound ef fleeing vermin is heardfrom beneath
players guessing and their characters on their guard. the seating tiers.
In addition to providing recreation, competitions were held
AREA 3 - THEATER here-swimming, diving, water polo, water ballet. There is
Matry rmvs ef seats leadfrom the back ef this long chamber to a a diving platform at the north (deep) end of the pool. The
peiformance stage at its far end. A tattered cloth curtain hangs at pool's depths are 4 feet at the south end and 30 feet at the
the back ef the stage, hiding the rest ef the roomfrom vieiv. The north end. The water appears relatively clean, but it is not
scuttling ef titry vermin echoes through the high-ceilinged room. Bits clear as the filtration does not function properly.
ef bones and litter are scattered here and there beneath the seats.
0 Rj G i rrn. L ADVEITTV RJ: S RE i IT CAR_Il ATE D • E�P E D ITI 0 n T0 THE BARRI E R P EAKS
Treasure. High up in the piled containers and hidden in nore it. It was a bodyguard for an important political offi
a narrow gap between them are six power discs (see ap cial aboard, and when its master went insane, it followed
pendix C) and a red card. A successful DC 20 Wisdom him in his wandering. Eventually, the human died, here in
(Perception) check is necessary to notice them. a narrow aisle of the cargo hold, and as the android was
carrying the body out the accident occurred.
AREA 1 2 - WORKOUT AREA Development. When the party comes near it, the an
This is clear/y a torture chamber. Machines designed to stretch the droid will call weakly for help, slowly moving an empty
human bocjy into unnaturalpositions are arranged about the room. laser pistol back and forth as its circuits warm up from
Two of the walls are covered with reflective glass so that the tortur its self-induced shutdown. If the party does not attack it,
ers might not miss a single grimace of pain on their victims'faces. the android can be freed and enlisted as a bodyguard for
its rescuers. Naturally, any damage it sustains can never
This room provided exercise equipment of mechanical
nature, weights, etc. These machines and apparatus line be regained as the repair section for androids is not part
the walls. The room is occupied by a dangerous, deranged of this module of the ship.
android: a malfunctioning weightlifting physical train Treasure. The skeleton of the official is nearby. Amidst
ing android (see appendix B; use Handout #SO) . its tattered rags is a belt with a gray card, a power disc
A s soon a s the party enters the android will spring into (see appendix C), and 20 gems (1 00 gp each) .
action. There are a number of plates for barbells, dumb
bells, and other heavy objects nearby, and the android AREA 14 - RUBBISH PILE
will hurl these at the party. All the while the android is A large heap of molcjy cloth, rotting.foodstuffs, and other decqying
throwing these objects it will be shouting in Alien Com organic matter is piled here behind the tattered curtain. Several
mon: "WORK UP A SWEAT THERE!", "CATCH! large fungi have sproutedfrom the rubbish pile along with smaller
Butterfingers!", "LET'S HAVE SOME HUSTLE!", and toadstools and mushrooms.
"You'll never make the team THAT way!"
The area has been filled with rubbish and materials for
Treasure. If the android is disabled and taken apart, a work these creatures to feed on by the mind flayer (see area
able language translator (see appendix C) will be gained. 1 5 below) . The trash has sprouted five shriekers. These
fungi, and some others growing in the humus, attract
AREA 1 3 - TRAPPED ANDROID AND other creatures as well, so waiting above are four pierc
ers of huge size (maximum hit points) .
GASBATS
Development. The noise of the shriekers alerts the
Numerous oversized crates and rylindrical containers occupy this
large chamber, marry of which have shifted and now lie broken piercers, and the mind flayer in area 1 S as well.
and battered on the floor. In the air overhea� afew dozen curious
bat-like creatures drift about !zke dandelion fluff on a breeze. Oc AREA 1 5 - THE MIND FLAYER
casional/y, one rockets eff, propelled f:y a flatulent blast. Racks of clothing, some of which are outlandish, while others re
There are 40 gasbats (use Handout #44; see sidebar near
semble typical dress, Jill one half of this chamber. A trio of tables,
Level IV, area 1 9) in this room. They enter and emerge
each with a mirrorfacing it, are arranged across the south wall of
from the hold via a small opening high in the east wall (a
the room. A pile of clothing lies against the west wall and appears
plate blasted away and never noticed) . A successful DC
to be an improvised bed.
1 S Wisdom (Perception) check notices the hole, which This room served as both costume storage and dressing
leads to the corridor outside between this area and the room for the theater, but is now home to the ship's mind
workout room. flayer. It is likely that this creature was taken on some
other world, perhaps whatever bizarre distant planet that
This room also contains a trapped android (see appen
spawned its race. Once kept in stasis, it was recently freed
dix B) . The android is pinned under a very heavy crate
and is both exploring the ship and searching for a means
which shifted and trapped it. It has been thus for many,
to return home.
many years, and it has shut itself down and only comes
to alert when noise occurs nearby. The worker robots ig- There is a 1 0% chance the mind flayer isn't present in
0 zj Gi ilA L ADVE ilTV � S RE i n CA R_Il ATED • E�P E D ITI 0 n T0 THE BARRI E R P EAKS
this room when the party discovers it. If it is away, the AREA 1 6 - S TASIS CAGE CARGO
mind flayer is checking up on the shedu in area 1 1 , which
HOLD
it hates and fears. There is a 20% chance it returns each
minute the party remains in this room. Ten large altar-like structures arepresent here, each rising some 1 0
feet above the floor and perched atop three sturefy legs. The altars
The mind flayer owns an orange card and, in addition to are 1 0 feet in diameter and bowl-shaped. Four odd-looking bent
its normal abilities, carries a blaster pistol with 1 charge pylons loom over each ef the bo1vls, ending in disks with spear-like
left, one poison grenade, and two sleep gas grenades. See protrusions in their centers.
appendix C for these devices.
DM Note: If the party hasn't inadvertently freed the bu
Developments. As soon as the mind flayer hears the lette by messing with the computer, add the following:
shriekers in area 1 4 or sees intruders, the monster will
attack. Show Handout #53. Initially, it will use its blast Atop an altar is a huge tapered bodied creature covered in armor
er and grenades against the party. If given warning, the plates. It appears to be dead
mind flayer will set up its portable spotlight (see appen Show Handout #5 1 . This cargo hold is nearly empty, for
dix C), with a trip cord by the north door, and the light it contained many stasis cages, and the six worker robots
facing that entrance (the spotlight itself is located mid (see appendix B) present here have been periodically or
way between the north door and the entrance to area 1 5) . dered to unload such by the computer. They are shut
Unless one of the party succeeds o n a D C 1 4 Wisdom down now, although the computer can reactivate them
(Perception) check when entering through that door, the at any time.
spotlight activates and all PCs facing in its direction must
Developments. If the party enters the hold there is a 1 in
succeed on a DC 1 0 Dexterity saving throw or be blind
1 0 chance per minute they spend here that the computer
ed for 1 minute. Blinded creatures can repeat the saving
reactivates the worker robots! If it occurs, the robots will
throw at the end of each of their turns, ending the effect
grind to action, tossing the characters out through the
on themselves on a success.
open cargo hatch. If they resist, or attempt to re-enter,
The mind flayer will then cut loose with its blaster and the workers will summon 1 d4 + 4 other worker robots
hurl grenades. Ranged attacks against the creature have to aid them, as well as 1 d4 + 1 police robots (see ap
disadvantage due to its position behind the blinding pendix B for both) . These reinforcements will arrive in 2
spotlight. If all its opponents are not killed by this first minutes, with the worker robots entering the fray after 1
barrage, it heads east through the theater. From there, it minute and the police robots arriving a minute after that.
cuts around to the auditorium, entering through the audi When the characters are all out of the hold, the robots
torium's south service doors (staying behind the curtain). will toss out a stasis cage containing the bulette, and shut
Sneaking up from behind, the mind flayer will give the the hatch. (Show Handout #52.) The bulette will be out
party a mind blast in hopes of finishing them off. of stasis the next round.
Treasure. In addition to its found weapons and color VARIOUS EXPLANATORY MATERIAL IS
card, the mind flayer has accumulated the portable spot FOUND HEREAFTER IN THE APPENDICES.
light, 37 gems (1 0 gp each), five pieces of j ewelry (1 d6 x
This completes the EXPEDITION TO THE BM
1 ,000 gp each), and 1 09 pp. It carries all its wealth except
RIER PEAKS. We hope you and your players have found
for the spotlight, which is stored in this area if not in
it amusing and challenging!
position to blind intruders.
0 Ri Gi ITAL A-DVE ITTV RJ;S RE i IT CAR._Il ATE D • E�P E D ITI 0 Il T0 THE BARRI E R PEA.KS
CHAPTER FOUR
Some DMs and players desire more personal motivations when creating adventure hooks. Not every adventurer is
motivated by wealth and danger-and this is especially so in the case of higher-level player characters. In these cases,
membership in one of the campaign world's factions can be used to motivate the PCs and give them a deeper sense
of purpose besides yet another heap of gold coins and jewels.
This section includes reasons why a faction might be interested in sponsoring an expedition to the Barrier Peaks.
The default factions of the Forgotten Realms are used as examples of an organization's "type" but other campaign
world equivalents can be substituted as necessary.
•
Local rulers (The Lords' Alliance): An organization or faction of this type has the same interests as described in
both the original and alternate backgrounds: an unknown force threatens the people they're charged with ruling
and protecting.
•
Religious defenders and/ or knightly orders (The Order of the Gauntlet) : Vows to protect the weak or thwart the
forces of evil wherever they might oppose peace and order drive the members of this type of organization to
launch a crusade against the evil dwelling in the mountains.
•
Nature-oriented groups (The Emerald Enclave) : The higher-ups in such an organization have seen the preserved
remains of the attackers and determined that these are clearly perversions of nature. Something or someone is
corrupting the natural order and they need to be stopped. The expedition is sent to restore the natural balance.
•
Clandestine organization for good (The Harpers) : Secrecy is used to battle secrecy and it is clear from the sudden
attacks that an evil force has clandestinely assembled in the Barrier Peaks. Whether this is a new danger or just
the latest gambit from one of the goodly-aligned organization's enemies needs to be investigated.
•
Trade or mercantile groups (The Zhentarim) : Armed conflict is both a benefit and a threat to business, depending
on who you're supplying and with what. The attacks from the Barrier Peaks are either a threat to be staunched or
an opportunity to be exploited. And given that the attackers destroyed walled towns and watchtowers, they pos
sibly have powerful magic that could be turned to the faction's advantage. An investigation into the mysterious
attackers is warranted immediately.
ing that species in stasis be awakened and set free. These lie menace's mission is being supported by a number of
confused alien beasts, set loose in an unfamiliar environ android overseers and curious vat-grown biological en
ment, attack out of hunger and fear. However, there is tities-a sort of disposable life-form used for labor and
another force at work. servitude. It is this pacification force which destroyed the
fortresses near the spaceship and threatens the nearby
The spaceship was launched to colonize a new world,
reg10ns.
one that was known to be capable of supporting life.
Since the colonists could not know what dangers might Due to corrupted programming, the pacifier robot is
await them on the new world, the ship was equipped with behaving more aggressively than its programmers origi
a number of pacifier robots. These robots were designed nally intended and has traveled outside its intended pa
to establish a defensive perimeter around the initial colo trol zone. Its support troops have followed along with it,
ny sites, destroying dangerous indigenous life-forms and impelled by their own damaged programming or simple,
taking measures to prevent the colonists from coming to near-mindless obedience. So long as the pacifier robot
harm. is active, the raids will continue and the threat to nearby
civilization remains. The party can stop the attacks by ei
In recent months, a programming "hiccup" in the cen
ther destroying or rendering the pacifier robot inert. This
tral computer initiated "patrol and pacify" protocols and
can be done both directly (attacking the robot and its
dispatched a pacifier robot to secure the area. The metal-
support troops) or indirectly (shutting down the robot's
'--""
-
�
--· --=-- _=5�--" -=-=--
---- -
�-·-
0 N Gi ilA L ADVEilTV IQ: S RE i IT CAR_Il ATED • EXP E D ITl 0 Il T0 THE BARRI E R P EAKS
If the party is able to translate the voice, it is saying the Anyone still within the spaceship at the time of the ex
following in Alien Common: plosion must make a DC 25 Constitution saving throw,
'54-ttention passengers and crew: the main computer has detected a taking 1 32 (24d1 0) fire damage plus 55 (1 0d1 0) force
ma!function in this section � power cores and catastrophic failure damage on a failed save, or half as much damage on a
is 89.9% probable. Foryour sefery, please report to your nearest successful one. Any creature reduced to 0 hit points by
emergenry evacuation station andprepare for Escape Protocol Al the explosion is killed and their body and all possessions
pha. Thankyou. " incinerated in the blast. A creature that survives the ex
plosion is thrown clear of the ship and lands outside the
This message repeats every three minutes for one hour. smoking crater that was once the buried spaceship.
After that time, the message changes to the following:
Any survivors are now free to return to their employers
'54-ttention passengers and crew: All containmentprecautions have and report truthfully that the threat lurking in the Barrier
failed and unstable reaction is imminent. Estimate time to catastro Peaks has been successfully dealt with and no longer will
phe is 33 minutes. Foryour sefery, report toyour nearest emergenry unknown forces be troubling the outlying lands.
evacuation station immediatefy. Continued life support is not guar
Of course, these same employers may be extremely in
anteed bryond the estimated 33-minute window and allpassengers
terested in the strange treasures the party returned with
and crew must vacate the ship before that time. Thankyou. "
and might confiscate them "for further study by our
This message repeats every two minutes for 30 minutes. sages and wizards" if the DM doesn't wish a group of
At that time, the spaceship's power cores fail completely laser-armed adventurers running roughshod across the
and the ship is consumed in a massive explosion that de campaign world . . .
stroys it and its contents entirely.
0 .Ri G i rrn. L ADVEilTV R,J: S RE i il CA R_Il ATE D • E�P E D ITI 0 n T0 THE BARRI E R P EAKS
CHAPTER FIVE
I
n the original module, the adventure begins with the tains. During summer months, thunderstorms are com
party immediately outside the entrance to the space mon, and flash floods are always a danger.
ship, a product of its convention game origins. The
Travel. The high peaks and jagged terrain make direct
included background of the converted version of the
overland travel impossible, limiting ground movement to
adventure likewise skips over the fine details of traveling
the valleys and dells. Few trails aside from animal paths
to the Barrier Peaks and the characters' interactions with
are present in the Barrier Peaks, further complicating
the residents of that land.
travel. Travel in the Barrier Peaks is considered to be
Likewise, although much is made of the mysterious at through difficult terrain.
tackers that are ravaging the land on the border of the
Barrier Peaks, the identities, motivations, or other details RAll D 0 Jh E ll C 0 U llTERS
are left undeveloped. The Dungeon Master is assumed to
believe they are former denizens of the spaceship, now The D M should check for random encounters once dur
released from stasis and freed from the vessel, rampaging ing the day and once whenever the party takes a long rest.
with abandon and that a thorough exploration and loot Roll 1 d20 and on a result of 1 8 or higher, a random en
ing of the starcraft puts an end to the menace. counter occurs. Roll a d 1 2 + d8, total the results of both
dice, and consult the table below to determine the nature
Neither of these methods may be desirable for some
of the encounter:
DMs and their players, especially if the adventure is be
ing inserted into an ongoing campaign instead of being Result Encounter
enjoyed as a "one-shot" style scenario. This section fur 2 Siren
ther fleshes out the area in the immediate vicinity of the
3 Android
spaceship and provides more details on the unknown
4 Adult blue dragon
raiders and their base of operation, as well as some en
counters not directly connected to the space vessel. 5 Curious metal fragment
6 Rockslide
This section is entirely optional and the DM should
7 Basilisks
weigh carefully the pros and cons of including it in their
campaign. While it provides for a deeper backstory and 8 Type two biological entities
more adventure, it also potentially tips the DM's hand 9 Type one biological entities
about the identify and origins of the unknown attackers, 10 Type one biological entities
reducing the impact of discovering that the mysterious 11 Type two biological entities
cave the party is sent to investigate is actually a futuristic 12 Cave bears
spaceship and not an ordinary dungeon. 13 Hill giants
14 Giant goats
G E il E AA L F E ATV RF S 15 Ettin
Terrain. The Barrier Peaks is a chain of rugged, steep 16 Bulette
mountains occasionally interrupted by narrow valleys 17 Rockslide
and dells carved out by streams and tributary rivers. 18 Purple worm
Small woods comprised of pine trees, aspens, and the 19 Stone giant
occasional deciduous tree in the lower river valleys scrape
20 Siren
out a meager existence in the high altitudes of the moun-
[I] River
[] Trail
rn Stream
� Woods
0 N Gi DAL ADVE IITV RJ; S RE i II CAR_II ATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS
TYPE ONE BIOLOGICAL ENTITIES The Baron is in his late thirties, a former soldier who
This squad of artificially gestated humanoids, 2d4 type earned his title through battlefield victories. He is bald
one biological entities (see appendix B), has either got ing with a dark fringe of hair remaining, tall and broad
ten lost from the main body and is trying to find the rest of build, and speaks plainly, especially to fellow warriors.
of the horde or is riddled with defects from the cloning Baroness Elesha is short of stature and of hearty consti
process and have gone rogue. In either case, the nearly tution. She keeps her curly dark hair bound in braids and
mindless and violence-prone beings attack anything the possesses keen insight into the motivation of others. Her
come across. marriage to the Baron was one of convenience, but she
is fond of the "Old Soldier" and his rule would be far
more troublesome without her advice and shrewd mind.
TYPE TWO BIOLOGICAL ENTITIE S
The Baroness is more polite and etiquette-bound than
These artificial troops, 1 d4 type two biological entities her husband, always looking to raise his (and her) stand
(see appendix B), are engaged in "softening" missions ing in the eyes of nobles from the more civilized lands to
to prepare the battlefield and deal with potential guerilla the south and east.
activity ahead of the horde's advancement. They attack
anything they encounter and do not flee battle. Developments. Baron Urhar can provide assistance to
the party during their explorations of the area. So long
E ll C 0 U llT E R AREAS as they don't make impossible demands or wear out their
welcome, the party is provided with rooms and stabling
The following key describes set encounters located for their mounts whenever present at the castle. The Bar
throughout the crash site environs. Please refer to map on can give directions to the nearest attacked castle (area
1 for the location hex of each of these set pieces. Some 1 -3) and provide a scout to lead the adventurers there if
of the encounter areas have their own maps, as described they decide to investigate.
in the text.
If the DM wishes to encourage a period of wilderness
exploration, the Baron tells the adventurers that he's un
AREA 1-1 - THE BARO N ' S KEEP certain of the location of the cave the party seeks and
A motte-and-bailey style castle is positioned atop a craggy hill over knows only that the attackers have come from the far
looking the land Three sides of the hill are steep andjagged, while thest side of the Tumbledown River. The party will have
a narrow trail winds up the southern side to a stone gatehouse. The to search the region on their own. However, should the
bailey wall is made from a mixture of stone and sharpened tim DM wish to speed up the discovery of the spaceship's
bers. A green and whitepennantflaps atop the keep in the whistling entrance, the Baron's scouts have instead located both
mountain winds. Men in steel caps and leather cuirasses are visible the cave (area 1 - 1 2) and the invaders' current encamp
atop the gatehouse. ment (area 1 -6) and can provide directions to each. A
This is the keep of Baron Urhar, the Warden of the successful DC 1 2 Charisma (Persuasion) check also con
Northern Watches. He and his men are charged with de vinces the Baron to lend troops to the adventurers as
fending the border which runs along the Tumbledown back-up and to guard their mounts and supplies when
River to the west. He is also the last Warden left standing they enter the cave. A cadre of 20 guards is loaned to
in the wake of the recent attacks and was responsible for the party as this is all the Baron can spare while still mak
requesting the aid the party now delivers. ing sure the castle is defended. These men-at-arms have
orders to assist the party as they travel and to watch over
The keep houses 200 men along with the Baron and his
their camp while they explore the cave, but they are to
wife, the Baroness Elesha. The atmosphere at the castle is
head back no later than four days after the expedition
one of tension and dread, with the Baron and his forces discovers the cave. The chances of attack are too great to
expecting an attack at any moment. The party is challenged spare the guards longer than this.
if they approach the gatehouse, but welcomed warmly if
they announce they've been sent to deal with the attackers
at the behest of the local potentates or faction leaders. The
Baron, a NG human veteran, offers the party quarters for
the night and holds a feast in their honor.
0 Ri G i rrn.L ADVE ilTV � S REi il CARJIATED • EXP E D ITl 0 ll T0 THE BARRI E R PEAKS
• • The Tumbledown marks the northern border of the
WHAT TH E B A R_O II KII OWS kingdom and beyond is ungoverned wilderness. No
bridge or ford exists to cross it, and a party wishing to
The party will likely ask Baron Urhar what he knows explore the wilderlands must carefully make their way
across the rushing and rapid-filled waters.
about the attacks and what might be responsible for
them. While the Baron has not directly observed the A successful DC 1 5 Strength (Athletics) or Dexterity
attackers, he and his men did ride to the aid of his (Acrobatics) check allows a creature to leap from rock
neighbor when they saw smoke, but arrived too late to to rock and make it across the 20-foot-wide and 3-foot
help. They did make a few observations upon reach deep waters. \\lading through the river waters is more dif
ing the destroyed castle and can tell the party the fol ficult and requires a successful DC 20 Strength (Athlet
lowing: ics) check to avoid being swept off one's feet and carried
•
along downstream. Various magical spells make crossing
There were few tracks at the site of the closest
a simple matter and may be required to get the party's
sacked stronghold (area 1 -3). His scout did find
mounts and supplies across. A successful DC 1 5 Intel
several footprints made by bare bestial feet unlike
ligence (Nature) or Wisdom (Survival) check, along with
any he's ever seen. There were also at least two sets
1 d4 hours of scouting, discovers a stretch of the river
of human-sized footprints made by creatures wear
where crossing is less dangerous and all DCs to cross the
ing strange striated-soled footwear (rubber treads
river are reduced by 1 0.
on the bottom of the androids' futuristic boots) .
•
A failed ability check to cross the river results in the crea
Many of the bodies bore burn marks as if stabbed
ture having to make a DC 1 4 Dexterity saving throw,
with hot pokers. Others were set ablaze entirely.
taking 1 0 (3d6) bludgeoning damage and 4 (1 d8) cold
Still others were hacked by edged weapons. A few
damage on a failed save, or half as much damage on a
corpses showed signs of broken bones and crushed
successful one, as it is swept away by the river and bat
skulls that more resembled the injuries one might
tered against stones and immersed in its frigid waters.
get from falling a great distance (these unfortunate
It is carried 30 feet downstream by the fast-moving wa
souls were hurled about by the pacifier robot's trac
ters as well. The creature can attempt a DC 1 5 Strength
tor/ repulsion beams).
(Athletics) check at the start of each of its turns to grab
•
The attack didn't appear to be driven by greed as a boulder or swim to shore and escape the river. If this
several piles of melted coins were discovered and check failed, they must repeat the DC 1 4 Dexterity sav
the bodies were not stripped of valuables and gear. ing throw at the end of each of their turns until they
It appears as if the attack was launched to destroy escape the river's grasp.
the target entirely rather than raid them for loot.
If the party scouts about to locate a better crossing point,
•
The Baron warns the party that a large blue dragon they discover a battered and waterlogged corpse half
has been sighted on numerous occasions on the submerged along the rocky shore of the river. It is the
western side of the Tumbledown River, but it has body of a 6-foot-tall muscular humanoid with animal
so far left the Baron and his troops alone. Although istic features. It has bat-like ears and short muzzle, with
far from an expert on such things, the damage the canine rear legs with clawed feet. It is dressed in torn
Baron discovered at the sacked keep, while great, dirty pants and nothing else. The corpse is grievously in
does not appear to be caused by a dragon. jured with many broken bones and a crushed skull, and
• • appears to have drowµed. A successful DC 1 5 Wisdom
AREA l� - THE TUMBLEDOWN (Medicine) check determines the creature has been in the
river for several days, but no longer than a week, and died
RIVER
by drowning. The other injuries were probably caused
A fast-moving creek rushes through a stone-choked river vallry, by the body hurtling down the rapids and being broken
frothing and misting as it passes through the rapids. The river is on the rocks. No manner of skill check or nonmagical
narrow and a strong person could throw a spearfrom one bank to research can determine what this creature was. Its species
the other, but the current looks fast and the sprqy is cold against is entirely unknown to any of the characters.
your skin.
= 10 ft.
Stalagmite "Stump"
0 R.i Gi IIAL ADVE IITV R_J: S RE i II CA�rtATE D • EXP E D ITI 0 ll T0 THE BARRI E R P EAKS
and it's so seldom she enjoys a good laugh these days. As Due to the presence of the lighting stone throughout
such, and since the attackers haven't had the temerity of her home, Ninyoldah is considered a CR 1 7 (1 8,000 XP)
intruding upon her, she's seen no reason to interfere with creature if defeated in her den.
them.
Treasure. The dragon's hoard consists of 1 4,000 gp,
A successful DC 20 Charisma (Persuasion) or Charisma 1 ,800 pp, 1 5 gems worth 1 ,000 gp each, a cloak ef elven
(Deception) check convinces the dragon to reveal that kind, a skiff ef withering, a giant slqyer battleaxe, and boots ef
the attackers are a strange mix, comprised of both men levitation.
and humanoid creatures that she's never seen before.
These weird new humanoids seem to possess the charac AREA 1 -4D - E S CAPE TUNNEL
teristics of both men and beasts. Additionally, the horde This 25-foot-wide, 20-foot-high tunnel winds for nearly
bears a floating "altar" of metal before them and she's a half mile under the mountain before coming to what
seen this object unleash fire and death on the forts, deal appears to be a natural rock fall. This barrier actually
ing damage to an extent that even the dragon was im hides a back door to the dragon's den and can serve as an
pressed. Ninyoldah also states that she's seen men and escape hatch for Ninyoldah. The rock fall doesn't contain
some of the humanoids occasionally traveling from the lightning stone deposits, and the dragon can quickly use
horde's location to a cave at the base of one of the near her breath weapon to blast open the barrier and escape
by mountains. If the party agrees to depart immediately if need be. Otherwise, any creature trying to clear the
and trouble her no more, she describes both how to find obstruction must succeed on a DC 25 Strength check
the cave (area 1 - 1 2) and, if asked, the last known location and spend 1 hour moving stones to create room for a
of the horde (area 1 -6) . Medium creature to either enter or depart the tunnel.
0 Ri Gi ITAL ADVE ITTV RJ; S RE i IT CAR.__Il ATE D • E�P E D ITl0Il T0 THE BARRI E R P EAKS
•
The disturbances began "three moons ago" (three AREA 1 -6 - INVADERS '
months) when the "stones turned over in their long ENCAMPMENT
sleep." This was the earthquake that cleared the upper
A shallou;, but broad vale extends down to the river at this point, a
airlock of the ship and caused the computer malfunc
smaller tributary stream running down the center ef it. On either side
tion that started up the worker robots and the pacifier
ef the stream are a total ef 40 low domes made from tautfabric.
robot.
Each appears to be 10feet in diameter and seems to be someform ef
•
Since then, the stones "quiver and shiver" from time tent or shelter. A hundred or more humanoid creatures move about
to time. This is both the robots clearing the lower the encampment in an animalisticfashion, prowling like caged beasts
cargo hatch and the rumblings of the now-reactivated waiting to befreed These creatures are man-like in shape, but ma'?Y
spaceship echoing through the rocks. have long ears and short muzzles, and walk on legs bent like a ca
•
About "two moons" ago (two months), there was an nine 's. Among the bestial men are normal humans, although each is
other loud rumble and the "tickling of many feet" on beautiful and dressed in shimmering garments.
the rock. This was the departure of the pacifier robot On a low rise overlooking the camp is the strangest among ma1?J
and its support troops. alreaqy weird sights: A floating metalplatform hangs 5 feet in the
•
Droll-Durm can direct the party to the source of the air, its long oval boqy studded with rod-shapedprotrusions, knobby
strongest rumblings (the spaceship itself at area 1 - 1 2) devices, and other incomprehensible adornments. The platform meas
and vaguely describe the movements of the pacifier ures 10feet long and 6feet wide. In a wqyyou can 't quite explain, it
robot and its allies. It does this by saying, "The rum seems to exhibit an a11ra ef intelligence as if the ol:Ject was watching
ble comes from where the warmth lingers longest at over its servants rather than awaiting use by them.
night and the moon does not sail (the northwest) and This camp is the current base of the pacifier robot, 7 5
the tickling of feet comes from there, too. I felt their type one biological entities, 25 type two biological en
little legs walk down my shoulder and pass down my tities, and 1 5 androids (see appendix B for all) . Scouts
legs (traveling in a southerly direction to the west) . have discovered the presence of the Baron's Keep (area
The tramping wandered over my feet and up my other 1 -1) up the Tumbledown River and the horde is gathering
leg, then vanished somewhere towards where the sun its strength before laying siege to the last standing strong
greets the stone each morning (passed to the south, hold along the frontier. In less than a week, the pacifier
then turned northeast towards area 1 -3 and later 1 -6) ." robot and its troops will wipe the keep off the map, slaying
•
If asked about other threats, it says there is "a shadow all within it-unless the PCs manage to stop the invasion.
that passes across the sun and moon sometimes, a great A direct attack on the horde by the party is likely suicidal,
thing that leaves sky fire in its wake." This is the blue but the DM should play things out if the players decide to
dragon, Ninyoldah. Droll-Durm has a notion it dwells attack the invaders. Be sure to allow them plenty of op
"behind my head near morning" (to the northeast) . portunities to retreat if they suddenly wise up, potentially
Any creature that speaks Terran natively can make a DC losing many of their pursuers among the rocky slopes and
1 0 Intelligence check to translate the galeb duhr's per valleys of the Barrier Peaks. Ultimately, entering the space
sonified directions into ones more understandable by ship and either dealing with the pacifier robot within or
non-elemental minds. causing the catastrophic destruction of the vessel will end
the invading threat easier than a straight-on fight.
Treasure. The galeb duhr doesn't possess anything of
value, but if the party makes it friendly and communi The domes are each simple tents with no special proper
cates to it that they seek to discover the source of the ties. Each holds 1 d4 foam sleeping pads and a blanket and
rumblings and restore order to the mountains, Droll the occasional spare non-technological weapon. These
Durm expresses its gratitude. It tells them to come see shelters are used by the biological entities and they have
it again once they have succeeded and it will extend its simple needs.
thanks. Once the pacifier robot is dealt with, however There is a 1 in 8 chance that a tent is a supply tent contain
the party manages to do so, Droll-Durm provides them ing a dozen replacement axes, a case of 25 needler clips,
directions to a small cave high in the mountains that con and 1 d6 spare needler pistols (see appendix C) .
tains a vein of opals. Mining the vein, which takes three
Developments. The party must make a DC 1 5 Dexterity
days, produces 1 0,000 gp worth of gemstones.
(Stealth) check every 20 minutes they remain around the
0 N Gi rrn. L ADVE II TVRJ:S RE i II CA R.II ATED • EXP E D ITI 0 n T0 THE BARRI E R PEAKS
encampment. If less than half the party succeeds, their K EY TO TH E STO il E Gi AnT
presence is detected by pickets and a group of 1 0 type
one biological entities and an android armed with a LA i R_ ( llI A P .3)
needler (see appendices B and C) encounter them. The
android tries to command the biological entities to take AREA 1-7 - STONE GIANT LAIR
the party prisoner, but the brutes are only 25% likely to
A crude but high palisade of tree trunksforms an enclosure at the
obey these orders. A party daring enough to sneak into
base of a steep cliff The wall stands 15 feet tall and is crowned
the camp itself must make a DC 20 Dexterity (Stealth)
u;ith sharpened points. A portion of the palisade appears move
check every 1 0 minutes to avoid being noticed and at
able, and is lashed in place JJJith thick leather cords. The palisade
tacked.
extends 30 feetfrom the cliff face and measures 40feet wide.
After the third round of combat, an additional 1 d6 + 1
A natural cave system emerges from under the moun
type one biological entities, accompanied by one type
tains at this point and it has been claimed by a family of
two biological entity (see appendix B for both), join the
battle each round as the camp is alerted and the savage stone giants. The giants fashioned this wall across the
humanoids are drawn to the fight. After the sixth round entrance to the caves to keep out troublesome beasts and
of combat, the pacifier robot (see appendix B) also ar to preserve their privacy. A recent run-in with the pacifier
rives. It remains at a distance, using its laser rifle battery robot and its support troops resulted in the death of the
to pick off the PCs. clan's patriarch and the giants have retreated to their den
to lick their wounds and tend to their dead.
If the party retreats, they can attempt DC 1 5 Dexterity
(Stealth) or Strength (Athletics) checks. If half the party A stone giant waits at the cave entrance beyond the pali
succeeds, the PCs lose their pursuers among the rocks sade, keeping a loose watch over the area. He will not be
and gullies of the Barrier Peaks, but each character suf noticeable from outside the wall at first unless a character
fers one level of exhaustion due to the prolonged chase. scales the palisade or they cause enough noise to draw
• Hearth I Firepit
�"
� Stone Brazier /
f�
.
\�
Giant Corpse
on Furs
Palisade
Moveable
Section of
'"'
Palisade
his attention. In the latter case, they'll soon see the giant patriarch. His initial reaction will be to look for an excuse
peering over the wall at them with an unfriendly look on to smash something to help deal with his emotions, and
his face. he begins with a hostile attitude towards the party. A suc
cessful DC 1 5 Wisdom (Insight) check notices that the
The wall can be scaled with a DC 1 2 Strength (Athletics)
giant is dealing with personal loss and his anger is corning
check. The moveable section of the wall must either be
from there rather than outright hatred.
untied, which requires a creature to climb 1 0 feet up to
the cord and untie it (DC 1 5 Dexterity check) or cut it A successful Charisma (Persuasion) or Charisma (De
(AC 1 2, 10 hit points, immunity to poison and psychic ception) check is necessary to get Frummach to do any
damage), or succeed on a DC 25 Strength check to man thing more than threaten them with violence if the party
handle the section enough to squeeze through. Physically doesn't immediately leave. The DC for either of these
trying to shift the gate attracts the stone giant, who inves checks is 20 unless the party expresses interest in the gi
tigates the commotion. ant's sadness or offers condolences for whatever is trou
bling him. If so, reduce the DC to 1 5. On a failed check,
Developments. Hailing the palisade or otherwise at
Frummach threatens them, lobbing a boulder near them
tracting the stone giant's attention brings the giant to the
to demonstrate he is serious and then hails his kin from
wall. He is Frummach, a young adult stone giant who
inside the cave (area 1 -7A) . Two more stone giants ar-
is in the throes of sadness over the loss of his beloved
0 zj Gi ilA L ADVE ilTV � S RE i il CAR.__Il ATE D • EXP E D ITl 0 Il T0 THE BARRI E R P EAKS
eton, and other features to make this a memorable first These trails were left when the pacifier robot and its
encounter. troops first departed the spaceship and reached the river.
Treasure. In addition to shelters and the weapons listed The horde first followed the river to the southwest, raid
above, the androids have two atmosphere analyzers and ing the strongholds they found there. They've only re
cently come back up the river to attack the upper keeps
six needler clips (see appendix C for both) .
and are currently camped to the northeast after decimat
ing the stronghold at area 1 -3.
AREA 1 - 1 0 - BLASTED BEAR
The corpse of a largefour-legged creature lies on its side here among
AREA 1-11 - CAVE TRAIL
the stones. It appears to be 12 feet in length and to have once been
A stretch of rocky soil is visible among the boulders, gravel, and
covered in fur. However, the boc!J is now blackened and cracked
steep mountain slopes at thispoint. Tracks, some booted and some
as if suijected to an immense flash of heat that cooked it where it
stood barefoot and clawed, are clearfy visible in the earth. Ma1?J appear to
have traveled south and are older and worn. However, a few more
The corpse is that of a cave bear that had the misfortune recent tracks lead northward up the vallry.
of mistaking the raiders for a meal. It was quickly dis
A DC 1 2 Wisdom (Survival) check allows a creature to
patched by the pacifier robot's blaster rifle.
easily follow this trail northward to the cave at area 1 - 1 2.
A DC 1 2 Wisdom (Nature) check identifies the corpse Even if the check fails, the high valley walls mean that
as a cave bear, a formidable beast that weighs more than the beings responsible for the trail have a limited range
a ton. A DC 1 5 Intelligence (Investigation) check deter of movement. Following the valley north eventually puts
mines that the animal was slain with a single stroke, a searchers close enough to area 1 - 1 2 to notice the weird
blast of intense heat that appears to have been magical in cave set into the high outcrop.
nature. It was killed at least two months ago, yet appears
unmolested by scavengers.
ARE A 1-12 - THE MYSTERIOUS CAVE
A DC 1 4 Wisdom (Survival) check picks up strange tracks See the Start section of chapter 3 for more details.
made by a mixture of unshod, clawed feet and boots with
ridged soles. There appears to have been many of these
creatures but most of the footprints were washed away
by rain since they were left. Despite the weather's toll on
the trail, a much older track leads north up the nearby
valley (running towards area 1 - 1 1), while a somewhat less
old trail heads southwest along the riverbank. The most
recent of tracks heads northeast before becoming lost
among the rocks.
0 R,j GiITAL ADVE ITTV � S RE i IT CAR_IlATE D • E�P E D ITI 0 ll T0 THE BARRI E R P EAKS
CHAPTER SIX
T
his section elaborates on the material presented in These two unfortunates, a human fighter and a halfling
the original adventure, introducing new monsters rogue, were members of the first party sent to investigate
and challenges for the party to face as they explore the raiders corning out o f the Barrier Peaks. They dis
the crashed spaceship. Some of this supplemental ma covered and infiltrated the spaceship, but these two were
terial builds on ideas included in the classic version of captured by the police robots and imprisoned here. They
Expedition to the Barrier Peaks, while other content is brand languished for days before succumbing to starvation-a
new. An entirely new level has also been added to the dire portent of what might happen to the PCs if they
spaceship that details the origin of the invaders threaten become imprisoned here!
ing the realms adjacent to the Barrier Peaks and to pro
The force field to this cell is operational and can be
vide one possible means of defeating them.
brought down by the means detailed in the main room
The Dungeon Master may choose to include or leave out description.
any of the following information as she desires, or fur
Treasure. The dead halfl.ing wears + 1 leather armorand has
ther extrapolate or change it to best suit her needs and
a + 1 shortsword and a dagger of venom in scabbards on her
to entertain and challenge the players. For ease of use,
belt. Her pouches contain thieves' tools, 1 1 5 gp, 75 pp, and
all additional encounters use circled numerals in the map
two garnets (25 gp each) . The human is dressed in normal
key, making them quickly discernable from the "canoni
chain mail but wears a brooch of shielding on his breast. He
cal" encounter areas present in the original module.
bears a +2 longsword and has a potion of heroism, 1 00 gp, and
three emeralds (1 00 gp each) in his belt pouch.
LEVE L I AD D ITI 0 llAL
E ll C0 U llTE RS AREA 33 - AS S ISTANT
TECHNICIAN' S Q UARTERS
AREA 25A (SUPPLEMENTAL) - DEAD
Musty and neglected, this small room contains a litter of metal
.
E XPL ORERS oijects in van·ous states of disrepair. Spools of stiff colored stnng,
DM Note: This encounter can be added to the existing smallplates of horn-like maten·a� glittering items which might be
description of area 25A on Level I if the DM desires. It strange tools, and even less identifiable things are scattered across a
ties into the background material and reveals the fate of broad low bench at the back of the room. A small sleeping space is
some of the previously sent expeditions to root out the set into the wall below several open cubbies. A rag-dressed skeleton
secret of the Barrier Peaks. lies on the floor.
Two corpses are visible inside the open chamber at the northeastern This room was once the quarters of a particularly larce
end of the room. In the 1 Ofoot-f::y- 1 Ofoot space are afemale ha/ nous-minded assistant technician whose criminal mind
fling and a male human. Both bodies are emaciated with the signs some�ow managed to escape the extreme psychological
of starvation. The corpses are each armed and wean·ng armor. A testing all crewmembers underwent prior to launch. With
number of small studs line both the floor and ceiling of the entrance time to kill, the technician set about building a device that
to this room and a smallpost with a slot seen elsewhere on doors would bypass any lock on the ship so that he might help
stands in the center of the open entrance. There is a slight distor himself to whatever valuables were stored inside. He per
tion in the air around the entrance to the space and a soft humming fected the device shortly before the plague broke out and
sound hangs in the air. managed to steal some objects of value, but soon died in
the chaos that followed the outbreak.
0 RJ G i IIAL ADVE IITVRJ:S RE i II CA R._II ATED • E�P E D ITI 0 ll T0 THE BARR I E R P EAKS
AREA 36 - REPROGRAMMED
WORKER ROBOT
A tall cylindrical metal creature moves through the ransacked
room. It stands more than 8 feet tall and has both a pair of sinu
ous steel tentacles ending in claws and a set of human-like arms.
Its dome-shaped head is ringed with ryes and a strange rod or lever
protrudesfrom its crown.
This worker robot (see appendix B) was reprogrammed
by a mad technician at the height of the plague. lts mem
ory chips were swapped with those of a police robot and
the mechanical servant now believes it is a security unit.
If it notices the party, it whirls to face them, extending
one of its human-like arms in their direction and com
mands them halt and be identified-all in Alien Com
mon. If the PCs fail to respond to its commands and/
or do not produce a red or gray color card, the robot
attempts to "subdue" them using its nonexistent weap
onry. As it does so, it announces its intended attack
"Deploying sleep gas grenade!" or "firing paralysis
ray!"-then mimes the action with no effect. This con
tinues for several rounds and the robot follows the party
if they leave the area.
After 1 0 rounds o f ineffective attacks or if it is attacked,
the robot announces, "Switching to physical restraining
mode" and then attacks with its tentacles and pinchers.
Its attacks are now with lethal intent.
If the party displays a red or gray card, the worker robot
stands stock still and states ''Awaiting orders." The char
acter with the color card can command the robot to serve
it or perform tasks for the card-holder, but the robot will
not deign to do any chore it believes unsuitable for a po
lice robot (carrying things, heavy lifting, repairs, etc.) . If
asked to do any "worker robot" chore, it apologizes, says
that's not in its programming, and offers to summon a
worker robot if the card-holder desires. The robot, if
asked to summon a worker robot, agrees, goes stock
still, then announces, "Worker robot summoned, sir (or
ma'am) ." o robot ever appears however (it doesn't have
the capability to do this, but believes it does.) .
The robot is equipped with a violet color card and will
open doors if asked.
The robot fights if commanded to but defaults to its po
lice protocol which restricts it to nonlethal efforts. This
protocol cannot be overridden by the card-holder. Dur
ing each of its turns, the robot performs one attack or
0 N Gi il.A L ADVE ilTVR._E S REi il C.A R._Il .ATE D • E�PE D IT I 0 ll T0 THE BARRI E R PEAKS
action in the following order: A crafty party might seek to weaponize the contained
•
ochre j ellies somehow, but opening a canister requires
Turn 1 . "Fires" a "sleep gas grenade."
an action and the opener must be within 5 feet of the
• Turn 2. "Fires" its "paralysis ray." container. Unless some method of remote opening is
• Turn 3. Summons reinforcements (no effect) . devised, the released ochre jelly will almost always attack
the opener first.
• Turn 4. Uses "subdual tentacles" (attacks with its ten
tacles, doing physical damage) .
AREA 38 - RE C AREA
•
Turn 5. Announces it is switching to lethal force pro
Numerous couches and chairs are arranged about the room creat
tocol and "fires" its "laser pistol."
ing intimate conversation spaces. Several coloiful lumps resembling
After 5 rounds, a personality conflict glitch causes it to ha(fdeflatedpef.fballfungus are also present, each measun·ng 3feet
cycle back through its protocols and starts with its "sleep in diameter. Several smashed boxes the size ef a human are ar
gas grenade" attack. The robot only makes an actual at ranged against the north wal4 their exteriors once covered in garish
tack on its fourth, eighth, twelfth, etc., turn in each com colors but now stained black ry soot. Along the east wall are six
bat. curious oval-shaped spheres. Once stark white, their exten.ors are
now dirtied and scratched. A seam is visible around the middle of
Development. The robot functions for 4 hours before
each sphere and a shortflight of stairs leads up to the side of each
its power source dies, rendering it inert and useless. If the
ef the weird orbs.
DM is having too much fun with the "police robot" and
wishes to keep it around, it can be recharged at area 4 on Show Handout #55. A place for the crew and passengers
Level II or any area 1 2 location on Level III, a process to relax, this area was long ago looted, its food and game
which takes 1 hour and restores it to a full 6-hour charge. machines (the boxes along the wall) smashed and set
alight. Only the couches, chairs, and beanbag-style seats
AREA 37 - MUTATE D GOO (the puffball mushrooms) remain untouched.
A number of dullyellow rylinders with metal handles on their tops The six orbs each measure 8 feet long by 4 feet wide and
are stored hon·zontalfy in racks along the walls of this chamber. rest on supports 3 feet off the ground. These are virtual
Each appears to be 3 feet long and 1 1/2 feet in diameter, and a reality pods that provided a number of entertainment
collection ef tif!Y square tiles are set in a square pattern next to options to the user. Now, only one simulation remains
the handle. functioning.
Show Handout #54. These cylinders contain a nutrient A jet black color card slot is set into the side of each
rich viscous substance that serves as the basis for all food orb, accessible from the top step of the stairs. Inserting
produced by the ship's robokitchens. The cylinders were any card in the slot causes the top of the orb to swing
swapped out to replace empty canisters on this level's upward, revealing the plush reclined seat inside. A white
kitchens (areas 7) as needed. The kitchen food dispens helmet that completely covers the head rests atop the
ers then used the substance to manufacture all varieties seat, connected to the orb's interior by a short cable.
of tasty food.
Sitting in the pod and placing the helmet on one's head
The canisters are of Simple complexity (see appendix C) causes the wearer to be plunged into a VR environment
and opening one is accomplished by punching in a ba video game that mimics reality in nearly all respects. (See
sic command code in the keypad atop each cylinder (the sidebar.) As soon as the helmet is put on, a black field
square pattern of tiles) . However, due to the close prox with a glowing green alien lettering is visible. There is
imity of the radiation area in the next room (area 1 3) , a short pause, then the alien characters change to a sin
these particular nutrient goo canisters have been mutated gle glyph as if counting down. After 20 seconds, the VR
into a terrible form of life. pod's user is immersed in the game setting: an adven
ture game where the player takes the role of doughty he
If any cylinder is opened, an ochre jelly spills out and
roes-but with a futuristic twist-in a battle against evil!
attacks whatever is nearby. There are potentially 1 2 ochre
jellies in this area to deal with if the party opens all of
the cylinders.
Ruptured boxes and barrels madefrom a pale blue material simi If the party enters the room, the closed door slides open
lar to horn are stacked along the 1valls of this room. The contents and a quartet of humanoid forms, each covered in a thick
of the containers were c!ear!J organic: the stuff has rotted to a growth of mold and fungus, shambles through the open
stinking mess and sprouted thick clusters of brightpink toadstools. doorway to attack the party.
The floor is covered in water that streams down one wall, bornfrom These are four androids (see appendix B) encrusted
leakingpipes running along the western wall. Oi/y black ropes dan with a thick coating of the mold, making them look like
glefrom a breach in the ceiling and lie splqyed out across the floor. sentient, ambulatory fungus creatures instead of beau
In a cabinet set into the south wall, three cun·ous rod-like o/:jects are tiful humans. The mildew has affected their personality
visible in a rack behind a glass door. chips and they are now hostile to all humanoid creatures.
This storeroom held foodstuffs and organic compounds The androids have normal stats, but the thick coating of
for the laboratory (area 31) but are now rotted beyond mold presents a threat to those fighting them. Each an
use. The pink toadstools are simple fungus, edible but droid gains the following reaction:
having no other properties.
Spore Cloud: In response to another creature within
The oiled ropes are live power lines and have trans
1 0 feet dealing slashing or bludgeoning damage to
formed the wet floor into a death trap. Anyone stepping
the android, the android releases a cloud of poisonous
into the puddle or touching the pool with a conductive
spores that targets the creature. The target must suc
object must make a DC 1 6 Constitution saving throw,
ceed on a DC 1 2 Constitution saving throw or take 7
taking 55 (10d 1 0) lightning damage on a failed save, or
(2d6) poison damage.
half as much damage on a successful one. If the space
ship's lights are currently dimmed due to result #2 when
0 N Gi ITAL ADVEITTV R}S S RE i IT CA R_Il ATE D • EXP E D ITI 0 Il T0 THE BARRI E R P EAKS
The room the androids emerged from is another section AREA 42 - TE CHNICIAN S ' POST
of the office in similar condition as the front part. A sinuous!J-shaped table rests to the right of the entrance, a skel
Treasure. A successful DC 1 3 Wisdom (Perception) etalfigure garbed in rags slumped atop it. Behind it are a bank of
check in the back office notices glittering metal under black glassplates set into the wall with an altar below it. The altar
neath a layer of mold. If cleared away, a metal box con is covered in small square tiles and roundprotrusions. Strange met
taining three 50 gp gems, two 1 00 gp gems, and a gold al items are scattered across the dirty floor. A pool of purple liquid
necklace (1 ,000 gp) is discovered. has accumulated on the floor near an open door across from the
entrance. An open doorwqy to the west leads deeper into this area.
These three rooms were a substation to the ship's main
engineering level (which was not part of the j ettisoned
ship and not present here on the planet) . It served most
ly as a monitoring point and a place where work orders
were processed.
The bank of glass plates is comprised of 25 unpowered
computer displays that once showed the condition of all
the ship's systems. The "altar" below it is a non-function
ing computer terminal. The strange metal items are a va
riety of tools (hydrospanners, sonic screwdrivers, plasma
torches, etc.), but all are broken, bent, or otherwise use
less.
The pool of purple liquid measures 4 feet in diameter
and is a synthetic fluid used in a number of the ship's ma
chines. It is not dangerous by itself, but does demonstrate
AREA 41 - C O OLANT LEAK the ability to reflect back harmful energy when exposed
Anyone coming within 10 feet of this location who suc to it. If the pool is struck forcefully with a nonmagical
ceeds on a DC 1 2 Wisdom (Perception) check hears a physical attack or an effect dealing cold, fire, lightning,
faint rattling coming from the pipes and conduits that or psychic damage, the liquid reflects the energy back at
run along the corridor's ceiling. A creature looking at its source (weapons rebound against their wielder, while
the pipes can make a DC 1 5 Intelligence (Investigation) other attacks are reflected back to their source) . The
check. If the creature is proficient with alchemist's or creature delivering the initial damage must make a DC
14 Dexterity saving throw or suffer damage as if struck
tinker's tools, they have advantage on the check. On a
by its own attack. Less forceful efforts, such as scooping
successful check, the creature notices that one of the
up the fluid gently, do not trigger this response. The fluid
pipes is leaking tiny droplets of blue liquid and appears
can reflect energy three times before it loses its molecular
in danger of failing. If the check fails, they just iden
integrity and transforms into a gaseous state that quickly
tify which pipe is rattling but no further information is
diffuses.
gleaned.
Treasure. The skeleton has a violet color card and a
If anyone passes beneath the failing pipe there is a 50%
canvas pouch on its belt. The pouch contains a set of
chance the pipe bursts while they are beneath it, spraying
complex tools designed to repair the ship's various engi
them with super-chilled, highly pressurized coolant. This neering systems. Most of the tools are beyond the party's
burst affects one target, doing 36 (8d8) cold damage, or intellect to use, but a few of the simpler implements can
half as much damage if they succeed on a DC 1 5 Dex be used in more mundane tasks. If incorporated into a set
terity saving throw. The pipe bursts only once and affects of alchemist's supplies, carpenter's tools, cobbler's tools,
a single creature, but the DM should check to see if the j eweler's tools, leatherworker's tools, smith's tools, tink
pipe fails each time it is passed beneath until the leak oc er's tools, or woodcarver's tools, the implements grant
curs. Afterwards, the passage is free from danger. advantage on any ability check made with those tools.
The delicate tools break or wear out after the artisan's
tools are used 1 d4 + 1 times.
0 N Gi IIAL ADV E IITV R,J: S RE i II CAR.._II ATE D • EXP E D ITI 0 Il T0 THE BARRI E R PEAKS
AREA 42A - TECHNICIAN S ' L OUNGE AREA 42B - CHIE F ' S OFFICE
Overturned tables and chairs are strewn about this room and the This room appears to have escaped much ef the damage present
skeletons of a ha(f-dozen bodies are also present. The south wall elsewhere. A large bench bearing a glassfronted box and a number
is blackened as if burned and there are similar dark marks in ef tiny square tiles stands at the far end ef the room. The east
the floor. A large cracked black glass plate is set into the curved wall is adorned with rows ef black reflective rectangles imprinted
western wall. In a small alcove to the north is a large metalfigure with J,vhite symbols. A crystal stud is set into each plate beside the
2vith serpent-like steel arms and a pair ef smaller limbs that end symbols. iVfa1!J ef the studs are glmving either red orgreen1 butfar
in sharp pinchers. A square opening in the figure � chest reveals a more are dark. A skeleton, its bocfy imprisoned in a form-fitting
network of colored string and horn tablets. A shiningflattened oval cage of rods and bars, stands beside a curious chair, facingyou.
lies on the ground before it.
Show Handout #57. The technician chief for this sec
Show Handout #56. The technicians here killed one an tion of the ship manned this office, which was the nerve
other in a plague-driven rage, damaging the room as well. center for monitoring spaceship systems. There are 200
The glass plate was once an entertainment unit. black rectangles, each measuring 2 inches high by 4 inch
es across. Each one lists the name of a sector of the
The metal figure is a worker robot (see appendix B) that
ship (Primary Engineering, Laboratory, Cargo Hold 1 2,
severely malfunctioned before the plague struck and was
etc.) and has a status light beside it. Green glowing lights
brought here for the technicians to puzzle over in their
indicate systems are functioning nominally, red indicates
spare time. The robot displayed some violent quirks and
a problem, and unlit bulbs mean the sector is no longer
the engineers didn't trust the robot to be left somewhere
reporting (they are areas not present in this j ettisoned
it might inadvertently be reactivated. They even pulled
portion of the ship) . Translating the alien characters into
the robot's power supply (the shining flattened oval) to
comprehensible words allows the party to read them,
keep it inert. Anyone examining the oval determines it
but not necessarily understand their meaning. The DM
has two small slots set into its top and it weighs about
should use futuristic technobabble when revealing what
20 pounds.
they read ("Proton Dissembling Sub-Station 1 1 " and
A DC 1 5 Intelligence (Investigation) check made in con "Transmatter Rerouting Hub Delta" are good examples) .
junction with an examination of the robot's open chest
The glass-fronted box and tiles is a dedicated computer
cavity notices a pair of stiff colored strings (wires) end
console related to technical matters and is still powered.
ing in small tabs about the size of the slots on the oval.
Figuring out how the operate the console, a device of
Placing the oval back inside the robot's chest (there is a
Difficult complexity (see appendix C), brings up a flash
space it fits comfortably inside), slotting the tabs into the
ing red screen followed by a scrolling column of alien
power source, and closing the chest cavity cover reacti
characters. Diagrams of the ship's levels appear with a
vates the robot.
number of glowing sections marked out on them.
Development. Reactivating the worker robot is a bad
The console is displaying all sections of the ship where
idea. At first, there is a ratcheting noise, followed by some
radiation is present. The DM should show the players
beepings, buzzings, and static, then the construct comes
each of the ship's level maps and point to each area 1 3 .
back to life. It calmly surveys its surroundings before set
Give the group 1 5 seconds to look at each map and
tling its optical sensors on the closest creature. Its optical
memorize (or not) the locations of the radiation leaks,
lenses turn from a placid blue to a burning red, and the
then show them the next map. Levels I, II, III, V, and, if
robot begins repeating the words "Kill, kill, kill," in Alien
the DM is incorporating it, Level VII all have radiation
Common before attacking every living thing present. It
leaks. Levels IV and VI are not displayed.
fights until destroyed.
The maps display once each before the power surge
Treasure. One of the skeletons lies near a jury-rigged
blanks the console and a shower of sparks emerges from
incinerator (see appendix C) . The weapon has 1 charge
underneath the keyboard. It no longer functions.
left in its power disc and enough fuel for three more uses
before needing to be refilled. Treasure. The skeleton wears a powered exoskeleton
(see appendix C) .
0 R,j Gi IIAL ADVE IIfV � S RE i II CAR_II AfE D • EXP E D ITl 0 ll T0 THE BARRI E R P EAKS
AREA 1 7 - GRELL BROOD-MOTHER
This large, high-ceiling chamber contains stacks ef containers ar
ranged in neatpiles. Ma1?J ef the containers shmv signs ef damage,
hoivever, and the .floor bears piles ef rotting organic matter and
rusting metal material. Clinging to the sides ef several ef the con
tainerspiled high overhead are clusters ef pearlescent orange globes,
slick with slime. Each pulsesfaint/y with life.
One of the creatures captured by the spaceship's crew
and placed into stasis was a grell brood-mother, a ma
triarch of the dreaded species. The brood-mother was
pregnant with a clutch of eggs when captured and, once
released from stasis, gave birth to the first wave of the
grells now infesting the ship. This cargo hold is her lair
and birthing grounds.
The grell brood-mother 1s a 20-foot-long, oversized
specimen of its species. Its tentacles are scarred from
countless battles and its beak bears striated bands of pur
ple and green, the marks of brood-motherhood. Like a
queen bee, the brood-mother is the sole breeder among
the grells on the ship, the source of the entire species
inside the vessel. It does not tolerate intruders in its lair.
The grell brood-mother (see appendix B) is present
here along with three grell consorts (each with maxi
mum hit points) . They float high above the ground in the
shadows, ambushing any who enter by drifting down si
lently and attacking the rearmost members of any group.
Development. There are 1 0 egg clusters present here,
each no less than 20 feet above the floor. Climbing up to
one requires a DC 1 0 Strength (Athletics) check. Each
egg cluster has AC 1 0, 1 0 hit points, immunity to light
ning damage, and vulnerability to fire damage. Destroy
ing all 1 0 of the egg clusters prevents any more grells
from being born on the spaceship. Once all the grells de
scribed in the level descriptions are slain, treat any "grell"
result on the random encounter table as "No encounter."
Treasure. The grell brood-mother has accumulated in
cidental treasure from those creature it has slain. Atop
one of the cargo piles, located 20 feet above the floor,
is a treasure pile consisting of six gem bearings (1 00 gp
each), a laser rifle with 2 charges remaining on its power
disc, a gas mask, and a bandolier of six wound healing
canisters (two are empty, however) . (See appendix C for
these items.)
0 R.i Gi rrn. L A.DVEilTV RJ: S RE i il CA R._Il ATE D • EXP E D ITI 0 n T0 THE BARRI E R P EA.KS
AREA 1 8 - GRICK DEN LEVE L IV AD D ITI 0 llAL
Tables and chairs1 some quite large1 have been thrown about this
E llC 0 U llTERS
huge room with abandon1 perhaps l:ry looters searching.for treasure.
Matry of the furnishings are broken and piled into mounds. The
floor here is covered with soft cloth carpeting, now stained with dirt AREA 2 3 - CHUUL POOL
and a crusty, unrecognizable substance. A placid pool some 10 feet in diameter is visible here among the
This former lounge was looted in the chaos of the plague
vegetation of this level. A stream leaves the poo� flo2ving to the
north. A pathwqy skirts the pool at its southern edge. The waters
and then abandoned. Recently, a band of gricks have
appear deep and dark, and the occasional ripple indicates fish and
climbed up from Level IV in search of prey and are tem
other animal life swim in its depths.
porarily using this room as a den. They hide in hollow
spaces within the mounds of broken furnishings, am Three chuuls once dwelled in the waters and along the
bushing anything that gets too close. Dried slime from shores of the central lake, but the froghemoth has driven
their passage cakes the carpeting of this area. them off. The creatures now call this pool and the sur
rounding foliage their home. At least one will be present
There are four gricks and a grick alpha occupying this
in the pool at all times and there is a 3 in 6 chance each
chamber. The heaped furnishings have many small crev
of the other two are either beneath the waters or lurking
ices and nooks to hide in allowing the gricks to utilize
in the foliage surrounding the pool. The chuuls are aware
their Stone Camouflage trait despite the non-natural en
of the presence of the tri-fl. ower frond that grows at the
vironment of the lounge.
north end of the pool (see area B) and avoid it.
Treasure. A skeleton lies half buried beneath one of the
The chuuls are attracted to magic and can determine
mounds of furnishings and is noticed with a successful
what creature bears the most magical items or is under a
DC 1 2 Wisdom (Perception) check. A rotted canvas bag
spell effect using their Sense Magic trait. They attack this
beneath the bones contains a yellow color card, a wound
creature before all others, seeking to slay that target first
healing canister with 5 charges remaining (see appendix
before moving on to other potential threats.
C) , and a hypodermic syringe containing 1 dose of all
purpose curative that neutralizes poison, cures disease, or Treasure. At the bottom of the 1 0-foot-deep pool is the
removes radiation poisoning. partially-eaten corpse of a male high elf dressed in tat
tered robes. A sodden backpack and a staff offrost lie be
side it in the muck. The backpack contains a ruined spell
book, two potions of superior healing, and a money pouch
containing 56 gp, 50 pp, and a sapphire (50 gp) . The elf
was a wizard who was part of one of the initial explora
tory parties sent to investigate the mysterious raids com
ing from the Barrier Peaks. Like his colleagues elsewhere,
he perished inside the spaceship, slain by the chuuls.
0 R.i Gi II AL ADVE IIfv � s RE i II CA R_II AfED • EXP E D ITI 0 Il T0 THE BARRI E R P EAKS
This area is lined with stasis cells measuring 1 0 feet to Development. One minute after the door to the dis
each side. Each tier contains up to eight stasis cells, and posal chamber is opened, the green light begins flashing.
there are four tiers to each stack. When the spaceship was One minute after that, the light turns red, a noise sounds,
operational, animal and flora exhibits were kept here in and the disposal chamber's door swings shut. Anyone
stasis and occasionally swapped out for the active exhib inside the chamber at this point must succeed on a DC
its in areas 3, 4, and 5. Several of the stasis cells malfunc 1 4 Dexterity saving throw to leap through the door be
tioned in the wake of the plague outbreak, their inhabit fore the chamber is sealed. Any creature investigating the
ants perishing in captivity, but most remained intact until bones or at the far end of the chamber has disadvantage
their occupants were released by the ship's robots and on their Dexterity saving throw.
central computer.
Once the door closes, the disposal chamber goes through
The blinking red light is set into the frame of a large is "sanitation cycle," a process that bombards the interior
1 0-foot-by-1 0-foot door made from metal and sealed with deadly radiation. Anyone inside the chamber must
with a color card lock. Only a violet, yellow, or gray card make a DC 1 5 Constitution saving throw each round for
opens the door, which turns the blinking light to a steady 10 rounds, taking 1 7 (5d6) necrotic damage on a failed
green color. Inside is a mostly bare room with a thin layer saving throw, or half as much damage on a successful
of white grit covering the floor and a few small mounds one. Any creature reduced to 0 hit points by the cham
in the center of the space. If investigated, the mounds ber's rays is killed and become a mixture of ashes and
reveal themselves to be fossilized bones and the grit is fossilized bones. The cycle ceases after this time or if the
granulated ash. This room is actually a disposal chamber process is interrupted.
where exhibit specimens that proved to be too danger
The sanitation cycle can be stopped by the use of a gray
ous or troublesome were put down.
color card from outside of the chamber or by damaging
0 N Gi ilA L ADVE ilTVRJ; S RE i il CA R_Il ATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS
the integrity of the chamber. The door has AC 20, 50 AREA 26 - THE PEACE TREE
hit points, and immunity to poison and psychic damage. A 30foot-tall tree resembling a lybrid ef pine tree and massive
Bringing the door to 0 hit points causes a breach and the fern grows in the middle ef a small meadow. Itsfrond-like branches
chamber goes into shutdown mode. This shutdown isn't are pale pink in color and droop down to nearfy the ground, farm
instantaneous, however, and when the door is broken ing a living tent around the base ef the tree. Small blue blossoms
open, all inside the chamber and within 20 feet of the grow from the branches and at the crown ef the tree. The shac/y
now open door must make one DC 1 5 Constitution sav grottoformed b the tree's dangling limbs looks cool and inviting.
ing throw as above. After this time, the disposal chamber
shuts down and no longer emits radiation. Show Handout #58. This tree is a rare species whose
flowers produce a natural calming pheromone. All com
A knock spell opens the door, but all inside and nearby ing within 20 feet of the tree must make a DC 1 5 Wisdom
are exposed to radiation for 1 round as if the door was saving throw or become passive and nonviolent. While
broken. A passwall spell is useless against the metal walls under the effects of the pheromone, a creature cannot
of the chamber. attack or otherwise purposely cause harm to another liv
ing being. The pheromone effect lasts for as long as a
AREA 25 - THE LIVING BURROW creature remains within 20 feet of the tree. If an affected
The dark mouth ef a hole, perhaps an animal'.r burrow or a small being moves outside this range, the pheromone-inflicted
open pit, is visible atop a low mound ef grass-covered earth 20 feet passivity ends after the creature remains outside the tree's
from the edge ef thepathwqy. Somethingglitters in the darkness ef area of effect for 1 0 minutes. A lesser restoration spell will
the hole, but whether it is metal or the gleam ef an animal's rye is also end the effect, but if it is removed while the target
impossible to discern at this distance. is within 20 feet of the tree, it must immediately succeed
on another DC 1 5 Wisdom saving throw or again come
The "hole" is in truth the mouth of a bizarre ambush
under the peaceful mindset.
predator-a living burrow (see appendix B) . This crea
ture buries itself in the ground with its mouth open, mak Creatures beyond the range of the pheromone field can
ing it appear to be a simple earthen burrow on a hillock. make ranged attacks against those within it, but targets
Its sucker-covered tentacles and the numerous millipede inside the tree's hanging branches have three-quarters
like legs it moves about on are easily mistaken for roots cover.
and blades of grass. The glittering spotted inside the Development. The peace tree provides an oasis of safe
"burrow" is its tongue, which is coated in reflective slime. ty against many of this level's more dangerous predators.
The living burrow will wait until as many creatures are A party of adventurers can take a long rest beneath the
within range of its tentacles before revealing itself, but tree without being troubled by random encounters or
not so long as to risk letting a meal escape. It attacks im prowling beasts.
mediately if a potential prey comes within 5 feet of its The peace tree's pheromones are products of its blos
mouth. Show the players the cover art from the original soms and the passivity field ends when the flowers have
module. faded. There is a 2 in 6 chance this has occurred the next
Treasure. Inside the living burrow's gullet are the dis time the party visits the tree and increases to a 4 in 6
solved remains of a male dwarf dressed in partially chance if the adventurers return a third time. After three
destroyed armor and bearing a broken warhammer. A visits, the flowers have automatically faded and the tree
pouch around its neck contains three emeralds (250 gp no longer produces its safe zone.
each) and a mithril token bearing the symbol of Moradin
(500 gp) .
This dwarf was a member of one of the scouting parties
first sent to investigate the metal cave and he perished
here like his comrades.
0 N Gi IIAL A.DVE IITV RJ; S RE i II CAR_II ATED • EXP E D ITl 0 ll T0 TH E BARRI E R P EA.KS
ers. Roll a d6 to determine if any nearby creatures are at LEVE L V AD D ITI 0 llAL
risk:
E nc e u nT E R
D6 Effect
1 -3 The robots sweep the feed off on a side away
AREA 6 - EMERGENCY SEALANT
from where any creature is currently standing.
No danger to onlookers. STORAGE
4-5 One randomly determined creature within 5 feet A meta! cage cordons ef./ a 20foot-sqt1are area here. A closedgate
of the open lift must succeed on a DC 12 Dex with a slot beside it prevents access to the cage 's interior. Through
terity saving throw or be knocked into the open the mesh covering that comprises the cage's exterior, yot1 see a dozen
shaft, falling 1 00 feet to area 1 7 on Level VI and yellow rylinders, each covered J,vith strange black symbols and bear
taking 35 (1 Od6) bludgeoning damage. ing a handle atop it.
6 Up to two randomly determined creatures within This cage contains 1 2 canisters of emergency sealant (see
5 feet of the open lift must succeed on a DC 1 2 appendix C) . A violet or better color card opens the cage,
Dexterity saving throw o r b e knocked into the or the mesh fencing can be lasered open (using either a
open shaft, falling 1 00 feet to area 1 7 on Level VI laser pistol, rifle, or drill and expending 3 charges) .
and taking 35 (1 Od6) bludgeoning damage.
A creature standing on the lift itself when the robots ac
tivates it, travels safely down to Level VI, but must make
a DC 1 0 Dexterity saving throw to avoid falling lumps
of rotted feed, taking 3 (1 d6) bludgeoning damage on a
failed save.
0 R.i G i IIAL ADVEIITV � S RE i II CAR._II ATE D • E�P E D ITI 0 ll T0 THE BARRI E R PEAKS
intruders back off, the otyughs settle down but keep a
E n c 0 u nTE R AREAS
careful watch over them. Failing to retreat results in the
otyughs attacking anyone in or within 1 0 feet of the trash
heap. AREA 1 - PACIFIER ROBOT BAYS
A pair of metal daises sit in the center of this broad chamber, each
The otyughs' pile is foul and contains only rotted feed
accessible ry a wide ramp. One dais is bare, but atop the other rests
from Level IV above, trash collected by the worker robots,
a 1 Ofoot-long oval metal chariot of strange make. It bristles with
and the occasional mound of animal droppings cleaned
a number of rod-likeprotrusions andfloats aJewfeet above the top
up from the garden environment. Searching the trash heap
of the dais. Stout black oi!J cords dangle from the ceiling and are
uncovers nothing of value or use, and any searchers must
connected to the metal chariot. At one end of the room is a small
succeed on a DC 1 0 Constitution saving throw or become
altar with a number qf glass plates set into the wall above it. Im
diseased as if hit by an otyugh's Bite attack.
ages flicker and dance on some of the plates.
Treasure. The trash heap is devoid of interesting ob
Show Handout #61 . This area has two recharge/storage
j ects, but a DC 1 S Wisdom (Perception) check of the
bays for a pair of the spaceship's pacifier robots. One has
stacked cargo finds a cracked-open crate containing four
already been dispatched and is the source of the raids af
sets of carpenter's tools made from nearly unbreakable
fecting the area (see chapters 4 and S), while the other re
high-density alloys and plastics, as well as two power
mains in "Ready" mode-charged but docked in its bay.
discs (see appendix C) .
Each bay is 20 feet on a side and 6 feet high. The cords
connected to the inert pacifier robot are power charging
LEVEL VI I ! B I 0 L0 G I CAL
cables. I f the cables are struck with slashing weapons or
JlIAllU FACTU Ri ll G AllD the party makes serious efforts to damage them, anyone
C 0 L0 ll I ZATI 0 ll ST0 RAGE in contact with the power cables must make a DC 1 S
Constitution saving throw, taking S S (1 Od1 0) lightning
H 0 LD S damage on a failed save, or half as much damage on a
This level contains both biological entity (B.E.) manu successful one.
facturing facilities and colonization equipment storage. The altar and glass plates are a monitoring station com
It also contains a highly-dangerous alien predator which prised of a control panel and computer console with a
may or may not be in stasis depending on the characters' dozen video displays above it. Six of the monitors are
actions. If the party meddled with the computer central showing video feed from the active pacifier robot assum
(area 28 on Level I), the creature could be hiding on this ing it hasn't been destroyed. Otherwise video "snow" is
level. See area 1 9 below when the party arrives on this crackling across the monitors.
level.
The monitoring station can be used to stop the active
pacifier robot if the PCs can discern how to use it prop
WAll D E Ri ll G JlI 0 llSTE RS
erly. It is of Extraordinary complexity (see appendix C)
Each hour the party is exploring this level of the space and each time an Intelligence roll to figure out the device
ship, roll a d20. On a roll of 1 , an encounter occurs. Then fails there is a SO% chance a police robot (see appendix
roll 1 d8 and consult the table below: B) is dispatched to investigate meddling with this impor
tant piece of technology. The robot arrives 1 d4 minutes
D8 Encounter
after the failed roll and attempts to apprehend any in
1 1 android (see appendix B)
truders it discovers. Multiple failed rolls can potentially
2 1 d4 type two biological entities (see appendix B) summon additional police robots. If the PCs break the
3 1 d6 grells station with a mishap, a worker robot (see appendix B)
4 2d4 type one biological entities (see appendix B) arrives to repair the console, arriving 1 d6 minutes after
S 1 police robot (Handout #S; see appendix B) wards. Unless shown a red or gray color card, the worker
6 1 worker robot (Handout #6; see appendix B) robot summons 1 d3 police robots (see appendix B) to
7 1 phase spider deal with the meddling trespassers.
8 1 d4 vampoids (see appendix B)
B 11
B
v
v y
6
LIFT
L .J
12
10
DROP TUBE
OPEN DOORWAY
BLACK
VIOLET CARD DOO.R PUDDING
I NTERMITTENT
YELLOW CARD DOOR LIGHT AREA
Treasure. There is an emergency station in this room, a Developments. Each of the injections has a different
white and red cabinet bearing a stylized fire symbol on effect on creatures other than the biological entities.
it set into the south wall. It contains four wound healing These are as follows:
canisters and a fully charged fire extinguisher (see appen • Baseline Injection: The target must make a DC 1 O
dix C for both) . Constitution saving throw as they are injected with
high-calorie, super-nutritious synthetic chemicals spe
cially designed for the biological entities' metabolism.
On a successful saving throw, the target's body assimi
lates the chemicals and they can survive up to 2 weeks
without eating and only consuming a cup of water
a day. If the target fails the save, they take 35 (1 Od6)
poison damage from the chemicals and are poisoned.
0 R.i G i rrn. L ADVE II TV � S RE i II CAR_II ATE D • EXP E D ITI 0 n T0 THE BARRI E R P EAKS
The poisoned condition ends if removed magically or AREA 6 - TOOL FORGE
after the creature completes a long rest. A bull<::J device comprised ef oval metal canisters ef.fixed to an
• angled box the size ef a cart occupies the space in the center ef
Amplified Metabolism Injection: Designed to sup
plement the biological entities' body chemistry when the chamber. A flat glass-topped table protrudesfrom the box, its
high-intensity tasks were anticipated, these chemi suiface glowing with a pale white light. A hood, like that ef a
cals are even less easily assimilated by normal living blacksmith s forge, hangs 3 feet above the glowing glass table. A
tissue than the baseline injection. The target must number ef small metal squares are set into the boxs side beside a
make a DC 1 5 Constitution saving throw, suffering glass plate.
45 (1 Od8) poison damage and becoming poisoned on This device is capable of fabricating simple tools and sim
a failed saving throw. The poisoned condition ends ilar devices, making it unnecessary to fill the ship's cargo
if removed magically or after the creature completes holds with extraneous weight. A quick-setting chemical
a long rest. On a successful save, in addition to the compound is pumped from the oval containment tanks
benefits of the baseline injection, the target's speed is into the boxy fabricator and the desired object's struc
amplified. This manifests as if the creature is under ture is imprinted into the compound. The hood over the
the effects of a haste spell for 1 hour. The target be glowing table then descends and the "smart material" is
comes incapacitated after this hour elapses and ends formed into the proper shape and quick-set. The hood
this condition only by completing a short or long rest. then rises after 1 minute of processing time, revealing the
• new item. The keypad and display monitor (the squares
Hostile Environment Deployment Injection: Giv
en to the biological entities when forced to perform and glass plate) allow the operator to choose from a menu
in truly unforgiving environments, this substance is of more than 1 00 different items to create the most use
dangerous to non-biological entities. The target must ful tool for the j ob. The ship's computer is also tied into
make a DC 20 Constitution saving throw. On a failed the forge and can program it to create runs of items. The
save, the creature takes 55 (1 0d1 0) poison damage. tool forge is of Difficult complexity (see appendix C) .
If this damage reduces the creature's hit points to If the tool forge is operated correctly, the user can create
0, it dies. The creature is also poisoned, which ends up to 1 ,000 simple tools and weapons before the chemi
if removed magically or with a long rest. On a suc cal compound tanks run dry. Each tool must be either a
cess, in addition to the effects of the baseline injec solid item or contain no more than three separate parts (a
tion, the creature also gains the benefits of a protection pair of shears or a longbow, for example, could be made,
from energy spell. The type of energy is chosen by the but not a laser pistol) and must be no larger than 4 square
operator when this option is selected corresponding feet in size. The characters can search through the forge's
to the various environments on the sub-menu: acid catalog of object blueprints, making it an easy if lengthy
("Caustic"), cold ("Low Temperature"), fire ("High process of determining what the device can and cannot
Temperature"), lightning ("Extreme Static") , or thun make. The forge is currently set to make battleaxes, the
der ("High Decibel") . The protection benefits last for default weapon given to the biological entities assisting
24 hours. After this period, the target suffers from the pacifier robot in its duties. The DM has final say in
damage vulnerability to the formerly protected energy what the forge can and cannot manufacture.
type for 24 hours, after which the creature returns to
it natural body state. Treasure. Theoretically, the forge can be programmed
to produce items like gold bars and gemstones if the DM
The injectors have an effectively endless supply of chem allows for it. These objects resemble their real counter
icals but no creature can be under the effects of more
'
parts at quick glance, but anyone who gets a close look
than one injection type at a time. The most recent injec- and succeeds on a DC 1 0 Intelligence (Investigation), In
tion supersedes a previous one. A new saving throw must telligence (Nature) , or Wisdom (Perception) check deter
be made each time it is subjected to another injection. mines that the item is a fake.
0 N Gi ilAL ADVE ilTV � S RE i il CAR_Il ATE D • E�P E D ITI0Il T0 THE BARRI E R P EAKS
D4 Effect
1 Explosion: All creatures within 20 feet of the
terminal must make a DC 1 5 Dexterity saving
throw, taking 1 4 (4d6) fire damage and 5 (1 d 1 0)
force damage on a failed save, or half as much
damage on a successful one. The androids slump
in their chairs, their programming interrupted.
They remain forever inert. A police robot and a
worker robot (see appendix B for both) arrive in
1 d3 minutes to investigate and begin repairs. The
police robot attempts to arrest any creature it
finds here regardless of any color card displayed.
2 Activate combat programming: If the an
droids are allowed to finish their programming
update unimpeded, they activate with advanced
combat protocols enacted. The androids have
advantage on all attack rolls and saving throws,
and a critical range of 1 7-20. They attack the
party immediately upon awakening.
3 Cease programming: The programming up
date to the eight androids ceases and they go
inert. They remain inactive until this result is
rolled again, upon which the programming re
commences.
4 Activate all androids: All 1 67 android blanks in
area 1 0 are roused from their bays and come to
this room for programming. They cram into the
enclosed space, threatening to trample any crea
ture present. Movement is halved in the crowd
and all creatures other than the androids must
succeed in a DC 1 5 Strength check each round or
suffer 1 1 (2d 1 0) bludgeoning damage from being
crushed and trampled. The need to make saving
throws ends once a creature escapes this room.
The androids remain in the area for 1 d4 hours,
after which time the central computer regains
control and orders them back into storage.
0 Rj G i rrn. L ADVE IITV � S RE i II C A R_II ATE D • E�P E D ITI 0 n T0 THE BARRI E R P EAKS
AREA 1 5A - MUTANT UMBER HULK AREA 17 - LAIR OF THE VAMPOID S
DEN Thz"s area zs dark and crowded with hulking metal boxes, each
A 20foot-high, 40foot-wide pile of strange rectangular blocks lies connected to a myriad of tubes, pipes, and oify-looking ropes. The
here among the shattered debrzs. Each of the blocks is massive, like floor is also metal andpools of condensation have formed on it over
the countlessyears. Even now thefaint drip of water echoes through
the building stones of a great temple. Thry appear to be smooth and
somewhat resemble blue-colored horn. A tunnel has been hewed into the gloom. Many narrowpaths wind among the silent metal of:?jects,
disappearz'ng deeper into the room. The entire room is cold, much
the pile, forming a cave-like mouth some 10 feet in width and 8
colder than anywhere else in the complex.
feet high.
This room houses numerous sub-systems related to the
These large blocks are raw building materials that certain
biological entity production and decanting areas, many
machines are capable of turning into a variety of compo
of which resemble industrial machinery rather than sleek
nents. There are more than 500 4-foot-wide, 4-foot-deep,
futuristic devices. It is an ominous place, one well suited
6-foot-long blocks here, each weighing 200 pounds. The
as a home for the weird species of creatures known as
mutated umber hulk discovered it could burrow through
vampoids.
them and excavated a "cave" inside the heap to serve
as its den. The creature is found rummaging through its Development. If the party explores this area, some of
junk bin here if the party stealthily entered the area or the machines briefly come to life, making rattling noises
otherwise haven't attracted its attention. like ill-maintained air conditioners or leaking harmless
industrial fluids. The occasional creak or clunk is heard
Beyond the tunnel entrance is an open space roughly 20
as the party winds their way through the devices.
feet in diameter. A crude bed made from scavenged fab
rics and other soft debris occupies one end of the cave.
A pile of shredded ship's rations containers is heaped in
another corner, and an open box opposite the entrance
is filled with brightly colored and shiny junk scrounged
from the cargo hold.
Treasure. The box holds mostly shiny trash that caught
the umber hulk's many eyes, but mixed in with the glit
tering garbage are 1 5 gem bearings (1 00 gp each), three
needler clips, two power discs, and a fragmentation gre
nade (see appendix C for these items) .
0 R.i Gi ITA L ADVEITTV RJ; S RE i IT CAR_Il ATED • E�PE D IT I 0 Il T0 THE BARRI E R PEAKS
This mess hall served the xenobiologists and geneticists These areas are still filled with huge crates and contain
that lived on this level. It contains long mess tables in ers which hold building materials, fertilizers, and similar
cafeteria-style seating. The furnishings are jumbled, and colonization materials. There will be some destruction of
there are quite a number of skeletons and bones strewn goods noted, as well as human bones here and there
about. They have nothing of value within them. the remains of the plague when crewmen went insane.
The suit of armor resembles powered armor but is ac The party will find nothing of value in any cargo hold
tually a mimic taken on a form that has attracted the not specially noted.
attention of the biological entities. It attacks anyone in
specting it. AREA 26 - SUPPLY ROOMS
Bare shelves and litter are all that remain in this room, which mqy
AREA 23 - SEALED DROP TUBES have once contained supplies or similar storage. It has clearfy been
A rylindrical chamber about 20 feet in diameter stands in the looted long ago.
center ef this area. Its interior is accessible i?J a pair ef open arch These supply rooms were pillaged during the plague and
wqysfacing one another on opposite sides ef the chamber. Within have nothing of value. However, they are ignored by all
the rylinder, a pair ef wide bands bearing metal handles spaced 8 of the level's inhabitants except the death-drinker (see
feet apart run verticalfy down the other two walls. The floor ef the area 1 9) . If that creature is still in stasis, a party can take a
chamber is solid, covered i?J tightfy overlapping angled metalplates. long rest in one of these rooms without fear of encoun
When the spaceship was intact, these drop tubes led tering a wandering monster.
down to additional decks. Upon being separated from
the main ship, sphincter seals activated to preserve the AREA 27 - AUTOMATED ASSEMBLY
atmosphere of the jettisoned decks. Even if the seal was
AREA
somehow breached with technology or magic, only solid
rock lies underneath the vessel. The drop tubes them Hulking metal machines ef indeterminate purpose crowd this
selves are unpowered and normal gravity exists inside chamber. Long lengths ef oify leather extend on rollers passing
each. The handles are immobile. through some ef the curious devices. A walkwqy accessible i?J lad
ders runs along the perimeter ef the chamber, overlooking the silent
machines.
AREA 24 - L OOTED Q UARTERS
This room mqy have once been living quarters or a common room, This space was an automated factory designed to assem
but is long disused The furniture is made from rusting, pitted ble certain intricate mechanisms and equipment upon
metal and another now dingy material similar to leather but ef reaching the destination planet. The machines are pow
great rigidity. From the state ef the chamber, it looks like someone ered down, ill-maintained, and a mass of automated as
or something looted theplace thoroughfy. sembly lines, robotic arms, and other complex parts.
These rooms were living quarters for the level's staff but A behir that was recently released from stasis has
have been thoroughly looted. Each contains some jum claimed this area as its den, coming and going through
bled furniture or rotting goods therein, and from 1 d4 the damaged door at the western end of the room. It
- 1 inanimate skeletons of generally human appearance. hides among the silent machines, when not hunting this
Everything is worthless or in bad condition, the furnish level or the ones above.
ings are plastic or metal, and only bits of rag or odd piec
Development. The behir's breath sends power surges
es of junk can be found.
through the equipment here. Any creature struck by its
Lightning Breath attack must also make a DC 1 5 Dex
AREA 25 - CARGO HOLDS terity (Acrobatics) check as a section of assembly line
A large space crammed with giant boxes and rylinders, each marked springs to life from the power surge. A creature failing
with indecipherable glyphs, is discovered here. These containers are this check becomes restrained (escape DC 1 2) by the ma
stacked near to the ceiling in places and are arranged with a sense ef chinery as robotic limbs grab it, presses entrap its cloth
order. Aisles pass through the stackedpiles, leading deeper into the ing, or other complications arise. A creature also suffers
chamber. Some ef the containers appear damaged and there are heaps 9 (2d8) bludgeoning damage if it ends its turn restrained.
ef moldering organic and rusting metallic debris spilledfrom them.
The behir's breath activates a 1 0-square-foot section of
T
he party may discover the VR pods in the spaceship's character awakens inside the VR pod and cannot rejoin
rec area (area 38, Level I) while exploring the dun the game until it is completed. If the character is the only
geon. Using the pods plunges them into an artificial one "dead" in the video game, the DM may wish to have
reality in which they become heroes in a world of futuris- him or her play some of the monsters to keep them in
tic swords and sorcery. The original crew and passengers volved in the game session. See the sidebar near area 5
of the ship found this virtual simulation to be a pleasant for details on if all the virtual characters perish in the
diversion, one far removed from the hum-drum reality game.
(for them at least) of interstellar space travel.
• •
Some Dungeon Masters and players might find it enter S PE LLS i n vi RtVAL REA Li TY
taining to suddenly shift gears and play other characters
briefly when roleplaying the VR adventure. To that end,
this section provides a short mini-dungeon the players Entering the virtual environment of the game is a
can explore with their temporary virtual avatars. This mental journey, one that envelops the senses and some
presents an excellent opportunity for a player to take on of the higher brain functions in an intense experience.
a character class they don't normally play or use powers Any spell that requires concentration is ended once
their "real" character lacks. the game begins.
This small dungeon (see map 4) can also be used out In addition, a character in the virtual environment
side of the context of the Expedition to the Barrier Peaks. gains no benefits from spells that affect their physical
Its brevity and lack of external connections to a large body or provide it with protection. A wizard under
world make it ideal for dropping into an existing cam the effects of a mage armor spell, for example, would
paign as a side adventure or an ancient ruin discovered by not enjoy its benefits in the virtual environment of the
an adventuring party while traveling through the wilder game, since it protects their natural body. Magic that
ness. Some modifications will be necessary to reduce the doesn't require concentration and provides a mental
"video game" elements incorporated into the dungeon, effect such as comprehend languages, for example, contin
however. ues to benefit the targeted creature even in the futur
istic game environment.
DM Note: All treasure found in this adventure is virtual
and does not accompany the party back into the "real • •
world" once the VR program is over. Any XP earned
during the adventure, however, is retained by the charac AREA 1 - START AREA
ter and added to their total earned experience. It might You findyourse!f abrupt/y standing in the center of a crumbling
have been a simulation, but the artificial environment room, ancient with age and laden with dust and cobwebs. Burning
is so nearly real that one learns from their experiences brands rest in sconces along the walls, their flames green and evil.
within it. However, the adventure only awards XP once Three doors are visible: one direct/y befbre you and two to either
regardless of how many times a character uses a VR pod. side. Hairless rats scurry off atyour arrival and a strqy batflaps
about, then vanishes.
Any character reduced to 0 hit points makes death saves
as normal and can be restored to health by the usual The entrance area is where the characters' virtual avatars
means. If a character "dies" in the VR simulation, their manifest at the start of the game. After a few moments
vision goes black and green glowing alien characters of getting their bearings and examining their new forms,
suddenly appear before their eyes. These letters, if com a voice speaks out accompanied by dramatic music. The
prehensible, read-you guessed it-"Game Over." The voice speaks in Alien Common, and active translation
0 N Gi IIA L ADVE IITV R? S RE i II CA R__II ATE D • E�PE D ITl 0 ll T0 THE BARRI E R P EAKS
:i
-��
#J
?
1,
Chest ��
Throne �
M Morgan
/,
l
VW Venomous .
. . Warlord.
-,
�
�/.4-:..:l!f.'//j/ef
�
magic (but not technology, as the characters have no ac ing like ghosts from out of nothingness. They attack!
cess to their "real world" skills and possessions while in
Wrocs are a legendary evil race of myth from the world
the video game) is required to understand it.
of the spaceship's origin. They appear as hulking man
''Brave heroes: Your quest has broughtyoufar to the undercrypt ef shaped creatures with shaggy green fur covering their
the Venomous Warlord Thatfoul villain has kidnapped the rqyal bodies. Their eyes are atop eyestalks that extend from
heir Morgan and threatens to end their life unless the goodfy poten the top of their heads up to 2 feet. They speak a clicking
tate ef Paradise, the Planet ef Peace, abdicates in the Warlord� language formed by the serrated mandibles that protrude
Javor. The horrors that scoundrel would visit upon the People ef from their mouths.
Paradise would be unimaginable. And so it is up to you to rescue
When a wroc is slain, it disappears in a cloud of pixels, its
Morgan and defeat the Venomous Warlord Paradise is counting death accompanied by a woo-woo-woo-woo-woo-woo ELEK
onyou. Good luck!"
ELEK noise.
The north door is locked and cannot be opened with
If a character approaches the north door with the glow
magic or by physical means. Only the glowing green key
ing green key made whole, a lock appears in the middle
(see areas 2 and 3) unlocks it.
of the door. Inserting the key causes the door to open
Developments. As soon as the spoken prologue ends, and both the keyhole and key to vanish.
six wrocs (stats as ores) appear in the chamber, manifest-
Dodging past a pendulum requires a successful DC 1 1 Every two rounds (round 3, round 5, round 7, etc.) after
Dexterity check. A failure means the character is cut by a the first skeletons arrive, 1 d3 additional skeletons appear,
blade and suffers 5 (1 d 1 0) slashing damage while making falling down from the shafts above. Each is identical to
it past the blade. Six checks must be made to cross the the originals and bears a red gemstone in its forehead.
room. A gemstone can be pried from the skull of a defeated
A successful DC 1 2 Intelligence (Investigation) check de skeleton with a pointed weapon or tool as an action. In
tects a concealed panel in the southern wall. In true video serting six gemstones in the sarcophagus lid opens the
game fashion, on a successful check, the panel begins to coffin and stops additional skeletons from falling into the
glow orange making it noticeable to all. Opening the pan room. Any skeletons already present in the chamber re
el reveals six counterweights on chains and a successful main and continue to fight until destroyed.
DC 1 3 Dexterity check using thieves' tools disarms the Treasure. The sarcophagus contains a platinum coffer
trap. An unsuccessful attempt to disarm the trap causes worth 500 gp. Inside it are 20 1 ,000 gp gems and the rear
the pendulums to swing faster, increasing the DC of the half of a glowing green key. This half-key measures 6
Dexterity check to avoid them to 1 3. inches in length and is surrounded by an emerald aura.
Attacking the pendulums has no effect. (They aren't pro When fitted with the other half of the key (see area 2) ,
grammed to be damaged by in-game effects. Lazy pro the two parts become whole and it can be used to unlock
grammers!) the north door in area 1 .
0 Rj Girrn. L A.DVE IITV RJ:S RE i II CAR_II ATED • EXPE D ITI 0 n T0 TH E BARRI E R PEA.KS
APPENDIX B
New Monsters
ANDROID Punch: Melee Weapon A ttack: +5 to hit, reach 5 ft. ,
Medium construct, unaligned one target. Hit: 8 ( l d l O + 3) bludgeoning damage.
AC: 1 8 (natural armor) A come!J-!ooking human of either gender dressed in a Jong shim
men'ng silver tunic or a set of one-piece coveralls of a similar ma
Hit Points: 75 ( 1 0d8 + 30)
terial. Hair color and complexions run the gamut of all human
Speed: 40 ft. varieties. These artificial lifeforms general!J act identical to human
beings, albeit with slight!J more reservedpersonalities when operat
STR DEX CON INT WIS CHA
ingproper!J.
1 6 (+ 3) 1 8 (+4) 1 6 (+ 3) 1 0 ( +O) 1 2 (+ 1 ) 9 (- 1 )
Saving Throws: Wis +3 , Cha + 1 AURUMVORAX
Skills: Perception +3 Small beast, unaligned
Damage Resistances: acid, fire AC: 1 8 (natural armor)
Damage Immunities : cold, poison, psychic Hit Points: 1 1 2 ( 1 5d6 + 60)
Condition Immunities: charmed, exhaustion, fright Speed: 30 ft., burrow 1 0 ft.
ened, paralyzed, petrified, poisoned
STR DEX CON INT WIS CHA
Senses : darkvision 60 ft., passive Perception 1 3
1 8 (+4) 1 2 (+ 1 ) 1 8 (+4) 4 (-3) 1 2 (+ 1 ) 6 (-2)
Languages: Alien Common
Skills: Perception +4, Stealth +4
Challenge: 4 ( 1 , 1 00 XP)
Damage Resistances: bludgeoning damage from non
Electrical Flaw: If the android suffers lightning dam magical attacks
age it may suffer a short circuit that renders it inca
Damage Immunities: fire, poison
pacitated. The chance the android short-circuits when
Condition Immunities: poisoned
taking lightning damage is equal to 1 % per point of
damage inflicted. For example, if the android takes Senses: passive Perception 1 4
1 0 points of lightning damage it has a 1 0% chance of Languages: -
short-circuiting. A short-circuited android remains in Challenge: 7 (2,900 XP)
capacitated until repaired.
Ambusher: In the first round of a combat, the aurum
Integral Color Card: The android possesses a built-in
vorax has advantage on attack rolls against any crea
frequency key that duplicates yellow and violet color
ture it has surprised.
cards, allowing it to open doors requiring these or color
cards of lesser status. Dense: The aurumvorax is incredibly dense, weighing
over 500 pounds despite its small size. It takes no dam
Keen Hearing and Sight: The android has advantage
age from needlers and fragmentation grenades (see ap
on all Wisdom (Perception) checks that rely on hearing
pendix C for both) only stun it for 1 d3 rounds if it fails
or sight.
a DC 1 5 Constitution saving throw.
Water Susceptibility: If the android is immersed in
Keen Smell: The aurumvorax has advantage on Wis
water it automatically short-circuits after 3 rounds.
dom (Perception) checks that rely on smell.
A CTIONS Pounce: If the aurumvorax moves at least 20 feet
straight toward a creature and then hits it with a bite
Multiattack: The android makes two punch attacks.
0 R.i G i ITAL ADVEilTV RJ: S RE i IT CAR.._IlATE D • EXP E D ITI0Il T0 THE BARRI E R P EAKS
attack on the same tum, that target must succeed on a BABOONOID
DC 1 3 Strength saving throw or be knocked prone. If Medium humanoid (baboonoid), lawful neutral
the target is prone, the aurumvorax can make four claw
AC: 1 4 (natural armor)
attacks against it as a bonus action.
Hit Points: 3 8 (7d8 + 7)
A CTIONS Speed: 30 ft., climb 30 ft.
Multiattack: The aurumvorax makes five attacks: one STR DEX CON INT WIS CHA
with its bite and four with its claws. 1 0 (+O) 1 4 (+2) 1 3 (+ 1 ) 6 (-2) 1 2 (+ 1 ) 8 (- 1 )
Bite: Melee Weapon A ttack: +7 to hit, reach 5 ft., one Senses: passive Perception 1 1
target. Hit: 1 1 (2d6 + 4) piercing damage, and the tar
Languages : Baboonoid
get is grappled by the aurumvorax's jaws (escape DC
1 6). While grappled, the target automatically takes 1 1 Challenge: 3 (700 XP)
(2d6 + 4) piercing damage at the start of each of the Pack Tactics : The baboonoid has advantage on an at
aurumvorax's turns. tack roll against a creature if at least one of the ba
Claw: Melee Weapon A ttack: +7 to hit, reach 5 ft. , one boonoid's allies is within 5 feet of the creature and the
target. Hit: 8 ( l d8 + 4) slashing damage. ally isn't incapacitated.
This creature is the size of a large badger and has a temperament
A CTIONS
to match. Six claw-tipped legs protrude from its densefy-muscled
bocfy. It is covered in tawny brownfur and has glitteringyellow ryes. Bite: Melee Weapon A ttack: +2 to hit, reach 5 ft., one
A short dog-like muzzle filled with sharp teeth snarls menacingfy. target. Hit: 4 ( 1 d8) piercing damage.
Rock: Ranged Weapon Attack: +4 to hit, range 1 0/3 0
ft., one target. Hit: 4 ( l d4 + 2) bludgeoning damage.
Thrown Pheromone Globe: Ranged Weapon Attack:
+4 to hit, range 1 0/30 ft., one target. Hit: The target
and all others within 5 feet of it must make a DC 1 3
Dexterity saving throw. On a failed save, a creature is
splattered with a pungent liquid that produces an entic
ing aroma. The creature must then succeed on a DC 1 1
Constitution saving throw or become poisoned due to
the pungent stench. A poisoned creature can repeat the
saving throw at the end of each of its turns, ending the
condition on itself on a success.
Until the pheromone liquid is cleaned off, any preda
tor or hostile monster within 50 feet of the target will
be attracted to their presence, attacking the splattered
creature before all others. The pheromone liquid can
be washed off with alcohol; otherwise it persists for 2
hours or until the creature takes a short rest to scrub the
substance off.
This creature appears to belong to the ape famify, but its features
are closer to humaniry than animaL Standing 5 feet tall and cov
ered with a coat of dark hair, the creature has long arms and legs,
making it adept at moving through the trees and bushes. Its hoots
and howls have a pattern that suggests a primitiveform of speech.
0 R.i Gi ITA L ADVE ITTV � S RE i IT CAR_IlATED • E�PE D ITI 0 Il T0 THE BARRI E R PEAKS
B OXING PHYSICAL TRAINING choose one of the following additional effects:
•
ANDROID The target must succeed on a DC 1 4 Dexterity sav
Medium construct, unaligned ing throw or be knocked prone.
•
The target must succeed on a DC 1 4 Constitution
AC : 1 8 (natural armor)
saving throw or be stunned until the end of the an
Hit Points: 75 ( 1 0d8 + 30)
droid's next tum.
Speed: 40 ft.
Wrestling Hold: Melee Weapon A ttack: +7 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target. Hit: 8 ( l d8 + 4) bludgeoning
1 9 (+4) 1 8 (+4) 1 6 (+3) 1 0 (+O) 1 2 (+ 1 ) 9 (- 1 ) damage, and the target is grappled (escape DC 1 6). Un
til this grapple ends, the target is restrained, and the
Saving Throws : Wis +4, Cha +2 android can't use its wrestling hold attack on another
Skills: Athletics +7, Perception +4 target. If the target is a creature, the android can choose
Damage Resistances: acid, fire one of the following additional effects:
•
Damage Immunities: cold, poison, psychic The target must succeed on a DC 1 4 Constitution
saving throw or be deafened as the android ruptures
Condition Immunities: charmed, exhaustion, fright
their eardrums. The deafness can be cured with a
ened, paralyzed, petrified, poisoned
lesser restoration spell.
Senses : darkvision 60 ft., passive Perception 1 4
•
The target must succeed on a DC 1 4 Dexterity sav
Languages: Alien Common
ing throw or be blinded as the android gouges their
Challenge: 5 ( 1 ,800 XP) eyes. The blindness can be cured with a lesser res
toration spell.
Electrical Flaw: If the android suffers lightning dam
•
age it may suffer a short circuit that renders it inca The android can make a bite attack as a bonus ac-
pacitated. The chance the android short-circuits when tion.
taking lightning damage is equal to 1 % per point of Bite: Melee Weapon A ttack: +4 to hit, reach 5 ft. , one
damage inflicted. For example, if the android takes target. Hit: 6 ( l d4 + 4) piercing damage.
1 0 points of lightning damage it has a 1 0% chance of A hulking human male with exquisite musculature dressed in a
short-circuiting. A short-circuited android remains in strange single-piece garment ef dark, stretcl!Jfabn·c. A seft, open
capacitated until repaired. jaced helm covers his head and high soft boots with stiff soles dress
Integral Color Card: The android possesses a built-in his feet. His hands are covered f?y thick leathergauntlets.
frequency key that duplicates yellow and violet color
cards, allowing it to open doors requiring these or color
cards of lesser status.
Keen Hearing and Sight: The android has advantage
on all Wisdom (Perception) checks that rely on hearing
or sight.
Water Susceptibility: If the android is immersed in
water it automatically short-circuits after 3 rounds.
A CTIONS
STR DEX CON INT WIS CHA Parry: The android adds 2 to its AC against one melee
16 (+ 3) 1 8 (+4) 1 6 (+3) 1 0 (+O) 12 (+ 1 ) 9 (- 1 ) attack that would hit it. To do so, the android must see
the attacker and be wielding a melee weapon.
Saving Throws: Wis +4, Cha +2
A tal� lithe-looking human male wean·ng a tight-fitting garment
Skills: Athletics +6, Perception +4 covering his torso and leaving his well-muscled legs exposed A styl
Damage Resistances: acid, fire ized red heart ispainted on the garment's breast and thefigure 'sface
Damage Immunities : cold, poison, psychic is obscured l:J a mesh-covered helm. A long but thin sword is held
in his hand, readyfor use.
Condition Immunities: charmed, exhaustion, fright
ened, paralyzed, petrified, poisoned
FLAIL SNAIL
Senses: darkvision 60 ft., passive Perception 1 4
Large elemental, unaligned
Languages: Alien Common
AC : 1 6 (natural armor)
Challenge: 6 (2,300 XP)
Hit Points: 52 (5d 1 0 + 25)
Electrical Flaw: If the android suffers lightning dam Speed: 1 0 ft.
age it may suffer a short circuit that renders it inca
pacitated. The chance the android short-circuits when STR DEX CON INT WIS CHA
taking lightning damage is equal to 1 % per point of 1 7 (+3) 5 (-3) 20 (+5) 3 (-4) 1 0 (+O) 5 (-3)
damage inflicted. For example, if the android takes
Damage Immunities: fire, poison
1 0 points of lightning damage it has a 1 0% chance of
Condition Immunities: poisoned
short-circuiting. A short-circuited android remains in
capacitated until repaired. Senses: darkvision 60 ft., tremorsense 60 ft. , passive
Perception 1 0
Integral Color Card: The android possesses a built-in
frequency key that duplicates yellow and violet color Languages: -
cards, allowing it to open doors requiring these or color Challenge: 3 (700 XP)
cards of lesser status.
Antimagic Shell: The snail has advantage on saving
Keen Hearing and Sight: The android has advantage throws against spells, and any creature making a spell
on all Wisdom (Perception) checks that rely on hearing attack against the snail has disadvantage on the attack
or sight. roll. If the snail succeeds on its saving throw against
Lightfooted: The android can take the Dash or Disen a spell or a spell attack misses it, an additional effect
gage action as a bonus action on each of its turns. might occur, as determined by rolling a d6:
Water Susceptibility: If the android is immersed in 1 -2 : If the spell affects an area or has multiple targets, it
water it automatically short-circuits after 3 rounds. fails and has no effect. If the spell targets only the snail,
it has no effect on the snail and is reflected back at the
A CTIONS
caster, using the spell slot level, spell save DC, attack
Multiattack: The android makes three electrical epee bonus, and spell casting ability of the caster.
attacks. 3 -4: No additional effect.
Electrical Epee: Melee Weapon A ttack: +7 to hit, reach 5-6: The snail's shell converts some of the spell's en-
Flail Tentacles: The flail snail has five flail tentacles. Speed: 30 ft. , swim 30 ft.
Whenever the snail takes 1 0 damage or more on a single STR DEX CON INT WIS CHA
tum, one of its tentacles dies. If even one tentacle re 23 (+6) 1 3 (+1 ) 20 (+5) 2 (-4) 1 2 (+ 1 ) 5 (-3)
mains, the snail regrows all dead ones within 1 d4 days.
If all its tentacles die, the snail retracts into its shell, Saving Throws: Con +9, Wis +5
gaining total cover, and it begins wailing, a sound that Skills : Perception +9, Stealth +5
can be heard for 600 feet, stopping only when it dies Damage Resistances: fire, lightning
5 d6 minutes later. Healing magic that restores limbs, Senses : darkvision 60 ft., passive Perception 1 9
such as a regenerate spell, can halt this dying process.
Languages: -
A CTIONS Challenge: 1 0 (5 ,900 XP)
Multiattack: The flail snail makes as many Flail Ten Amphibious: The froghemoth can breathe air and wa
tacle attacks as it has flail tentacles, all against the same ter.
target. Shock Susceptibility: If the froghemoth takes light
Flail Tentacle: Melee Weapon A ttack: +5 to hit, reach ning damage, it suffers several effects until the end of
1 0 ft. , one target. Hit: 6 ( l d6 + 3) bludgeoning damage. its next tum: its speed is halved, it takes a -2 penalty to
Scintillating Shell (Recharges after a Short or Long AC and Dexterity saving throws, it can't use reactions
Rest) : The snail's shell emits dazzling, colored light or Multiattack, and on its tum, it can use either an ac
until the end of the snail's next tum. During this time, tion or a bonus action, not both.
the shell sheds bright light in a 30-foot radius and dim
A CTIONS
light for an additional 30 feet, and creatures that can see
the snail have disadvantage on attack rolls against it. In Multiattack: The froghemoth makes two attacks with
addition, any creature within the bright light and able its tentacles. It can also use its tongue or bite.
to see the snail when this power is activated must suc Tentacle: Melee Weapon A ttack: + 1 0 to hit, reach 20
ceed on a DC 1 5 Wisdom saving throw or be stunned ft. , one target. Hit: l 9 (3d8 + 6) bludgeoning dam
until the light ends. age, and the target is grappled (escape DC 1 6) if it is
Shell Defense: The flail snail withdraws into its shell, a Huge or smaller creature. Until the grapple ends, the
gaining a +4 bonus to AC until it emerges. It can emerge froghemoth can't use this tentacle on another target.
from its shell as a bonus action on its tum. The froghemoth has four tentacles.
A tremendous snail with five long tentacles protruding from its Bite: Melee Weapon A ttack: + 1 0 to hit, reach 5 ft. or
head and bearing a glittering shell upon its back. Each of its ten range 20/60 ft., one target. Hit: 22 (3d 1 0 + 6) piercing
tacles ends is a mace-like knob it uses to strikeprry. damage, and the target is swallowed if it is a Medium
or smaller creature. A swallowed creature is blinded
and restrained, has total cover against attacks and other
effects outside the froghemoth, and takes 1 0 (3d6) acid
damage at the start of each of the froghemoth's turns.
The froghemoth's gullet can hold up to two creatures at
a time. If the froghemoth takes 20 damage or more on
a single tum from a creature inside it, the froghemoth
must succeed on a DC 20 Constitution saving throw
0 N G i il A L ADVE ilTV RJ;S RE i il CA R_Il ATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS
at the end of that tum or regurgitate all swallowed tion saving throw or become poisoned due to the pun
creatures, each of which falls prone in a space within gent stench. A poisoned creature can repeat the saving
1 0 feet of the froghemoth. If the froghemoth dies, a throw at the end of each of its turns, ending the condi
swallowed creature is no longer restrained by it and tion on itself on a success.
can escape from the corpse using 1 0 feet of movement, Until the pheromone liquid is cleaned off, any preda
exiting prone. tor or hostile monster within 50 feet of the target will
Tongue: The froghemoth targets one Medium or small be attracted to their presence, attacking the splattered
er creature that it can see within 20 feet of it. The target creature before all others. The pheromone liquid can
must make a DC 1 8 Strength saving throw. On a failed be washed off with alcohol; otherwise it persists for 2
save, the target is pulled into an unoccupied space hours or until the creature takes a short rest to scrub the
within 5 feet of the froghemoth, and the froghemoth substance off.
can make a bite attack against it as a bonus action.
REA CTIONS
The froghemoth 's 18 foot-long, 1 Ofoot-wide boqy is yellow-orange
on the belfy, shading to a medium green on its back and thick, Loose Globe: In response to being physically struck
bowed rear legs. From its shoulder area sproutfour tentacles, two in combat, the globe palm can make one pheromone
from each shoulder, which are green on top andyellowish under globe attack against the attacker, if it is within 5 feet of
neath. The creature 's nostrils are stalk-like, and its three ryes are the globe palm. This reaction occurs even if the plant
housed on a retractable protruding appendage which is withdrawn has not recharged its pheromone globe attack.
when danger threatens the optics. A long sinuous and stic!ry tongue
A slender tree exceeding 20 feet in height and bearing spear-point
lollsfrom its massive mouth.
shaped leaves grows from the ground. Its bole is covered with spi
raled, overlapping dark brown bark and a cluster of leathery
GLOBE PAL M roundfruit bloomsfrom its top.
Large plant, unaligned
Speed : 0 ft. AC : 1 4
STR DEX CON INT WIS CHA Hit Points: 6 7 (9d8 + 27)
1 (-5) 1 0 (+O) 1 2 (+ 1 ) 1 (-5) 10 (+O) 1 (-5) Speed: 30 ft. , climb 30 ft. , swim 30 ft.
Condition Immunities: blinded, deafened, exhaus STR DEX CON INT WIS CHA
tion, prone 1 6 (+3) 1 9 (+4) 1 6 (+3) 1 0 (+O) 1 4 (+2) 1 1 (+O)
Senses: blindsight 30 ft. , passive Perception 1 0 Skills: Stealth +8
Languages : - Damage Vulnerabilities : cold, fire
Challenge: 1 /8 (25 XP) Damage Resistances: bludgeoning, p1ercmg, and
False Appearance: While the globe palm remains mo slashing from nonmagical attacks
tionless, it is indistinguishable from a normal plant. Condition Immunities: blinded, deafened, exhaus
A CTIONS
tion, grappled, paralyzed, petrified, prone, restrained,
unconsc10us
Pheromone Globe (Recharge 5-6): The globe palm
chooses one creature it can see within 5 feet of it. It Senses : blindsight 1 20 ft. , passive Perception 1 2
drops a pheromone globe on that creature and it and all Languages : understands languages it knew in its pre
others within 5 feet of it must make a DC 1 3 Dexterity vious form but can't speak
saving throw. On a failed save, a creature is splattered Challenge: 4 ( 1 , 1 00 XP)
with a pungent liquid that produces an enticing aroma.
Ambusher: In the first round of a combat, the slither-
The creature must then succeed on a DC 1 1 Constitu-
Spider Climb: The slithering tracker can climb diffi Languages: Grell
cult surfaces, including upside down on ceilings, with Challenge: 5 ( 1 ,800 XP)
out needing to make an ability check.
A CTIONS
Watery Stealth: While underwater, the slithering
tracker has advantage on Dexterity (Stealth) checks Multiattack: The grell makes three attacks: two with
made to hide, and it can take the Hide action as a bonus its tentacles and one with its beak.
action. Tentacles: Melee Weapon A ttack: + 7 to hit, reach 1 5
ft . , one target. Hit: 1 0 ( l d 1 2 + 4) piercing damage, and
A CTIONS
the target must succeed on a DC 1 2 Constitution saving
Slam: Melee Weapon A ttack: +5 to hit, reach 5 ft., one throw or be poisoned for 1 minute. The poisoned target
target. Hit: 8 ( l d l O + 3) bludgeoning damage. is paralyzed, and it can repeat the saving throw at the
Life Leech: One Large or smaller creature that the end of each of its turns, ending the effect on a success.
slithering tracker can see within 5 feet of it must suc The target is also grappled (escape DC 1 7). If the target
ceed on a DC 1 3 Dexterity saving throw or be grappled is Large or smaller, it is also restrained until this grap
(escape DC 1 3) . Until this grapple ends, the target is ple ends. While grappling the target, the grell has ad
restrained and unable to breathe unless it can breathe vantage on attack rolls against it. The grell can grapple
water. In addition, the grappled target takes 1 6 (3 d l 0) up to two Large or smaller targets at once. When the
necrotic damage at the start of each of its turns. The grell moves, any Large or smaller target it is grappling
slithering tracker can grapple only one target at a time. moves with it.
A 6joot-long, transparent length of living liquid slithers across the Beak. Melee Weapon Attack: +7 to hit, reach 5 ft. , one
floor, whipping its tail like afrenzied tadpole. Lacking ryes, mouth, creature. Hit: 1 1 (2d6 + 4) piercing damage.
or otherfacialfeatures, it nevertheless exudes an air of menace as The grell brood-mother is a 20joot-long, oversized specimen of its
it closes in on itsprry. species. Its tentacles are scarredfrom countless battles and its beak
bears striated bands of purple and green, the marks of brood
motherhood.
A CTIONS
0 N Gi II AL ADVE IITV RJO S RE i II CAR.._II ATED • E�P E D ITl 0 ll T0 THE BARRI E R PEAKS
choose one of the following additional effects: LEEC HOID
•
The target must succeed on a DC 1 4 Strength sav Medium beast, unaligned
ing throw or drop one item it is holding (android's AC: 1 3 (natural armor)
choice).
Hit Points: 32 (5d8 + 1 0)
•
The target must succeed on a DC 1 4 Dexterity sav
Speed: 1 0 ft. , climb 5 ft. , swim 20 ft.
ing throw or be knocked prone.
• STR DEX CON INT WIS CHA
The target must succeed on a DC 1 4 Constitution
saving throw or be stunned for 1 minute. The target 8 (- 1 ) 1 5 (+2) 1 4 (+2) 1 (-5) 7 (-2) 1 (-5)
can attempt the Constitution saving throw at the end Skills: Stealth +4
of each of its turns, ending the effect on itself on a
Senses: blindsight 30 ft. , passive Perception 8
success.
Languages: -
REA CTIONS
Challenge: 1 14 (50 XP)
Deflect Missile: In response to being hit by a ranged
Amphibious: The leechoid can breathe air and water.
weapon attack, the android deflects the missile. The
damage it takes from the attack is reduced by l d l O + 4. Salt Vulnerability: A handful of salt does 3 ( 1 d6) acid
If the damage is reduced to 0, the android catches the damage to the leechoid and forces it to use an action to
missile if it's small enough to hold in one hand and the end its grapple on a target at the start of the leechoid 's
android has a hand free. next tum.
An agile human male of slight build dressed in a curious one A CTIONS
piece garment }J)ith attached hood. Wrappings encircle his }J)rists
andparts of hispalms, and high soft boots cover hisfeet. Thefigure Blood Drain: Melee Weapon A ttack: +4 to hit, reach
lacks }J)eapons bitt moves }J)ith a grace that suggests he can react 5 ft., one target. Hit: 4 ( l d4 + 2) piercing damage, and
quick!J to any threat. the target is grappled (escape DC 1 2) . While grappled,
the leechoid doesn't attack this target. Instead, at the
start of each of the leechoid's turns, the target takes 4
( 1 d4 + 2) necrotic damage due to blood loss.
Hallucinogenic Toxin: A creature that begins its tum
grappled by the leechoid must make a DC 1 2 Consti
tution saving throw or go into a hallucinatory state.
While hallucinating, the target is unconscious. The
hallucinating creature can attempt a new Constitution
saving throw at the start of its tum to end the state.
The creature has advantage on its saving throw if the
leechoid is no longer grappling the target.
A man-sized leech lurches through the muck. Its slimy bocfy is
mottled grqy and bro}J)n. A single eye peers from the center of its
head, }J)hile a pair of fleshy antennae t}J)itch grotesque!J from the
top of its neck.
eR..i Gi il .A L ADVEITTVR._.E S R E i IT C.A R._Il .ATE D • E�P E D ITI0n T0 THE BARRI E R P EAKS
LIVING B URROW and restrained, has total cover against attacks and other
Huge monstrosity, unaligned effects originating outside the living burrow, and takes
1 0 (3d6) acid damage at the start of each of the living
AC: 1 4 (natural armor)
burrow's turns.
Hit Points: 95 ( 1 0d l 2 + 30)
If the living burrow takes 1 0 damage or more on a
Speed : 1 0 ft. , burrow 20 ft.
single turn from a creature inside it, the living burrow
STR DEX CON INT WIS CHA must succeed on a DC 1 6 Constitution saving throw at
20 (+5) 1 1 (+O) 1 6 (+3) 3 (-4) 1 3 (+ 1 ) 4 (-3) the end of that turn or regurgitate all swallowed crea
tures, which fall prone in a space within 1 0 feet of the
Skills: Perception +4, Stealth + 3 living burrow. If the living burrow dies, a swallowed
Damage Resistances: cold, fire, lightning creature is no longer restrained by it and can escape
Damage Immunities: bludgeoning from nonmagical from the corpse by using 1 0 feet of movement, exiting
attacks prone.
Condition Immunities: blinded, prone A giant-sizedflat creature with a gaping mouth in the center of its
Senses: blindsight 30 ft., tremorsense 60 ft., passive
circular borj,y and six long tentacles extending equidistant around
its circumference, few see the living mound in its true form. The
Perception 1 4
creature buries itse(f mostfy under the ground, obscuring its borj,y
Languages: - with earth and turf to better mimic an animal's den. It moves about
Challenge: 6 (2,300 XP) on hundreds of flesf[y cilia like an oversized millipede.
A CTIONS
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 6 (+3) 1 5 (+2) 14 (+2) 4 (-3) 1 0 (+O) 6 (-2) 20 (+5) 1 3 (+ 1 ) 1 6 (+3) 1 0 (+O) 1 2 (+ 1 ) 1 0 (+O)
Skills: Perception +2, Stealth +4 Skills: Perception +4
Senses: passive Perception 1 2 Senses: darkvision 1 20 ft. , tremorsense 60 ft. , passive
Languages: - Perception 1 4
Challenge: 3 (700 XP) Languages: Umber Hulk
Challenge: 6 (2,300 XP)
Jungle Camouflage: The lizardoid has advantage on
Dexterity (Stealth) checks made to hide in jungle or Confusing Gaze: When a creature starts its tum within
overgrown terrain. 30 feet of the umber hulk and is able to see the umber
Pounce: If the lizardoid moves at least 20 feet straight hulk's eyes, the umber hulk can magically force it to
toward a creature and then hits it with a claw attack make a DC 1 5 Charisma saving throw, unless the um
on the same tum, that target must succeed on a DC ber hulk is incapacitated.
13 Strength saving throw or be knocked prone. If the On a failed saving throw, the creature can't take reac
target is prone, the lizardoid can make one bite attack tions until the start of its next tum and rolls a d8 to
against it as a bonus action. determine what it does during that tum. On a 1 to 4, the
creature does nothing. On a 5 or 6, the creature takes no
A CTIONS
action but uses all its movement to move in a random
Multiattack: The lizardoid makes three attacks : one direction. On a 7 or 8, the creature makes one melee at
with its bite and two with its claws. tack against a random creature, or it does nothing if no
Bite: Melee Weapon A ttack: +5 to hit, reach 5 ft., one creature is within reach. A creature cannot be affected
target. Hit: 1 6 (3d8 + 3) piercing damage. by both its Confusing Gaze and its Scintillating Gaze
during the same round.
Claw: Melee Weapon A ttack: +5 to hit, reach 5 ft. , one
target. Hit: 7 ( l d8 + 3) slashing damage. Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its tum. If the creature
A 6foot-tall bipedal reptile stalks about on three-toed feet. A
does so, it can't see the umber hulk until the start of its
flesry crest extends behind its head, flaring out to three points. Its
next tum, when it can avert its eyes again. If the crea
grqy-green boqy is covered with stripes efyellow, black, and brown,
ture looks at the umber hulk in the meantime, it must
helping it hide in the surrounding vegetation. Rows ef tit!)!, yet
sharp teeth are visible within its open, drool-dripping mouth. immediately make the save.
Scintillating Gaze: The umber hulk can magically
force a single creature within 30 feet that it can see and
who is able to see the umber hulk's eyes to make a DC
15 Charisma saving throw, unless the umber hulk is
incapacitated.
On a failed saving throw, the creature is charmed and
the umber hulk can compel it to either become inca
pacitated or to use up to all its movement to attempt to
enter an unoccupied space within 5 feet of the umber
hulk. The umber hulk can choose a different compelled
0 N Gi ITAL ADVEilTV RJ; S RE i IT C A R._Il ATE D • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS
space and water pressure up to a depth of 500 feet. The Pincher: Melee Weapon A ttack: +9 to hit, reach 5 ft. ,
robot can attack from within the force shield without one target. Hit: 2 1 (3d 1 0 + 5) bludgeoning damage.
penalty. Tentacle: Melee Weapon A ttack: +9 to hit, reach 5 ft. ,
Integral Color Card: The robot possesses a built-in one target. Hit: 7 ( l d4 + 5) bludgeoning damage, and
frequency key that duplicates orange and red color the target is grappled (escape DC 1 8) . If the target is a
cards, allowing it to open doors requiring these or color creature, it must succeed on a DC 1 6 Constitution sav
cards of lesser status. ing throw or be stunned until the end of the robot's next
Keen Hearing and Sight: The robot has advantage on tum. Until this grapple ends, the target is restrained,
all Wisdom (Perception) checks that rely on hearing or and the robot can't use the same tentacle on another
sight. target. The robot has two tentacles.
Language Translator: The robot can decipher any Laser Pistol: Ranged Weapon A ttack: +6 to hit, range
spoken language after 1 0 minutes of study, allowing 40/1 20 ft. , one target. Hit: 1 2 (3d6 + 2) radiant damage.
it to speak and understand the language fluently after Grenade Launcher (Recharge 5-6) : The robot shoots
wards. (+6 to hit) one of four types of grenades (range 3 0/90
Nonlethal Programming: The robot is programmed ft.). It has three sleep gas, one poison gas, one incendi
to subdue perpetrators and always use nonlethal at ary, and one fragmentation grenade in its internal mag
tacks initially. Only if the robot comes under violent azine. See appendix C for the effects of each grenade
assault and suffers more than 60 damage will it begin type.
using lethal force. However, there is a 1 in 4 chance Paralysis Pistol (Recharge 5-6): The pistol fires a ray
an encountered robot has faulty programming and will in a 60-foot cone. Each creature in that area must suc
begin with lethal force in any combat. ceed on a DC 1 0 Constitution saving throw. On a failed
Robotic Nature: Whenever the robot starts its turn save, the target is paralyzed for 1 minute; the target can
with 1 0 hit points or fewer, it must make a DC 1 5 Con repeat the saving throw at the end of each of its turns,
stitution saving throw. Failure indicates the robot has ending the effect on itself on a success. On a success,
short-circuited and will be incapacitated until repaired. the target is slowed as per the slow spell; the target can
attempt a DC 1 0 Wisdom saving throw at the end of
Tractor/Repulsion Beam: As a bonus action, the ro
each of its turns, ending the slowed effect on itself on
bot produces a force beam capable of pushing or pull
a success.
ing one Huge or smaller creature or object weighing
300 pounds or less. The beam has a 60-foot range. A man-sized metal creature with a rylindrical body moves, its
feet or other means of propulsion obscured ry a flared skirt at its
If the target is a creature, the robot must make a
base. Its copper-colored body sports four limbs: a pair of serpen-
Strength check against a DC equal to the creature's
tine gleaming tentacles, an articulated metal arm ending in a large
Strength score; on a success it can move the creature
pincher, and an arm with skeletal-likefingers. Glowing glassplates
up to 3 0 feet in any direction, including upward, but
ring the creature � head and a number of smallgeometricalfy shaped
not beyond the beam's range. If the target is a loose protrusions and adornments are visible on its body.
object, it is moved automatically 30 feet in any direc
tion, including upwards. If the target is an object be
ing carried or held by a living creature, the robot must
succeed on a Strength check against a DC equal to the
creature's Strength score in order to move it; a failure
indicates the creature retains its hold of the object and
it does not move.
A CTIONS
0 R,j G i ITAL ADVE ITTV RF S REiIT CJH�_IlATE D • E?l'.PE D IT I 0 Il T0 THE BARRI E R P EAKS
PURPLE BLOSSOM PLANT REPAIR ROBOT
Large plant, unaligned Medium construct, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 1 0 (+O) 1 2 (+ 1 ) 1 (-5) 10 (+O) 1 (-5) 1 4 (+2) 1 6 (+3) 1 6 (+3) 1 0 (+O) 1 0 (+O) 6 (-2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 5 (+2) 1 0 (+O) 4 (+2)
1 1 (-5) 1 0 ( +O) 1 (-5) 20 (+5) 14 (+2) 1 5 (+2) 6 (-2) 1 4 (+2) 6 (-2)
0 N Gi ITA L ADVE ITTV RJ;: S RE i IT CAR_Il ATED • E�PE D ITl 0 Il T0 THE BARRI E R P EAKS
SQUEALER ADOLESCENT STRANGLE VINE
Medium monstrosity, chaotic evil Large plant, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 5 (+2) 1 4 (+2) 1 4 (+2) 6 (-2) 1 2 (+ 1 ) 6 (-2) 1 7 (+3 ) 1 0 (+O) 1 5 (+2) 1 (-5) 1 0 (+O) 1 (-5)
A CTIONS
Multiattack: The squealer makes three attacks : one
with its bite and two with its claws. Multiattack: The strangle vine makes one constrict at
Bite: Melee Weapon A ttack: +4 to hit, reach 5 ft. , one tack on all creatures within reach of the main vine.
target. Hit: 9 (2d6 + 2) piercing damage. Constrict: Melee Weapon A ttack: +5 to hit, reach 20
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft. , one ft. , one target. Hit: 1 0 (2d6 + 3) bludgeoning dam
target. Hit: 5 ( l d6 + 2) slashing damage. age, and the target is grappled (escape DC 1 4). Until
Grab: Melee Weapon A ttack: +4 to hit, reach 5 ft., one this grapple ends, the target is restrained and takes 1 0
target. Hit: The target is grappled (escape DC 1 4) and (2d6 + 3 ) bludgeoning damage at the start of each of
restrained. its turns.
This creature is identical to its parent, but is onfy 4 feet in length. A cluster of green vines lacking leaves or blossoms1 these tendn'!s
are smooth and sinuous. They slither and creep across the ground
like a mixture of serpent and worm, seekingprey.
0 Ri; G i IIAL ADVE II TV RJ: S RE i II CAR._II ATE D • EX:P E D ITI 0 ll T0 THE BARR I E R P EAKS
STUNTED EYE OF THE DEEP in a 1 5-foot cone. Each target must make a DC 14 Wis
Medium aberration, neutral evil dom saving throw or become paralyzed for 1 minute.
At the end of each of the target's turns it can attempt
AC: 1 7 (natural armor)
another saving throw to end the effect on itself.
Hit Points: 78 ( 1 2d8 + 24)
Illusory Eyes (Recharge 5-6): The stunted eye of the
Speed: 0 ft., swim 30 ft.
deep uses both small eyes to cast major image (save
STR DEX CON INT WIS CHA DC 1 4).
1 2 (+ 1 ) 1 4 (+2) 1 4 (+2) 1 6 (+3) 1 4 (+2) 1 2 (+ 1 ) A spherical monstrosity covered with overlappingplates like a crus
tacean, this creature has a large rye in the center ef its bocfy and a
Saving Throws: Int +6, Wis +5 , Cha +4
pair ef smaller ones at the ends ef ryestalks protrudingjrom atop
Skills: Perception +5 its roundedform. Large claws like those ef a huge lobster extend
Senses: passive Perception 1 5 from its bocfy. Its tooth-filled maw moves silent!J as if anticipating
Languages: Alien Common, Deep Speech afeast.
Challenge: 5 ( 1 ,800 XP)
SWARM OF ROT GRUBS
Water Breathing : The stunted eye of the deep can Medium swarm of Tiny beasts, unaligned
breathe only water.
AC: 8
A CTIONS Hit Points: 22 (5d8)
Speed: 5 ft., climb 5 ft.
Multiattack: The stunted eye of the deep makes three
attacks: one with its bite and two with its claws. STR DEX CON INT WIS CHA
Bite: Melee Weapon A ttack: +4 to hit, reach 5 ft., one 2 (-4) 7 (-2) 1 0 (+O) 1 (-5) 2 (-4) 1 (-5)
target. Hit: 6 ( l d l O + 1 ) piercing damage.
Damage Resistances : piercing, slashing
Claw: Melee Weapon A ttack: +4 to hit, reach 5 ft., one
Condition Immunities: charmed, frightened, grap
target. Hit: 8 (2d6 + 1 ) slashing damage, and if the tar
pled, paralyzed, petrified, prone, restrained, stunned
get is Medium or smaller, it is grappled (escape DC
1 1 ) . A grappled creature is restrained, and if subj ected Senses : blindsight 1 0 ft., passive Perception 6
to a bite attack, that attack is at advantage. The stunted Languages: -
eye of the deep can grapple two creatures at a time. Challenge: 1 12 ( 1 00 XP)
Stunning Eye Beam (Recharge 5-6): The stunted eye
Swarm: The swarm can occupy another creature 's
of the deep emits a beam of blinding light from its cen
space and vice versa, and the swarm can move through
tral eye in a 3 0-foot cone. Each creature in the area of
any opening large enough for a Tiny maggot. The
effect must make a DC 1 2 Dexterity saving throw or
swarm can't regain hit points or gain temporary hit
become blinded from 1 d4 turns and stunned for 1 d4
points.
turns.
Hold Person Eye Beam (Recharge 6): The stunted A CTIONS
eye of the deep emits a beam of light from one of its
Bites: Melee Weapon A ttack: +O to hit, reach 0 ft. , one
smaller eyes, targeting up to two humanoid creatures
creature in the swarm's space. Hit: The target is infest
in a 1 5-foot cone. Each target must make a DC 1 4 Wis
ed by 1 d4 rot grubs. At the start of each of the target's
dom saving throw or become paralyzed for 1 minute.
turns, the target takes 1 d6 piercing damage per rot grub
At the end of each of the target's turns it can attempt
infesting it. Applying fire to the bite wound before the
another saving throw to end the effect on itself.
end of the target's next tum deals 1 fire damage to the
Hold Monster Eye Beam (Recharge 6): The stunted target and kills these rot grubs. After this time, these rot
eye of the deep emits a beam of light from one of its grubs are too far under the skin to be burned.
smaller eyes, targeting up to two creatures (any type)
If a target infested by rot grubs ends its tum with 0
0 IQ Gi IIAL ADVEIITV RJ; S RE i II CAR_II ATE D • E�P E D ITl 0 II T0 THE BARRI E R PEAKS
hit points, it dies as the rot grubs burrow into its heart These eggs hatch 1 hour after being laid, giving birth
and kill it. Any effect that cures disease kills all the rot to l d4 larva-like grubs who begin to devour the host,
grubs infesting the target. inflicting 3 (1 d6) piercing damage per grub infecting it
A wn.thing mass of scores of pale grqy grubs with gasping, tooth at the start of the target's tum. If a target infected with
lined mouths, wiggles disgustingjyfrom a heap of decqying matter. webbird larvae ends its tum with 0 hit points, it dies as
the webbird grubs burrow out of its body. Any effect
that cures disease destroys the webbird larvae, prevent
SWARM OF WEBBIRDS
ing the target from taking further damage.
Medium swarm of Tiny beasts, unaligned
A flutten.ng swarm of unusual birds the size of a raven. Each bird
AC : 1 3 lacks a beak and instead has a tit!J mouth filled with tit!J pointed
Hit Points: 3 5 ( 1 0d8 - 1 0) teeth. Their tails are long and spikey looking, and a small drooping
Speed: 1 0 ft., fly 50 ft. appendage dangles from their breasts. The birds' plumage ranges
from the dullgrqy to iridescent blue and green.
STR DEX CON INT WIS CHA
7 (-2) 1 6 (+3) 9 (- 1 ) 3 (-4) 1 2 (+ 1 ) 6 (-2) THORNY
Skills: Perception +3 Medium plant, neutral
A CTIONS
Plant Camouflage: The thorny has advantage on Dex
terity (Stealth) checks it makes in any terrain with am
Bites: Melee Weapon A ttack: +4 to hit, reach 0 ft. , one ple obscuring plant life.
creature in the swarm's space. Hit: 5 (2d4) piercing
Regeneration : The thorny regains 5 hit points at the
damage, or 2 ( 1 d4) piercing damage if the swarm has
start of its tum. If it takes cold, fire, or necrotic damage,
half of its hit points or fewer.
this trait doesn't function at the start of the thomy's
Web (Recharge 4-6): Ranged Weapon A ttack: +5 to next tum. The thorny dies only if it starts its tum with
hit, range 30/60 ft., one creature. Hit: The target is re 0 hit points and doesn't regenerate.
strained by webbing. As an action, the restrained target
Thorny Body: At the start of its tum, the thorny deals
can make a DC 1 3 Strength check, bursting the web
2 ( 1 d4) piercing damage to any creature grappling it.
bing on a success. The webbing can also be attacked
and destroyed (AC 1 O; 5 hit points; immunity to bludg A CTIONS
eoning, poison, and psychic damage; applying alcohol
to the webbing destroys it automatically). Bite: Melee Weapon A ttack: +3 to hit, reach 5 ft., one
Egg Proboscis: A webbird lands on an incapacitated target. Hit: 6 (2d6 + 1 ) piercing damage.
or restrained target and inserts its proboscis into the A dog-like creature seemingly compnsed of living vegetation. Sharp
creature's flesh. The target must make a DC 1 4 Consti thorns sproutfrom its canine, plant bocfy andfill its mouth instead of
tution saving throw or be infected with webbird eggs. teeth.
AC : 1 3 (natural armor) AC : 1 0
Hit Points: 85 ( l Od l O + 30) Hit Points: 1 1 (2d8 + 2)
Speed : 1 0 ft. , climb 1 0 ft. Speed: 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 7 (+3) 1 0 (+O) 1 7 (+3) 2 (-4) 1 3 (+ 1 ) 4 (-3) 1 (-5) 1 0 (+O) 1 2 (+ 1 ) 1 (-5) 1 0 (+O) 1 (-5)
Smother: One Large or smaller creature within 5 feet Yellow Blossom: The tri-flower frond chooses one
of the trapper must succeed on a DC 1 4 Dexterity sav creature it can see within 5 feet of it. The target must
ing throw or be grappled (escape DC 1 4). Until the succeed on a DC 1 1 Dexterity saving throw, or it is
grapple ends, the target takes 1 7 (4d6 + 3) bludgeoning covered with corrosive sap and takes 5 acid damage
damage plus 3 ( 1 d6) acid damage at the start of each at the start of each of its turns. Dousing the target with
of its turns. While grappled in this way, the target is water reduces the acid damage by 1 point per pint or
restrained, blinded, and at risk of suffocating. The trap flask of water used.
per can smother only one creature at a time. Red Blossom: Melee Weapon Attack: +2 to hit, reach
Sudden!J, the floor (or ceiling) ripples with unexpected life as a 5 ft. , one target. Hit: 2 ( l d4) piercing damage, and the
thick, rubbery creature moves towardsyou, a gaping mouth visible target is grappled (escape DC 1 1 ). Until this grapple
at the center of its flat bocfy. Its coloration peifect!J matches the ends, the target takes 5 (2d4) poison damage at the start
surrounding area, making it indistinguishablefrom floor or ceiling. of each of its turns. The red blossom can grapple only
one target at a time. Another creature within reach of
the tri-flower frond can use its action to end the grapple
on the target.
This plant has three deep green stalks nsing up to 8 feet in the air
from a central bottle-shaped base. Each of the stalks is crowned
with a trumpet-shaped flower of a different color: one zs vivid or
ange, the second zs bnght yellow, and the last is of intense red
coloration.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 8 (+4) 1 6 (+ 3) 1 8 (+4) 6 ( -2) 1 0 (+O) 4 (-3) 20 (+5) 14 (+2) 1 8 (+4) 6 (-2) 1 0 (+O) 4 (-3)
Damage Resistances: poison; bludgeoning, piercing, Damage Resistances: poison; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Condition Immunities: exhaustion, frightened Condition Immunities: exhaustion, frightened
Senses : darkvision 60 ft., passive Perception 1 0 Senses : darkvision 60 ft., passive Perception 1 0
Languages: understands Alien Common but can't speak Languages: understands Alien Common but can't
Challenge: 2 (450 XP) speak
Challenge: 4 ( 1 , 1 00 XP)
Keen Hearing and Smell: The biological entity has
advantage on Wisdom (Perception) checks that rely on Aggressive: As a bonus action, the biological entity
hearing or smell. can move up to its speed towards a hostile creature that
Pack Tactics: The biological entity has advantage on it can see.
an attack roll against a creature if at least one of the Keen Hearing and Smell: The biological entity has
biological entity's allies is within 5 feet of the creature advantage on Wisdom (Perception) checks that rely on
and the ally isn't incapacitated. hearing or smell.
Relentless (Recharges after a Short or Long Rest): If Relentless (Recharges after a Short or Long Rest):
the biological entity takes 8 damage or less that would If the biological entity takes 1 0 damage or less that
reduce it to 0 hit points, it is reduced to 1 hit point instead. would reduce it to 0 hit points, it is reduced to 1 hit
point instead.
A CTIONS
A CTIONS
Multiattack: The biological entity makes two attacks:
one with its bite and one with its battleaxe. Multiattack: The biological entity makes two attacks:
Bite: Melee Weapon A ttack: +6 to hit, reach 5 ft., one one with its bite and one with its greatclub .
target. Hit: 8 ( l d8 + 4) piercing damage. Bite: Melee Weapon A ttack: +7 to hit, reach 5 ft. , one
Battleaxe: Melee Weapon A ttack: +6 to hit, reach 5 target. Hit: I O ( l d l O + 5) piercing damage.
ft. , one target. Hit: 8 ( l d8 + 4) slashing damage, or 1 5 Greatclub: Melee Weapon A ttack: + 7 to hit, reach 5
(2d 1 0 + 4) slashing damage if used with two hands. ft., one target. Hit: l 4 (2d8 + 5) bludgeoning damage.
Feet Claws: Melee Weapon A ttack: +6 to hit, reach 5 This rype ef biological entiry is much larger than a rype one, pos
ft. , one target. Hit: 6 ( l d4 + 4) slashing damage. sessing the musculature ef a gorilla, but with the hardened skin
Tjpe one biological entities resemble hairless humans thatpossess ani ef a rhino. It has great flaring nostrils and rabbit-like ears, and
malistic traits. Their legs are like a canines rear limbs complete with it walks with a hunched-over gait. The ryes ef a biological entiry
clawedfeet, theirfaces possess short muzzles filled with sharp teeth, lack a'!Y semblance ef life and thry attack with grim, emotionless
and their ears areflared lzke a bats. Theflesh ef a biological entiry is persistence. Itsflesh is pasry white and striated with visible veins. It
almostplastic in rigidiry which reduces it!Jury thry s'1iferfrompf?ysical carries either a shipforged bludgeoning weapon or a piece ef debns
attacks. The ryes ef a biological entiry lack a1!J semblance ef life and to smash enemies with. Each is either nude or wears torn cloth as
thry attack with gnm, emotionless persistence. Each is dressed in a a crude loincloth.
dirry and torn clothjumpsuit and bears a battleaxe that is little more
than a plate ef sharpened metal affixed to a steel heft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 5 (+2) 1 0 (+O) 14 (+2) 1 (-5) 1 0 (+O) 1 (-5) 1 6 (+3) 1 6 (+3) 1 6 (+3) 1 4 (+2) 1 3 (+ 1 ) 8 (- 1 )
False Appearance: While the vampire thorn remains Blood is the Life: A vampoid that has fed in the last 24
motionless, it is indistinguishable from a normal plant. hours does not need to breathe or sleep and can even
Lightning Absorption: Whenever the vampire thorn survive in an empty vacuum or underwater.
is subjected to lightning damage, it takes no damage Chilling Aura: Any creature other than a vampoid that
and regains a number of hit points equal to the light starts its tum within 5 feet of the vampoid must suc
ning damage dealt. ceed on a DC 1 3 Constitution saving throw or take 7
(2d6) cold damage.
A CTIONS
Echolocation: The vampoid can 't use its blindsight
Multiattack: The vampire thorn makes one blood while deafened.
drain attack on all creatures within reach of its vines.
A CTIONS
Blood Drain: Melee Weapon A ttack: +4 to hit, reach
5 ft. , one target. Hit: 4 ( l d4 + 2) piercing damage, and Multiattack: The vampoid makes three attacks: two
the target is grappled (escape DC 1 2). Until this grap with its claws and one with its bite.
ple ends, the target is restrained and the vampire thorn Claws: Melee Weapon A ttack: +5 to hit, reach 5 ft. , one
doesn't attack. Instead, at the start of each of the vam creature. Hit: 1 0 (2d6 + 3) slashing damage. Instead
pire thorn's turns, the target takes 1 6 (4d6 + 2) necrotic of dealing damage, the vampoid can grapple the target
damage due to blood loss. instead (escape DC 1 3).
The vampire thorn can end the grapple by spending an Bite: Melee Weapon A ttack: +5 to hit, reach 5 ft. , one
action. It does this after the target dies or it suffers fire creature that is grappled by the vampoid, incapacitated,
damage. or restrained. Hit: 7 ( l d8 + 3) piercing damage plus 9
A long, thick vine of dark green hue has grown throughout this (2d8) necrotic damage, and the target's hit point max
area. Large thorns, some the size of small knives, encrust the large imum is reduced by an amount equal to the necrotic
tendril, ha!f-hidden f:y spade-shaped leaves sproutingfrom the vine. damage taken, and the vampoid regains hit points equal
to that amount. The reduction lasts until the target fin
ishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Vampoids are gangjy-limbed and roughjy humanoid in shape.
Their skin is dark brown in color and each has leathery wings
stretchingfrom wrist to ankle. The head of a vampoid resembles
a skeletal alligator's, its skin stretched taut across its skulL A
0 .Ri Girrn. L ADVEilTV RJ: S RE i il CAR__Il fl. TED • E�P E D ITI 0 n T0 THE BARRI E R P EA.KS
VE GEPYGMY ELITE VEGEPYGMY SUB-CHIEF
Small plant, neutral Small plant, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 0 (+O) 1 4 (+2) 1 3 (+ 1 ) 6 (-2) 1 1 (+O) 7 (-2) 1 2 (+ 1 ) 1 4 (+2) 1 3 (+ 1 ) 6 (-2) 1 1 (+O) 7 (-2)
Plant Camouflage: The vegepygmy has advantage on Plant Camouflage: The vegepygmy has advantage on
Dexterity (Stealth) checks it makes in any terrain with Dexterity (Stealth) checks it makes in any terrain with
ample obscuring plant life. ample obscuring plant life.
Regeneration: The vegepygmy regains 3 hit points at Regeneration : The vegepygmy regains 3 hit points at
the start of its tum. If it takes cold, fire, or necrotic the start of its tum. If it takes cold, fire, or necrotic
damage, this trait doesn't function at the start of the damage, this trait doesn't function at the start of the
vegepygmy's next tum. The vegepygmy dies only if it vegepygmy's next tum. The vegepygmy dies only if it
starts its tum with 0 hit points and doesn't regenerate. starts its tum with 0 hit points and doesn't regenerate.
A CTIONS A CTIONS
MuJtiattack: The vegepygmy makes two attacks with Multiattack: The vegepygmy makes two attacks with
its claws or two melee attacks with its spear. its claws or two melee attacks with its spear.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft. , one Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 ( l d6 + 2) slashing damage. target. Hit: 5 ( l d6 + 2) slashing damage.
Spear: Melee or Ranged Weapon A ttack: +4 to hit, Spear: Melee or Ranged Weapon A ttack: +4 to hit,
reach 5 ft. or range 20/60 ft. , one target. Hit: 5 ( l d6 + reach 5 ft. or range 20160 ft. , one target. Hit: 5 ( l d6 +
2) piercing damage, or 6 ( l d8 + 2) piercing damage if 2) piercing damage, or 6 ( l d8 + 2) piercing damage if
used with two hands to make a melee attack. used with two hands to make a melee attack.
Sling: Ranged Weapon Attack: +4 to hit, range 30/ 1 20 Sling: Ranged Weapon Attack: +4 to hit, range 3 0/ 1 20
ft., one target. Hit: 4 ( 1 d4 + 2) bludgeoning damage. ft. , one target. Hit: 4 ( l d4 + 2) bludgeoning damage.
A slight/y larger version of the more common vegepygmy, this crea Spores (1/Day): A 1 5-foot-radius cloud of toxic spores
ture is surrounded ry a thin haze of drifting spores. It carries a extends out from the vegepygmy. The spores spread
jury-rigged spear and a belt bearing a cloth pouch encircles itsplant around comers. Each creature in that area that isn't a
bocfy. plant must succeed on a DC 1 2 Constitution saving
throw or be poisoned. While poisoned this way, a target
takes 7 (2d6) poison damage at the start of each of its
turns. A target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
A vegepygmy sub-chief is on/y distingmshablefrom an elite member
of the tribe try the command it holds over lesser status members.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 8 (+4) 1 3 (+ 1 ) 1 7 (+ 3) 1 4 (+ 2) 1 4 (+ 2) 1 6 (+3) 4 (-3) 1 6 (+3) 9 (- 1 ) 3 (-4) 1 2 (+ 1 ) 6 (-2)
0 Rj Gi IIA L ADVEIITV RJO S RE i II CAR_II ATE D • EXP E D ITI 0 ll T0 THE BARRI E R P EAKS
WEIGHTLIFTING PHYSICAL range 1 0/30 ft. , one target. Hit: 1 4 (2d1 0 + 3) bludg
eoning damage, and the target must succeed on a DC
TRAINING ANDROID
Medium construct, unaligned
1 4 Strength saving throw or be knocked prone.
This bald, ta!� human male with well-sculpted muscles carries a
AC: 1 8 (natural armor)
curious weapon compn:Sed ef a long pole with solid metal dZ:Scs the
Hit Points: 75 ( 1 0d8 + 30) size ef cart wheels on either end The figure wears on!J a pair ef
Speed: 40 ft. loosefabric trousers to better displqy hisformidable pf?ysique.
0 .Ri Gi ITA L ADVE ITTVR]:: S RE i IT CAR.._IlATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS
the wolf-in-sheep's-clothing, and the wolf-in-sheep 's all Wisdom (Perception) checks that rely on hearing or
clothing can make a bite attack against it as a bonus sight.
action. Until the grapple ends, the wolf-in-sheep's Robotic Nature: Whenever the robot starts its tum
clothing can't use this grasping root on another target. with 20 hit points or fewer, it must make a DC 1 5 Con
The wolf-in-sheep's-clothing has seven grasping roots. stitution saving throw. Failure indicates the robot has
The grasping root can be attacked (AC 1 3 ; 30 hit short-circuited and will be incapacitated until repaired.
points; immunity to psychic damage). Destroying the Self-Defense: If the robot is operating normally it only
root deals no damage to the wolf-in-sheep 's clothing, attacks if attacked first. It uses nonlethal means to de
but it can no longer attack with that grasping root. fend itself whenever possible, preferring to employ its
A small rabbit-like creature with a pair of ti;ry horns squats atop tentacles or tractor/repulsion beam to restrain enemies
a tree stump in the middle of a pastoral glade. Upon treading or otherwise render foes incapable of attacking it.
closer, suddenfy the stump splits to reveal a tooth-filled maw and Tractor/Repulsion Beam: As a bonus action, the ro
a pair of ryes atop .flexible stalks. The ground ripples as root-like bot produces a force beam capable of pushing or pull
tentacles emergefrom the soil to grab at nearly prry. ing one Huge or smaller creature or object weighing
300 pounds or less. The beam has a 60-foot range.
WORKER ROBO T If the target is a creature, the robot must make a
Large construct, unaligned Strength check against a DC equal to the creature 's
Strength score; on a success it can move the creature
AC : 1 8 (natural armor)
up to 30 feet in any direction, including upward, but
Hit Points : 1 23 ( 1 3 d 1 0 + 52) not beyond the beam's range. If the target is a loose
Speed: 30 ft. object, it is moved automatically 30 feet in any direc
tion, including upwards. If the target is an object be
STR DEX CON INT WIS CHA
ing carried or held by a living creature, the robot must
20 (+5) 1 4 (+2) 1 8 (+4) 1 0 (+O) 1 0 (+O) 6 (-2)
succeed on a Strength check against a DC equal to the
Skills: Perception +4 creature 's Strength score in order to move it; a failure
indicates the creature retains its hold of the object and
Damage Resistances: acid, fire
it does not move.
Damage Immunities: cold, poison, psychic
Condition Immunities : charmed, exhaustion, fright A CTIONS
ened, paralyzed, petrified, poisoned
Multiattack: The robot makes two tentacle or two
Senses : darkvision 90 ft. , passive Perception 1 4 pincher attacks.
Languages: Alien Common Pincher: Melee Weapon A ttack: +9 to hit, reach 5 ft. ,
Challenge: 9 (5,000 XP) one target. Hit: 1 6 (2d 1 0 + 5) bludgeoning damage.
Tentacle: Melee Weapon A ttack: +9 to hit, reach 5 ft. ,
Electrical Flaw: If the robot suffers lightning damage
it may suffer a short circuit that renders it incapaci one target. Hit: 2 1 (3dl0 + 5) bludgeoning damage,
tated. The chance the robot short-circuits when taking and the target is grappled (escape DC 1 5) if it is a Large
lightning damage is equal to 1 % per point of damage or smaller creature. Until this grapple ends, the target is
inflicted. For example, if the robot takes 1 0 points of restrained, and the robot can't use the same tentacle on
lightning damage it has a 1 0% chance of short-circuit another target. The robot has two tentacles.
ing. A short-circuited robot remains incapacitated until An 8foot-tall metal creature with a rylindrical bocjy, this artificial
repaired. lifeform possesses a pair of thick legs ending in slab-like feet the
size of kite shields. A quartet of limbs-two arms ending in a
Integral Color Card: The robot possesses a built-in
pair of hands with slender, manipulative fingers and two .flexible
frequency key that duplicates yellow and violet color
tentacles with vise-like clamps at their ends-are attached to its up
cards, allowing it to open doors requiring these or color
per bocjy. A ring of glass lenses runs equidistant around the crea
cards of lesser status.
ture s hemispherical head A long protrusion extends straight out
Keen Hearing and Sight: The robot has advantage on from the creature s crown, giving it a vaguefy duck-like appearance.
Technological Items
I
n this section are found rules for the Dungeon Mas
F i GV N IT G 0 VT ALi E n
ter to use for determining the successful use of any
technological item found on the ship. Following these T E C H IT O LO GY
rules are descriptions of the weapons and major items
Int. Check Total Result
on board. Information necessary for the DM is given and
5 or lower One failure; one charge or use
some descriptions are included to be given to the players.
is wasted, if applicable, plus roll
These descriptions are couched in terms that reflect the
Mishap die; character has disad
characters' ignorance of advanced technology. The DM
vantage on next check and must
is encouraged to show the appropriate handout and to
complete a short rest before mak-
describe the steps taken whenever players attempt to lean
ing another Intelligence check
the use of an item.
6-9 One failure; one charge or use is
wasted, if applicable; character
D ETE RJlI: I nATI 0 n 0 F PR0 P E R
has disadvantage on next check
USE and must complete a short rest
Whenever a new item is discovered, the character may before making another Intelli-
operate it or merely stow it for later inspection. Any at gence check
tempt to use such items is adjudicated using the following 1 0- 1 4 One failure and the character
rules. These mechanics are adapted from the suggested must complete a short rest be
methods described in the Dungeon Master's Guide on fore making another Intelligence
p. 268. check
1 5-1 9 One success
To determine how the item works, a character must suc
20 or higher One success; character has ad
ceed on a number of Intelligence checks based on the
vantage on next check
complexity of the item: one success for a Simple item,
two successes for a Moderate item, three successes for a If the character rolls a total result of 5 or less on their In-
Difficult item, and four successes for an Extraordinary telligence check, there is a chance they injure themselves
item. Then consult the Figuring Out Alien Technology or break the item, rendering it permanently inoperable.
table below. The complexity of each item is listed in its On a result of 5 or less, the DM rolls a Mishap die based
entry in the following section. on the item's complexity:
If the creature attempting to figure out the item fails
its Intelligence check, it must complete a short rest be
JlI: i S H A P D i E TYPE S
fore making a new check. This represents the creature Item's Complexity Die to Use
rethinking what went wrong and how the device might Simple d4
properly operate. Another creature can attempt to figure
Moderate d6
out the item in the meantime, however.
Difficult d8
A character who has seen an item used or has operated a Extraordinary d1 0
similar item has advantage on Intelligence checks made
to figure out its use. If the result o f the Mishap die roll i s greater than the
Intelligence check result, a mishap occurs and the char
acter either breaks the item or injures themselves (50 / 50
chance) . If an item is incapable of injuring the character,
it automatically breaks.
•
erator explosion would inflict 24d6 fire damage, for exam
ple!). All within a 1 5-foot radius of the exploding weapon
must make a DC 1 5 Dexterity saving throw, with the holder
�
of the weapon having disadvantage on its save, taking only
� -- half as much damage on a successful one.
0 R,j Gi D A L A.DVE DTV R]: S R E i D CA RJJ A TED • E�P E D ITI 0 n T0 THE BARRI E R P EA.KS
MONOBLADE FIRE AXE The butt-loading clip holds 1 0 cluster cartridges. Each
Complexity: Simple cartridge contains 1 0 needle-like projectiles which burst
Damage: See below after penetration or upon flattening. The selector switch
on the left of the receiver housing can be set for narrow
This tool resembles an ordinary fire axe down to its red or broad pattern-a small dot or a big "O." On narrow
coloration. However, its blade is adorned with yellow
pattern, a single target must make a DC 1 2 Dexterity sav
and black chevrons to warn of its dangerous edge. The
ing throw, taking 6d4 piercing damage on a failed save*,
axe possesses a monomolecular blade that allows it to
or half as much damage on a successful one.
cut through nonliving material with ease and inflict ter
rible wounds on living tissue. A successful attack with the On broad pattern all creatures in a 30-foot cone must
monoblade fire axe does 1 d 1 2 slashing damage and the make a DC 1 2 Dexterity saving throw, taking 2d4 pierc
weapon is considered adamantine for damage resistance ing damage on a failed save.
purposes. It also ignores any damage threshold an object *Optional Rule: If the creature rolls a 1 on its Dexterity
possesses, making it possible to hew through immense saving throw, an eye hit has occurred if the creature isn't
objects if given enough time. When used against a living
wearing full eye protection. The target suffers damage as
creature, it deals an addition 1 d4 necrotic damage due the
if struck by a critical hit and permanently loses the eye
ghastly nature of the wounds it inflicts.
(unless a regenerating creature) .
A monoblade fire axe needs no power disc to operate but
was never intended for prolonged use. Anytime the axe
deals maximum damage, there is a 50% chance it breaks
and the monoblade becomes permanently destroyed.
Magical repair might restore the axe to full use at the
DM's discretion, but it is impossible to be reconstructed
by ordinary means.
NEEDLER PISTOL
Complexity: Moderate
Range: 1 0/30 ft. or 30-foot cone (see below)
Damage: 6d4 piercing or 2d4 piercing (see below)
Use Handout #75. This item could perhaps be a potion
bottle or a flask strapped to a number of tubes. The base
of the bottle (actually the handle) has a silvery lid with
a knob in the center. The bottle flask is bound in black
leather and silver. From the top of this, a broad metal PARALYSIS PISTOL
band encircles a number of tubes. Out one end stick Complexity: Moderate
three large projecting tubes, while the other has but a Range: 60-foot cone
single tube, with a small hole in its end. There is a fluted Power Disc Drain: 1 charge/use
knob on the side with a line across its top. There are two Damage: Special
markings above it-a small dot and a big "O."
Use Handout #76. This looks like a glass bottle or re
The pistol operates by pointing the single tube at the tar
tort with a pimpled or warty surface and a black han
get and squeezing the handle. After each burst the three
dle on one side. Inside the bottle may be seen threads,
tubes in the back will pump in air, creating a slight suc
wires, globes, and a rod. The broad end of the bottle has
tion. If the knob in the base of the handle is twisted and
a rounded metal plate with several brass prongs sticking
pulled, a compartment will open for the needler clip. It
out of it. The narrow end is capped with a silver sheath
will seem to be a small drawer and clips will appear as
and golden ball. The black handle has a round panel,
small, lacquered wood boxes. A clip may not be opened
larger than a coin, with a rivet in the center.
except by smashing.
The pistol is fired by squeezing the handle, pointing the
Jh I S CE L LAll E 0 U S D EVI C E S
DATA
ALL-WEATHER SHELTER
Complexity: Moderate
Force Shield: Absorbs 1 0 damage (see below)
Power Disc Drain: 1 charge/ 4 hours
When first found, this device resembles a tightly bound
2-foot-square bundle of slippery fabric either yellow or
orange in color. A metal plate is set into the top of the
bundle, seemingly a part of the material. A coin-sized
raised disk with an up-pointing chevron along its top
SAMPLE C OLLECTION PISTOL edge protrudes from the middle of the plate. When the
Complexity: Moderate disk is turned all the way to the right, the bundle expands
Range: 60/ 1 80 ft. to form a dome tent large enough for four Medium crea
Power Disc Drain: 1 charge/use tures. When turned all the way to the left, the disk causes
Damage: 1 piercing plus 1 poison the shelter to return to its collapsed size provided it is
empty. If the tent contains any object or creature, it will
This device resembles a short metal rod with a rectangu not collapse. Pulling the disk outward causes the side of
lar box affixed to one end. A fan-shaped horn protrusion the square to swing open, revealing a compartment for
rests atop the rod near its other end. A smaller crossbar the shelter's power disc.
is attached perpendicularly to the main rod by a pair of
curved, horn-like pieces. A thimble-sized stud sticks out An active, powered shelter produces a thin defensive
from one end of the smaller crossbar rod. shield around the exterior of the tent. This force shield
repels rain, sleet, hail, and snow, and provides 1 0 hit points
This weapon is used by grabbing onto the crossbar so of protection against piercing, slashing, and bludgeoning
that the rectangular box rests atop the user's wrist. When damage from nonmagical attacks. Any damage directed
the stud is pressed lightly, a conical beam of green light at the tent or those within it from these types of attacks
shines from the fan-shaped protrusion, illuminatingwhat-
ANTI-GRAV BELT The case is only 1 /4 inch wide, 1 /2 inch long, and about
Complexity: Simple
a thumb's width thick. The windows are rolling gauges
indicating concentrations of impurities in the air by roll
Move: Float upwards or downwards at 30 ft./ round
Load Limit: 500 pounds
ing forward to darker shades of color. The yellow gauge
detects spore and pollen content, the purple gauge meas
Power Disc Drain: 1 charge/ 1 0 minutes
ures intensity of radiation, and the green gauge indicates
This item appears to be a strangely crafted girdle, hung the presence of gases. Purple, green, and/ or yellow lights
with odd ornaments and three leathery straps. It has no glow accordingly. Bulkheads which are non-radioactive
apparent clasp to open the girdle, though the front bears will screen what is behind them as far as radiation count
a large, embossed disc. is concerned. Likewise, sealed areas will not affect the gas
The belt is opened by giving the disc a quarter turn clock or spore registers. Otherwise, the analyzer automatically
wise and pressing in upon the boss. In the back of the detects the presence of such impurities without the need
embossing is a circular indentation the size of a coin. A for an ability check by the operator.
power disc may be fitted into this recess. The belt is ac
tivated by turning the boss counterclockwise half a turn E MERGENCY SEALANT
and pushing inwards. Complexity: Moderate
Note that this device can be used to make an object up to Area of Effect: 1 0-foot diameter
500 pounds weigh only as much as a 1 -pound object, but This material is an emergency repair substance used to
the mass will still be that of a 500-pound object. patch holes in the spaceship's hull until proper repairs
could be made. It comes in a 3-foot-tall, 1 -foot-diameter
bright yellow cylinder adorned with black glyphs. An in
tegral handle at the cylinder's top makes it easy to car
ry and each container of emergency sealant weighs 1 0
pounds. A metal ring about the size o f a coin protrudes
from the base of the cylinder's handle and a 1 /2-inch
square button is set into the handle just above it. To ac
tivate the canister, the metal ring must be pulled, which
causes a 1 -foot-long rigid spout to pop out from the side
ATMOSPHERE ANALYZER of the container. Pressing the button then dispenses a
spray of blue foam that covers a 1 0-foot-diameter area
Complexity: Moderate
to a 3-inch depth in 1 round. This substance hardens the
Range: 60 feet (radiation) or 40 feet (gas) or 20 feet
following round to form a solid seal. This seal has AC
(mold/ spores)
1 7, 1 8 hit points, and immunity to poison and psychic
Power Disc Drain: 1 /2 charge/use
damage. The emergency sealant remains hardened for 1
Use Handout #77. A gray slab of a material similar to hour, after which time it returns to foam and can easily
horn, this is about the size of a necklace case. In one side be swept or washed away.
are three windows, all rectangular in shape. Behind each
A creature caught in the spray's area of effect must make
is a strip of colored paper. The papers are all white on
a DC 1 3 Dexterity saving throw. On a failed save, they
0 R.i G i rrn. L ADVEITTV � S RE i IT C A R_Il ATE D • EXP E D ITI 0 Il T0 THE BARRI E R P EAKS
are covered with the foam and unless they spend an ac GAS MASK
tion brushing off the blue goo, they are restrained at Complexity: Simple
the end of their next turn when the foam hardens. A
creature trapped by the foam remains restrained until the This appears to be some sort of cerernonial mask. It is
hardened sealant is reduced to 0 hit points, the creature made of a leather-like material and has several straps at
succeeds on a DC 1 6 Strength check, or 1 hour passes. tached. A silvery metal plate covers the area of the eyes,
Reducing the hardened sealant to 0 hit points frees all but this does not seem to impair vision from the inside
creatures trapped in the stuff. of the mask. There are no openings for the mouth or
nose though the mask has been shaped to accommodate
a nose and chin. At the base of the mask a cylindrical
FIRE EXTINGUISHER
metal tube is attached and metal cords run from this tube
Complexity: Moderate up into the metal-framed mouth and nose region.
Range: 1 0-foot cone
Uses: 6 maximum The mask's eyepiece is a one-way mirror and permits
sight out of the mask, but others cannot see in. At night
This device has a base cylindrical shape with two han or in dark surroundings this mask will reduce the range
dles on one side. Opposite the handles is a lever and a of vision by 1 0 feet, giving the wearer disadvantage on all
wide-mouthed spout adorns one end. On the other end sight-based Wisdom (Perception) checks. The mirrored
is a padded crook like that of a crutch. A fully charged viewer will reflect petrifying gazes, such as that of a me
fire extinguisher has 6 charges and each use depletes 1 dusa, but this does not make the wearer immune to the
charge. gazes' effects.
To operate the fire extinguisher the lever on top must be When worn, the mask grants the wearer immunity to the
forced back towards the shoulder rest and then pushed effects of gases which must be breathed.
forward; once this is accomplished the rearmost handle
may be squeezed and a cone of carbon dioxide will spew
HAND P UMP SPRAY GUN
out the nozzle. The C02 will inflict 1 d4 cold damage
to warm-blooded creatures, 1 d6 cold damage to cold Complexity: Moderate
blooded creatures, and 3d6 cold damage to plants. It also Range: 30 feet
extinguishes any burning objects or surfaces within its Volume: 5 gallons (40 pints)
cone of effect. Use Per Spray: 1 pint
If the lever is not returned to the forward position the This apparatus appears to be two seamless barrels at
operator will hear a beeping noise and see an orange tached together and made of a bone-like material. Two
flashing light in the handle. In 2 rounds the extinguisher woven straps of equal length are attached to these barrels
will explode causing 2d6 force damage to all within a 1 0- and an oily-looking rope is fastened to the top of these
foot radius. barrels where they join. Upon the end of the rope is a
wand-like instrument with a handle or lever.
0 IU Gi ilA L ADVE ilTVR]:S REi il CAR..._IlATED • E�P E D ITI 0 ll T0 THE BARRI E R P EAKS
When the lever is squeezed several times (requiring an metal clip elongates, creating a "kickstand"-like protru
action) a fine mist will spray from the tip of the nozzle. sion the emitter rests upon if placed on a flat surface.
The backpack can hold most liquids, except strong acids, When the bead is pushed, it creates a random holograph
and can be refi l led by screwing off the top of each bar ic projection up to 20 feet away. This projection is always
rel. This device was used to spray weed control, a plant one of six images and pressing the bead repeatedly cycles
defoliant. This defoliant may be found in 1 -quart cans through the images. The projection images are:
which when mixed with 5 gallons of water becomes use
1 A woman dressed in silvery garments dancing alone.
able causing 2d4 necrotic damage to a large plant or de
stroying a 2-foot-by-2-foot area of ground cover vegeta 2 A bear-like creature with antennae atop its head and
tion per spray. six legs. It sits and begs silently for snacks.
3 A shimmering, shifting cloud of psychedelic colors and
HOLOGRAM EMITTER patterns. Soft, trilling music accompanies the image.
Complexity: Moderate 4 A man playing a strange instrument resembling a hy
Range: Self or 20 ft. (see below) brid of keyboard and bagpipes. Atonal music accom
Power Disc Drain: 1 charge/hour (self) or 1 /2 panies the image.
charge / 1 0 minutes (projection)
5 A hyperactive collage of explosions, cosmic images,
This object appears to be a pouch-sized disk with a con colorful alien creatures, and more. Loud noises and ex
cave blue-black glass bead set into the center of the de cited chatter accompany the collage. This is the holo
vice on one side. The bead can be rotated a half turn graphic equivalent of children's media entertainment.
in either direction. The other side bears a springy metal
6 A police robot patrolling back and forth along an
hook that rests flush with the device's backing. A small
8-foot path. The image is silent.
rectangle is set into the edge of the disk. Depressing the
rectangle causes the disk to split open, revealing a space The projections are not nearly as lifelike as the holographic
where a power disc can be inserted. disguise and a DC 1 1 Wisdom (Perception) or Intelligence
When used, this device emits a holographic projection in (Investigation) check notices the projections are semi
transparent. The projections are holographic light and sol
one of two ways. Its primary use was as a fashion acces
sory and costume. The user fastens the emitter to a belt or id objects pass through them, revealing their true nature.
other piece of clothing using its metal clip, turns the bead
(the emitter's projection lens) to the right, and activates the LANGUAGE TRANSLATOR
device by pressing the bead inward. The emitter creates Complexity: Moderate
a holographic field that covers the wearer, masking them Range: 60 feet
with an almost lifelike semblance of someone else. Power Disc Drain: 1 charge/ 1 0 minutes
If used to change the wearer's appearance, they look Use Handout #78. This is a club- or hatchet-shaped de
like a random human (equal chance of gender) of the vice with a metal dish on one end where the blade should
DM's choosing. The hologram emitter grants the user be. Across the back are two colored plates: red and blue.
advantage on all Charisma (Deception) checks to pass Above these is a fine metal net, set in the handle. In the
themselves off as someone other than their true iden butt is a fine crack going all around the handle.
tity. However, a successful DC 1 6 Wisdom (Perception)
The red button is for receiving-there will be a 1 -minute
or Intelligence (Investigation) check made by someone
delay for first analysis of a foreign tongue-and the blue
scrutinizing the character detects fl a ws in their appear
button is pushed for transmitting. A pull on the base
ance that manifest as a faint pixelization of the character's
opens the power disc compartment. The translation will
assumed identity. The hologram emitter never allows the
analyze the closest/loudest speaker in its range, translat
user to assume the appearance of a specific person and
ing the spoken language into the user's native language
always defaults to the random human form determined
and transmitting the spoken language of the user into the
by the DM when first used.
native tongue of the listener. The translator has no effect
When the glass bead is turned to the left, the springy on written language.
0 N Gi IIAL ADVE IITVRJ:S RE i II CAR_II ATED • EXP E D ITI 0 ll T0 THE BARRI E R PEAKS
LASER DRILL The other end holds a round glass panel, raised slightly,
Complexity: Moderate set in the surface of the box.
Range: 6 inches When opened, the rods will telescope out to form a stand
Power Disc Drain: 1 charge/minute for the spot. The head section will extend up to 8 feet
This device is an oblong matte black oval with a tapered high. Each leg has clamped to it a spike and a smooth
end on one side. A short rod extends from the side of leather patch (an adhesive patch) and ends in a side of
the oval and bears a small angled protrusion. A coin-sized the box. The black rope (a 1 0-foot cable) connects the
stud is visible at the end of the oval opposite its tapered detachable control box to the spot. The wheel controls
end and a narrow seam runs across the width of the oval. elevation/ depression/ rotation, one button is the on/ off
control, and the second button activates magnetic clamps.
Pressing the coin-sized stud causes the rear section of A slot in the side of the control box holds a power disc.
the drill to snap open, revealing the device's power disc
housing assembly inside. When active, the spotlight illuminates anything in its
beam with bright light. It has a special polarizing lens that
Holding the object by the short rod and placing pres makes darkvision more effective. Turning the wheel on
sure on the angled protrusion (in truth, a small lever inset its control panel a quarter turn will change the nature of
into the drill's handle) causes a dark, fan-shaped, 6-inch the illumination. The spotlight no longer produces bright
tall, 8-inch-wide piece of horn-like material to spring out light, but any creature with darkvision has its range dou
from the seam on the top of the drill. This is an integral bled when attempting to see anything within the spot
protective eye shield that prevents the user from being light's illumination area.
blinded by the drill's beam when in use.
If the lever is squeezed again, a cutting beam with an POWER DISC
effective range of 6 inches is projected out of the drill's Complexity: Simple
tapered end. This beam will cut through 1 inch of ship's
metal (including plas teel) in a 1 / 1 0th- to 1 -inch diameter This is a blue colored glass or slate disc the size of a coin.
hole in 1 minute with 1 charge. One side is smooth and unmarked, the other side has a
white, arced band, marked like a sundial with five lines.
A creature looking directly at the drill's beam must suc A taut thread rests on one of the lines (or at either end,
ceed on a DC 1 0 Constitution saving throw or be blinded depending on the charge). These discs are designed to be
for 1 minute. A blinded creature can repeat the saving fitted into the various slots and holders of the weapons
throw at the end of each of its turns, ending the condi and equipment.
tion on itself on a success.
Power discs are energy storage units or batteries which
The drill is not an effective ranged weapon, but if a crea were used to power the various devices on the ship. A
ture's body is exposed to the cutting beam, they must fully charged power disc holds 6 charges and the needle
make a DC 1 5 Dexterity saving throw, taking Sd6 radiant of the gauge will be all the way to the right, if not mal
damage on a failed save, or half as much damage on a functioning. Power discs found in ship stores will nor
successful one. mally be fully charged, but the charges of those found
scattered about the ship should be determined randomly
PORTABLE SPOTLIGHT
Complexity: Difficult
Range: 360 feet
Area of Effect: 1 0-foot-diameter beam
Power Disc Drain: 1 charge/ 1 0 minutes
Use Handout #79. When closed, the spot forms a 1 -foot
cube and weighs about 10 pounds. It is open at one end
and has a recessed grip in the top. Inside may be seen an
"X" formed by jointed rods, a box with a wheel and two
rivets on it, and a coil of smooth, oily-appearing rope.
0 N Gi IIAL ADVEIITV RJ:; S RE i II CA R.._II ATE D • E�PE D ITI 0 ll T0 THE BARRI E R P EAKS
POWERED EXO SKELETON REPAIR ROBOT REMOTE C ONTROL
Complexity: Difficult BOX
Power Disc Drain: 1 /2 charge/hour or 1 charge / hour
Complexity: Moderate
(see below)
Range: 1 80 feet
Strength Augmentation: See below
This appears to be a brown metal box about the size of a
This appears to be some sort of articulated metal re
tinderbox (3 inches by 5 inches), with violet labels. When
straint comprised of a number of interlocking and
the hinged cover is lifted inside a panel of white horn
jointed metal braces and supports. They are arranged in
like material will be seen. In the center of the panel is set
a manner capable of encasing an average-sized human
a metal mesh screen the size of a coin, while in the upper
from shoulders to feet in a "cage" of widely-spaced bars.
right corner is set a small blue gem. At the base of this
The bars extend to include the arms and wrists, and have
screen a black square is set.
a pair of heavy cloth-like gloves attached to the ends of
the arm pieces. A plate-sized circular protrusion is set This device is used to summon one worker robot (see
into the restraints at a point that would cover the chest of appendix B) within range to the immediate vicinity of
any victim imprisoned in the restraints. A coin-sized dial the holder. The ship's computer moderates which robot
with three white notches set in an arc above it rises from will respond if more than one is within range, or else the
the center of the chest plate. closest one will respond. By pressing the black square the
device is activated and a worker will arrive within 1 0 min
Despite this device's fearsome appearance, it is actually a
utes if any are available. Once a worker robot has arrived
powered exoskeleton that amplifies the wearer's Strength.
it may be given verbal commands if someone depresses
Any humanoid between 5 1/2 and 6 feet in height and
the black button and speaks into the metal grid in a lan
weighing no more than 220 pounds can utilize the pow
guage the robot can comprehend. The back panel may
ered exoskeleton. The device has many articulated parts
be removed and a cradle for a power disc may be found.
and flexible j oints, allowing the wearer to move freely
when it is activated. In an unpowered state, the exoskel This device has its own store of power but for each 1 0
eton is cumbersome and slows the wearer to half its minutes o f operation there is a cumulative chance that
normal movement rate and imparts disadvantage on all the power pack will drain, causing the blue light to fl.ash.
Dexterity checks and saving throws. Roll 1 d20 for every 1 0 minutes the device is in opera
tion. If the result is equal to or less than that number
No armor heavier than studded leather can be worn at
of 1 0-minute increments, the power pack drains and the
the same time as the exoskeleton.
blue light begins fl.ashing. The remote goes dead 1 0 min
Turning the chest plate dial to the wearer's right acti utes later. Once dead, the control box is useless unless
vates the exoskeleton. When turned to the middle of the recharged at the robot recharging station (see Level II,
three notches, it grants the wearer a Strength of 20 and area 4) .
consumes 1 /2 charge per hour of use. When the dial is
turned all the way to the right, the exoskeleton increases SHIP' S RATIONS
the wearer's Strength to 22 and consumes 1 charge per Complexity: Simple
hour of use. If the dial is turned all the way to the wear
er's left, the exoskeleton powers down allowing for the Whatever the shape of the rations, the container (tray,
wearer to take it off. Treat the exoskeleton as medium ar envelope, or cylinder) is a silvery package made of some
mor when determining how long it takes to don or doff flexible material like oiled skins. At one end of the pack
the device (see Player's Handbook p. 1 46) . age is a .small colored ring, and attached to one side is a
strange implement that looks like a spoon with serrated
Unfortunately, the exoskeleton has not been well-main edges and a hollow handle.
tained and may potentially break down. Anytime the
wearer rolls a 1 on any Strength-related skill check, saving The small rings, once pulled, create chemical reactions
throw, or attack roll, the exoskeleton locks up, incapaci which cause the package contents to be heated, chilled,
tating the wearer. The wearer can escape as if grappled or rehydrated. Each container may be opened by locating
(escape DC 1 2) but the exoskeleton is permanently fused a black tab on the end opposite the ring and tearing back
into position, making it useless. the lid. The rings are color coded: red - heat white - chill
' '
Characters
T
he following listing of characters may be used to each player may handle multiple characters. It is suggest
form a party for tournament or regular play. Alterna ed that players be allowed no more than two characters
tively, players may wish to use their own characters. each. They may find it difficult to manage more than this
Expedition to the Barrier Peaks was designed for a large par- number and may not be able to identify with such "in
ty of characters of moderate to high level. The suggested stant" characters.
party size is four to eight characters with most having
Novice players may find it necessary to have characters
levels between 5 and 1 0.
no lower than 7th level with an average level of 9th in
Smaller parties may adventure in this scenario but party the party. Novice players should also be allowed another
levels should be increased accordingly, though never ex magic item per character such as two to four spell scrolls
ceeding an average level of 1 2th. All characters should with spells of 3rd level or less, a potion (no oil of ethereal
have at least two or three useful magic items. ness) , or a ring of protection. Fighter characters should be
allowed a + 1 or +2 weapon (with no special powers) if
If there are too few player characters to form a suitable
they do not already have one. If the DM does not think
party, the Dungeon Master may opt to include some of
the players are capable of handling multiple characters,
the characters listed below as nonplayer characters or
NPCs should be used to round out the party.
A.GA i IT ST TH E VE n o m o v s WA RJ.. O RP C H A RA CT E RS
The final six characters in this appendix are VR avatars used if the party plays through the "Against the Venomous
Warlord!" video game in the spaceship's Rec Area (area 38 in Level I; see appendix A) . The first player to activate the
game pod gets first choice of characters, but the DM should only describe the physical appearance of the available
avatar(s) . Their stats are available to the choosing player only after an avatar is selected and they appear in the game.
Note that these heroes were created by a human-like race from another world and are based on their own myths,
stories, and known alien races. What is provided is the best attempt to translate these alien creatures and cultures
computer-generated as they are-into Dungeons & Dragons stats. The DM is encouraged to alter, embellish, or oth
e1wise engage in flights of fancy when describing these virtual characters and the environment in which they exist.
0 .Rj Gi ilA L ADVE ilTV RJ; S RE i n CAR_Il ATE D • E�P E D ITI 0 n T0 THE BARRI E R P EAKS
Name Kime, Master of High Wyrd Frekka A'Nalkin the Unpredict-
Mysteries able
Sex Male Female Male
Race Human Human Drow Elf
Level (HD) 1 1 (1 1 d6) 5 (5d8) 6 / 6 (6d10/6d6)
Class Wizard Warlock Fighter/ Sorcerer
Archetype School of Evocation The Archfey Battle Master/Wild Magic
Background Sage Charlatan Urchin
Alignment Neutral Neutral Neutral
AC 12 1 1 (1 3 with mage armor) 17
Initiative +2 +1 +3
Speed 30 ft. 30 ft. 30 ft.
Prof. Bonus +4 +3 +4
Hit Points 79 43 86
Strength 1 0 (+O) 1 1 (+O) 1 5 (+2)
Dexterity 1 5 (+2) 1 3 (+ 1) 17 (+3)
Constitution 1 6 (+3) 1 7 (+3) 1 4 (+2)
Intelligence 1 8 (+4) 1 1 (+O) 1 6 (+3)
Wisdom 1 4 (+2) 1 3 (+ 1) 14 (+2)
Charisma 14 (+2) 1 5 (+2) 1 7 (+3)
Skills / Proficiencies Arcana +8, History +8, In- Deception + 5, Intimidation Arcana +7, Perception +6,
vestigation +8, Medicine +6 + 5, Religion + 3, Sleight of Persuasion + 7, Sleight of
Hand +4, Disguise kit + 3, Hand + 7, Stealth + 7, Alche-
Forgery kit + 3 mist's supplies +4, Disguise
kit +4, Thieves' tools +4
Race / Class / Ar- Spellcasting (Spell save DC Pact Magic (Spell save DC Drow magic (dancing lights
chetype Specials 1 6; Spell attack modifier + 8; 1 3; Spell attack modifier + 5; cantrip,jaen·e fire 1 /day, dark-
Cantrips known 5; Spell- Cantrips known 3; Spells ness 1 /day) , Fighting Style
book of 26 spells; Spell slots known 6; Spell slots 2; Slot (Dueling), Maneuvers (Ma-
4/3/3/3/2/ 1) level 3rd), Eldritch Invo- neuver save DC 1 5; Superi-
cations (Agonizing Blast, ority dice 4; Lunging Attack,
Armor of Shadows, Eyes of Parry, Riposte), Spellcasting
the Rune Keeper), Pact of (Spell save DC 1 5; Spell
the Tome attack modifier + 7; Sorcery
points 6; Cantrips known 5;
Spells known 7; Spell slots
4/3/3), Metamagic (Careful
Spell, Empowered Spell)
Armor None Mage armor Chain shirt, shield
Weapons + 2 dagger, daggers (2), sling Spear, daggers (2), light + 1 longsword, hand crossbow,
crossbow shortsword, dagger
Magic Items Boots of levitation, gem of seeing, Ring of invisibility, potion of Spell scrolls of sleep, suggestion,
wand of fireballs clairv?Jance, spell scrolls of com- and thunderwave; + 2 bolts (1 0),
prehend languages, expeditious potion of growth
retreat, and unseen servant
0 R,j Gi IIA L ADVE IITV R)O S RE i II CA R_IIATE D • EXPE D ITI 0 ll T0 THE BARRI E R PEAKS
Name The Silicon Knight Chimee of Psychicia Comet-Rider
Sex Male Female Male
Race Dragonborn-like High Elf-like Human-like
Level (HD) 2 (2d1 0) 2 (2d6) 2 (2d10)
Class Paladin Sorcerer Fighter
Archetype N one Wild Magic None
Background Noble Hermit Soldier
Alignment As controlling character's As controlling character's As controlling character's
AC 17 1 1 (1 4 with mage armor) 17
Initiative +1 +1 +2
Speed 30 ft. 30 ft. 30 ft.
Prof. Bonus +2 +2 +2
Hit Points 18 14 20
Strength 1 7 (+3) 8 (-1) 1 6 (+3)
Dexterity 1 2 (+ 1) 1 3 (+ 1) 1 4 (+2)
Constitution 1 3 (+ 1) 1 4 (+2) 1 5 (+2)
Intelligence 8 (-1) 1 1 (+O) 1 1 (+O)
Wisdom 1 0 (+O) 1 2 (+1) 9 (-1)
Charisma 1 5 (+2) 15 (+2) 13 (+1)
Skills / Proficiencies Athletics +5, History + 1 , Arcana +2, Insight +3, Acrobatics +4, Athletics + 5,
Intimidation +4, Persuasion Medicine + 3, Perception + 3, Intimidation + 3, Perception
+4, Playing card set +2 Religion +2, Herbalism kit +2 + 1 , Dice set +2
Race / Class Spe- Breath Weapon (Silicon Cantrip (p.rychic strike [as rqy Fighting Style (Dueling)
cials Spray; blast of glass in 5 by of fros� ; Spell attack modifier
30 ft. line; DC 1 1 Dex save, +2); Spellcasting (Spell save
2d6 slashing damage on a DC 1 2; Spell attack modi-
failed save, or half as much fier +4; Sorcery points 2;
on a successful one; 1 /rest), Cantrips known 4 [acid splash,
Fighting Style (Protection), blade ward, fire bolt, true strike] ;
Lay on Hands (10 points), Spells known 3 [mage armor,
Spellcasting (Spell save DC magic missile, thundenvave] ;
1 2; Spell attack modifier +4; Spell slots 3)
Spell slots 2; Spells prepared:
compelled duel, heroism, thunder-
ous smite)
Armor Scale mail (equivalent), None Chain shirt (equivalent),
shield shield
Weapons Longsword, spear Daggers (2), light crossbow Flail, scimitar, j avelins (3)
Equipment Holy symbol, playing card set Arcane focus, herbalism kit Potion of healing, dice set
Description A humanoid figure made A lithe feminine humanoid A humanoid male with dark
from living crystal and with blue skin and scintillat- complexion and hair dressed
encased in glass-like armor ing eyes. She is dressed in a in fiery red chain mail and
as hard as steel. The Silicon fl.owing garment that shifts bearing a star-shaped shield.
Knight bears a glittering colors in kaleidoscopic fash- He wields a fl.ail made from
longsword and can breathe ion. Her spells are created by asteroid fragments.
a blast of razor-sharp glass the power of her mind.
fragments at foes.
0 N Gi llA L ADVEilTV R}O S RE i ll CA R_Il ATED • EXPE D ITl 0 Il T0 THE BARRI E R P EAKS
Name Klick-Klack of the Hive- Emultan Fast-Fist Cosmosetta of the Dark
mind Nova
Sex None Male Female
Race Forest Gnome-like Human-like Drow Elf-like
Level (HD) 2 (2d8) 2 (2d8) 2 (2d1 0)
Class Cleric Monk Rogue
Archetype Life Domain None None
Background Acolyte Urchin Sailor (Pirate)
Alignment As controlling character's As controlling character's As controlling character's
AC 15 15 15
Initiative +1 +3 +2
Speed 2 5 ft. 40 ft. 30 ft.
Prof. Bonus +2 +2 +2
Hit Points 17 17 15
Strength 1 3 (+ 1) 1 3 (+ 1) 13 (+ 1)
Dexterity 13 (+ 1) 16 (+3) 1 6 (+3)
Constitution 14 (+2) 1 4 (+2) 1 2 (+ 1)
Intelligence 1 0 (+O) 1 1 (+O) 1 0 (+O)
Wisdom 1 7 (+3) 1 5 (+2) 8 (-1)
Charisma 8 (-1) 9 (-1) 16 (+3)
Skills / Proficiencies Insight + 5, Medicine + 5, Acrobatics + 5, Athletics + 3, Acrobatics + 5, Athletics + 3,
Persuasion + 1, Religion + 2 Sleight of Hand + 5, Stealth Deception + 5, Intimidation
+ 5, Disguise kit +2, Thieves' +5, Perception +3*, Stealth
tools +2, Weaver's tools +2 +5, Navigator's tools +2,
Vehicles (space) +2, Thieves'
tools +4* (* denotes Exper-
tise)
Race / Class Spe- Can trip (minor illusion; Spell I<i (I<i points 2; I<i save DC
cials save DC 1 0); Spellcasting 1 2)
(Spell save DC 1 3; Spell at-
tack modifier + 5; Cantrips
known 3 [guidance, resistance,
spare the crying] ; Spell slots 3;
Spells prepared: bless, com-
mand, cure wounds, guiding bolt,
protectionfrom evil andgood,
sanctuary, shield offaith)
Armor Scale mail (equivalent) None Studded leather (equivalent)
Weapons Quarterstaff, sling Shortsword, darts (1 0) Rapier, hand crossbow
Equipment Holy symbol Disguise kit, thieves' tools, Navigator's tools, thieves'
weaver's tools tools
Description A Small insectile creature A short human dressed in A stunningly beautiful fe-
with iridescent blue exoskel- skin-tight, dark garments male humanoid, Cosmosetta
eton and six limbs. Klick- and soft-sole shoes, Emul- hails from the Dark Nova,
I<lack draws upon the Great tan Fast-Fist was trained in a hotbed for pirates and
Hivemind to preserve life the art of stealth and deadly mercenaries. She dresses in
and defeat evil. hand-to-hand combat. impact armor and wields a
force rapier in battle.
0 R.i Gi IIAL ADVE IITV RJ; S RE i II CA R_II ATED • EXPE D ITl 0 II T0 TH E BARRI E R PEAKS
APPENDIX E
Handouts
T
his appendix contains the handouts for the fifth edition version of the adventure. The collection features brand
new illustrations along with those from the original versions. All have been renumbered-please take care and don't
confuse them with the reprints in chapter 2.
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0 N Gi IIAL ADVE IITV � S RE i II CA R_II ATE D • E�PE D ITl 0 II T0 THE BARRI E R PEAKS
0 R.i Gi IIA L ADVE II TV � S RE i II CAR_II ATE D • E�P E D ITI 0 ll T0 THE BARRI E R P EAKS
0 N Gi IIA L ADVE IITVRJ; S RE i II CAR._II ATE D • E�P E D IT l 0 ll T0 THE BARRI E R PEAKS
0 N G i IT A L ADVE ITTV � S RE i IT CA R.._Il ATED • E�PE D I T I 0 Il T0 THE BARR I E R PEAKS
0 R.i Gi ITA L ADVEITTV � S RE i IT CAR__IlATE D • E�PE D ITI 0 Il T0 THE BARRI E R P EAKS
0 .PJ Gi il.A. L ADVEilTV RJ; S REi il C.A. R._Il .A.TED • E�P E D ITl 0 ll T0 THE BARRI E R PEAKS
0 N G i rrn. L ADVEIITVRJ:S RE i II C A RIJATE D • EXP E D ITI 0 ll T0 THE BARRI E R P EAKS
APPENDIX F
Maps
T
here are many maps of the spaceship and its nearby environs in this book. Each is included in the preceding chapters
near their encounter descriptions, and they are also collected here in this appendix for ease of use by the Dungeon
Master.
What is it like to work on a legend? Gary Gygax made this book possible, but Michael Curtis and Tim Wadzinski
actually made it happen. Mike (right) and Tim (left) are shown here at Gary Con XI (March 201 9 in Lake Geneva,
WI) at the What's New With Goodman Games seminar, where this project was first announced. As you reach these
final pages in the book, dear reader, we thank you for making this project possible. It's an honor to be able to con
tinue to expand on the fundamental building blocks of the hobby originally established by Mr. Gygax and company!
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APPENDIX G
P
ublisher's Introduction: One ef the lesser-known tion ef all the Metamorphosis Alpha material TSR produced
facts related to the history ef Expedition to the Barrier In that volume, RPG historian Jon Peterson described the history
Peaks is that it was originalfy created as an adventure mod ef Metamorphosis Alpha-and that history overlaps considerabfy
ule for Metamorphosis Alpha, not Dungeons & Dragons. It was with thepublication ef Expedition to the Barrier Peaks. Here
actualfy run as a Metamorphosis Alpha adventure at an earfy we repn·ntJon s article, which we believe will surefy be ef interest to
Origins convention before subsequentpublication under the D&D fans ef Expedition to the Barrier Peaks.
banner. Severalyears ago, Goodman Gamespublished a compila-
T
he earliest role-playing games hid a good deal of ting, where parallel experiments took role-playing to the
science fiction under a cloak of fantasy. The distinc Wild West and the far future. Local gamer John Snider
tion between these two genres, so stark to us today, ran a science fiction campaign called "Stellar VII" which
was only about twenty years old when fantasy gaming focused on the formation of galactic empires; early in
started: previously, in pulps of the early twentieth cen 1 97 5, TSR would publish a product based on this game
tury, the blanket term "fantasy" included both techno called Star Probe. In the introduction to that booklet,
logical speculation and the utterly magical. What we see Gygax tells us that elements flowed freely between these
in Dungeons & Dragons is a liberal blending of the two. campaigns: in particular, how "one vessel from an avian
Gygax himself alerts us to the presence of science fic race had the misfortunate of somehow arriving at the
tion in the Foreword to Dungeons & Dragons, which calls world of 'Blackmoor' (and promptly losing all to an an
out Burroughs's Barsoom stories as a major influence gry wizard whom they foolishly disturbed) !" Incidents of
we detect traces of that world in the game's encounter this nature surely inspired Arneson's early "City of the
tables, which included tharks and various colors of Mar Gods" scenario, where fantastic adventurers explored
tians. But throughout the first edition of Dungeons & the crash site of a spacecraft. Blackmoor frequently min
Dragons, there are countless further nods to technology, gled science fiction with its fantasy, as in the "Temple
parapsychology, and super science: in the vocabulary of of the Frog" scenario primed in the Blackmoor pamphlet,
Extra Sensory Perception (ESP), telekinesis, teleporta where we can find aliens, satellites, genetic engineering,
tion, polymorphism, disintegration, and even hints about anti-gravity, and interstellar radio.
robots or androids. There is a section about "Other Gygax's own games also mixed settings, incorporating
Worlds" that reminds us how "Mars is given in these everything from Second World War combatants to bowl
rules," but then invites referees to investigate alternate ing alleys to spaceships. Famously, his original Greyhawk
times, spaces, and dimensions. dungeon included Martian White Apes on its eleventh
The early play of Dungeons & Dragons thus was never re level, and he recommended introducing "a semi science
stricted solely to the medieval fantasy setting. We find fiction situation" into games to keep things fresh and
this already in the vibrant Twin Cities role-playing com surprising. As one of his players from the early days re
munity that gave birth to Dave Arneson's Blackmoor set- membered, "I think it was in Gary G's game, when I was
able to acquire a 4d6 ray gun, that I realized that such
FEF #4: War-Lock FEF #5: Into the D ragon's Maw FEF #6: Raiders of the Lost Oasis
Level 5 adventure Level 12 adventure Level 4 adventure
FEF # 1 0: The Castle in the Sky FEF # 1 1 : The Archmage's Lost Hideaway FEF # 1 2 : The Forgotten Hive
0 Rj Gi IIA L ADVE IITV RJ; S RE i II C A R_II A'fED • E�P E D ITl 0 ll T0 THE BARRI E R PEAKS
FEF # 1 : Glitterdoom FEF #2: The Fey Sister's Fate FEF #3: The Pillars of Pelagia
FEF #7: Fantasy Encounters FEF #8: Eye of the Leviathan FEF #9: The Fallen Temple
A collection of short encounters Level 8 adventure Level 10 adventure
FEF #13: Mystery Beneath the Monastery FEF #14: Beneath The Keep FEF # 1 5 : The Drowning Caverns