Expedition To The Barrier Peaks 5e

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LEVEL I

E1 DOOR

§] DOUBLE DOOR
[ill DROP TUBE

E3 OPEN DOORWAY
0 VIOLET CARD DOOR
D ON/OFF LIT AREA

0 BROWN CARD DOOR


0 ORANGE CARD DOOR BRIGHTLY LIT AREA

0 GREY CARD DOOR


� YELLOW CARD DOOR
• DIMLY LIT AREA

0 RED CARD DOOR


0 JET BLACK CARD DOOR UNLIT AREA

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LEVEL II

8 DOOR
E3 PILLARS

SCALE: 1 SQUARE EQUALS 10 FEET

8 BROWN CARD DOOR


� SPHINCTER

• MACHINERY
(2) HOLE IN DECK

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LEVEL Ill

8 DOOR 101 HOLE IN CEILING

§j DOUBLE DOOR [ID DROP TUBE D ON/OFF LIT AREA

D OPEN DOORWAY D LIFT BRIGHTLY LIT AREA

0 BROWN CARD DOOR FOLIAGE • DIMLY LIT AREA

0 VIOLET CARD DOOR � VINES UNLIT AREA

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LEVEL IV

D LIFT

lo og I FENCE 1� I BURROW

FOLIAGE � SWAMP D ON/OFF LIT AREA

• FOLIAGE � STREAM BRIGHTLY LIT AREA

• WATER G PATH • UNLIT AREA

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LEVEL V

TRAPDOOR

BULKHEAD WALL

0 BROWN CARD DOOR MOLD

D LIFT PILLARS

II WATER SPHINCTER

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LEVEL VI - - -.
CAR GO
u rn HO L O

G YM N A S I U M

UP A
u UP
0
I
T
0
R ,- - - -;
I
C AR GO u 1LI FT1
HO LD
4 CARGO
HO L O
:- - -
1

i1 l [ J

DOOR
VIOLET CARD DOOR
D LIFT

DOUBLE DOOR GREY CARD DOOR


• WATER

OPEN DOORWAY STAIRS


0 LOCKER

BROWN CARD DOOR CURTAIN


EJ STORAGE

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Dungeon Module S3
Expedition to the Barrier Peaks
by Gary Gygax
AN ADVENTURE FOR CHARACTER LEVELS 8·1 2

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.

TSR Hobbles, Inc.


POB 756
LAKE GENEVA, WI 53147

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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CHAPTER THREE

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 . . .

0 Ri Gi IIAL ADVE IITV � S RE i II CA R.._II ATE D • E�P E D ITl 0 II T0 THE BARRI E R P EAKS
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-

0 N Gi ITAL A.DVEITTV R]: S RE i IT CA R_Il ATED • E�PE D ITI 0 Il T0 THE BARRI E R PEA.KS
Viewports

Spiral Staircase Terrace

Ramps Bridge

Underwater
Observartory

Water

0 Rj GiITAL ADVEITTV IQ: S RE i IT CA R_Il ATED • E�PE D IT l 0 Il T0 TH E BARRI E R P EAKS


Light. The spaceship's lighting generally remains com­ certain cases, some locks can be bypassed by dealing
pletely functional. Some corridors are unlit or are dimly damage to them with lasers or magical spells. These in­
lit and these are darkly or moderately screened on the stances are noted in the text below.
map. Certain areas are lightly screened; these are sections
DM Note: Whenever the party is before a door, show
where the lighting is very bright. White areas have full
Handout # 1 . The metal around the upper slot will be
lighting, but rooms are lit only when a panel beside the
color keyed, if applicable.
door is touched. Thus:
Colored Cards. Each of these cards are rectangular bits
Unlit areas (darkly screened areas on map) = darkness
of nearly indestructible plastic about 3 inches long by 2
conditions
inches wide. Since characters should not be aware of the
Dimly lit areas (moderately screened areas on map) = actual nature of the different technological items found
dim light conditions on the ship, descriptions have been provided in appendix
C for most of the unusual items that they might find.
Brightly lit areas (lightly screened areas on maps) = bright
light Colored cards will appear as heavily leaded panes of
Unscreened areas = on/ off lights (darkness/bright light) colored glass. No clues to their function should be given,
as the characters must figure out their proper use. While
EXCEPTIONS: all 'tween decks areas are unlit; Level some colors are specific, most will serve to open doors to
IV has alternating light and dark periods. areas which are keyed to lesser rank color. The colors are
It is also important to note that the lighting on Level given below, with descending order of rank and general
IV is an exception to the standard. The entire level will description of the rank/ occupation/ profession of hold­
light up for 1 4 hours and then go dark for 7 hours, i.e. er each was designed for. Note that robots and androids
the lights go out suddenly and return after the 7-hour will note color by means of their visual sensors, provided
"night" period elapses. Keep track of entry time and how the card is held forth in a manner which enables the scan­
long the party remains within the ship! ning of its surface.

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

0 zj Gi IIAL ADVE IITV R}: S RE i II CA R.._II ATE D • E�PE D ITl 0 ll T0 THE BARRI E R PEAKS
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)

e zj Gi il.AL ADVE il'fVR]: S RE i n CAR_Il.A'fED • EX:P E D ITI 0 n T0 TH E BARRI E R P EAKS


0 N Gi ITAL A.DVE ITTVR,J:: S REiITCARJIATED • E�P E D ITl 0 ll T0 THE BARR I E R P EAKS
LEVE L I : 0 FF I C IALS ' , bled furniture or rotting goods therein, and 1 d4 - 1 in­
animate skeletons of generally human appearance. Eve­
0 F F I C E RS ' , AllD rything is worthless or in bad condition, the furnishings
T E C H ll I C IAllS ' Q UARTE RS are plastic or metal, and only bits of rag or odd pieces of
junk can be found.
WAll D E Ri llG JlI: 0 llSTE RS
AREA 1 - ENTRYWAY
Each hour the party is exploring this level of the space­
ship, roll a d12. On a roll of 1 , an encounter occurs. Then A metal room, about 18 feet deep and 20 feet 1vide, lies bryond
roll a d6 and consult the appropriate table below based the open "cave" mouth. The south wall ef the room curves slight!J
on the party's current location: inward and a pair o/ 1 Ofoot-square doors stand closed in the north
wall.
S O VTH E R_Il H E m i S PH E � This room is an air lock, albeit a malfunctioning one. The
D6 Encounter
door in the ship's outer hull opens for 1 hour every 20
hours. Outside of this brief window of time, entry and
1 1 d8 + 8 vegepygmies with 2d4 thornies (Hand-
egress from the ship is nearly impossible.
out #4; see appendix B for both)
2 1 police robot (Handout #5; see appendix B) Development. Once the party has entered, the outer
3 1 d2 + 1 displacer beasts door will silently shut, and the 20-foot-wide inner door
will part to reveal the 60-foot-by-60-foot entry area with
4 1 worker robot (Handout #6; see appendix B)
a drop tube (non-functioning) to the lower levels (area 2) .
5 1 trapper (see appendix B)
6 1 d8 + 8 vegepygmies with 2d4 thornies (Hand­
AREA l A - S PACE SUIT S TORAGE
out #4; see appendix B for both)
A 20foot-!:ry-20foot chamber is located bryond the now unsealed
n o .RfH E R_Il H E m i S P H E � door. A dozen bizarre garments made from shif!Y cloth hang in
cubicles along the perimeter ef the room. On a she(! above each
D6 Encounter garment is a spherical helmet made ef glass and another unknown
1 1 worker robot (Handout #6; see appendix B) material that looks something like hardened clqy. The garments
2 2d6 + 1 2 vegepygmies (Handout #7; see appen- appear to have been damaged and maf!} are little more than rags.
dix B)
These rooms held the space suits necessary for survival
3 1 d4 + 1 shadows
outside of the spaceship. Each room holds a dozen space
4 1 police robot (Handout #5; see appendix B) suits, but they were destroyed by the plague-maddened
5 2d6 + 1 2 vegepygmies (Handout #7; see appen­ inhabitants of the ship at the height of the outbreak. The
dix B) helmets are still salvageable but they possess no life sup­
6 1 d2 will-o'-wisps port functions and inhibit the hearing and vision of any­
one wearing them. Wearing a space suit helmet imparts
E n c e u nTE R AREAS disadvantage on all Wisdom (Perception) checks related
to vision or hearing.
UNNUMBERED ROOMS
This room mqy have once been living quarters or a common room, AREA 2 - DROP TUBES
but is long disused The fi1rnit11re is made from rusting, pitted A cylindti'cal chamber about 20feet in diameter stands in the cent­
metal and another now dingy material similar to leather but ef er ef this area. Its interior is accessible !:ry a pair of open archwqys
great rigidity. From the state ef the chamber, it looks !tke someone facing one another on opposite sides of the chamber. Within the
or something looted the place thorough!J. cylinder, a pair of wide bands bean·ng metal handles spaced 8 feet
apart run vertical!J down the other two walls.
These rooms are typically apartments, activity rooms
(those with doors which require no color card), and util­ Show Handout #2. As previously noted, these four de­
ity /maintenance/ storerooms. Unless noted by a number vices are in different states of functioning. Each tube is
code each such area is thoroughly looted, has some jum- a cylinder with an opening on both sides. Inside are two

0 Rj Gi IIAL ADVE II TVR.._E S RE i II CAR.._IIATED • EXPE D ITI 0 ll T0 THE BARR I E R PEAKS


tracks opposite each other, running down the vertical AREA 5 - GAME ROOM
length of the shaft. Each track has a series of handles More than a score of bright!J colored boxes standing as high as
spaced 8 feet apart. One of these tracks will be moving
a person are arranged in rows throughout this room. Each of the
up and the other will be moving down in all tubes that are
boxes is adorned with a number of strange attachments: slots, but­
operational. In those which anti-grav still functions, the
tons, wheels, and mysterious!J shaped metalprotrusions are all com­
individual need only step in, float weightlessly, and grasp
ponents to the unusual objects. Maf!)I of the boxes have been dam­
a passing handle to be borne in whichever direction is de­
aged, exposinggears and broken metal. Other boxes are untouched.
sired. At the top and bottom of the tube the handles fold
into the wall to complete a circuit. In the non-operational These rooms originally housed various amusement de­
tube, of course, the handles do not move at all, but they vices of mechanical and electronic nature. The mechani­
will support up to 400 pounds of weight. cal ones have been broken and looted, but the electronic
ones are still functional. If the party members have any
A tube which still functions mechanically, but which has
no anti-gravity, can be used if the characters firmly grasp of the coinage used on the ship they can get rid of it
a handle prior to stepping into the chute; if any character here "shooting" at spaceships, monsters, etc. You may
attempts to step into the tube and then grasp a handle, optionally include any sort of gambling devices you wish
they must succeed on a DC 1 5 Dexterity saving throw. here-slot machines, blackjack, etc. How you run such
Failure equals a fall which will almost certainly prove fatal games is strictly up to you.
from the upper level, causing 3 (1 d6) bludgeoning dam­ There are also several standard shooting gallery games
age for each 1 0 feet of vertical distance fallen. here. These include guns with handles bolted to tables,
others with cables coming out of them, and other vari­
AREA 3 - TRAPPER ous things like this. Players should be told that they are
A pile of rags, bones, and strange husk-like forms lies atop the mysterious metal shaped objects unless they have found
floor here. A strange violet-colored and rectangularpiece of glass is such weapons or have encountered creatures using them.
ha!f-buried i?J the debns. In this case, they should be told they see more objects
similar to those they have already seen.
A trapper (see appendix B) clings to the ceiling directly
above the pile, attacking anyone who moves beneath it. Development. If any character spends 1 0 minutes or
more practicing with these shooting galleries, trying to
The pile contains bones and tattered clothes. The husks
learn how to handle them (this should be specifically stat­
are the bodies of vegepygmies.
ed), they may be granted advantage on their first Intelli­
Treasure. The violet-colored piece of glass is actually a gence check to operate a similar weapon. See appendix C
violet card. for more details on operating technological devices.

AREA 4 - SMALL REPAIR ROBOT AREA 6 - LOUNGES


A small metallic thing that resembles a gnome crossed with some ThiS area was once very posh and comfortable, but it zs now in ru­
type of insect lies slumped against the wall here. It appears to have ins. There are torn upholstered chairs, broken and overturned small
been beaten and its metallic skin is covered in dents and gashes. tables, smashedglass and metal boxes, and other debns. Ashes and
Cun·ous looking items that might be tools of some kind lie scattered soot indicate that fires once burned here as well. Bones and skulls
around it. are visible in the mess.
Show Handout #8. This destroyed repair robot has been These lounges were relaxation areas for the crew and pas­
battered, and its main circuitry is broken. Small hand sengers. The smashed metal and glass boxes are broken
tools scattered around it can be used to open its chest drink and snack dispensers. All the lounges have been
plate where 1 d4 intact gem bearings can be pried out. looted, but a few personal items are in the deep folds
Anyone attempting to dig one of the bearings out must of lounge furniture, lost during the last few hectic days
succeed on a DC 1 4 Dexterity check or suffer 5 (1 d10) before the plague took everyone.
lightning damage caused by an unlucky contact with a If the party searches the room, make a DC 1 5 Wisdom
live wire.
(Perception) group check. If at least half the party suc­
Treasure. Each of the gem bearings is worth 50 gp. ceeds, they discover something of interest. Roll 1 d6 on

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 Rj Gi ITAL ADVEilTVR._E S RE i IT CAR._Il .ATED • E�P E D ITI0Il T0 THE BARRI E R PEAKS


AREA 9 - POLICE ROB O T AREA sent in this room. The police robots are all in various
Strange tables and an unusual chair occupy aportion ef this room. states of repair. The worker robot ignores the party un­
Box-like devices rest atop the tables, while glassfaced containers less attacked or they try and interfere with its work. In
filled with crackling snow or mist hang along the wall. A number that case, it summons help from area 9. There is nothing
ef weird metal rylinders with claw-tipped arms and segmented ten­ of value in this room.
tacles go aboutpeiforming incomprehensible duties.
AREA 9C - ARSE NAL
Show Handout #9. This room contains 1 d6 police ro­
bots (see appendix B) when first entered. Rows ef closed metal boxes line the walls ef this room. A high
bench in the middle ef the room has open boxes sitting atop it.
The box-like devices are communications units and com­ Several ef the crates contain oval oijects resting in nests ef sift,
puter consoles that were once linked to the central com­ spongy maten"al. A stack ef large coin-shaped oijects stands beside
puter, but they no longer function. The glass-faced con­ the boxes.
tainers are in truth monitors that now display only static
and are also non-functioning. There are cases of grenades of all types here, and power
discs in locked metal boxes. A dozen of each of the four
Development. The robots question the party's reasons grenade types (sleep gas, poison gas, fragmentation, and
for being present here, but speak only Alien Common incendiary) and 1 2 power discs are plainly visible on a
and their queries are unintelligible to the PCs without bench. See appendix C for more information on these
means to translate them. If the party fails to respond devices.
immediately, the police robots will apprehend them and
bring them to Police HQ (area 25) for holding. However, The closed metal boxes lining the walls are locked and
they will not question any character displaying an orange, contain a total of 1 00 additional grenades of each type
red, or gray color card. Possession of one of these cards and 200 power discs. These boxes can be opened by plac­
will not allow characters to command the police robots. ing a red card in their lock slots. The boxes can be forced
open with magical weapons. There is 1 in 6 chance per
weapon's magical "plus" per round of forcing the chest
AREA 9A - REPAIR PART S AREA
(i.e. a +2 longsy;ord has a 2 in 6 chance of forcing the chest
This room appears to be a storeroom. It is filled with small boxes each round it strikes the box) .
ef paper-like material long metallic tentacles hanging from the
ceiling, and even odder metal rods, disks, hemispheres, and other Development. Any attempt to remove weapons or pow­
inexplicable oijects. er discs openly will result in an attack by police robots
regardless of color card presented, but whatever can be
Spare parts for the ship's police robots are stored here. hidden away can be gained. A police robot (see appen­
The boxes of paper-like material (cardboard) contain di­ dix B) will check on activities within the arsenal once
odes, circuits, bearings, and other small parts. every minute!
Treasure. A search of the room along with a successful
DC 1 4 Wisdom (Perception) check discovers 1 2 power AREA 10 - MOTIONLE S S FEMALE
discs (see appendix C) here amidst numerous replace­
F ORM
ment parts. It takes 5 minutes of searching to locate
them among the other odds and ends, however. A motionless and beautiful humanfemale dressed in cun·ous silvery
clothing lies on the floor. No signs ef it!Jury are apparent on her
bocjy, but it is impossible to tell if she is dead or merefy unconscious.
AREA 9B - D ISABLED ROB OTS AREA
ylindn.cal bodies, their interiors visible through open holes in their The woman is in reality a berserk, malfunctioning an­
sides and displaying all manner of colorful string and thin pieces of droid (see appendix B) . It is armed with a 2-foot-long
horn, lie atop tables throughout the room. A hulking metal thing metal bar and a fully charged paralysis pistol (see appen­
with insectile arms and legs rummages around inside one ef the dix C), hidden on the far side of its recumbent body.
inert bodies. When any creature comes within 20 feet, the android
A worker robot (see appendix B) is busily engaged in springs up and attacks with the paralysis pistol. There­
repairing one of the 1 1 non-functional police robots pre- after, it will use the bar if opponents are within range,

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.

AREA 1 2 - 0VERL OOKE D BLASTER


PISTOL
This weapon is laying amidst the debris on the Boor! It
was dropped here in the chaotic final days of the plague
and has remained overlooked since then. It has a full
power disc (6 charges) . Blaster pistols are described fully
in appendix C.
Noticing the blaster pistol requires a DC 1 5 Wisdom
(Perception) check. If no one notices the blaster, there
is a 2% chance per person passing through that it will be
stepped on and ruined. Check each passerby separately.

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 RiGi II A L ADVE IITVRJ; S RE i II CA RJIATED • E�PE D ITI 0 n T0 TH E BARRI E R PEAKS


AREA 1 8A - C OMMANDER'S This closet and storage space contains mostly clothing in
fair shape and other worthless junk. The glass-faced box
PERSONAL C HAMBE R
is a lavatory cabinet containing two capsules of cyanide.
A comfartable if Spartan bedchamber is located beyond this door. Anyone consuming one of the capsules must make a DC
A wide bed, small tables, and stuffed chair take up half the room. 1 9 Constitution saving throw, suffering 66 (12d1 0) poi­
A small desk, its top cluttered with papers and other objects, rests son damage on a failed save, or half as much damage on
near a closed door on the other side of the room. a successful one.
This room was left intact after the commander vanished Treasure. A search through the narrow doors (actually
on Level II in pursuit of the intellect devourer (see Level clothing drawers) uncovers a needler pistol with four am­
II, area 1). The desk contains mostly paperwork, writ­ munition clips (see appendix C) .
ing implements, microfilm spools, and other interesting
if worthless objects. There is a locked security safe con­
AREA 18C - PRIVATE L O UN GE AND
cealed in one of the desk drawers that is keyed to the
thumb print of the commander. It can now be opened DINING AREA
only by lasering the lock mechanism (using either a laser A pair of seft couches rest at one end of this room. The other side
drill or a laser pistol and expending 6 charges) . contains a large oval table surrounded 0; chairs resembling opened
The door in the southwest corner leads to the command­ seedpods perched atop a single leg. A half-dozen crystalflagons or
er's closet and storage area. The door resembles others, bottles sparkle on a sideboard near the table.
but instead of a color card slot, there is a glass plate with This room is nicely furnished and appointed. All is intact.
the outline of a human hand on it. The door is locked and On a sideboard are six crystal flasks of rare spirituous
keyed to the commander's hand print. The lock mecha­ liquors. Their effects if consumed are:
nism can be caused to malfunction in the same manner •
The first fl ask is now deadly poison. Anyone drinking
as the door locks in the security cells (see area 25A).
it must make a DC 1 5 Constitution saving throw, tak­
A successful DC 1 2 Wisdom (Perception) check notices ing 24 (7 d6) poison damage on a failed save, or half as
six color cards shoved into a stack of papers. There is much damage on a successful one.
one of each type of jet black, brown, violet, yellow, or­ •
The second, third, and fourth fl a sks are still excellent
ange, and red color card present. Inside the security safe
and intoxicating. Anyone sampling these spirits must
are orders regarding the ship's destination and activities,
make a DC 1 0 Wisdom saving throw. If the saving
1 00 plastic encased diamonds worth 1 00 gp each (these
throw is failed, the drinker insists the party remains
are emergency coins), and a strange packet made from an
here and takes a short rest so that they can enjoy more
unknown flexible metal-like material with a small rectan­
of the excellent liquor.
gular glass protrusion set into its side. This is a Kevlar se­

curity documents pouch with a thumb print lock keyed to The fifth fl ask temporarily gives the drinker advantage
the commander's thumb. Attempting to open the packet on all Dexterity-based actions and saving throws for
causes it to explode. The blast affects a 1 0-foot radius 1 0 minutes per 1 ounce consumed. Consuming mul­
around the packet, causing all those in the area to make tiple ounces prolongs the duration of the bonus. The
a DC 1 4 Dexterity saving throw. Those who fail the sav­ flask holds 20 ounces initially.
ing throw suffer 49 (9d1 0) fire damage, while those who •
The sixth fl ask tastes excellent but will cause double
succeed take only half as much damage. The opener of vision 1 0 minutes after drinking it if the drinker fails a
the packet has disa�vantage on their saving throw. The DC 1 2 Constitution saving throw. This double vision
explosion destroys all the sensitive documents inside. lasts for 30 minutes and imparts disadvantage on the
drinker when making attack rolls, while attacks against
AREA 1 8B - C OMMANDER'S CLOSET the drinker have advantage. Any method that cures
AND S TORAGE ROOM poison will also end the double vision effect.

This small room contains most!J odd!J-tailored clothes hanging on


racks and a number of narrow doors set into the walls. A reflective
glassfaced box hangs on the wall.

0 zj Gi ilAL ADVEilTV.RJ:S RE i il CARJIATE D • EXP E D ITI 0 ll T0 T H E BARRI E R P EAKS


AREA 18D - MASTER BEDROOM AREA 1 9A - PERSONAL LOUNGE
A large bed and mat!} chests-if-drawers reside in this neat but AND DINING AREA
clearjy long unused room. A low table flanked by chairs stands
A glass table surrounded by six odd chairs occupies the far end
close to the door, a small tin statuette of a curious-looking boat
of this room. A smaller table with plump, rounded sacks the size
resting atop it.
of large chests sits closer to the door. There is a bottle with six
This room is an unremarkable master bedroom. There sinuousjy-curved glasses atop a buffet near the larger table.
are many drawers of clothing and the like, but there is
This lounge and dining area is in good condition. The
nothing of value in them.
plump, rounded sacks are settees similar to beanbag
Treasure. The tin boat is in truth a commendation de­ chairs. (The DM can have some fun getting the players
picting a platinum spaceship (1 ,000 gp) . A DC 1 1 Intel­ to believe they could be alien life-forms . . . )
ligence (Investigation) check reveals the "tin" is actually
A bottle of liquor on the buffet is treated with a drug to
precious metal.
cause persons imbibing it to tell the absolute truth for 1
minute if they fail a DC 1 5 Constitution saving throw
AREA 18E - C OMMANDER'S WIFE ' S when drinking it. One dose is equal to 1 ounce, and there
RE TREAT are 7 ounces left in the bottle. (DM, here is your chance
to sow some dissension . . . )
This room contains a soft divan facing several lounge chairs. Also
present are a dressing table and small desk, both of which disp!qy
a feminine touch. A skeleton lies on the divan, its shoes removed ARE A 19B - CHIEF ' S OFFICE
and a cup held !oosejy in one bof!J hand. A U-shaped table with small boxy protrusions and a neatpile of
dusrypapers dominates this room. Three chairs, one inside the U of
This is the personal retreat of the commander's wife.
the table and the other two outside andfacing it, are also present. A
She took her own life with a cyanide capsule in the last
ta!! set of shelves holds a variery of books bound in co!oifu!g!os.ry
frenzied days of the plague and her bones lie here undis­
materials.
turbed. The desk and dressing table contain cosmetics,
personal items, stationery, and other worthless bric-a­ This was the security chief's personal office and study.
brac. The desk is equipped with no longer functional commu­
nications and monitoring consoles and indecipherable
Treasure. Behind the dressing table is a j ewelry case
paperwork detailing security protocols and events during
with four rings (50 gp, 300 gp, 750 gp, and 2,000 gp,
the last days of the plague.
respectively), six bracelets (four are worth 600 gp; two
are worth 1 ,000 gp), and three necklaces (total of 4,000 The books on the bookcase are hardback with plastic
gp) . One of the necklaces is set with seven aquamarines covers and detail a variety of topics beyond the party's
worth 500 gp each. A shoe near the skeleton hides her understanding and are worthless to them (although they
gray color card. might be of interest to a sage). There is a press panel on
the side of the desk that can be noticed with a DC 1 4
AREA 19 - S EC URITY CHIE F ' S Wisdom (Perception) check. Pressing the panel causes
the door to spring open, revealing its contents.
QUARTERS
Treasure. The press panel compartment holds three
Odd-looking chairs resembling the ends of ladles are arranged
around an octagonal glass table in the center of this room. Com­ orange cards and a blaster pistol whose power disc has
fortable divans and smaller tables rest near the walls. The floor is shorted and ruined it so as to make it permanently un­
covered with a rose-colored materia� soft to the touch. A rag-dressed workable.
skeleton lies sp!qyed out on one of the divans.
This suite of rooms is also basically intact and served as
the security chief's quarters. This main room is a living/
reception room. There is one skeleton in the place, but
nothing of value.

0 N Gi ITA L ADVEITTVRE S RE i IT CAR_Il ATE D • EXP E D ITI 0 Il T0 THE BARRI E R PEAKS


AREA 19C - DRESSING ROOM Treasure. These monsters have a collection of shiny
Racks ef strangejy tailored clothes, most ef which have gone to rags materials (stainless steel tableware, reflectors, chrome fit­
due to time and neglect, fill this chamber. Several closed wardrobes tings, etc.) . Amongst this collection are two 1 00 gp gems,
are present along the walls. six 50 gp gems, and a plastic tubular instrument-this
device is 8 inches long and about 3 in diameter, a lan­
This dressing room is filled with clothes in poor condi­ guage translator (see appendix C) . The current power
tion and with nothing else of apparent value. There are disc has 3 charges. Note that all treasure is mixed up in a
two intact uniforms in a wall wardrobe. jumble of junk, broken computer parts, and the like and
requires 1 0 minutes of sifting through the debris to pick
AREA 1 9D - MASTER BEDROOM out the valuables. One or more will-o' -wisps may arrive
A wide, disheveled bed with a pair ef small tables on either side while the party is sorting the mess . . .
ef it occupies this room. A skeleton lies here, sprawled on the floor
near the bed. Smallpiles ef rags, perhaps once clothes, are scattered AREA 2 1 - SHRIEKING HALLWAY
across the floor as if thrown aside in haste. This corridor has been transformed into a garden ef sorts, its floor
Under one pile of rags is a small metal box with two but­ covered with piles ef decomposed vegetable matter and soil. Large
tons (orange and red in color), a dial, and a grille. It is a mushrooms sproutfrom the humus, partialfy blocking the passage­
command control for police robots, but the voice com­ wqy. Smallerfungi are visible growingfrom the soil bryond them.
mand is keyed to the chief, so it is useless. If the orange The vegepygmies in area 22 grow fungi here to eat and
and red buttons are pressed simultaneously, all police ro­ raise shriekers to serve as a warning system for them.
bots within 30 feet are shut off until the control box is The vegepygmies know how to move around the shriek­
beyond this range. If either button is pressed separately, ers without causing them to sound off, but are ready
it will call police robots (one if orange is pushed, two if for trouble whenever the fungi begin their wailing. Six
the red button is used)-or release those shut down. It shriekers are at each of the positions labeled 21 on the
can be used only seven times before it malfunctions and map while the other edible fungi grow in a humus layer
is ruined. spread along the length of the passage.
Development. Causing the shriekers to scream alerts
AREA 20 - WILL-0'-WISPS' LAIR
the vegepygmies in all the various sections of area 22 and
Large, bo:x:y devices-all clearjy damaged-are present in this they are unable to be surprised. There is a 50% chance
room. The .floor is littered with shif!Y debris: eating utensils, bits a party of vegepygmies from the room(s) closest to the
ef meta� reflective materia� and othergleaming oijects are present noise comes to investigate the alarm. (See area 22 for
among the glittering mess. A soft white glow comesfrom inside ef details.) Otherwise, the vegetable creatures stay in place,
one ef the damaged box-like devices. hoping to ambush intruders coming into their lair.
Three will-o'-wisps make this room their lair, lurking
inside the broken computer terminals that fill this room. AREA 22 - NORTHERN VEGE PYGMY
There is a 2 in 6 chance that one or two will be away (roll
TRIBE
for each separately) roaming the corridors to the east but
will return after 2 minutes. DM Note: Each of these rooms uses the same descrip­
tion but the DM should elaborate on the material provid­
These creatures will attempt to lure victims to one of the ed to make each room slightly different than its neighbor.
radiation areas (area 1 3) . I f the party follows them and
succumbs to radiation poisoning, the will-o'-wisps then Whateverpurpose this room had is now obscured ry the mess that
attack once their victims are at a disadvantage. If they are nowfills it. Rags, broken bits ef machinery, fungi stems, and nest­
unsuccessful at luring victims away, they take more direct likepiles ef vegetable and cloth matter spill everywhere. There is a
action and attack immediately. The will-o' -wisps fl e e if rank smell in the air, like moldering vegetation left too long in the
they take dire wounds, using their invisibility to escape. dark.
They may return later to ambush the party if the PCs Each of these rooms serves as a den to the ship's north­
remain on this level. ern vegepygmy tribe. These creatures sprang up from
radiation-twisted hydroponic cultures that affected ex-

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) .

AREA 23 - ART WORKROOM


This chamber is a riot of color--splashes of garish paint in many
hues deface the walls, ceiling, and floor. Pieces of broken wood
and color-stained canvas litter the ground. Small white oijects that
resemble flattened slugs are everywhere as are snapped wooden rods
adorned with bristles.
This area once served as place to practice artistic pas­
times, but it has been looted by the vegepygmies and oth­
er of the ship's occupants. There are pigment tubes (the
white flattened slug shapes) strewn here and there, colors
AREA 22E - VE GEPYMGY CHIEF splashed on the walls, bits of canvases, broken easel and
brush remains, and similar materials in this fore room
This chamber contains a high pile of the softest, filthiest rags and and in area 23A. Aside from litter, this room contains
rugs, with several smaller nests arranged along the walls. A ban­ nothing of value or danger.
quet table laden with horn-likeplates and cups is spread out in one
area, the trenchers covered withfungi stalks and malodorous goop.

0 N Gi ITAL ADVEITTV � S R E i IT C A R._Il ATE D • E�P E D ITl 0 Il T0 THE BARRI E R PEAKS


AREA 23A - SC ULPTING AREA 25 - POLICE HQ
WORKROO M A rectangular room with doors to the north and south is present
Odd shapes, some resembling human forms, while others are bi­ here. Three cun·ous altars orplinths occupy the room. Strange metal
rylinders with claw-tipped arms and segmented tentacles go about
zarre abstracts, are positioned about this room. The pieces appear
performing uncanny duties.
to be a mixture of stone, clqy, meta� and another substance resem­
bling colored horn. A bust of a human head measun·ng some 3 feet Show Handout #25. There will be 1 d3 police robots
high dominates the rest of the curious of?jects. It appears to be made (see appendix B) in the first room of this complex. They
from rotted clqy. will inquire what the nature of business of any entrant
is, and the language will be totally unintelligible without
This room holds various stone, wood, clay, metal, and
some scientific or magical means of understanding, al­
plastic sculptures in varying stages of completion (or
though the robots can translate the characters' speech
destruction) . It will be noticed that the majority of the
after 1 0 minutes.
wood and metal objects are "decayed," and that the large
bust appears to be leprous, as if it were composed of There is a locked metal chest in the corner farthest from
rotting clay. the cells for storing weapons and riot control gear. It can
be opened by placing a gray or red card in its lock slot.
Two gray oozes lurk in this room. The "clay" of the
The chest can be forced open with magical weapons.
bust is actually a gray ooze draped over the actual stone
There is 1 in 6 chance per weapon's magical "plus" per
bust beneath it, while the second gray ooze clings to the
round of forcing the chest (i.e. a +2 longsword has a 2 in
ceiling above. Anyone approaching the bust will be at­
6 chance of forcing the chest each round it strikes the
tacked by both oozes.
box) .
Treasure. The bust covered by the ooze has two gem
Developments. The robots will attempt to apprehend
eyes (500 gp topazes) .
the characters and place them in the security cells (area
25A) for detention and questioning by a "proper author­
AREA 24 - D OPPELGANGER PAC K ity" unless the party has a red, gray, or orange card to
A rylindncal chamber about 2 0feet in diameter stands in the cent­ show.
er of this area. Its interior is accessible ry a pair of open archwqys
At various times robots will leave, so at some point with­
facing one another on opposite sides of the chamber. Within the
in 2 hours there will be only one robot present, but there
rylinder, a pair of wide bands bearing metal handles spaced 8 feet
is a 1 in 1 2 chance of another entering every 1 0 minutes
apart run verticaljy down the other two walls.
thereafter.
A pack of nine doppelgangers lurk around this area,
Treasure. The metal chest contains two gas masks, 1 2
alert for anyone approaching the drop tube.
sleep gas grenades, and two needler pistols with one clip
Development. If the doppelgangers hear creatures ap­ of ammunition for each. See appendix C for information
proaching, they hide near the drop chute. The arrows on on these devices.
the map indicate their possible hiding places. The dop­
The first police robot disabled / destroyed here by the
pelgangers wait until creatures are using the tube, and
party will have a red card stored in its chest compart­
then attack those still awaiting their turn.
ment, but it will have to be pried out carefully. Doing so
Treasure. Although the doppelgangers have no treasure, requires a D C 1 0 Dexterity (Sleight of Hand) check. I f
the drop tube still bears a poster on its north outer wall the check fails with a resulting total roll o f 5 o r less, the
showing the location of this h1be and the other three card is broken while being pried out and no longer func­
as circles on a general outline map of the whole level. tions.
Tube procedures and safety measures are printed in Al­
ien Common underneath the map, and these instructions
can be read with magical aid. Included are statements to
the effect that unauthorized persons are not to enter ser­
vice deck areas.

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 ITAL ADV E ITTVRJ: S RE i IT CAR_Il ATE D • E�P E D IT I 0 Il T0 THE BARRI E R PEAKS


• There are three undisturbed desks here: two are in the
A suit of powered armor (see appendix C) that had a
malfunction which was to be repaired but was not be­ easternmost room and a single desk is in the western­
fore the disaster wiped out the crew; this armor func­ most area. Searching the desks and succeeding on a DC
tions as follows (roll a d4) : 15 Wisdom (Perception) check turns up a yellow card,
but as soon as a desk is touched an alarm will sound.
1 . Normal for 1 minute, then freezes into immobil­
ity for 5 minutes, and then roll again. The central two rooms are examination rooms. Both
have been looted and only interesting, but worthless,
2. Short circuits dealing 1 0 (3d6) lightning dam­
objects-wheeled examination tables, chairs, a smashed
age to the wearer; the person must immediately
wheelchair, etc.-remain.
remove the armor, for he or she will sustain like
damage each round thereafter, and after 1 0 rounds Development. If the alarm is sounded, a police robot
the suit will be totally destroyed; removal causes 1 0 (see appendix B) appears in this area 1 minute later. This
(3d6) lightning damage as above. will only happen once.

3. Crossed circuitry causes the suit to behave errat­


ically (roll a d l O), so that the wearer moves back­
AREA 27 - S MALL ARMS L O C KER
ward on a 1 or 2, moves sideways on a 3 (left) or 4 Note that it requires a gray card to enter. The place is
(right) , falls over on a 5, leaps 1 0 feet ahead on a 6, made of plasteel, and it cannot be broken into except
behaves normally on 7-9, but on a 10 the built-in with a laser drill. Show Handout # 1 4.
laser pistol (right arm) fires ahead while the armor This is a narrow room with a central aisle running down its length.
remains motionless. Open cubicles .flank the passage. One cubicle is sealed. Three closed
4. The suit's fluid systems ignite and cause a deadly boxes rest at the end ef the aisle.
gas to fill the suit, so the wearer must make a DC The locker is partially stripped, but still inside are racks
15 Constitution saving throw, taking 55 (1 0d1 0) and containers of: 1 0 needler pistols, eight paralysis pis­
poison damage on a failed saving throw, or half tols, four laser pistols, two laser rifles, and one blaster
as much damage on a successful one. If the suit rifle.
is removed, this gas fills the 1 0-foot-square area
There are three boxes each containing 20 grenades, one
immediately around it, and the next round fills a
type per box: sleep gas, incendiary, and fragmentation.
20-foot-radius area. Saves outside the suit are made
with advantage. If a small green canister is taken A fully operational suit of power armor is in a closed and
from the locker wall, pointed at the suit, and a tab locked locker (at the end of a row of seven opened ones) .
pulled, it will cover the suit with a foam which will Also in this locker is a locked metal chest that holds 20
instantly neutralize the gas. power discs and 20 needler clips.
The locker and metal chest can be opened by placing a
AREA 26 - MEDICAL AREAS gray or red card in their lock slots or ·they can be forced
A sefi, calm voice speaking an unrecognizable language seems to open with magical weapons. There is 1 in 6 chance per
come from nowhere in this room, which contains on!J simple fur­ weapon's magical "plus" per round of forcing the locker
nishings and coloiful hangings on the walls. A corridor leadsfur­ or chest (i.e. a +2 longsword has a 2 in 6 chance of forcing
ther into the area, disappean'ng around a corner. the lock each round it is struck) .
This area is the main medical records office and exami­ See the appendix C for details on these items.
nation clinic and is located in the central complex square
along with other vital services. A robotic recording in­ AREA 28 - C OMPUTER CENTRAL
structs anyone entering to come back tomorrow, as all In the center ef the room is ivhat appears to be an altar. It is sup­
personnel are absent; emergency cases can report to ported qy a single metal column and its two arms are bent towards
MED 1 or MED 2 (areas 1 5 and 1 6, respectively) for at­ the door. The wall opposite the door is made entire!J ef glass, al­
tention. All of this will be in a totally incomprehensible though this is too dark to see through. There are three skeletons
language unless a translation device or spell is used. sprawled near the altar.

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 IIAL ADVE IITV RJ:; S RE i II CA R_IIATE D • E�P E D IT I 0 Il T0 THE BARRI E R PEAKS


7 Unlock doors: Security alert canceled; pink On a successful check, the DM should either roll a d8 or
and amber lights go out. choose an entry from the following list of supplies. Each
8 Android power override: All power to an­
entry can only be found once. Reroll duplicate results.
droids shut off/ on. Once all eight entries are found, nothing more of interest
remains in the storeroom.
9 Worker robot power override: All power to
worker robots shut off/ on. D8 ltem(s) Discovered
10 Police robot power override: All power to 1 Cases containing 20 days' worth of ship's rations
police robots shut off/ on. (see appendix C)
11 Drop tubes sealed: All power shut off/ on for 2 Cases containing 20 days' worth of ship's rations
tubes and lifts. (see appendix C)
12 Full alert: All doors and sphincters shut and 3 Cases containing 20 days' worth of ship's rations
locked; red lights fl a sh; alarm sounds at 1 0-sec­ (see appendix C)
ond intervals; sleep gas (as the grenade; see ap­ 4 Cases containing 20 days' worth of ship's rations
pendix C) will be pumped into the central com­ (see appendix C)
plex of rooms 1 minute after the alarm begins; 5 Cases containing 20 days' worth of ship's rations
four police robots and two worker robots (see appendix C)
(see appendix B for both) will enter the com­ 6 Packet of 1 2 ampules containing four ampules
puter room 1 minute after the gas is dispensed; each of the following: cure disease, poison anti­
only a gray card slipped into a slot in the con­ dote, and radiation antidote
sole and the action noted in #7 will cancel the
7 Container holding 1 4 wound healing canisters
alert.
(see appendix C) . Only six still have medicine re­
Once it has been discovered what a particular control will maining, however. A functioning canister has 1 d6
do, the control will always have the same results. charges remaining.
Development. Any attempt to destroy computer-related 8 Small brown box with violet labels on it; this is a
equipment in this area will result in # 1 2 above, with ro­ repair robot remote control box (see appendix C)
bots attempting to kill all unidentified creatures without
gray or red color cards found in the computer room. AREA 30 - LIBRARY
This room is in better shape than others sofar explored. It contains
AREA 29 - STORE S many smal4 .fixed tables and comfortable if odd-looking chairs.
A large number ef crates and containers1 each made from some Atop each table is a strange metal andglass box with smallprotru­
hard horn-like substance, are stacked in this room. Thry range in sions, rivets, and cylinders attached to it. Rows ef metal boxes with
size from small coffers to massive barrels. Thry appear untouched small doors line the walls ef the room.
and long neglected. This library is not in terrible shape because there is noth­
This small central emergency stores compartment is the ing in it to interest the vegepygmies-the worst looters,
only stocked room of its kind on the ship. There are vari­ of course. In addition to the simple furnishings, it holds
ous crates and containers of materials which are totally 24 microfilm viewers. The microfilm storage cabinets are
unrecognizable and useless by the party. sealed and maintained by the computer and cannot be
opened by any means short of a laser drill.
Searching the room for useful supplies takes 1 0 minutes
per attempt and requires a DC 1 0 Wisdom (Perception) There are a total of four skeletons here. One skeleton lies
check. On a failed check, the character wastes 1 0 minutes beneath a table. This one has rags of what was obviously
rummaging through the containers and discovers only a uniform, with braid and colorful attachments (medals
unrecognizable and useless materials. The DM is free and ribbons) which will clue the inquisitive character that
to indulge their imagination when describing these alien the wearer was an important person. There is a sealed
and indecipherable objects. cabinet behind this skeleton, and a corner of a gray card
is peeping out from beneath this storage box. The card
is noticed with a successful DC 1 S Wisdom (Perception)

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 - LAB ORATORIES


These rooms were the special research facilities for bi­
ological, biochemical, and chemical projects related to
alien life-forms, and eventually were used to stop the
plague aboard.
Long worktables covered with odd glass bottles, vials, plates, and
other containers of an unidentifiable nature ft!! this room. A num­
ber of sma!� empty cages are also present.
Those labs without color card-keyed doors are general
purpose work areas, and they contain nothing of value
or interest except some empty plastiglass retorts, beakers,
petri dishes, vials, etc. There are a few smallish cages for
animals (which now contain nothing but bones), work
counters, and the like.

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 IITVR}: S RE i II CA R.._IIATE D • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


actions during their exploration of the spaceship. pours out of the open door, spilling into the room and ontoyou!
If any use of the computer console (see area 28) has been The russet mold pours over the 1 0-foot-square (100
made prior to entering this lab the computer malfunction square feet) area outside the opened door. Everyone in
factor will have caused it to pump nutrient solution into that area or within 5 feet of it must make a DC 1 3 Con­
the tanks to feed the supposed culture. Thus, the room stitution saving throw or be exposed to the mold.
will be packed full of russet mold. In this case, when any
If the russet mold is still dormant:
door to the place is opened, read the first room descrip­
tion below. Otherwise, the room appears as described in Long worktables covered with odd glass bottles, vials, plates, and
the second description. other containers of an unidentifiable nat1mftll this room. Sixglass
tanks filled with murk) liquid rest atop one of the tables. Several
If the russet mold has been fed:
flexible straw-like tubes runfrom the tanks up to the ceiling, van­
The door opens and a ghast!J avalanche of dense rust-brown mold ishing into it through miniscule holes. A panel covered with small
• • roundprotrusions and tiny metal squares is set into the wall near
the tanks.
RVS S ET JlI O LD
The tanks contain the russet mold culture which is inert
while in the liquid medium. It remains inert and harmless
The fungus known as russet mold is reddish-brown
unless the party meddles with the computer console as
in color and found only in places that are dark, warm,
described above.
and wet. Russet mold that spreads out across a metal
object can be mistaken for natural rust, and a success­
ful DC 15 Intelligence (Nature) or Wisdom (Survival) AREA 3 1 C - LAB C
check is required to identify it accurately by sight in Rows and rows of shelves, each laden with a vast number of bot­
such a case. tles, jars, vials, and other containers, each bearing a strip of paper
covered in unreadable characters, arepresent in this room.
Any creature that comes within 5 feet of russet mold
must make a DC 1 3 Constitution saving throw as the A number of chemicals are stored here. Most chemicals
mold emits a puff of spores. On a failed save, the are no longer active or have no use to those ignorant
creature becomes poisoned. While poisoned in this of chemistry. Each container is labeled, but unreadable
way, the creature takes 7 (2d6) poison damage at the without translating magic or technology. Even if the
start of each of its turns, sprouting mold as it takes labels are deciphered, the chemicals are all given their
damage. The creature can repeat the saving throw at scientific names and will be unidentifiable to even the
the end of each of its turns, ending the effect on it­ smartest explorer.
self on a success. Any magic that neutralizes poison or There are more than 1 00 containers present on the
cures disease kills the infestation. A creature reduced shelves. Searching through the chemicals takes time, but
to 0 hit points by the mold's poison damage dies. If for each 1 0 minutes spent looking, allow the characters
the creature is a beast, a giant, or a humanoid, one to attempt a DC 1 5 Intelligence (Investigation) check. I f
or more newborn vegepygmies (see appendix B) successful, they find a single, still potent chemical from
emerge from its body 24 hours later: one newborn the list below. I f all the following chemical are found,
from a Small corpse, two from a Medium corpse, four further searching is unsuccessful.
from a Large corpse, eight from a Huge corpse, and
1 6 from a Gargantuan corpse. D8 Container Chemical's Effects
Type
Russet mold can be hard to kill, since weapons and
1 Bottle of A defoliant which causes 2d1 2
most types of damage do it no harm. Effects that deal
white powder acid damage to plant creatures or
acid, necrotic, or radiant damage kill 1 square foot of
will absolutely wipe out a 1 0-foot­
russet mold per 1 damage dealt. A pound of salt, a
square area of vegetation or mold;
gallon of alcohol, or a magical effect that cures dis­
a total of 1 0 handfuls of powder
ease kills russet mold in a square area that is 1 0 feet on
are in the bottle.
a side. Sunlight kills any russet mold in the light's area.
• •

0 zj Gi IIA L ADVEIITVR,J:'.S RE i II CA R_II ATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


2 Bottle of A strong acid that causes 3d6 acid 8 Ceramic con­ This container is lined with special
clear fluid damage tainer of blue material and contains an acid that
3 Bottle of A strong acid that causes 3d6 acid fluid will eat through deck metal in 10
clear fluid damage minutes. The entire contents will
4 Bottle of A strong acid that causes 3d6 acid eat away a 1 0-foot-diameter sec­
clear fluid damage tion of the deck; smaller quantities
make narrower holes. Only one
5 Jar of green A highlypoisonous chemical. A crea­
deck will be dissolved. If used as
powder ture coming into contact with the
a weapon, the target suffers 3d 1 0
poison must make a DC 1 5 Consti­
acid damage in the first round,
tution saving throw, taking 24 (7d6)
2d 1 0 acid damage in the second
poison damage on a failed save, or
round, and 1d10 acid damage in
half as much damage on a success­
the third and final round. A suc­
ful one. If the creature touches the
cessful DC 20 Constitution saving
poison, the saving throw is made as
throw reduces the damage suf­
normal, but the creature has disad­
fered each round by half.
vantage on the saving throw if the
powder is tasted. All bottles are made of glass unless otherwise specified.
6 Jar of pink Contains 36 doses of a chemical
powder that grants darkvision to a range AREA 32 - S OUTHERN VEGEPYGMY
of 90 feet for 1 hour to whom­
TRIBE
ever consumes a dose.
DM Note: Each of these rooms uses the same descrip­
7 Ceramic bot­ The fluid causes plant life to
grow. Applying it to a plant crea­ tion but the DM should elaborate on the material provid­
tle of green
ture gives the target 5 (2d4) tem­ ed to make each room slightly different than its neighbor.
fluid
porary hit points per application Several beds with dirty blankets, a small stained settee, and a table
that remain until lost or the crea­ littered with ftltry dinnenvare occupy this chamber. The walls are
ture takes a long rest. There are stainedgreen f::y mold and the air isfetid with the stink ef mildew.
20 applications in the container. A small nest ef plant matter lies at the base ef one ef the beds.
If the entire bottle is used on
vegetation, it causes a 1 O-foot­ This southern group is slightly different from those in
by-10-foot area to become over­ the north with whom they compete (but not usually in
grown as if subjected to a plant combat) in that the members are splotched with patches
growth spell. The vegepygmies will of green chlorophyll. (See area 22 for the northern tribe.)
consider this a great treasure and The southern tribe is slightly more civilized than their
attack to get it, for its odor will northern kin and still make use of the living quarters as
drive them to a frenzy at a range originally intended, with the addition of a plant matter
of 30 feet or less. Frenzied vege­ nest for their thornies. Their weapons are same as the
pygmies have advantage on attack northern group with the exception of leaders.
rolls and gain a + 2 damage bonus. As with their northern counterparts, the number of
vegepygmies living in each room is dependent on the size
of the chamber. Use the following key to determine how
many enemies are present in each area 32. (See appendix
B for stats on all these creatures.)
Area Encounter
32A 4 vegepygmies, 2 vegepygmy elite, 1 thorny
32B 5 vegepygmies, 3 vegepygmy elite, 1 thorny
32C 8 vegepygmies, 4 vegepygmy elite, 1 thorny

0 R,j G i II A L A.DVEIITVRJ; S RE i II CA R._II ATE D • EXPE D ITl 0 ll T0 THE BARRI E R P EAKS


32D 3 vegepygmy elite, 1 vegepygmy sub-chief Treasure. The chief hides its treasure inside a hollow
(has a yellow card), 3 thornies bed frame in the room. This hidden compartment is no­
32E 5 vegepygmy elite, 1 vegepygmy sub-chief ticed with a DC 1 3 Wisdom (Perception) check. Its hoard
(has a violet card) , 4 thornies consists of one red color card, one poison gas grenade,
one sleep gas grenade, four gem bearings (1 00 gp each),
32F 2 vegepygmy elite, 1 vegepygmy sub-chief
and a broken communicator. See appendix C for more
(has a brown card), 2 thornies
on the grenades.
Development. The southern group of vegepygrnies
will not attack without a sub-chief or chief unless they
themselves are attacked, and in the latter case they will
break off and get away as soon as possible. Thornies are
attack-trained and will obey such a command from any
southern vegepygmy, fighting to the death.
Treasure. There is a j et black card in the possession of
each room group. Each sub-chief also carries a color
card, its type noted in the key above.

AREA 32G - VE GE PYMGY CHIEF


A short corridor leads into a large room which mqy have once been
a common area. Now, however, scavenged bits ef machinery, near­
fy-ruinedfurnishings, coloiful but ftltf?y clothing, and other looted
odds and ends clutter the room. Some ef the furnishings appear
used, while others are displqyed like weird trophies ef battle.
The leader of the southern vegepygmies lairs here. The
room is occupied by a vegepygmy chief, four vegep­
ygmy elite, and six thornies (see appendix B for all) .
These high-ranking vegepygrnies dress in an array of
looted clothing, the more colorful the better, and con­
duct themselves as if still human, driven by some nearly
forgotten racial memory.
The vegepygmy chief carries a spray can into battle, an
aerosol hypnotic with a 5-foot range and 1 0 uses remain­
ing. If a creature sprayed fails a DC 1 4 Constitution sav­
ing throw, it falls into a hypnotic state. While in this state,
the creature is both incapacitated and charmed for 1
minute. The target can attempt to make a new Constitu­
tion saving throw at the end of each of its turns, ending
the effects on a success.
While charmed, the creature can be given commands as
if under the effects of a suggestion spell. Note however
that the suggestion tnust be made in a language under­
standable to the affected creature. The charmed creature
otherwise performs the suggested action as per the spell
if it fails a DC 1 5 Wisdom saving throw. A creature under
the effects of a suggestion are no longer incapacitated
and may act normally within the parameters of the sug­
gestion spell.

0 R,j Gi ilAL ADVE ilTV � S RE i il CA R_IlATED • E�P E D ITI 0 ll T0 TH E BARRI E R P EAKS


MAC H I N E RY

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.

AREA 5 - CROS SHATCHED AREAS AREA 13 - RADIATION AREAS


A large mass of boxes and tubes fills this area, each made of A green glow seems to pulse from the contents of this room as if
metal, glass, and less easify-identifiable materials. Numerous small everything in it was under some een'e magical effect.
rylinders, metalplates, meshes, protrusions, and other adornments Each of these rooms is radiation-filled and contains con­
cover the of:jectspresent here, each more inexplicable than the next. taminants which are hazardous to living creatures. Any
Narrow aisles pass between the obstructions, but thry wind and creature capable of being poisoned who enters these ar­
twist, and their ends cannot be seen. There is a soft humming sound eas may be subject to radiation sickness. These creatures
in the air, its origin, however, is undiscernible. must succeed on a DC 1 0 Constitution saving throw or
These are potential danger areas. Generally, all wiring and become poisoned after (1 d4 + 1) x 1 0 minutes. After
piping is protected by metal as are all machines. Certain 1 hour, the creature loses 1 point of Strength and los­
generators and transformers can cause trouble. If any es another point for each subsequent hour they retain
character insists on striking, poking, prodding, or oth­ the poisoned condition. If a creature is reduced to 0
erwise attacking these areas with metal instruments, they Strength, they are dead. Anti-radiation serum removes
must make a DC 1 0 Intelligence saving throw. On a fail­ the poisoned condition and lost Strength is regained with
ure, the character's prodding triggers a minor explosion. a long rest.
This blast inflicts 1 7 (5d6) fire damage to everyone in
a 20-foot-diameter area centered on the poked object.
Those succeeding on a DC 1 1 Dexterity saving throw
take only half damage. All in the blast area are stunned
for 1 minute. Stunned creatures that succeed on a DC 1 2
Constitution saving throw end their stunned condition at
the end of their turn.

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.

AREA 4 - ENTERTAINMENT AREA


This expansive area appears to be a mixture of feast hall andper­
formance space. ivluch of the floor is open, free from obstmctions,
and ringed ry a number of small tables surrounded ry chairs. A

0 IV G i ilA L A.DVE ilTVR_E S RE i il CARJ!ATED • EXP E D ITI 0 ll T0 THE BARRI E R P EA.KS


10

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FLOOR-1--1--1--+-+-+-l--l-t-+-t-+-t-t--;-r-

D .I
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U N LIT AREA�
4*.i

0 Ri Gi rrn. L A-DVEilTV RJ: S RE i IT CAR_Il ATED • E�PE D ITI 0 Il T0 TH E BARRI E R PEA-KS


raised area contains a bar and chairs, indicating it may have served gizzard-like organ. In addition, during the course of their
as a tavern. Strange metal boxes are affixed to the ceiling and hunting, they have collected the following treasure: two
a large shimmering ball, faceted like a massive gemstone, dangles dud fragmentation grenades, a spool of platinum wire
above the center of the open floor area. (1 ,600 gp), one fire extinguisher with 3 charges remain­
ing, and an anti-grav belt (see appendix C for details on
This area was for an evening's entertainment and is com­
prised of several separate areas. The cocktail lounge, bar, the fire extinguisher and anti-grav belt) . They keep this
dancing, and night club sections are unremarkable, and hoard in the cocktail lounge area.
there is no longer any power in the area. There are several
bottles in a carton in the far corner of the bar area, and AREA 7 - S TRANGLE VINE S
one contains alcohol which is highly inflammable (burns A dense patch of vibrant green vines has grown up the edge of the
for 1 minute, causing 7 [3d4] fire damage to all creatures balcony here, sending dangling tendrils onto the walkway itse!f
in a 5-foot-radius hemisphere; creatures succeeding on A monstrous growth of strangle vines (see appendix B;
a DC 1 0 Dexterity saving throw take only half as much use Handout #21) has climbed up from Level IV below
damage) . and now threatens creatures on this level. The strangle
vines attack any creature coming within 20 feet.
AREA 5 - KITCHENS
Developments. The strangle vines withdraw from in­
Bare countertops with a number of large trenchers made from a tense heat (burning oil, magical fire, and laser or blaster
curious horn-lzke material arepresent in this room. Along one wall hits) . The vines retreat towards their central vine (area 7
is a bench with eight metal boxes resting atop it. Each box has a on the map) at double speed. They will remain there for
dark coloredglass door in itsfront and a number of small square 1 hour after no longer exposed to heat, slowly returning
metalplates set beside it. A short black rylinder is visible atop each to their normal coverage after that time. Any creature
box as well. Along another wall is a fine metal mesh with a rivet constricted by the strangle vines is released, ending the
below it. Next to this is a long narrow door. Near the entrance is grappled condition, but possibly suffering damage from
a dark glass plate with four rivets below it. the fire/heat attack as well if it is an area-of-effect attack.
These facilities are robokitchens like those on the level Cold freezes the vines in the area struck, but thawing
above (see area 7, Level I) . occurs after 1 minute unless 3 charges from a fire extin­
guisher or its equivalent are expended; using 3 or more
AREA 6 - ROPERS ' TERRITORY charges kills a 20-foot-by-20-foot section of the vines.
A pair of pillars flank a curious-looking device on the edge of the These creepers are attracted to the strongest light source,
balcony overlooking the garden area below. The device appears to be and a PC carrying a means of illumination will be tar­
a box with glass lenses positioned atop a flexible rod geted first, suffering the first attack by the vines should
they come into range of the plant's constricting tendrils.
Three ropers inhabit this area having claimed it as their
territory. One roper will be on the walkway "fishing" for Reducing the strangle vines to 0 hit points destroys a
small arboreal creatures in the treetops 20 to 40 feet be­ 20-foot-by-20-foot section of the creeper, temporar­
low. This roper appears indistinguishable from the pillar ily making this area safe. Unless the roots of the plant
which supports the overhead unless a successful DC 1 8 are destroyed (see Level IV, area 1 5), however, the vines
Wisdom (Perception) check i s successful. Its two com­ grow back in 1 d4 hours.
panions lurk just inside the dark entry to the cocktail
lounge. AREA 8 - VAMPIRE THORN VINES
The box with glass lenses is a magnifying viewer (see area A thick vine covered with thorns and bean·ng numerous smaller
1 5 below) . tendrils extends across the ground The thorns are formidable,
rangingfrom an inch long on the smaller vines to a width of a hu­
Development. Lasers are especially effective against the
man s palm on the central creeper.
ropers. Any hit by a laser pistol or rifle inflicts an addi­
tional 4 radiant damage to the monsters. These massive vampire thorn plants (see appendix B;
use Handout #22) have crept up from the level below
Treasure. Each roper has 2d6 gems (10 gp each) in its

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.

AREA 9 - DINING SERVO ROBOT


A metallic cylinder about 5 feet tall moves slowjy towards you on
rolling wheels. It has a clear oval headfilled with blinking lights atop
its round bocjy and a pair of metal tentacles in lieu of arms. It is
decorated with black and white paint, now flaking and dirty, and a
tattered strip of cloth is tied around its "neck " in a dilapidated bow.
The cylinder is a dining servo robot (see appendix B).
Diners at this lounge had their needs catered to by helpful
servo robots. Most of these robots have been scrapped,
but this one still functions-or rather malfunctions. The
dining servo robot will immediately attempt to seat any
persons entering the dimly lit lounge area, and then begin
serving them heaping dishes of "food." The substance in
the dishes will be a decaying mush covered with nauseous
blue-green mold. If any creature so much as tastes a drop
of it, the eater must make a DC 20 Intelligence saving
throw. On a failed save, the food causes insanity in the
target's next turn as the blue-green spores attack the brain.
This insanity is identical to that caused by the 9mbol spell
and lasts for 1 minute. At the end of that time, the creature
must make a DC 20 Constitution saving throw or suffer
44 (Sd 1 0) necrotic damage as the spores attack its brain,
taking only half damage on a successful save. The spores
then run their course and no longer affect the eater. The
insanity and poisoning are curable with either a lesser restora­
tion spell or any technological source that treats poison or
disease. Purijj.food and drink will have no effect.
Developments. The vampire thorn vine withdraws Development. If the party refuses to eat, the servo robot
from intense heat (burning oil, magical fire, and laser or will attempt to force-feed the closest person, pursuing the
blaster hits) . The vine retreats towards its central root party if they attempt to flee, although the servo will not
(area 8 on the map) at double speed. It remains there for leave Level III.
1 hour after no longer exposed to heat, slowly return­
ing to its normal coverage after that time. Any creature AREA 9A - TREASURE TROVE
grappled by the vampire thorn vine is released when it A heap of bones, cleaned and carefuljy arranged, lies on the floor.
withdraws, ending the grappled condition, but possibly The gleam of metal and gold is visible among the macabre displqy.
suffering damage from the fire/heat attack as well if it is
an area-of-effect attack. Cold freezes the vampire thorn These are the piled bones from previous diners, cleaned
up and placed here by the servo. Amidst these remains
vine in the area struck, but thawing occurs in 1 minute
are jet black and violet cards, an empty needler pistol (see
unless 3 charges from a fire extinguisher or its equivalent
appendix C), and three pieces of jewelry (1 d4 X 1 ,000 gp
are expended; using 3 or more charges kills this upper
each).
portion of the vine, but not the entire plant (see area 1 6,
Level IV for further details) .

0 N Gi IIAL ADVEIITV�S RE i II CAR.HATE D • E�P E D ITI 0 Il T0 THE BARRI E R PEAKS


AREA 10 - WEBBIRD FLOCK 5feet wide, is visible in the ceiling above. Several large crates, some
A flight of weird birds flutters about overhead Each is the size of covered in protective sheathing, are also visible along the perimeter
a raven and is brownish-grqy in coloration. The birds have spikry of the room.
tailfeathers and appear to lack atry sort of beak. A small droop­ This hold has a number of stasis cages (now empty; see
ing chest appendage is visible on each bird's breast. Handout #51 for an example of the stasis cages-mi­
Show Handout #23. There are 1 d3 swarms of webbirds nus the bulette!) . There are bones strewn about, some of
(see appendix B) present at each of these areas. The web­ monstrous appearance and some humanoid.
bird swarms attack any creature approaching within 40 The hole in the ceiling is 20 feet above the floor and leads
feet of their position, flying overhead and attempting to to the northwest corner of Level II (see area 6 on that
capture them with their webs which they spin. Entrapped level) . See that description for more details.
creatures are subject to their horrific egg implantation.
Development. If it hasn't already been encountered and
Development. Webbirds shun flame, and any person defeated on Level II, there is a 40% chance the intellect
with a torch will motivate the webbirds to attack those devourer will be here. If not present when the party ar­
without such flame. rives, but still lurking aboard the spaceship, check again
each 1 0 minutes the party remains in this area to see if
AREA 11 - CARGO HOLD WITH the monster arrives.
CEILING HOLE Treasure. Under a human skeleton, noticeable with a
Six large altar-like structures arepresent here, each rising some 1 0 DC 1 2 Wisdom (Perception) check, are an orange card
feet above thefloor andperched atop three sturqy legs. The altars are and a blaster rifle (2 charges; see appendix C) .
10feet in diameter and bowl-shaped. Four odd-looking bentpylons
loom over each of the bowls, ending in disks with spear-likeprotru­
sions in their centers. A large gaping hole, roughfy 15feet long and

0 N Gi IT AL ADVE il'fV RF S RE i IT CAR_IlA'fED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


AREA l l A - O C C UPIED STASIS CAGE Functioning worker robots ignore the party unless at­
A large transparent box is discovered under a wrapping ef protec­ tacked-in which case they put out an alarm that sum­
tive cloth. Inside arefour serpentine creatures bearing wings covered mons 1 d3 police robots (see appendix B) to this area
withfeathers in an assortment ef rainbow hues. The creatures are in 1 minute-or the PCs possess a repair robot remote
unmoving and, if dead, are remarkabfy wellpreserved. A small control box which works as described on them.
black rylinder with alien markings protrudes from the side ef the
crate at shoulder level. AREA 13 - RADIATION AREAS
The cage holds four couatls in stasis. The intellect de­ A green glow seems to pulse from the contents ef this room as if
vourer freed other creatures from stasis in order to eat everything in it was under some eerie magical effect.
them, but it knew that these would be too much to han­ Each of these rooms is radiation-filled and contains con­
dle. taminants which are hazardous to living creatures. Any
creature capable of being poisoned who enters these areas
Turning the black dial ends the stasis and will free the
may be subject to radiation sickness. These creatures must
cage's occupants. The couatls will not attack their rescu­
succeed on a DC 1 0 Constitution saving throw or become
ers, and if needed, they will use one lesser restoration and
poisoned after (1d4 + 1) x 1 0 minutes. After 1 hour, the
two cure wounds spells (per couatl) upon party members
creature loses 1 point of Strength and loses another point
before departing.
for each subsequent hour they retain the poisoned condi­
Developments. If freed, the couatls will attack the intel­ tion. If a creature is reduced to 0 Strength, they are dead.
lect devourer and slay it if it appears, although two of Anti-radiation serum removes the poisoned condition and
the couatls will be killed during the fight. If the intellect lost Strength is regained with a long rest.
devourer doesn't appear, the couatls will go forth and
kill the webbirds (driving survivors into hiding for 1 d4 AREA 14 - GRE EN SLIME
+ 1 hours) . The couatls will do one of these tasks or the There are two places where green slime (see Dungeon
other, but not both. After accomplishing these tasks, the Master's Guide p. 1 05) can be encountered on this level in
couatls seek to escape the spaceship, eventually doing so. addition to any wandering monster results. The green slime
They will have nothing more to do with the party after growth to the east near the drop tube is above the doorway
providing magical healing and dealing with some of the and has a 2 in 6 chance of falling on any creature passing
ship's monstrous inhabitants. underneath it. Check for each character passing through
this area until four pieces of green slime have dropped.
AREA 1 2 - ROBO T STATIONS The green slime which grows to the south is covering the
A trio ef bo;;ry protrusions emerge from the walls in this small rail of the walkway, and is of a bluish coloration which
chamber. Each trails a thin rope-like coil ending in an odd, fork­ makes it seem as if the paint is peeling from the material
shaped ornament. A rylindn.cal metal creature with tentacle arms rather than that it is covered with green slime. The green
is present here along with three bulkier metallic monsters with slime's true nature can be noticed with a successful DC 20
duck-like heads. Wisdom (Perception) check. Any creature walking next to
the edge of the walkway must make a DC 1 0 Dexterity sav­
These areas are robot recharge stations similar to the one
ing throw to avoid accidentally brushing against the slime.
found at area 4 on Level II above. Each of these rooms
will contain one police robot and three worker robots
(see appendix B for both). There is a 50% chance that AREA 1 5 - MAGNIFYIN G VIEWERS
each is non-functioning. A fork-shaped box with glass lenses andfourprotruding handles or
levers is attached to the walkway's railing on a flexible metal steff.
Developments. A functioning police robot will attempt
The lenses are present on the side closest to the drop-eff to the level
to apprehend the PCs unless the party has a red, gray, or
below. Thefork 's tines arepointed towards the walkway.
orange card to show. If the entire party is apprehended,
the police robot summons reinforcements to help cart Show Handout #24. If these binoculars are turned the
the prisoners to Police HQ (area 25, Level I) for deten­ proper way and adjusted, requiring a successful DC 1 8
tion. Intelligence (Investigation) check, they bring objects five
times closer, i.e. 1 00 feet is viewed as if the person was

0 N Gi ITAL ADVEITTVRJ: S RE i IT CARJJ A TE D • EXP E D ITI 0 Il T0 TH E BARRI E R PEAKS


only 20 feet distant from the subject. This will allow view­ the 'tween decks area below (Level V) .
ing of Level IV below (and the display of appropriate il­
Serviceways. The serviceway lanes under the tiers have
lustrations) if the ship's lights are on. Removal o f these
their access in the 1 0-foot-wide passage between the gar­
viewers from their fixtures will result in destroying their
den area and the periphery areas. Small, latched metal
optics and will make them useless.
doors give into the den portions o f the burrows.

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 Rj G i II A L ADVE IITV RJO S RE i II CAR_II ATED • E�P E D ITI 0 II T0 TH E BARRI E R P EAKS


D I M LY LIT AREA

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 D A L A-DVE ilTVR_E S R E i D CA R_IlATE D • E�PE D ITI0ll T0 THE BARRI E R P EA-KS


color or yellow-green and the DM should vary their ap­ DM Note: Be certain not to confuse "B" designation
pearance if the party encounters multiple snapper-saw plant encounters with "B" (brown) color card-keyed
plants during their explorations to keep them guessing. doors. Also remember that "S" denotes a concealed
Regardless of their coloration, the berries are not poison­ hatchway to the service deck beneath.
ous and 4d 1 2 berries are found growing on each bush.
AREA 1 - LEECHOIDS
AREA D - THE HORRID PLANT The ground here is flooded, turning the farest floor into a large
A leprous ye!!ow-grqy and ugfy scarlet plant grows here. Spikey swampy morass. Patches of dry ground rise above the mur� wa­
!eaves, bloated and bottle-like stems, twitching tendrils, and wn"th­ ters, creating islands of grasry hummocks among the reed, !ifypads,
ing roots further add to its grotesque appearance. It is a horrid and algae scum.
example of vegetable life, almost nauseating in its uncouth mqjesty. Eight leechoids (see appendix B; use Handout #36) hide
Despite its nightmarish appearance, the horrid plant in this section of the swamp, hoping to ambush prey.
(see appendix B; use Handout #34) is peaceful and inof­ Development. Any creature succumbing to the le­
fensive, and potentially helpful to the party. echoids' hallucinatory toxin is in danger of drowning as
If any intelligent creature comes within 5 feet of the hor­ they slip unconscious beneath the murky waters of the
rid plant, thinking questioning thoughts, the plant will swamp. Due to their hallucinating state, the unconscious
communicate telepathically, mentally giving the creature creature doesn't hold its breath before immersion and
assurance that it is friendly to it, and warning it of the can only survive for a number of rounds equal to its
dangerous plants in this section (see A, B, C, and E in Constitution modifier (minimum 1 round) before drop­
area 5) . It can also give a vague description of the level. ping to 0 hit points and beginning to die. If the dying
creature is rescued from the water or succeeds in break­
Development. If the plant is attacked, it will slash its
ing its unconscious state, it automatically stabilizes and
spiked tendrils at the attacker. If this fails to drive the
no longer needs to make death saves.
opponent away, or if it is attacked from a distance be­
yond its lashing range, the plant will discharge a bolt of
electricity at the nearest attacker. Once attacked it will not AREA 2 - LOW GRASS PAT CH
communicate with the party. A JO-foot-diameter field is visible here. Lush grass grows in this
meadow surrounded f?y ta!! trees and vibrantplants.
AREA E - GLOBE PALM This hazard is the deadly boring grass, a mutated, car­
A ta!!, slender tree topped with severalglobe-like fruits the size of a nivorous plant which attacks any living thing which
small child} headgrows at this location. The globes are smooth and are rests upon it (show Handout #37). The blades are cork­
van·ous shades of blue and purple. They appear to be very tipe and screwed, and they will immediately bite into the exposed
reacfyfarplucking. flesh of anyone entering the meadow.
This is a globe palm (see appendix B; use Handout #35). Any living creature who chooses to rest in the meadow is
The tree cannot directly cause harm to others and instead a potential target of the boring grass. After 1 minute of
relies on other predators to provide decomposing matter to relaxing on the grassy field, every creature in the meadow
feed its roots. Each of the plant's globe-like fruits contains a is attacked each round by the grass using the following
pungent liquid that produces pheromones that drive preda­ attack:
tors into a frenzy, attracting nearby monsters towards any
potential prey covered in the stuff Boring Grass Tendrils: Melee Weapon A ttack: +6
to hit, reach 5 ft., one target. Hit: The target takes 1 2
Development. The globe palm drops one of its phero­
(5d4) piercing damage.
mone-filled fruits on a target passing within range. The DM
Once the grass has successfully hit a creature, its tendrils
should note the location of any nearby potentially hostile or
hungry creatures, as they will soon be attracted to the plant's have bored through into the target's armor and they au­
position by the breaking fruit. These predators begin mov­ tomatically inflict 1 2 (5d4) piercing damage each turn the
ing towards the plant 1 minute after the first fruit breaks, creature remains in the meadow.
moving as fast as possible and attacking any prey creature A creature must also make a DC 1 4 Constitution saving
covered in the pheromone immediately upon arrival. throw on the start of its second turn after being success-

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.

0 Rj Gi ITAL ADVE ilTVR.._E S RE i IT CAR.._Il ATED • E�PE D IT I 0 ll T0 THE BARRI E R P EAKS


As noted in area 3 above, the passengers were treated to grenades which are found, as they understand the use
various displays of dangerous flora and fauna, and dur­ of such missiles from their experience with palm globes.
ing the days of the plague the force cages were generally
shut off and the controls destroyed, freeing the exhibits. AREA 8 - S CINTILLATING
This area is now jungle-like, with many plants of strange
PHO S PHORE S CENT FISH
and colorful types. Five of these special sorts are harmful
or dangerous. (See areas A, B, C, D, and E above.) A placidpool measuring 1 0 feet in diameter is present here. The
waters of the pool are ft/led with dazzling, sparkling lights as if
countless flashing fireflies dwe!!ed in its waters.
AREA 6 - UMBER HULK' S NEST
One of the strange cy!indti'ca! chambers that connect to other levels This pool is inhabited by a score of darting 1 -foot-long
is present in this darkened area. A mound of debris appears piled creatures which appear as sparkling lights when viewed
beside it. from a distance. The scales of the fish seem to be made
from semi-precious gemstones and the fish themselves are
An umber hulk has built its nest around the drop tube phosphorescent, shining both in daylight and in darkness.
and claimed this area for itself. This creature lurks near
the drop tube for prey. It fights any creature intruding A fish can be caught with a successful DC 1 2 Dexter­
upon its domain. ity (Acrobatics) check, but doing so has consequences.
These fish have poison spines, and any creature touching
Treasure. Amidst the debris of its nest are a mud-en­ one must make a DC 1 S Constitution saving throw, tak­
crusted blaster rifle with 3 charges and an anti-grav belt ing SS (1 0d1 0) poison damage on a failed save, or half
with only 1 round of power remaining in its disc (if the as much damage on a successful one. With the proper
· wearer goes up over 30 feet, or if it is used a second short tackle, a fish can be caught with a net or fishing pole on a
period, it will cease functioning, and the wearer will fall) . successful DC 1 0 Wisdom (Survival) check, but the char­
See appendix C for both devices. acter doing the fishing might still be potentially poisoned
when handling a caught fish.
AREA 7 - BAB O ONOIDS Treasure. Each fish has (1 d 1 0 + 1 0) x S scales, each be­
There is a rustling of tree branches nearby as if some large animal ing of gem-like material worth S gp.
has recentfy moved through the treetops.
This area is the territory of a small band of six ba­ AREA 9 - BROWN (BLACK) PUDDING
boonoids (see appendix B; use Handout #40), who at­ A mud4J hillock rises above the murky waters of the swamp, pro­
tempt to hide from the party in the treetops, hoping they viding a brief respitefrom the morass.
pass them by. These slightly smaller than man-sized crea­
tures are omnivorous, but they do not hunt large crea­ This hill is actually a black pudding of unusual colora­
tures. They will hide from the party, but perceptive PCs tion. It is indistinguishable from an earthen islet until it
will likely notice them in the treetops. moves or attacks. It has no treasure at all.

If molested, the baboonoids will hurt globe palm fruit


AREA 1 0 - BRILLIANT FISH
missiles at attackers. The bull who leads the tribe also has
two sleep gas grenades (see appendix C) which he will A 15foot-diameterpool lies among the vegetation at this location.
hurl if hard pressed. Fish thrive in its shallow depths, swimmingp!acidfy about.

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 N Gi il A L ADVE ilTVR._E S RE i il C A R._Il ATE D • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


AREA 13A - S Q UEALER LAIR may suffer damage from the fire/heat attack as well if it
The wide mouth of a burrow is visible in the side of one of the is an area-of-effect attack) . Cold freezes the vines in the
tiered hills surrounding the forest. It is dark inside and the smell area struck, but thawing occurs in 1 d4 + 1 rounds unless
of death seepsfrom its gaping entrance. 3 charges from a fire extinguisher or its equivalent are
expended; using 3 or more charges kills a 20-foot-by-20-
The squealer from area 1 3 makes its den here with its foot section of the vines.
offspring. The burrow is one of unusual size originally
designed for a harmless fuzzy herbivore. It is currently These creepers are attracted to the strongest light source,
occupied by a squealer adolescent (see appendix B) and a PC carrying a means of illumination will be tar­
that ferociously defends its home. geted first, suffering the first attack by the vines should
they come into range of the plant's constricting tendrils.
Treasure. Amidst the bones therein is an orange card,
an incendiary grenade (see appendix C), and four 1 00 gp
AREA 1 6 - VAMPIRE THORN VINE
gems.
ROOTS
AREA 14 - LIZARD AREA A thick vine covered with thorns and bearing numerous smaller
This area abounds with lizards scampering through the under­ tendrils sprouts from the earth at this location. The vine's thorns
brush, sunning themselves on rocks, and chasing the numerous in­ are formidable, rangingfrom an inch long on the smaller vines to
sects drawn !y the flowering blossoms that sproutfrom the bushes a width of a human 's palm on the central creeper. The vine has
andflowers. The reptiles range in sizefrom no longer than a finger climbed the wall to reach the level aboveyou.
to over the size of a human s arm. This is the base of the vampire thorn vine (see appendix
There are many lizards and harmless lizardoids inhabit­ B; use Handout #22) that grows up to area 8 on Level
ing the area in a 40-foot radius of the numerical key, for III. Destroying these roots slays the plant for good. It has
there are many flowering plants and their attendant in­ normal stats but possesses 1 70 hit points and its blood
sects here. These creatures live in the burrows, the shrub­ drain attack has a 1 0-foot reach.
bery, and the trees. They range from chameleon-size to 3
feet and more. AREA 17 - WOLF-IN-SHE E P ' S­
Development. If the party has not slain all of the rop­ C LOTHING
ers on Level III (see area 6 on that level), there is a 1 0% You catch movement ottt of the corner of your eyes asyott see one
chance per minute the party is in this area that one of the of the nttmerous rabbit-lzke creatttres in the strangeforest becomes
ropers will send down a tendril to "fish" for the lizards­ aware of your presence. Start!ed, the animal looksyottr wqy, then
or the monkeyoids and ratoids which prey upon them crouches down atop a tree stttmp, andfreezes, hoping to escapeyour
from time to time. notice.
If the party members are on a higher tier, it is 50% prob­ The stump and rabbit is actually an alien life-form. This
able that one of them will be attacked by a roper's tendril. predator comes from the same planet as the abundant
rabbitoids seen all over the level. It has developed a
AREA 15 - STRANGLE VINE ROO TS fleshy growth atop its body which exactly duplicates one
A thick knot of climbing vines sprouts from the earth, winding of these harmless herbivores, and it wiggles and displays
their wqy up the walls to reach the level above and slithen"ng through this bait to lure others of this kind-or creatures which
a nearly open doorwqy into the corridors beyond. prey upon them-to it. The wolf-in-sheep's-clothing
(see appendix B) has likewise adapted its body form to
This is the root of the strangle vine plant (see appendix resemble a tree stump, while its mobile and grasping
B; use Handout #21) for this area and destroying it slays tentacle roots appear to be nothing more than gnarled
all its central vines that spread from this point. It has tree roots, and its eyestalks appear to be vines or plant
normal stats, but possesses 200 hit points. growths. It can move its "lure" to give it a sense of ani­
The strangle vine cannot withdraw from intense heat mation and bait predators within reach of its grasping
(burning oil, magical fire, and laser or blaster hits) here tentacles.
at its roots, but will release constricted creatures (who

0 Jtj GiITAL ADVEITTV � S RE i IT CA R.._ITATE D • E�PE D ITI 0 n T0 TH E BARRIER PEAKS


When this encounter takes place roll as if on the wan­ Treasure. At the point marked with an "X" the monster
dering monster table, look unhappy, then read the above has built a nest of tree trunks and debris. This nest can
description and show the group Handout #42, "The be noticed from the western shore of the lake with a suc­
Cute Little Bunnyoid on the Stump." If any of the PCs cessful DC 1 5 Wisdom (Perception) check if a searcher
approach within 15 feet of the "stump,'' the wolf-in­ is within 20 feet of the nest. It is located 1 0 feet under
sheep's-clothing attacks with its grasping roots, revealing the lake's surface.
its true nature. At that point, show Handout #43.
Inside the nest can be found bits of skulls and bones, an
atmosphere analyzer (30% chance of being functional), a
AREA 1 8 - THE FROGHEMOTH twisted laser rifle, a poison gas grenade (see appendix C
The lake is the abode of the froghemoth (see appendix for these), a plastic model of the level, and a metal chest
B) . Whether this is a mutated thing or the adult form of filled with 1 00 small gold bars (1 2 gp each) . If the chest
some specimen loosed from captivity, it is unquestion­ is carefully examined it will be noted that it has a small
ably the most fearsome of all the terrible life-forms on compartment in which is a dial. The chest and its con­
the level. The froghemoth's 1 8-foot-long, 1 0-foot-wide tents can be made absolutely weightless for up to 1 hour
body is yellow-orange on the belly, shading to a medium per charge of a power disc (see appendix C) . The chest's
green on its back and thick, bowed rear legs. From its capacity is 3 cubic feet.
shoulder area sprout four tentacles, two from each shoul­
In addition to the nest, there are glittering gems embed­
der, which are green on top and yellowish underneath.
ded in the muck at the lake's bottom. These are only no­
The creature's nostrils are stalk-like, and its three eyes
ticeable from within the Under-Islet Marine Observatory
are housed on a retractable protruding appendage which
(see General Features above) . Any searcher will find one
is withdrawn when danger threatens the optics. The
1 00 gp gem per 1 0 minutes spent searching the bottom
froghemoth will often submerge its body several feet be­
of the lake bed. (An insane technician spread these here
neath the water, trail its tentacles ashore, and watch with
after finding crates of them taken from some rich world
its eye appendage at water level-this, along with the
somewhere. Of course, many are now totally lost under
nostril stalks, appears to be a plant growth of some sort.
muck, and others are elsewhere, but not less than 5 1 nor
The froghemoth may be lurking near the bridge when more than 1 00 can be found in the lake.)
the party crosses it. On a roll of 1 3+ on a d20, the mon­
strosity is present and attacks anyone attempting to cross AREA 1 9 - GASBAT C OL ONY AND
the span. Be sure to check each time the party crosses the
RO B O BAR
bridge or looks over the railing into the water while the
froghemoth still lives. Show Handout #28 if the beast is Several sinuous, yet comfortable looking couches and chairs are
encountered on the bridge. placed about this chamber which resembles a tavern s tap room in
design. A large, complex collection of rylinders, tubes, spouts, and
Entering the waters of the lake is even more likely to
other unidentifiable devices rests behind a broad bench flanked f:y
attract the froghemoth. Even so much as wading into high seats. The exposed suifaces ef this expansive chamber are
its waters draws the froghemoth to the PCs' location
splattered with piles of chalky materia� some of which sprout
on a roll of 1 0+ on a d20. PCs actively diving into the
strangefungi.
lake's waters and exploring its depths encounter the
froghemoth on a d20 roll of 6 + . In the air overhead drift several dozen weird creatures resembling
bloated bats. They float aimless!J, but every so often, one emits a
The D M may find the rules fo r holding one's breath and
flatulent blast and brief!y rockets through the air.
underwater combat (Player's Handbook p. 1 83 and p.
1 98, respectively) useful while the PCs explore this area. This is a colony of 1 00 gasbats (see sidebar; use Hand­
out #44) that may present a hazard to the party. Their
Development. The froghemoth doesn't stray far from
droppings (the chalky material) litter the room, and many
the lake, but will chase potential prey a short distance. strange fungi grow in clumps throughout the whole area.
If prey is escaping, the creature will pursue for 1 minute One particular growth has beneficial properties (see
out of the water-but only in the swampy area to the Treasure below) .
southeast of the lake.
The complex collection of devices is the lounge's robo-

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. • •

There is a 1 -gallon container filled with alcohol located AREA 2 1 - C RE W ROOM


behind the robobar which can be found with a success­ Narrow doors are set in the walls near shelves containing an array
ful DC 1 3 Wisdom (Perception) check. In addition to its ef hand tools, canisters, coiled cords, and other oijects.
intoxicating properties, the alcohol is highly flammable
and is equivalent to oil if set alight. This chamber was used to store various tools, imple­
ments, and items used by the crewmen who kept the
gardens and exhibits. The narrow doors in the walls are
AREA 20 - CREW QUARTERS
lockers and storage areas for more tools and items.
A portion ef this larger space appears to have been reservedfor
Treasure. Amidst the: litter of useless items will be
occupation. A transparent oval table surrounded � ladle-shaped
chairs stands on one side ef the room across from a trio ef cots found 1 00 feet of nearly unbreakable rope that is im­
covered with thin, shif!Y blankets. A skeleton lies slumped over the mune to slashing damage. Despite its resiliency, it is no
more bulky than 1 00 feet of normal rope. Also present
tabletop and two more are visible beneath the blankets.
are a pair of 1 0-foot-long plasteel poles, a portable spot­
This area was for on-duty crew to take breaks, eat, nap, light (1 charge left), and a hand pump spray gun with 20
or whatever. The cot blankets are of a futuristic material, 1 -quart cans of defoliant chemical (only 1 8 of the cans
but have no special qualities. are still potent, however) . See appendix C for details on
Treasure. A search of the skeletons discovers a brown these devices.
color card, and a paralysis pistol with 3 charges (see ap­ If anyone eats the powdery chemicals in one of the po­
pendix C). tent defoliant cans, they must make a DC 1 5 Constitution
saving throw, taking 21 (6d6) poison damage on a failed
save, or half as much damage on a successful one.

0 zj Gi IIAL ADVE IITVRJ; S RE i II CA R.._IIATE D • EXP E D ITI 0 ll T0 THE BARRI E R P EAKS


AREA 22 - TRAPPERS Trapdoors. These ceiling hatches (marked "T" on the
A trapper (see appendix B) is found at each of these map) are entryways to Level IV above. They require a
locations on this level, masquerading as normal flooring. brown color card to operate from this side.
The one near the eastern drop tube appears as a stretch
of metallic flooring, while the one in the garden section E ll C 0 U llTE R AREAS
of the level appears to be flagstone.
Treasure. The trapper in the garden area has no treasure,
AREA 1 - S HALLOW P O OL
but if it is killed the entrance to the 'tween decks (Level The sound of steadify dripping water is loud here. Water leaks
V) will be discovered. The one in the sloping passageway from a pipe overhead, creating a pool of water 50feet wide and 30
to Level VI has a laser pistol and three full power discs feet across at its broadest points. The pool drains to the east in a
(see appendix C), a jet black card, and two pieces of jew­ narrow rivulet. Patches of coloifulfungi ranging in huesfromyel­
elry (1 d6 x 1 ,000 gp each) hidden beneath it. low, green, pink, and blue thrive along the shores of the pooL
A stream of water from a nearby pipe and dripping water
LEVE L V: S E RVI C E D E C K 6 , from overhead form a very shallow pool of water which
0 R GARD E n �TWE E n D E CKS drains slowly eastwards to the drop terminus tube there.
In the western third of the pool dwells a greater slither­
When the party enters the level display Handout # 1 7. ing tracker (see appendix B) . This 4-foot-long creature
This service area was primarily for the water circulation will strike like a snake at all who enter the pool, hoping
machinery for the garden deck, purification of this water, to bring down as much prey as possible, for otherwise it
spraying, and so forth. must hunt below.

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.

0 Ri Gi ilAL ADVE ilTV RJ; S RE i il CAR.._Il ATE D • E�PE D ITl 0 ll T0 THE BARRI E R PEAKS
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

AREA 5 - RE PAIR ROB O T FAC ILITY AREA 1 - CARGO HOLDS


This smaller chamber contains two ef the bizarre metal duck-billed A large space crammed with giant boxes and rylinders, each marked
creatures that inhabit the complex. Thry slump motionless against with indeczpherable gfyphs, is discovered here. These containers are
one wall ef the room, their metal bodies opened and displqying a stacked near to the ceiling in places and are arranged with a sense
perplexing amount ef coloiful string and thin pieces ef horn inside. ef order. Aisles pass through the stackedpiles, leading deeper into
Inside this room are two worker robots which do not the chamber. Some ef the containers appear damaged and there
function and cannot be restored to proper working order are heaps ef moldering organic and rusting metallic debris spilled
by any efforts of the PCs. from them.
These holds contain various foodstuffs, stasis cages, and
Treasure. If they are carefully examined, it will be dis­
covered that an atmosphere analyzer (see appendix C) is materials such as those previously mentioned in the key
bolted to the case of the second, and it can be removed to area 1 on Level III. Several encounters occur in these
areas according to their numerical designations.
with relative ease.

0 N Gi IIA L ADVE IITVR.;!:S RE i II CARIIATE D


_ • EXPEDITl 0 ll T 0 T H E BARRI E R PEAKS
7

SEATS SEATS

g CURTAIN

0 RjGi IIAL ADVE IITV RJ; S RE i II CAR_II ATE D • EXP E D IT I 0 ll T0 THE BARRI E R P EAKS
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 zj Gi ilAL ADVEilTV � S RE i IT CAR_Il.ATED • EXP E D ITl0Il T0 THE BARRI E R PEAKS


Anyone looking into the pool sees the following: AREA 6 - BATHS
The water of thepool is murky, butyou can vague!J see several hu­ Humid, warm air greetsyou asyou enter this area. The sound of
man skeletons !Jing on the bottom of the pool. The gleam of metal dripping water echoes across the tiled floors and walls. There is a
and the glitter of gemstones is also visible among the bones. humming sound aroundyou as if hidden machines sudden!J began
to operate.
During the plague madness, a whole laboratory aquarium
tank was ordered dumped into the swimming pool by an These rooms each cater to special needs and are divided
insane technician, and of course the worker robots obeyed. into three separate areas. The machine noise is the baths'
This carefully watched tank contained several dozen tiny various automatic systems coming online. See the note
monsters taken from some strange world, and one man­ below for more details. Four doppelgangers make their
aged to survive the transition to (nearly) fresh water-a den in the baths. These creatures left their fellows on
stunted eye of the deep (see appendix B) . Subsequent Level I for greener pastures and eventually ended up re­
dumping added food creatures to the pool, so the monster siding in this area.
could feed and grow. Although the water is too shallow DM Note: Whenever any creature steps into the front
and not of the proper chemical balance, the eye' manages part of this complex, robo mechanisms cause the various
to get along, although it is small and stunted despite its baths to begin functioning, so when the party enters the
decades of age. It preys upon the smaller inhabitants of sauna (area 6A), it is filled with rolling steam. The dop­
the pool (blind crayfish, fish, turtles, snails, etc.) and any­ pelgangers will wait here, or in the regular steam bath
thing coming down to its waters to drink. room (area 6B), and hope to attack the intruders by sur­
Development. The stunted eye of the deep dwells in the pnse.
deeper northern half of the pool, and when the party If the doppelgangers surprise their foes in either the
approaches, it will use phantasmalforce to make it appear steam bath or sauna, they gain the following trait:
that it is a jumble of bones lying upon the bottom. The
creature will watch and wait. At the best time, it will flash
a light beam with its central eye in order to dazzle the
bulk of the party, while it attacks a smaller portion by its
hold monster/ holdperson eye rays and weaponry.
Treasure. One of the real skeletons on the pool's bottom
has a glinting metal tube which contains blueprints of the
outer hull of the whole starship, with an explanatory note
as to its purpose in an unknown tongue. There are also 27
gems (1 0 gp each), 341 pp, and a gem-encrusted necklace
(1 0,000 gp) visible on the floor of the pool.

AREA 5 - DRE S S ING AND L O CKER


ROOMS
A room with littlefurnishings and decor isfound here. Matry nar­
row doors line the walls of the room and several long low benches
are arranged about the floor. Standing cabinets, each with more
narrow doors, are placed in rows between the benches. Litter, old
bones, and the sound of titry scuttlingjeet are also present.
These dressing and locker rooms contain numerous lock­
ers (the narrow doors) that hold only ragged swimsuits,
towels, robes, and other ordinary items. Each of the lock­
er rooms has a small shower area, but the water no longer
works. Some may have other contents as described in the
encounter key below.

0 N Gi II AL ADVE II TV � S RE i II CA R_IIATE D • E:XPE D ITI 0 ll T0 THE BARRI E R P EAKS


Knock-Out Attack: If the doppelganger surprises a AREA 6B - STEAMROOM
creature and hits it with an attack during the first round Low benches run along the walls of this room in stepped seating.
of combat, the target must succeed on a DC 1 4 Con­ The air here is filled with warm mist making it dijftcu!t to see the
stitution saving throw or be knocked unconscious for room� entirety.
1 minute. The target can repeat the saving throw at the
Like the sauna (area 6A), this room also automatically
end of each of its turns, ending the effect on itself on a operates when the baths are entered and may be home to
success. doppelgangers from area 6.
Development. The doppelgangers will seek to kill those
knocked out in the following round (drowning in the AREA 6C - WHIRLPO OL/MINERAL
whirlpool bath area is favored), and a doppelganger will
then take the person's place in the party, immediately BATH
working to slay the others. If any are spotted, the other Four smallpools filled with agitated water are set into the floor of
doppelgangers will still use their Shapechanger trait to this room. Wisps of steam rise from the water� suiface and it is
confound the party. dijftcu!t to see what, if atrything, the pools might contain.
Treasure. A successful DC 1 0 Wisdom (Perception) The doppelgangers in area 6 may be present in the room
check or a thorough search of the room discovers the and might attempt to drown their victims in one of the
doppelgangers' treasure. Hidden under a rotting heap of whirlpool baths. One of baths contains old bones and
clothing in the locker room are 12 gems (50 gp each), a waterlogged rags, but nothing of value.
wound healing canister with 4 charges, a paralysis pistol
with 1 charge in its power disc, and a ring (1 ,200 gp) . AREA 7 - GYMNASIUM
There is also an obvious suit of powered armor leaning The floor space of this large chamber contains oqjects of intermi­
against one wall, but it is non-functioning. A small pouch nable purpose. Several poles are arranged hon'zonta!!y on stands
clipped to the back of the armor contains an incendiary at uneven heights, large padded ovals roughly resembling the backs
grenade and a clip for a needler. See appendix C for more of horses stand at chest height on posts, metal rings attached to
information on these devices. cords dangle from the ceiling, and seft pads are distributed about
the floor. A pile of these pads lies against the north wall. Tiered
AREA 6A - SAUNA seating occupies the southern end of the room, giving a clear view of
This room is jiJ!ed with billowing clouds of hot steam, making it the ineffable devices arranged before it.
impossible to see the entirety of the space. The air is humid and hot, This typical gym served for gymnastic competitions
yet somehou; relaxing. as well as other athletic activities such as tumbling and
This room automatically functions when the baths are iumpmg.
first entered and a group of doppelgangers from area 6 Seats were for spectators during special events. Equip­
may be lurking here. If the steam is cleared or the party ment and mats are piled here and there, and many (harm­
examines the room by touch, it can be described as: less) ratoids now inhabit a stack of mats along the north
Tiers of wooden seats line theperimeter of this room. A lowplinth wall.
with a depression containing a number of dark stones stands in
the center of the room. The air here is hot, almost desert-like in AREA S - STORAGE
temperature and the air above the stones shimmersfrom the heat.
This room is cluttered with various boxes, bottles, bags, and other
A control pad on the plinth controls the heat of this containers, al! in neglected condition.
room and introduces water onto the hot rocks to pro­
These storage facilities mostly contain maintenance and
duce the occasional gout of steam. Touching the rocks
custodian supplies. They hold nothing of value or inter­
inflicts 2 (1 d4) fire damage.
est, just cleaning devices and compounds, now all inert.
Some are equipment storage for the exercise areas­
weights, dumbbells, etc.

0 N G i il A L ADVE ilTV � S RE i il CAR_IlATE D • EXP E D ITl0Il T0 THE BARRI E R P EAKS


AREA 9 - THEATER LOBBY AND Development. If the karate physical training android's
opponent is able to communicate with it, and suggests
ROBO SNACK BAR
that its discipline is inferior to boxing, it will go abso­
Tattered and mildewed carpeting covers thefloor ef this room, which lutely berserk and attack the boxing physical training an­
bears no furnishings. At the south end ef the room is a broad high droid. If the karate and boxing androids fight, they will
bench like a tavern 's bar. A complex collection ef rylinders, tubes, destroy each other.
boxes, spouts, and spigots is arranged behind the bench, and some
ef the spigots drip liquid and semi-congealed coioifui substances. Treasure. The storage room (area 8) adjacent to the
training area is a mess of bones and junk. In this litter
A trapper (see appendix B) clings to the ceiling, preying will be found a personal diary with an account of the
on the small creatures which roam the level. It has grown colonization expedition and fatal plague (this is written
quite large, for the robo snack bar still functions, even in Alien Common, of course, but it can be magically
though all of the lighting systems for the level have been read with a comprehend languages spell) . There are also some
shorted out. Things corning to get a bite to eat there are worthless paper scraps, a smashed worker robot, an anti­
usually the eaten instead. grav belt with 6 charges on its power disc (see appendix
The robo snack bar operates similar to the kitchens on C), and four pieces of j ewelry (400 gp, 900 gp, 1 ,500 gp,
the upper level (see area 7, Level I), but is only 25% likely and 3,000 gp, respectively) .
to produce a poisonous foodstuff.
AREA l l - TRAPPED SHEDU
AREA 10 - PHYSICAL TRAINING Two large creatures resembling winged horses with the oversized
ANDROIDS heads ef bearded humans are present here. They appear to have
cleared a space among the piled containers ft/ling this chamber, cre­
A raisedplatform surrounded f?y ropes strungfrom posts at each
ating a denfor themselves.
ef itsfour corners dominates this room. In otherparts ef the room,
the floor is covered with seftpadded materiaL The winged creatures are two shedu (see appendix B) .
As with most of the other creatures aboard, these were
There are three malfunctioning androids here, once phys­
freed from stasis, but in this case due to a malfunctioning
ical training models specialized in the arts of boxing/
worker robot. The ship's malfunctioning hyper-dimen­
wrestling, fencing, and karate. Their safety protocols are
sional force fields prevent their escape by plane shifting,
no longer in place and they pull no punches in combat.
and they fear to travel around the ship, for they know it
As soon as the party enters, the three androids will ap­ has very dangerous creatures. The hold they are in ex­
proach and speak, telling the party to prepare for train­ tends under the tiers of seats (dotted line shows this ex­
ing. Even if no translation spell or device is employed, tension) in the swimming pool area, and the two shedu
the trio will select opponents and commence "training" dwell in this hidden area, using the small north door for
exercises. occasional forays.
The boxing physical training android (see appendix Developments. If the party is friendly and promises
B; use Handout #47) will throw combination punches or to show them how to get out of the ship immediately,
employ wrestling holds on its opponent. the shedu will tell them where their treasure is (see be­
The fencing physical training android (see appendix low), and warn them that there is a mind flayer loose in
B; use Handout #48) engages its chosen foe with its the west of the level ("in the large hall-with-many-seats
faulty electrical epee. The epee only malfunctions for 6 area") . If the party is non-friendly (such as having greedy
rounds, after which it no longer delivers electrical dam­ or self-serving intentions, known to the shedu by the use
age. of detect thoughts), the creatures will tend to ignore the
party. If they are attacked, the shedu will use mind blasts
The karate physical training android (see appendix B; and telekinesis (although they hate to do so in this place)
use Handout #49) attempts to stun or disarm its oppo­ to defend themselves.
nent. It will ignore a stunned opponent and attack anoth­
er character, but it will first disarm the stunned person, Once attacked, the shedu will never befriend any mem­
tossing the weapons into the adjacent area 8 as an action. ber of the party. They will flee if the encounter is likely
to bring them to certain destruction.

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

Adventure Alternatives and


Expansions
ALTE RnATE B E G 1 n n 1 n G There were several unconfirmed reports that monsters have been
disgorgedfrom a gated cave in the mountains at random intervals.
The original Expedition to the Barrier Peaks includes a de­ The entrance to this place is high upon a rocry face, and sheathed
tailed background for getting the party involved in the in armor. Thisprotection haspurported!Jfrustrated all attempts to
events of the adventure as well as providing hints as explore the space bryond the metal door--although several scouting
to what they might be facing. This background and in­ parties sent to reconnoiter the area have entire!J disappeared, so it
troduction is rooted heavily in the campaign setting of is possible thry entered and never returned.
Greyhawk, however, and might not be suitable for Dun­
Your expedition mNst locate this cave, discover u;f?JI the monsters are
geon Masters wishing to run the adventure in other Dun­
comingforth, who is responsible, and how to preventfurther incur­
geons & Dragons worlds. The following background and
sions. In addition, af'!Y other information regarding this nrysterious
beginning section is provided for those DMs to utilize
locale, its strange denizens, magical might, orpowerful weaponry is
or use as a starting point for their own customized cam­
high!J desirable. Af'!Y wealth discovered within the cave that does
paign hooks.
not direct!J pertain to the above goals is lawfulplunder and can be
A rash of mysterious raids have struck the lands beneath the claimed without taxation ry the expedition. In addition, a reward
soaring Barrier Peaks, sowingfear in the hearts of peasant and of 10,000 goldpieces is effered should the expedition succeed in all
potentate alike. Wbile theforeboding mountains have long been re­ their assigned endeavors.
nowned as home tofearsome beasts and tribes of savage humanoids,
Yourparry setforth a week ago andfor thepast two days have been
for maf!Y generations the Barrier Peaks have remained quiet. I\ow,
climbing higher into the crags of the Barn.er Peaks. Last night was
without warning, new threats have emerged.
spent in the keep of the on!J baron remaining in the area-and
Within the lastfew months, a walled town notfarfrom the moun­ he was fulsome glad foryour compaf!Y and the purpose of your
tain range s foothills along with four small fortresses have been mission. To this end, the lord has dispatched a score of his men-at­
destrqyed in mysterious attacks. The remaining barons and lords arms to guideyou to the site of the mysten.ous cave.
in the region have preserved in brine severalpartial!J decomposed
It is now efternoon andyou have set up camp in a hidden dell but a
corpsesfound at the scene of the ravaging. Despite the best efforts
milefrom the strange entrance. The men-at-arms have ordersfrom
of the finest sages and wizards in the realm, the identities of these
their lord to guardyour supplies and mounts at the camp JJJhileyou
attackers remain a mystery. Maf!Y of the bodies were too far gone
go forward immediate!J. Thry will awaityour return forfourfull
or damaged in battle to provzde even scant clues as to who or what
days before returning to the keep. Gatheringyour personal gear,
spawned them.
you are now climbing the steep slope to the dells north side, passing
Faced with unknown forces capable of destrqying even fortified the nm andforcingyour way through the dense growth of trees and
towns, the local rulers have sent the word out that mighty heroes undergrowth. There, across a field and bryond a rocky n'se, awaits
are needed to root out and destrqy this menace. Heralds have been adventure . . .
dispatched to neighbon·ng kingdoms and hired messengers spread
the news in every tavern and gambling house within 100 mzles of AD D ITI 0 llAL BACKGR0 U ll D
the Barrier Peaks. Maf!Y heard the cal� but on!J a few answered.
You are those doughty souls, the most powerful and experienced I IIVA S i o rr t +
heroes in the region.
The attacks on the outlying fortresses near the crashed
Gathered before an august assemb!J of dukes, counts, clergy, and spaceship are due to two factors. Some of the unorgan­
wizards, you were briefed with whatfewfacts were known: ized raids are the result of the ship's computer order-

0 N Gi il A L A.DVE ilTV RJ; S RE i il CAR_IlATE D • E�P E D ITI 0 n T0 THE BARRI E R P EA.KS


FACTi o n I ITT E � STS

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

0 zj Gi ITAL ADVE ITTV � S RE i IT CAR_Il ATE D • E�P E D IT l 0 Il T0 TH E BARRI E R P EAKS


control computer aboard the spaceship) . Of course, PCs' possession. While admirable and understandable,
causing the destruction of the entire ship also ends the the adventure was not intended to be a way for the party
invasion threat. to become overpowered with alien technology.
The following event is provided should the DM wish to
ALT E RllATE E il D i llG make the spaceship inaccessible to the party and also al­
The adventure as written sets a four-day duration for the low them to fulfill the original mission they were sent to
expedition. After that time, the party's assigned men-at­ accomplish in the Barrier Peaks.
arms have orders to depart, taking their mounts and sup­ When the time comes to end the party's expedition-as
plies with them. In the original convention game version decided by the DM or after the player characters have
of the adventure, having a ticking clock motivates the wreaked sizable havoc inside the spaceship-read the
players to move fast and explore as much as the ship as following:
possible.
Suddenjy, the air is filled ;vith a loud noise as a shnll blan·ng
If the DM is intending to use Expedition to the Barrier Peaks horn sounds repeatedjy. Red lights on the walls and ceiling suddenjy
as part of an ongoing campaign, the party might not feel spn·ng to life, bathing the area in a hellish gloiv. A voice, speaking
obligated to adhere to the four-day time limit and want to calmjy in an unknown language, addresses you from an unseen
engage in a prolonged exploration-and looting-of the source. Faintjy, youfeel a rumble beneathyourfeet as if the earth
spaceship or desire to return to it again and again until has shifted briefly, then ceased.
all the technology has been discovered and is now in the

'--""
-


--· --=-- _=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

The Crash Site Environs

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-

0 N Gi IT AL ADVEITTV R}: S RE i IT CA RJI ATED • E�P E D ITl 0 Il T0 THE BARRI E R P EAKS


Environs
I#I Mountain

[I] River

[] Trail

rn Stream

� Woods

Scale: 1 Hex = 1 Mile

ADULT BLUE DRAGON BASILISKS


This is the adult blue dragon Ninyoldah (see area 1 -4) The sound of clattering rocks from an outcrop above
out hunting. If the party is comprised of 1 0 or fewer them alerts the party that something is nearby. Up to a
creatures including mounts, the dragon passes by over­ trio (1 d3) of hungry basilisks have been attracted by
head without incident. A group with more than that the scent of the party or their mounts and are preparing
number, or if one or more of its members is flying, is im­ to attack. If any of the PCs looks upward towards the
mediately noticed and attacked by the dragon. Ninyoldah sound of the noise, they see one or more basilisks staring
fights until reduced to less than 50 hit points, then flees down at them from atop the rocky ledge and are imme­
to her lair by a round-about route to confuse pursuit. diately subjected to the monsters' Petrifying Gaze trait.
The basilisks then leap down from the ledge and attack.
ANDROID
This single android (see appendix B) is a scout for the BULETTE
pacifier robot and its troops. It is equipped with a nee­ The party hears an animal crying from beyond a low
dler and a sleep gas grenade (see appendix C for both) . ridge. If they investigate, they discover a giant mountain
It attempts to keep itself hidden and observe the party's goat with a broken leg struggling across a shailow dell,
movements, using its gas grenade to cover its escape if clearly in distress. Three rounds after the party sights the
spotted. If it escapes, it heads immediately to area 1 -6 goat, the ground near it suddenly churns and shifts as
to report in and may inadvertently lead pursuers to the a bulette bursts from the stony soil, drawn by the in­
horde's encampment. jured goat. If the party is near the goat, perhaps driven

0 N Gi IT A L ADVEITTV � S RE i IT CA R._Il ATE D • EXP E D IT I 0 Il T0 THE BARRI E R P EAKS


by sympathy to aid it, the land shark decides the party HILL GIANTS
makes a better meal than the goat. Otherv.rise, the crea­ A band o f 1 d 6 hill giants from the foothills of the Bar­
ture snaps up the injured animal in its jaws, then burrows rier Peaks, these brutes have come higher into the moun­
back into the ground. The bulette remains in the area for tains looking for food and loot. The party presents an
another 1 d4 minutes. Any movement by the party during opportunity for both. The hill giants have no knowledge
this time attracts its attention and it reemerges to try and of the pacifier robot and its troops but might serve as a
devour the moving PC(s) . red herring if the party hasn't yet deduced that far stran­
ger creatures than giants are behind the recent attacks.
CAVE BEARS
A mother cave bear (stats as polar bear) is looking for PURPLE WORM
food with its cub (stats as black bear) close by. The The tramping of the horde's feet and the recent earth­
bears likely avoid trouble but if any creature attempts to quakes have attracted a purple worm close to the sur­
interact with or harm the cub, the mother bear viciously face to hunt. The ground trembles for 2 rounds before it
and fearlessly attacks the threatening creature. suddenly bursts from below to attack. If the entire party
is flying, the worm doesn't detect their presence and the
CURIOUS METAL FRAGMENT rumbling earth subsides after a few moments.
A shield-sized piece of jagged metal is discovered almost
entirely buried in the rocky soil. Strange characters are ROCKS LIDE
etched into the metal, indecipherable to the party. If a Loose stones and soil give way as the party passes below
comprehend languages spell is employed, the words reveal a high slope. Every creature in the group must make a
themselves to read "Trans-Plutonian Spaceyard #5791 ." DC 1 3 Dexterity saving throw, suffering 1 1 (2d 1 0) bludg­
The meaning of the phrase escapes even the smartest eoning damage and being knocked prone on a failed save,
character. If more fragments are discovered later, they or taking only half as much damage and avoiding being
are of similar size but lack any etchings. These are of knocked off their feet on a successful one. If a creature
course pieces that came loose from the spaceship upon is mounted and their mount fails it save, the riding crea­
its arrival on the planet, but have only recently been un­ ture has disadvantage on its Dexterity saving throw.
covered by the earth tremors.
S IREN
ETTIN A loud blaring noise sounds from the direction of the
A successful DC 1 2 Wisdom (Perception) check hears a spaceship. It repeats five times then stops. This is an alert
pair of loud voices arguing among themselves and head­ siren that sounds whenever the cargo door to area 1 6 on
ing in the party's direction. The voices are speaking Gi­ Level VI opens (see chapter 3) . A creature within five
ant and are debating whether to head up higher into the hexes of the spaceship can automatically determine what
mountains to hunt mountain goats or go down to the direction the noise comes from. Individuals further off
river to fish for eels. The voices are from a single ettin. must succeed on a Wisdom (Perception) check against
If the giant creature sees the party, it comes to an agree­ a DC equal to 5 plus 1 for each additional hex distance
ment to eat the party instead. away from the crashed ship to correctly identify what di­
rection the sound comes from.
GIANT GOAT S
The party inadvertently comes across a small herd o f 2d8 STONE GIANT
giant goats as they make their way through the steep This stone giant is one o f the clan found at area 1-7. It
foothills. Half the herd is comprised of aggressive adult too was on a "dream walk" (see that area description for
males who see the party as a threat. The males charge more details) and is returning to its home. It is unaware
the intruders while the rest of the herd's females and ba­ of the death of the clan patriarch or the presence of the
bies flee to higher ground. The males fight for 1 d6 + 2 pacifier robot and its troops. It will try to avoid an obvi­
rounds or until the party is driven off. After that time, ously strong party, but fights if attacked, preferring to
any surviving males run off to rejoin the rest of the herd toss boulders from a distance.
at a more inaccessible location further up the mountain.

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.

0 N Girrn. L A.DVEilTV � S RE i il CAR_Il ATE D • EXP E D ITI 0 Il T0 THE BARRI E R P EAKS


This corpse is that of a type one biological entity who
went rogue and headed off into the mountains by itself.
It discovered the Baron's Keep, but slipped while cross­
ing the river trying to get to the stronghold and drowned.
DM Note: If the adventure is set in the World of Grey­
hawk, the Tumbledown River is a small river that flows
south out of the mountains into the Hornwood in the
Grand Duchy of Geoff. Its small size and little impor­
tance means it is not represented on any known maps the
PCs (or the DM!) might have access to.

AREA 1-3 - SACKED KEEP


A thoroughjy scorched and ha!f-demolished stone keep is visible
atop a stony mound. The charred stumps of a timber palisade
protrudefrom the ground, evidence that the keep was once part of a
motte-and-bailry castle. The rocj,y ground shows little in the wqy of
footprints and the air bears onjy the lonesome cry of some mountain
bird in the distance.
This castle was the first attacked by the raiders from the
spaceship who followed the Tumbledown River south
when they came upon it (thereby sparing Baron Urhar's
castle from destruction) . The keep is a charred ruin, gut­
ted by fire and half its walls toppled by powerful blasts
of some sort. Scorched bones in the bailey and a line of
weeks-old graves at the base of the mound are all that
remain of the castle's occupants.
A successful DC 20 Wisdom (Survival) check determines
mat i'ne roc1'"y ground.\eh'Utile trace ot i'he attac1'"ers, out
does discover a curious footprint within the bailey-a
pair of unshod and clawed humanoid feet directly facing
a pair of booted footprints with strange ridged marks on
the soles. From their position, it appears as if the two
creatures were facing one another and perhaps convers­
ing. These prints were left by an android overseer giving
orders to a type one biological entity after the attack was
over.
A DC 1 5 Intelligence (Investigation) check while exam­
ining the destroyed keep discerns that the fire seems to
have been started by a concentrated blast of heat similar
to a ray rather than something like a red dragon's breath.
The toppled stones are devoid of forceful marks one
might expect from a ram or other siege equipment and
instead appear to have been carefully maneuvered out of
place like through the use of levitation or similar magi­
cal movement (they were knocked over by the pacifier
robot's tractor/repulsion beams, but there's no way from
the party to know this . . . yet) .

0 Rj G i rrn. L ADVEIITV � S RE i II CAR_II ATED • EXP E D ITI 0 n T0 THE BARRI E R P EAKS


K EY TO TH E D R_A G O II t S LA i R_ AREA 1-4A - FRONT CAVE
A massive cave measuring more than 100feet in diameter and with
( Jh: A P 2 )
a soaring 60joot-high ceiling studded with stalactites exists at the
bottom of a sloping passage. The cavern floor was once aforest of
AREA 1-4 - NINYOLDAH 'S LAIR stalagmites, but they appear to have been broken off or worn down
A wide cave mouth is visible in the side of one of the soaring purposefy. The stone wails glitter with minerals and dark veins of
peaks. The cavern entrance is located high up on the mountain, purple-red deposits are visible running throughout the rock. The air
perhaps 600 feet above you. The slope is steep and covered with here is rank, tinged with an unfamiliar odor.
spills of loose gravel and soil. A few giant goat bones are mixed in
Two cloakers dwell in this cave as part of symbiotic re­
among the stones.
lationship with Ninyoldah. The dragon brings additional
The blue dragon Ninyoldah makes her lair here. The prey to feed the aberrations and they in turn provide
magnificent azure creature has so far tolerated the pres­ warnings if intruders start sniffing around the dragon's
ence of the humans across the river as they don't venture den. The cloakers attack anyone entering the cave once
into her lands, but the dragon becomes enraged if she they've gotten halfuray or more into the cavern, using
spies any creature intruding in her skies. The party might their Moan action on the first round to both soften up
accidentally enter her cave complex while searching the prey and warn the dragon. Ninyoldah is always at home
mountains or to purposely slay the wyrm. unless the party has defeated her during a random en­
counter.

= 10 ft.
Stalagmite "Stump"

�m��� -* Intact Stalagmite

'3!!/t=c§l;:�W.r ,... Treasure Hoard


{,·
.° (},":- . Egg Fragments
..:..!.\ ..,,
\

0 N Girrn. L ADVE IITV RJ; S RE i II CfU\P:ATED • E�PE D IT I 0 II T0 TH E BARRI E R P EAKS


The purple-red deposits are that of a rare ferrous ore AREA 1-4B - SHOOTING GALLERY
known to dwarves as lightning stone. The mineral's curious A long 20-joot-wide, 30-joot-high passage descends deeper into the
properties are the reason the blue dragon chose these mountain. Stubs and stumps of stalagmites and stalactites arepre­
caves as her home. See sidebar for further details. sent, but have c!earfy been intentionalfy broken to clear thepassage.
A successful DC 20 Intelligence (Arcana) or Intelligence The walls, floor, and ceiling are striated with more purple-red min­
(Nature) identifies the stink in the air: dragon scent! erals and the veins seem to run everywhere.
This passage is potentially a deadly trap for intruders. If
• • the cloakers in area 1 -4A used their Moan action, their
cries echoed down to Ninyoldah's den and the dragon is
Li GHTII i II G STO II E
aware of intruders and thieves. She is ready to unleash
her lighting breath down this passage as soon as she sees
This mineral is highly conductive and natural deposits signs of the invaders (light sources coming from around
of it exposed to the open sky tend to attract lightning, the turn in the tunnel, for example) .
giving the substance its name. Lighting stone can be
identified with a successful DC 1 5 Intelligence (Na­ Due to the curious nature of the lightning stone, the
ture) check or a DC 20 Intelligence (Arcana) check. dragon's breath weapon turns into a 60-foot-diameter
sphere from its point of impact (the most probable point
Electrical energy generated in the presence of lighting of impact is shown on the lair map) as the electricity be­
stone tends to arc from deposit to deposit, amplify­ gins arcing from ore deposit to ore deposit, turning this
ing its strength and increasing its area of effect. Even passage into an indoor lighting storm. All creatures in
a simple cantrip like shocking grasp causes stray sparks the sphere must make a DC 1 9 Dexterity saving throw at
to leap from the caster's hand to crackle through the disadvantage, taking 78 (1 2d1 0 + 1 2) lighting damage on
ore. Unleashing a lightning bolt near a large deposit cre­ a failed save, or half was much on a successful one.
ates a storm of electricity that is both beautiful and
Developments. After the lighting blast, Ninyoldah calls
terrifying. Due to this property, direct attacks become
more diffuse, which both makes them more difficult down the passage in a deep voice speaking Draconic,
to resist and delivers additional harm, but also makes "Such to all whom traipses across my threshold. Turn back, little
it difficult to damage the surrounding stone (the elec­ serpents lest I burnyou again. This isyour onfy warning. "
tricity is redirected rather than concentrated on a spe­ Unless the party immediately departs or successfully con­
cific point) . vinces the dragon to parley with them (which requires
All creatures in an area with heavy lighting stone con­ a successful DC 20 Charisma [Persuasion] or Charisma
centrations have disadvantage on any saving throw [Deception] check) , Ninyoldah repeats her lighting blast
made to resist the effects of an attack or spell that as soon as it recharges.
deals lightning damage. In addition, the attack deliv­ A party that successfully convinces Ninyoldah to stay her
ers an additional 1 lighting damage per die of damage attacks and speak with them is spared another lighting
inflicted. A shocking grasp cantrip would cause 1 d8 + breath attack, but the dragon commands them to remain
1 lighting damage while Ninyoldah's breath weapon in area 1 -4B while they talk. If the party persists in mov­
deals a formidable 1 2d1 0 + 1 2 lighting damage, for ing down the corridor to her lair, negotiations are over
example. and the dragon uses her lightning breath as soon as pos­
Lightning stone is valuable and there is 8,000 gp worth sible. If the party gets as far as area 1 -4C, the dragon
of the ore in the dragon's lair. Every 1 ,000 gp of ore attacks using all her available means, seeking to slaughter
the intruders.
requires one week of excavation and generates 200
pounds of marketable lighting stone. Should the party stay put in the incredibly dangerous
• • tunnel, the dragon is open to conversing with them.
She is hostile to the interlopers, however. The dragon
has witnessed the attacks on the border keeps over the
past eight weeks, observing them from high in the air as
she hunted. The destruction has been highly entertaining

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.

AREA 1-4C - NINYOLDAH ' S LAIR AREA l � - THE STONE SPEAKS


The walls ef this massive cavern are rich with purplish-red min­ The ground beneathyourfeet rumbles and tif!)i stones dance across
erals and glittering flecks ef mica reside here. The floor has been the exposed rock. A voice like the sound ef grinding boulders
worn smooth 1?J the repeated passage ef a heal!J scaled body and sounds in the air as if the stof!)i ground itse!f was speaking.
a number ef low natural shelves divides the space into tiers. One
ef the highest tiers to the north holds a glittering mound ef golden The party has strayed into the territory of a galeb duhr.
treastms and piled coins. Another nearly shelf is littered with The creature addresses them in Terran, asking 'Who
broken, leathery eggs. Anotherpassage slithers off into the dark­ walks upon my rocks?" If they understand the creature and
ness to the east. can converse with it, it may share some of its knowledge.
A party that ignores its communications or fails to retreat
This is home to the adult blue dragon Ninyoldah. It from its territory is attacked by animated boulders while
is sacred ground to her and she rewards intruders who the galeb duhr remains hidden among the stones.
cross her threshold with death. The dragon fights invad­
ers using all her weapons and will not parley with any Development. The galeb duhr is Droll-Durm and is
who've violated her home. If reduced to less than 25 hit initially indifferent to the party (if a little miffed off
points, she'll flee, using either the main entrance or the they're intruding) . Droll-Durm is more disturbed by the
back-door tunnel depending on which is most readily ac­ recent rumblings it has felt throughout the mountains
cessible to her. The presence of lighting stone makes it (the awakening of the spaceship and the attacks made
impossible for her to use her breath weapon to collapse a by the pacifier robot and its troops) . A party that makes
tunnel in her wake, allowing a determined party to pursue it known to the galeb duhr that it has come to investi­
and slay her before she escapes. gate those rumblings and put an end to the disturbances
plaguing the area can shift the galeb duhr's attitude to­
The dragon egg shards are all that remains of Ninyol­ wards them to friendly.
dah's last brood, now (thankfully) long whelped and liv­
ing in their own dens. The fragments make interesting If the party succeeds on a DC 1 0 Charisma (Persuasion)
curios but have no innate value. check when Droll-Durm is indifferent, or if they make
it friendly towards them, the galeb duhr reveals the fol­
lowing:

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

0 .Rj Gi ilA L A.DVE ilTVR.,E S R E i il CA R.,Il ATED • EXP E D IT l 0 ll T0 TH E BARRI E R P EA.KS


0 = 10 ft.
�':: Torch

• Hearth I Firepit

JJ!il Giant Bed

�"
� 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 N G i IT A L ADVE ITTV � S R E i IT C A R.._IlATE D • EXP E D ITl 0 Il T0 THE BARRIER P EAKS


rive in 3 rounds. If violence breaks out, Frummach and the DM's discretion. However, even if Frummach does
the other two giants-if present-throw boulders at come with the party to the spaceship entrance, his great
their foes from inside the palisade for as long as possible. size will make entering the spaceship and exploring at
There is a pile of 20 boulders inside the wall for ready least the upper levels problematic.
use.
Treasure. Frummach carries a bag containing seven 50
If either check succeeds, the giant becomes open to par­ gp gemstones and four 1 00 gp gems. A bracelet of beat­
leying. He explains that his clan's patriarch was recently en copper (25 gp) is wrapped around his left wrist.
slain by a strange enemy and that his kin are preparing
their leader for burial at the moment. Frummach was not AREA 1 -7A - S TONE GIANT
present at the fight with these foes and is unclear about
CEREMONIAL CHAMBER
what kind of creature killed the giants' leader. If the party
asks for permission to speak with one of the giants who An expansive cavern lies 100 feet bryond the entrance to the cave,
witnessed the battle, Frummach agrees if the characters accessible � a wide sloping tunneL The cavern walls are entire!J
succeed on a Charisma (Pesuasion) or Charisma (Decep­ covered with carved runes, spiral designs, pictograms ef oddfigures,
tion) check. If the total result of the check is 1 0 or better, incomprehensible rymbols, and other decorations done with great
Frummach summons Frothar from area 1 -7A to the wall skilL Large burning torches set about the cavern throw firelight
to talk with the party. On a result of 20+, Frummach ac­ on great mica sheets, illuminating the entire space. In the center ef
tually allows the party to enter, opening the palisade for the cave, laid atop a pile ef matryfurs, is the boefy ef a giant grqy­
them and leading them to area 1 - 7A. skinned humanoid His boefy is covered in rymbols drawn in thick
blue pigment and large stone braziers burningfragrantfuel rest at
If the party successfully ingratiates themselves with the hisfeet and head
stone giants, only Frummach might be inclined to lend
them help in seeking revenge for Froddandan, attacking If the party comes here escorted by Frummach or they
the invaders' camp (area 1 -6), or locating the mysterious somehow get past him without alerting the rest of the
cave (area 1 -1 2) . Whether he does so or not is left to stone giants, there are three stone giants present here

0 IU Gi ITAL ADVE ITTVRJ:S RE i IT CAR_Il ATED • E�PE D IT I 0 Il T0 TH E BARRI E R PEAKS


(two females, Frekyah and Futhli, and one male, Froth­ •
The night suddenly erupted in "sky fire" that came
ar) . Frothar has a number of recent wounds, including from the altar accompanied by thunder blasts. Frod­
burn marks and lacerations, which are bandaged. He dandan was laid low by the blast and Frothar suffered
walks with a slight limp. If battle has been commenced injuries. Despite his wounds, the surviving giant car­
at the opening and the giants are alerted, only one fe­ ried his leader's body back to the cavern home of the
male is present, guarding the body of the clan's patriarch, clan.
Froddandan.
• This all occurred two nights ago.
The giants are currently performing funeral rights for
Frothar can provide the party with rough directions to
their leader by cleaning his body, painting his corpse with
the place where this occurred, but due to the rambling
the necessary instructions for the afterlife, and purify­
nature of their "dream walking" and the giants' curious
ing his flesh with burning subterranean fungi. All three
interpretations of the upper world, the party must suc­
giants are experiencing profound loss and treat any out­
ceed on a DC 1 5 Wisdom (Survival) check to correctly
siders who come here unaccompanied by Frummach or
decipher these directions. Doing so leads them to the in­
another giant as foes, fighting to defend their home and
vaders' camp (area 1 -6) . Frothar has no desire to further
protect their patriarch's body from desecration.
incite the wrath of the gods and will not accompany the
A successful DC 1 0 Wisdom (Medicine) check deter­ party to the camp or elsewhere in the outside world un­
mines that Froddandan died from a mixture of precise­ der any circumstances.
ly applied burns, perhaps from a ray, and terrible blunt
Frekyah and Futhli, the clan's matriarch and her daugh­
force trauma and lacerations (the pacifier robot's laser
ter, believe that Froddandan's death is a sign of great dis­
rifle battery and fragmentation grenades) .
pleasure by the gods and a warning that the giants have
Developments. If the party arrives here with Frummach strayed too far from the roots under the mountains. They
or the giant summons Frothar to the palisade, they can get intend to take Froddandan's body deep under the earth
the full story of Froddandan's death from Frothar, as he for burial in one of the stone giant race's secret sepulch­
was the one who carried their leader's corpse back to the ers and never venture back under the sun again. The rest
den. Frothar reveals the following, delivered in dream­ of the clan is in agreement.
like metaphors and with great sorrow. The DM might
So long as the party behaves themselves, the stone gi­
wish to have the PCs make a DC 1 5 Intelligence (Arcana)
ants will not be a threat to them. However, the clan is in
check to recall that stone giants believe the outside, non­
mourning and wishes to be alone with their grief. No of­
subterranean world to be a type of dream world, filled
fers of shelter or sustenance are forthcoming, and aside
with symbolism and omens. This could make the players
from potentially Frummach, the giants do not aid them
uncertain of whether what Frothar tells the characters is
in their expedition.
truth or perhaps an actual event told through a haze of
stone giant dream logic and interpretation. Treasure. Frothar wears a carved ivory amulet (250 gp)

and a pair of beaten copper bracelets (worth 1 00 gp
Froddandan and Frothar were out above ground at
each) . His pouch is filled with 20 1 00 gp gemstones. Both
night, seeking visions about the future. This entailed
Frekyah and Futhli have ivory earrings worth 1 00 gp per
"dream walking," a practice of traveling in random di­
set and pouches with 2d1 0 50 gp gems each.
rections while waiting for the gods to reveal themselves.

They were drawn by a brilliant glow in a shallow val­ AREA 1 -7B - DINING HALL
ley, a white-yellow light unlike any they had seen be­
This area is a smaller cavern with an open hearth and a
fore. They crossed over the rise and looked down into
table made from a granite slab surrounded by stalagmite
the vale to see glowing domes like mushroom caps.
"tree stump" seats. A funeral meal is being prepared by
Tiny figures moved about the domes and there was
a young female stone giant (Frikita) . She runs to area
a great shining altar among them (the pacifier robot) .
1 -7D if intruders come here.
Almost immediately dancing motes of fire appeared
around the two giants (these were the pacifier robot's
laser sights, but Frothar doesn't know this) .

0 N Gi IIAL ADVE II TV � S RE i II CAR_II ATE D • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


AREA 1-7C - FEMAL E S ' Q UARTERS AREA 1 -8 - BASILISKS' DEN
Four large beds made from mounds of bear hides and A dark cave mouth is visible halfivqy up the mountain slope. A
other furs are present here along with Gurggh, a cave narrow trail winds up to meet it.
bear (stats as polar bear) . A female stone giant (Fum­
This small cave has a 1 0-foot-high, 8-foot-wide entrance
ma) is mending the clothes of Froddandan so that he may
and is 60 feet in diameter. It is home to a clutch of four
be dressed in his finest for his final journey. She and the
basilisks. A successful DC 1 5 Wisdom (Perception)
cave bear fight to defend themselves against intruders,
check made while climbing the path to the cave notices
but Fumma will seek to escape at the first opportunity,
a strange statue half-buried in the fallen scree and gravel
while Gurggh fights to the death to protect her mistress.
near the entrance to the cave. The statue depicts a partial­
The cave also contains clothing, personal belongings, a
ly-eaten giant mountain goat, an odd subject for a sculp­
small (for giants, anyway) altar with a pair of stone idols
tor. It is of course a petrified mountain goat that fell vic­
atop it, and a large basin filled with water.
tim to the basilisks, and a DC 20 Intelligence (Nature)
Treasure. Fumma wears a pair of mammoth ivory check suggests the same.
bracelets (200 gp each) and a necklace of uncut quartz
The basilisks fight fearlessly to defend their home den
stones (250 gp) . Among the personal belongings are an­
and are immune to the frightened condition while inside
other three quartz necklaces (200 gp, 300 gp, and 500
the cave.
gp, respectively), a silver bracelet (300 gp), and a pouch
with 1 50 pp. The stone idols have no intrinsic value, but Treasure. Among the petrified remains of various
might fetch 50 gp each to a collector of curiosities. Frod­ mountain animals, there is a half-devoured petrified ogre.
dandan's burial clothes are made from rare furs worth Around one stony finger is a ring of x-rqy vision.
1 ,000 gp.
AREA 1 -9 - ANDROID BIVOUAC
AREA 1 -7D - MALE S' Q UARTERS Two shining silver domes rest among the rocks here. Each dome is
Five large beds made from mounds of bear hides and oth­ 3 feet high and 10feet in diameter and appears to be made.from a
er furs are arranged in this cave around an open hearth. taut cloth-like material. A seam in the side of each suggests a small
Giant-sized spears, clubs, clothing, and bowls containing hemispherical door. Six attractive humans dressed in strange shim­
water and dried fungi are present here as well. A single mering clothing are visible around the domes, engaged in ineffable
male stone giant (Falknur) is here sharpening the weap­ activities with small boxes and rods.
ons of his slain leader in preparation for the giant patri­ This camp contains six androids (see appendix B) that
arch's interment in the sepulcher deep under the earth. are charged with supporting the pacifier robot's mission.
Treasure. The stone giant carries three 1 00 gp gems in They are currently taking sensor readings of the atmos­
a leather pouch around his neck. Mixed among the other phere and gauging the weather, feeding the data back to
belongings are a giant-sized silver tore (500 gp), six more the spaceship's central computer for processing. A pair
1 00 gp gems, and a polished obsidian statuette of a bald of all-weather shelters (see appendix C) are set up in the
humanoid head measuring 3 feet in height and weighing center of the camp.
200 pounds (1 ,000 gp) . The androids' programming is to remain out of sight and
to neutralize any potential foes if spotted. They attack
AREA 1 -7E - UNDERDARK EXIT the party if they notice the PCs. Three of the androids
A great pile of boulders blocks the tunnel at the far end have needler pistols for defense, while the other three at­
of the cave complex. It requires at least three stone giants tack unarmed. Additionally, two carry one fragmentation
working in concert to move away. Beyond it lies a miles­ grenade each, while a third owns a sleep gas grenade.
long tunnel winding into the depths of the Underdark. It (See appendix C for all these weapons.)
is by this passage that the clan means to return to inter If this is the first time the party has encountered an­
Froddandan's body beneath the earth and never return to droids, the DM should play up both their alien cloth­
the surface world again. What else might await the PCs if ing; beautiful, almost angelic appearance; and, if one is
they manage to open this passage or follow the stone gi­ destroyed, the mess of wires, circuit boards, metal skel-
ants after their departure is left to the DM's imagination.

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

Expanded Encounters for the Spaceship

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 Gi il.A L ADVE ilTVR_E S RE i il C.AR_Il.ATED • EXP E D ITl0Il T0 THE BARRI E R P EAKS


On the bench among spools of wirings, circuit chips, The grenade can be safely removed with a DC 1 5 Dex­
non-functioning soldering irons, and other tools is a terity (Sleight of Hand) check, but this ends with the suc­
black glass plate the size of a color card. The plate is cessful PC holding a live grenade in their hand. Injury is
connected to a small metal rectangle by two pieces of still possible if not disposed of carefully. If the Dexterity
stiff red- and yellow-colored string (wires) . When the (Sleight of Hand) check fails, the grenade falls loose and
black glass plate is inserted into a functioning card slot, a explodes as above.
display of green glyphs appears on a screen on the metal Treasure. The first of the three crates contains 30 days
box and the plate changes color to the appropriate card of ship's rations. The second crate holds 1 2 wound heal­
needed to open the door. The device will also work on ing canisters, but only eight are still potent. The third
the cell locks in the security cells (area 25A), the sealed crate contains a pair of blaster pistols and 1 0 power
boxes in the security office (areas 25 and 25B), and even discs, half of which are completely drained. (See appen­
the lockers in the small arms locker (area 27) . dix C for all these items.)
The device successfully functions three times. If used If the grenade goes off in the room, the crates are
a fourth time, it shorts out and is permanently broken. pierced by fragments and much of the hoard is damaged
Additionally, the ship's computer detects the attempt to by the blast. Twelve days of rations are ruined, only three
illegally open a lock and directs three police robots (see potent healing canisters survive, and one blaster pistol
appendix B) to the vicinity of the attempt. They arrive along with seven power discs are destroyed.
in 1 d6 minutes and will attempt to arrest anyone they
discover there unless shown a gray color card. AREA 35 - GRELL AMBUSHERS
Development. A DC 1 2 Wisdom (Perception) check A number of pipes cross this intersection near the ceiling. The air
notices a crude map with alien characters inscribed on smells sharp and there is a snapping sound as sparksfallfrom one
the back of one of the circuits on the bench. This map of the pipes. A near blinding glare spillsfrom the rupturedpipe.
depicts the southwestern corner of Level II. If the al­ This damaged electrical conduit is located 1 0 feet above
ien characters are deciphered, they read "Component the floor and occasionally emits sparks and snapping
Storage # 1 ." Following the map leads them to area 7 on sounds. It appears easy to avoid. However, the conduit is
Level II. not the only danger here.
Three grells have been drawn by the exposed wiring and
AREA 34 - B O OBY.TRAPPED
have found this to be a good spot to ambush prey. They
SKE LETON float in the shadows near the ceiling, waiting to attack
A crude barricade madefrom an overturned bed and desk has been passers below.
erected near the door of this room. Bryond the barricade, a tn·o of
The grells also discovered that their ability to manipulate
boxes is visible stacked against the far wall. Slumped against the
electricity grants them an unexpected benefit near the
boxes and dressed in rags is a skeleton, its head looking down at
damaged conduit. As an action, any of the grells can use
its hands in its lap. A small orb-shaped of?ject is clutched in its left
the following attack:
hand
Electrical Blast (Recharge 5-6). A bolt of electricity
This crewman hoarded supplies and weapons and was de­
termined to outlast the plague. When he, too, succumbed arcs from the damaged conduit targeting a single crea­
to the effects and knew death was imminent, he sought ture the grell can see within 30 feet of the center of
to deprive any fortunate survivors of his hoard. He died the intersection. The targeted creature must make a DC
with an armed fragmentation grenade in his hand and the 1 1 Dexterity saving throw, taking 1 0 (3d6) lightning
device is primed to explode. damage on a failed saving throw, or half as much dam­
Moving the body carelessly automatically results in the age on a successful one. The grell can use this attack
grenade falling loose and its arming pin springing out. against a target it is grappling as a bonus action.
The grenade explodes seconds later and everyone within Treasure. Stuffed atop some of the non-damaged elec­
a 1 0-foot radius of the skeleton must make a DC 1 5 Dex­ trical conduits near the intersection's west end are the
terity saving throw, taking 1 7 (5d6) piercing damage on a remains of a vegepygmy. The corpse has a violet card
failed save, or half as much damage on a successful one. and a gold necklace (1 ,000 gp) .

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.

0 Rj G i IIAL A.DVEIIfV RF S RE i II CAR_IIAfE D • EXP E D ITI 0 Il T0 THE BARRI E R P EA.KS


• •
using the computer console in the computer central (area
Ci) V E ST: A-GA i II ST T H E 28) , the water can be crossed or touched without danger.
VE rr o m o v s WARiO RP t +
The walls are slick with moisture but can be climbed to
avoid the 1 5-foot-diameter puddle with a DC 1 4 Strength
Included in this book (see appendix A) is a short side (Athletics) check. A creature failing this check can make
adventure along with pre-generated characters (see a DC 20 Dexterity saving throw to land outside of the
appendix D) . This mini-dungeon and characters are pool on the side they began their climb attempt, but a
provided as a means of resolving the use of the VR failure indicates they come into contact with the electri­
pods if the DM desires and believes the players would fied pool, taking damage as above.
find it interesting to briefly take on the roles of other The cabinet in the south wall contains three fully charged
"virtual characters." In a sense, roleplaying characters foe extinguishers (see appendix C) .
that their own characters are roleplaying (it boggles
the mind!) . AREA 40 - ATTACK OF THE MOLD
If this method of resolving the party's meddling with PEOPLE
the VR pods is undesirable, the author suggests that
This chamber is dark and stinks of mildew. The walls are ftltljy
the DM simply describe the character's experience in­
with deep green, near!J black, patches of mold. The furnishings,
side the pod briefly, playing up the deadly battles with
which appear to be a collection of tables covered with strange bo:xy
fearsome monsters, the powerful magical items it had,
accoutrements, are likewise coated in the foul sttif.f. A door at the
and the treasure and renown they received upon fin­
rear of the room is closed and mold-covered. A blinking lightflash­
ishing the "adventure." Then describe the existential
es next to it.
sadness they feel when the VR pod program ends and
they realize it was all an illusion. The mold covering this office is foul-looking but pre­
sents no danger. However, the mildew is a mutated spe­
• •
cies which thrives in the dark and grows with almost su­
AREA 39 - SHOCKING pernatural speed. The mold covers both this room, the
D EVELOPMENT space beyond the door, and the occupants of that room.

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 N Gi ilAL ADVEilTV � S RE i il C A R_Il ATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


LEVE L I I AD D ITI 0 llAL LEVE L I I I AD D ITI 0 llAL
E ll C 0 U llT E R E ll C0 U llTE RS

AREA 7 - HIDDEN LOOT STASH AREA 1 6 - THE FRIENDLY FLUMPH


A successful DC 1 3 Wisdom (Perception) check notices Toweringpiles ef crates and barrel-shaped containers madefrom a
a small access hatch set into the bulkhead here, nearly smooth, horn-like materialjiJl this cavernous space. Narrow aisles
invisible among the gloom and grit of the 'tween deck. wind their wqy through the heaped cargo and the high ceiling is
Chipped and alien characters are barely discernable on gloomy despite the lights ef the chamber. The slightest noise seems
the exterior of the hatch. If translated, they read "Com­ to echo ominous!J through the place.
ponent Storage # 1 ." This cargo bay is the home of a flumph recently freed
The door is trapped with an armed poison gas grenade from stasis and thoroughly outmatched by anything else
(see appendix C). A successful DC 1 4 Intelligence (Inves­ on this level. The creature is hiding atop one of the cargo
tigation) check notices a tiny piece of string protruding piles, safely out of reach of most of the level's predators.
from the edge of the closed hatch. A successful DC 1 5 It senses the party's presence with its telepathy and rec­
Dexterity check using thieves' tools deactivates the trip­ ognizes them as possible allies.
wire, otherwise opening the hatch sets off the poison gas A few moments after the party enters the area, they feel
grenade. A character without thieves' tools can attempt a tickling at the back of their brains followed by a tel­
this check with disadvantage using any edged weapon or epathic (and empathetic) greeting, "Salutations (WARM
edged tool. On a failed check, the poison gas grenade EMOTION), walking beings (MILD HUMOR) ! Who
goes off. and what are you (CURIOSITY/FEAR) , and how did
you get here (CURIOSITY /HOPE)?"
If the grenade detonates, all creatures within 10 feet of
the access hatch must make a DC 15 Constitution saving The flumph (whose name in Common can best be trans­
throw. A creature failing its saving throw takes 42 (1 2d6) lated as "Hruhbrt") , remains out of sight atop the cargo
poison damage, or half as much damage on a successful stack and does not show itself until one or more of the
one. All creatures taking damage from the poison gas are party succeeds on a DC 1 0 Charisma (Persuasion) check
also poisoned. The cloud of poisonous vapors persists or otherwise demonstrates they mean Hruhbrt no harm.
for 1 minute. Any creature ending their turn within the Once they do so, the flumph drifts down towards them,
gas grenade's area of effect must make a Constitution remaining 20 feet overhead until completely sure the par­
saving throw if they have not already done so, suffering ty are allies.
the effects of the gas. Hruhbrt can provide some details of the level, namely
Treasure. Inside the access hatch, hidden here by the the location and contents of areas 3, 4, and 1 8, and the
presence of the ropers (area 6) , the dining servo robot
criminally-minded technician (see area 33, Level I) are
(area 9), and the webbird flocks (area 1 0) . It has no idea
three pieces of jewelry (worth 1 d4 x 1 ,000 gp each), two
where it is and its last memory before awakening on the
bottles of expensive liquor (tasty and worth 1 00 gp), a
ship was drifting through the high canyons of its home­
red color card, and two more poison gas grenades (see
land, a place called Chwesh-Brrp. Hruhbrt has no inkling
appendix C) .
it is no longer on its home world and the concept of
planets and space travel is beyond it. It does admit it has
never seen creatures like the party before, and its curios­
ity over creatures that move about on two legs plus its
telepathic probing drove it to reveal itself.
Hruhbrt is lonely and frightened, and if the party dem­
onstrates they are friendly and it has no reason to suspect
their intentions toward it, the flumph asks to come along
with them until they reach open air once more. If the
party agrees, it j oins them gratefully and does its part to

0 N Gi il A L ADVEilTV RJ; S RE i il CAR.._IlATED • EXP E D ITI 0 ll T0 THE BARRI E R P EAKS


help them explore and escape the spaceship. If rebuffed, While Hruhbrt is present during an attempt to figure out
Hruhbrt drifts back up to its hiding place atop the cargo a technological artifact (see appendix C), all creatures
and the party experiences its sadness and loneliness tel­ working on the device have advantage on their Intelli­
epathically for as long as they are within range of its te­ gence checks as the flumph offers advice based on the
lepathy. manipulators' unconscious minds.
Developments. Allowing Hruhbrt to j oin the party has If the party refuses to allow Hruhbrt to j oin them, the
its benefits. First, it proves to be a loyal comrade, endur­ flumph's telepathic sadness seeps into their minds and
ing its fair share of danger to the benefit of the group. all within 60 feet of the creature must make a DC 1 0
Hruhbrt fights to the best of its abilities in combat, will Charisma saving throw. O n a failure, the creature is filled
occasionally offer to scout ahead or otherwise use its fly­ with deep-seated sorrow and has disadvantage on all rolls
ing ability to aid the party, and provide advice and in­ for 1 hour or until a calm emotions or lessor restoration spell
put when needed. This stops if the flumph ever feels it's is cast upon them. Additionally, any character with inspi­
being taken advantage of and the party must thereafter ration loses it as sadness overwhelms them and under­
succeed in a DC 20 Charisma (Persuasion) or Charisma mines their self-confidence.
(Intimidation) check to get Hruhbrt to do anything other
Attacking Hruhbrt causes the flumph to use its Stench
than fight in its own defense.
Spray attack, then fly away and hide among the cargo out
Hruhbrt's telepathy also proves useful. Although use­ of reach of the party. It will never interact with the party
less when communicating with androids and robots, the agarn.
flumph can use this power to act as an interpreter be­ Aside from the flumph, this cargo hold contains the
tween the party and living sentient creatures capable of
standard array of damaged building materials, fertiliz­
speech aboard the ship. Also, Hruhbrt's telepathy is good
ers, and similar colonization materials. Two empty stasis
at picking out unconscious thoughts in a living creature,
cages are also present along with a handful of skeletal
allowing it to recognize subconscious leaps of logic that
remarns.
even the creature being telepathically read is unaware of.

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.

AREA 24 - EXHIBIT RETENTION


ZONE l
Numerous openfaced chambers are arranged in tiers along the
verges of this area. Metalplatforms, linked l:ry ramps, climb up the
tiers, ending 40feet above the floor. Inside each chamber, a number
of plate-shaped disks with dagger-sized spikes protruding from
their centers are visible lining the ceiling. Most of the chambers are
empty1 but afew contain the bones of large unidentifiable beasts.
A blinking red light is visible beside a closed door at the western
end of the room.

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 D J H A-DVEDTV N: S REi D CAR._Il ATED • E�P E D ITI 0 ll T0 THE BARRI E R P EAKS


AREA 27 - E XHIBIT RETENTION attack from a technological device that inflicts radiant
damage has disadvantage on its attack roll. If the attack
ZONE 2
misses, it may be reflected back or converted into a de­
Numerous openjaced chambers are arranged in tiers along the structive blast as detailed under the flail snail's Antimagic
verges of this area. Metalplaiforms, linked ry ramps, climb up the Shell trait. If converted into a blast, treat the weapon as
tiers, ending 40 feet above the floor. Inside each chamber, a number having a spell level equal to the number of damage dice it
of plate-shaped disks with dagger-sized spikes protruding from rolls on a successful hit (e.g. a laser rifle doing 3d8 radiant
their centers are visible lining the ceiling. Most of the chambers are damage converts to force damage as if a 3rd-level spell) .
empty, but a few contain the bones of large unidentifiable beasts.
One chamber holds not bones, however, but a gigantic snail shell Treasure. The flail snails shell is worth 5,000 gp to the
composed of a rainbow-coloredpearlescent material. right buyer if intact. It weighs 250 pounds.

Show Handout #59. Like the other exhibit retention


AREA 28 - FEED STORAGE
zone, this space was used to keep past and future exhibits
for areas 3, 4, and 5 in stasis when not on display. Many The smell of rotting plant matter is rife in this cavernous space.
of the animal and plant specimens perished in the chaos Piles of broken containers lie scattered in unkempt piles through
the room, and mat!} have spilled their contents. These crate-sized
of the plague; the rest have been set free. One exhibit,
boxes clearjy contained some sort of animalfeed, now rotting and
however, remains overlooked: a flail snail (see appendix
rancid. Apair of metallic creatures with rylindrical bodies, pointed
B) gathered on a distant world. It is still in a stasis field,
heads, and long shining tentacles scurry about the space pushing
but for how much longer depends on the party's actions.
plow-shaped tools, intent on cleaning up the mess. A large heap of
A closer inspection of the open-faced chamber contain­ rottedfeed ispiled in the southeastern corner of the room.
ing the glittering snail shell reveals that the open entrance
Show Handout #60. Two worker robots (see appendix
to the 1 0-feet-on-a-side compartment shimmers slightly
B) are in the process of cleaning this area where animal
like heat haze. This is the force shield that seals it off and
feed for the exhibits was once stored. An accident some
remains operational while the stasis chamber is active. A time ago caused the stacked feed to spill and it has been
color card slot is set into the left-hand side of the cham­ rotting here ever since. Only in the past few weeks have
ber and inserting a violet, yellow, or gray card shuts down the robots been sent to correct this accident.
the field and ends the stasis effect. The flail snail rouses
in 1 d4 rounds and then creeps out of the stasis chamber The robots take no notice of the party if they stay out of
the way and don't interfere with them sweeping the rot­
and begins searching for food.
ting feed into large piles adjacent to the lift. This decayed
Developments. The flail snail ignores the party unless matter will be sent down to the cargo hold on Level VI for
attacked, and instead moves to the west and eventually proper disposal (see area 1 7 on Level VI for more details
enters the garden area where it begins to feed. It becomes on this). Presenting violet or gray color cards to the ro­
a permanent resident of the artificial forest environment, bots and being able to issue understandable orders allows
leaving a broad trail of glassy residue in meandering the party to command them to alter their disposal work
paths as it eats its way across the garden. In time, the (cease cleaning up, deposit the rotted feed elsewhere, etc.),
central computer senses that the flail snail is an invasive but the robots will not perform tasks for the party or ac­
species and a threat to the environmental balance of the company them elsewhere. If the party attacks the worker
level. Worker robots are first sent to deal with the crea­ robots or prevents them from performing their task, they
ture, but in the end police robots are dispatched to de­ summon a police robot (see appendix B) to deal with the
stroy the ecological menace. This occurs 1 d4 days after intruders. It arrives 1 minute after being called.
the flail snail is released into the garden and it is possible Development. After 5 minutes of sweeping up a good­
that the party might become caught in the crossfire in a sized pile of decayed feed, one of the worker robots acti­
battle between the spaceship's robotic defenders and the vates the lift and it descends to Level VI. The two robots
strange mollusk. then sweep the piles of rotting food into the open shaft
If the party attacks the flail snail at any time, it fights in where it falls to area 1 7 on Level VI below. Any creature
its own defense. The flail snail's chromatic refl e ctive shell standing near the lift when this happens might acciden­
provides unexpected defense against laser weapons: any tally be swept over the edge by the efficient metal work-

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 N Gi il A L ADVEilTV� S RE i il CAR_Il ATED • EXP E D ITI 0 ll T0 TH E BARRI E R P EAKS


LEVE L VI AD D ITI 0 llAL a living garbage disposal system by the ship's computer.
The two aberrations occupy the 30-foot-wide, 1 5-foot­
E nc 0 u nTE R tall trash heap, buried in the pile.
Developments. A creature entering this chamber feels
AREA 1 7 - GARBAGE DISP OSAL an eerie sensation that manifests as them feeling a mix­
The air here is rank with decqy despite the high ceiling. Stacks ture of curiosity and hunger. They also undergo a strange
�f containers are piled along the walls ef the chamber. The .floor double vision, seeing themselves as if glimpsed from
is occupied l:J four large altar-like structures, each rising some 10 outside their bodies from the direction of the trash heap.
feet above the .floor and perched atop three sturcfy legs. The altars These are the thoughts and sights of the otyughs being
are 10 feet in diameter and bowl-shaped Four odd-looking bent telepathically transmitted by the creatures.
pylons loom over each ef the bowls and end in disks with spear-like
The otyughs are well-fed and will not emerge from their
protrusions in their centers. A pile ef organic garbage mixed with
trash heap so long as anyone in the area keeps their dis­
metallic debris is heaped in the southeastern section ef the room.
tance. If the trash heap is approached or searched, the
This was a cargo hold containing provisions, construc­ two creatures suddenly erupt from their wallow, with
tion supplies for colonization settlements, and stasis con­ tentacles flailing and making deep bellowing roars to in­
tainment units for animal life. The stasis units are empty, timidate those they see as poaching their dinner. If the
but this area isn't: two otyughs dwell here, released as

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)

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22

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

RED CARD DOOR

0 Ri Gi ilAL A-DVE ilTV � S RE i n CAR._Il ATE D • E?(:P E D ITI 0 n T 0 T H E BARRI E R P EA-KS


Developments. Mastering the control console allows tity production facilities capable of quickly designing and
the player characters to either shut down the active paci­ cloning living but disposable life-forms to aid the colo­
fier robot or to recall it. Only the central computer can nists. Raw DNA would be combined in the production
reprogram it to perform other duties beyond its current laboratory (area 7) then transferred to these areas to be
"patrol and pacify" protocols. Shutting down the pacifier grown in the canisters. Upon reaching maturity, a pro­
robot causes it to cease function wherever it is current­ cess that takes a week, the vats would be transported to
ly. Doing so confuses the android and biological entity the decanting chamber (area 4) for harvesting and basic
support units who remain in the presence of the robot programming, then equipped and set to their tasks. This
and wait for it to activate again. If the robot doesn't ac­ production chamber is currently vacant, awaiting its next
tivate after 48 hours, the androids return to the ship for batch of biological entity DNA if the computer deems
new orders while the biological entities disperse into the another wave of living servants necessary.
mountains without leadership. They may prove threats to
Each canister is set into its base but can be unlocked and
travelers, but without intelligent guidance will no longer
lifted free by the articulated robotic arms set into the ceil­
trouble settlements or raid the border keeps.
ing. These limbs run on tracks like a factory production
Instructing the robot to return summons it back to the line that allow the canister to be transported to area 4 for
ship, returning by the most direct route possible. It enters decanting.
the ship through the lower cargo bay door (area 1 6, Level
Development. Each of the 1 2 canisters here has AC 1 4,
VI) then takes the lift back to this level and returns to
25 hit points, and immunity to poison and psychic dam­
the empty recharge/storage bay in this room. It remains
age. Since the production chamber is currently not in use,
inactive until another programming hiccup in the central
destroying the vats is not registered by the ship's com­
computer occurs, an event that might happen months or
puter and the party could cripple its ability to make more
centuries from now depending on the DM's desires.
biological soldiers without being detected. D estroying all
Deactivating the pacifier robot or causing it to return to the vats earns the party 1 ,200 XP.
its bay for storage rewards the party with full experience
points as if they defeated it in battle. AREA 3 - BIOLOGICAL ENTITY
Nothing the characters do will activate the inert pacifier PROD UCTION CHAMBER #2
robot. It requires additional authorization from the cen­
Three rows ef large glass cylinders run down the length ef this
tral computer.
room, each large enough to contain an adult human. A total ef
12 cylinders are present, but more than ha(! are cracked and bro­
AREA 2 - BIOLOGICAL ENTITY ken. The intact canisters are filled with a mur!ry green liquzd and
PRODUC TION CHAMBER #1 have flesf?y growths resembling oversizedfetuses floating in the fluid.
Three rows ef large glass cylinders run down the length of this Each cylinder rests atop a 2 foot-high metalpedestal and is capped
room, each large enough to contain an adult human. A total ef 12 with a metal top. Spidery, articulated arms affixed to a network ef
cylinders are present and all are filled with a mur!ry green liquid. crossbars and tracks on the ceiling dangle above each container. The
Each rests atop a 2foot-high metalpedestal and is capped with a floor ef the room is slick with a sour-smelling, viscous green fluid.
metal top. Spidery, articulated arms affixed to a network ef cross­ This production chamber was damaged during the crash
bars and tracks on the ceiling dangle above each container. Aside but was accidentally activated by the computer's faulty
from the green liquid, the canisters are empty. programming. The result was that the cracked vats rup­
tured and the intact ones failed to bring their biological
Show Handout #62. The spaceship's designers realized
servants to maturity. Some of the DNA from the dam­
that planetary colonization was an unpredictable under­
aged vats survived in the nutrient-rich fluid and quickly
taking and, despite everyone's best efforts and projec­
grew into something else-a black pudding of murky
tions, the difficulties facing the mission could not be
green color.
entirely accounted for. While robotic assistance would
aid the colonization efforts, there could occur incidents The black pudding lies spread out across the floor on the
when other types of servants might prove useful. The indicated section of the map and is so thinly extended
ship was therefore equipped with several biological en- that it is only noticeable as something other than spilled

0 N Gi II AL ADVE II TV � S RE i II CAR_II ATE D • E�P E D ITI 0 II T0 THE BARRI E R P EAKS


vat fluid with a DC 1 2 Wisdom (Perception) check. If AREA 5 - NUTRIENT
not noticed, it surprises creatures approaching within 5
ADMINIS TRATION
feet of it, lashing out with its pseudopod.
Two dozen slab-like tables are positioned even!J about this stark
white chamber. Above each ef the tables is a gleaming metalpost
AREA 4 - DE CANTING ROOM
hanging 4 feet over the tabletop. Three skeletal, articulated metal
A dozen fan-shaped metal tables are arranged in r02vs about this
arms, each tipped with a sharp-looking barb, extendfrom the post.
room. Each table is set at a rough!J 40-degree angle with the broad­ A dark glass plate is set into the side ef the post at the bottom,
estpart ef it closest to the ground A raised hood encompasses the facing awqyfrom the table.
base ef the wide bottom and a number ef oi!J-looking ropes run
from the bottom ef the table into the floor. The ceiling is a maze Show Handout #64. Biological entities were designed to
ef tracks and skeletal metal arms. On one table, a hulking corpse be one-shot living robots used in unforgiving conditions
rots, producing a foul stench that overwhelms the otherwise sharp and replaced when damaged or destroyed. Their creators
odor ef the room. believed them to be tools rather than beings, and little
attention was spent on maintaining them. Upon being
Show Handout #63. Cloning vats from the production decanted, each biological entity was given an injection
chambers to the southwest were transported to this of high-calorie, super-nutritious chemicals designed to
room by the articulated arms on the ceiling tracks. Each sustain them throughout their anticipated short lifespan.
vat was positioned above one of the metal tables and its Those injections occur here.
bottom opened. The clone and the growth fluids inside
each vat would spill onto the table and the raised hoods The post above each table is a nutrient injector. Each of
at the bottom of each collection platform would both the injectors is of Moderate complexity (see appendix C) .
arrest the sliding newborn entity and collect the growth If their proper operation is deduced, the dark glass plate
fluid. The fluid was then pumped back into the storage (a computer display) comes alive and a menu appears on
tanks by the tubes (the oily ropes) set into each table its screen, presenting three options in Alien Common:
while the articulated arms returned the now-empty vat to "Baseline Injection,'' "Amplified Metabolism Injection,''
its originating production chamber. Worker robots would and "Hostile Environment Deployment Injection." A
complete the process of awakening each newly decanted sub-menu with the options "High Temperature," "Low
biological entity before sending them to area 5 for nutri­ Temperature,'' "Caustic,'' "Extreme Static,'' and "High
ent injections. Decibel" appears if the hostile environment option is se­
lected. Only a single option can be chosen at a time.
The corpse on the table is a failed type two biological
entity that perished in the decanting process due to com­ Once a menu item is chosen, a "Deploy Injection?" op­
plications in the cloning process. It has yet to be removed tion appears which, when touched, activates the injector
by worker robots and is in an advanced state of decay. and delivers the selected injection to whomever is lying
The corpse is infested with a swarm of rot grubs (see on the table underneath it. If no living creature is present
appendix B) and anyone touching the body is attacked by on the injection bed, an error message appears and the
the flesh-eating creatures. menu cycles back to the first three options.

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 R,j Gi ITAL ADVEilTVRJ:S RE i IT CA R._Il ATED • EgPE D ITI 0 Il T0 TH E BARRI E R P EAKS


AREA 7 - DNA PRODUCTION 55 (1 0d1 0) necrotic damage on a failed save, and half
as much damage on a successful one. If a creature is re­
LABORATORY
duced to 0 hit points from this damage, it is killed. Cast­
High benches covered with cun·ous glassware, transparent pieces ing lesser restoration or purifyfood and drink on the petri dish
ef horn, and altars bearing small tiles and protrusions ft!! this before opening it kills the virus and negates its deadly
chamber. Skeletal articulated metal arms hangfrom the ceiling on properties.
a network ef tracks. A glassfaced box rests atop a bench at one
end ef the room, its inten.or glowing with blue light. Through the
ARE A S - BROKEN DOORS
transparentfront ef the container, two small round disks contain­
ing some substance is visible. A metal duck-billed creature stands The walls, ceiling, and floor at this area are black with soot and
near a bench, performing an unknown task. damaged l:y some explosivefarce. The shredded remains ef a metal
creature, its ry!indn.ca! bocfy peeled open like an exotic fruit, lies
Show Handout #65. DNA from the storage bank (area slumped l:y a door in the north wall. The damage has bent back
9) was reconstituted and combined in this laboratory be­ part ef the door and white light spillsfrom the gap. A second door
fore being injected into the tanks in areas 2 and 3 for to the east stands open entire!J, leading to a darkened room bryond.
gestation. A specialized worker robot (see appendix B) is
currently mixing up the next batch of type one biological The metal creature is a destroyed police robot that suf­
entity DNA for another run of the artificially gestated fered a catastrophic failure of its internal grenade arse­
servants. If shown a yellow or higher color card, the nal. The explosion destroyed it, damaged the corridor,
worker robot ignores the party, otherwise it summons a and bent open the door leading to area 9. The shock also
police robot (see appendix B) to deal with the intruders. disabled the lock on the door to area 27 and it is perma­
The police robot arrives in 1 minute. The worker robot nently ajar. Nothing is salvageable from the robot and
cannot be commanded by the party regardless of what even touching it causes the highly damaged machine to
color card they possess. If the party causes damage, the collapse completely into scrap.
worker robot summons a police robot even if they've
displayed an appropriate color card. AREA 9 - DNA STORAGE BANK
The glowing box is a specialized stasis unit containing This area is /iJ!ed with rectangular glass containers arranged in
two experimental life-forms. One is very useful, but the rows down the length ef the room. Each is litfrom within, making
second is lethal. The first appears to be a lump of dark the white walls ef the chambergleam with sterile bnghtness. Inside
blue clay-like matter contained in a covered plastic petri each ef the 10 containers are hundreds ef tiny transparent slats
dish. The second is a vibrant red slime mold in a similar the size ef a tinder box. Each contains a coin-sized drop efyellow
container. fluid. From somewhere deeper in the room, the sound ef breaking
glass is heard.
The clay-like matter eats ferrous metal like a rust monster
(q.v.) eating up to 1 cubic foot of ferrous material in a DNA from countless animal species, both those native to
single meal. Each time the matter eats this type of metal, the colonists' home world and gathered on alien planets
it produces gold as waste. It expels a mass of pure gold along the ship's route, are stored in the glass containers.
worth 1 d6 X 1 00 gp after every meal. After 1 O meals, These refrigerated units measure 8 feet tall by 6 feet deep
the viscous creature goes into hibernation that lasts for by 3 feet wide and contain 1 ,000 crystalline slides hold­
1 d6 months. During this time, it displays no signs of life ing the DNA in a liquid medium. Tiny alien characters
and appears to have died. Once the hibernation period classify each slide's DNA and an input keypad set in the
elapses, it rouses and seeks its next meal. The creature side of the containers activates a small robotic arm that
eats only once a day and ignores any offered metal until withdraws a desired slide. The chosen slide is deposited
24 hours have passed once it has been fed. It has AC 5 in a dispensing drawer for collection.
and 2 hit points and should be treated as an object rather The sound of breaking glass comes from four type two
than a monster for game purposes. biological entities (see appendix B) that have gotten
The slime mold is actually a deadly virus. If its petri dish into the DNA bank through the damaged doorway and
is opened, all breathing creatures within 20 feet of it are currently smashing refrigeration banks for the pleas­
must make a DC 1 8 Constitution saving throw, taking ing sound of shattering glass.

0 N Gi TI A L A.DVE TITV � S RE i TI CAR__Il A TE D • E�P E D ITI 0 Il T0 TH E BARRI E R PEA.KS


The type two biological entities are dim-witted even for be replaced if the party is having too easy a time. Obvi­
their species and the presence of the PCs is likely to baf­ ously, if the party defeats more than 1 67 androids, re­
fle them. If the characters address the creatures, each placements no longer occur.
must succeed on a DC 1 2 Wisdom saving throw or be
perplexed by the party This period of indecision lasts for AREA 11 - ANDROID
2 rounds, after which they decide to smash the PCs to see
if they, too, make interesting noises. Attacks against the PRO GRAMMING CENTER
type two biological entities while they are pondering how A low raised dais sits in the center of this room and has eight
to deal with the party have advantage and the creatures chairs arranged in a circle atop it. A hemispherical dome is set into
are at disadvantage on any saving throws. The biological the cetling directb; above the chairs and thin cords danglefrom its
entities are no longer perplexed the round after they are gleaming golden suiface to the chairs below it. A large dark glass
attacked. plate is set into the side of the dome facing the room s entrance.
Eight beautiful humans, an equal mixture qf males andfemales,
One of the type two biological entities has a monoblade
sit in the chairs with a number of cords attached to their brows.
fire axe (see appendix C) . It uses the following attack
The perimeter of the room is ft/led 2vith boxy devices the height of
when wielding that weapon which it can use as part of its
a human, each covered with blinking lights and whirling wheels
Multiattack action:
behind glass.
Mono blade Fire Axe: Melee Weapon A ttack: + 7 to hit,
Show Handout #66. Eight androids (see appendix B)
reach 5 ft., one target. Hit: 1 1 ( l d1 2 + 5) slashing dam­ are present in the room, but each is currently incapaci­
age plus 2 ( 1 d4) necrotic damage. tated by the programming process. Whenever an android
needs new instruction, the ship's computer summons it
AREA 1 0 - ANDROID BLANKS here where it sits down in one of the programming chairs
STORAGE and interfaces with the central computer via the termi­
nal cords. Its internal programming is then updated, a
T1vo tiers of rectangular niches resembling open coffins set side­
process that takes anywhere from a minute to an hour,
by-side are on either side of this room. Each of the coffin-sized
depending on the updates or changes being downloaded.
compartments contains a human body dressed in aplain white shift.
These beautiful men and women lie motionless, their ryes closed, The boxy devices are computer data stores and opera­
exhibiting no signs of life. A walkway reached by apair of ramps tion terminals. They are far beyond the skills of even the
ispresent on either side of the chamber, separating each of the tiers. smartest character to master and attempting to operate
A rylindrical metal creature with serpentine tentacles and a flat them randomly can have undesirable results (see Devel­
round head moves down the length of the chamber. opments) .
This area is a storage hold for yet-to-be activated an­ The androids present are being reprogrammed to either
droids. Each android is inert and lacks any programming. assist the pacifier robot if it is still active or to replace
They are effectively living corpses until the ship's com­ damaged units on Level I (probably destroyed by the
puter deems it necessary to activate them. There are a to­ PCs' own actions) . They each complete programming
tal of 200 "coffins" or android bays present, divided into and become active 1 minute after the party enters this
four tiers of 50 each. Of the bays, 1 67 of them contain room. Before that time, they are incapacitated and may
inert androids, while the rest are empty. be dispatched with ease by the player characters. Once
their reprogramming is completed, they become active
A police robot (see appendix B) is permanently assigned
and fight in their own defense.
to this chamber to protect the blank androids. The unit
is programmed to provide one warning and if not com­ Developments. If the characters fiddle with the com­
plied with in 2 rounds or shown a gray color card, to at­ puter terminals, roll 1 d6. On a result of 4 or better, the
tack intruders with lethal force. blinking lights change their patterns and the whirling
wheels (data tape spindles) spin faster or in another di­
Development. If the party defeats an android within the
rection, but no other effect occurs. On a roll of 3 or
spaceship and later retreats from the vessel, the ship's
less, roll 1 d4 on the table below. Make a 1 d6 roll for each
computer replaces the destroyed artificial humanoid with
creature experimenting with the terminal, repeating the
one from these 1 67 spares. At the DM's discretion, an­
roll each round they persist in playing with the computer.
droids assisting the pacifier robot on its duties might also

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.

AREA 12 - C OL ONIZATION SUPPLY


STORAGE
Large crates made from a smooth, horn-like maten"alfill this cav­
ernous space. Each of the 20foot-long, 1 OjOot-high, 1 OjOot-wide
containers is bright orange and covered with an arrqy of alien char­
acters in black ink.
There are 40 containers in this cargo hold, each of which
contains raw materials (metal sheeting, plastic slabs, in­
sulation, wire fencing, support struts, etc.) to create a

0 Ri G i IT A L A.DVEITTV R]: S RE i IT CAR_Il ATE D • E�P E D ITI 0 Il T0 THE BARRI E R PEA.KS


base camp for up to 1 00 people. It was intended for the blocking the doorway. The room's sensors were damaged
containers to be transported to the planet's surface upon in the crash and the computer is unaware of the state of
arrival and then assembled by the ship's worker robots, this hold. As such, no repair robots have ever been dis­
providing the colonists with housing at the start of the patched to fix the damage.
colonization process. Each crate is sealed and requires a
Climbing over the barricade of twisted, broken storage
violet card to open.
containers (which once held construction materials now
Four fully grown phase spiders live in the hold, their rusted, rotted, and bent beyond use), is a trivial matter,
webs strung between the containers near the center of but unless attempted stealthily, it is a noisy process. This
the room. As such, the webbing won't be noticed until alerts the mutant umber hulk in area 1 SA of intruders
the party begins to explore the area in earnest and walk and it cannot be surprised.
among the containers. At that time, the phase spiders at­
tack, trying to keep their prey boxed in by the crates. AREA 15 - WRE C KED CARGO HOLD
Treasure. In the webbing are the remains of a type one The contents of this large, high-ceiling chamber are strewn about
biological entity. Aside from its battleaxe, the creature the floor of the space. High piles of steel crates and barrel-shaped
has an inactive hologram emitter (see appendix C) that containers of horn-like material lie smashed and broken in tower­
it thought pretty. Additionally, one of the crates con­ ing heaps as if thrown about f:y an angry giant. Bent metal bars,
tains six all-weather shelters (see appendix C) with fully torn fabric, broken devices of incomprehensible purpose, and other
charged power discs. debris lie everywhere. A portion of the wall to the northeast is
buckled and twisted, showing damage from a tremendous impact.
AREA 13 - RAD IATION AREAS The lighting here is intermittent, plunging into darknessfor brief
moments before blazing back to dqylight conditions.
A green glow seems to pulse from the contents of this room as if
everything in it was under some eerie magical effect. Once a well-organized cargo hold, the crash caused
great damage to this area, snapping support beams and
Each of these rooms is radiation-filled and contains con­
taminants which are hazardous to living creatures. Any breaking gravitational restraining fields and upending the
hold's contents. It is now a junkyard filled with useless
creature capable of being poisoned who enters these ar­
eas may be subject to radiation sickness. These creatures broken supplies and a terrible mutated threat.
must succeed on a DC 1 0 Constitution saving throw or A mutant two-headed umber hulk (see appendix B)
become poisoned after (1d4 + 1) x 1 0 minutes. After has claimed this hold as its lair after succumbing to the
1 hour, the creature loses 1 point of Strength and los­ effects of the radiation in the nearby secondary hold. It
es another point for each subsequent hour they retain is normally found in its den (area 1 SA), but if intrud­
the poisoned condition. If a creature is reduced to 0 ers made noise climbing the barricade at area 1 4, it slips
Strength, they are dead. Anti-radiation serum removes out and waits to ambush them among the debris. Show
the poisoned condition and lost Strength is regained with Handout #67.
a long rest.
Development. The lighting here shuts down at random
intervals, filling the area with darkness. At the start of
AREA 14 - CARGO HOLD ENTRANCE each combat round, the DM rolls 1 d6, and on a 6 the
A massive door once barred entry to the area bryond, but the steel lights go out. At the start of each new round after dark­
valve is now bulging and buckled Broken storage containers lie ness falls, another 1 d6 is rolled. On a result of S + the
smashed to .flinders around and inside the broken door, forming a lights remain off and darkness remains; otherwise the
1 Ofoot-high bam·cade of twisted metal. A large gap at the top of room becomes brightly lit again.
the pile leads into whatever lies bryond the door. Flickering light is
Note that unless the party has a light source, any creature
visible through the opening.
without darkvision will be unable to see the umber hulk
When the spaceship crashed, this part of the vessel took and is immune to both its Confusing Gaze and Scintillat­
the brunt of the impact and the contents of this cargo ing Gaze traits while the darkness persists. Sometimes it's
hold were sent flying. A large pile of storage containers good to be human . . .
smashed into this door, breaking it outward and partially

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) .

AREA 1 6 - RANSACKED STORAGE


ROOM
The western door to this small room is broken open, its surface
scarred f?y large gouges and scrapes. Inside are many bare shelves,
but a few hold sealed paper-like cases. The floor of the room is
ankle-deep in empty metal cans, silverfoil, and crumpledpaper.
This room contained emergency supplies, mostly ship's
rations. The mutated umber hulk has been using it as its
personal larder for some time. The garbage on the floor
is all from empty ship's rations packets.
The shelves are mostly bare, but 20 cases of ship's rations
(see appendix C) remain. Each case contains 21 meals.
Treasure. Buried underneath the layer of trash on the
floor and noticeable with a DC 1 2 Wisdom (Perception)
check is a wound healing canister (see appendix C) .

0 Ri Giirn.L AD V E II TV RJ; S RE i II C A R._II ATE D • E�PE D ITI 0 n T0 THE BARRI E R PEAKS


AREA 1 7A - VAMPOID NEST of appeasement. That madman slew his fellows, collect­
Six curious leathery pods hangfrom the ceiling near the center ef ing the repositories of their accumulated knowledge and
the room. Each is dark brown in color and resembles a teardrop wisdom-i.e., their heads-as offerings to his dreadful
caught in midair. A single spind/y support 1ises from the bulb to new god (see area 1 9) . Their bodies remained here undis­
clutch a pipe or strut overhead. They swqy slight/y as if moved try a covered since the chaotic days of the outbreak.
light breeze. A light lqyer ef frost is visible on thefloor and ceiling, A DC 1 5 Intelligence (Medicine) check made in conjunc­
but the pods are untouched try the cold. tion with examining the bodies reveals they each died
These are six vampoids (see appendix B) , weird stellar from a savage attack with a large bladed weapon and that
vampiric creatures that coast through the verges of space. the heads were likely taken post-mortem.
Whether they came aboard the ship through the actions The narrow doors are personal lockers which contain a
of the crew or invaded it looking for prey will never be variety of personal clothing and possessions in poor con­
known, but the vessel's crash has brought them down dition.
out of the stars. The vampoids are currently dozing, their
Treasure. Three yellow cards are found in the lockers,
leathery wings wrapped around their bodies curled in a
along with four pieces of jewelry worth 1 d6 X 1 00 gp
fetal position, a single leg clinging to the ceiling.
each. A locked, hard plastic case (opens with a yellow
If any of the PCs are currently injured, the vampoids card) contains a sample-collection pistol with four darts
smell their blood even in their dozing state and imme­ (see appendix C).
diately awaken, hungry and alert. An uninjured creature
can approach the "pods" without disturbing them or AREA 19 - MADMAN ' S SHRINE
otherwise avoid detection with a successful DC 9 Dex­
DM Note: I f the PCs meddled with the central com­
terity (Stealth) check.
puter console on Level I and caused a fire, the cylinder
Development. The vampoids are intelligent and have described below may be empty. See Developments for
become aware of the spaceship's current circumstances. more information.
If they suffer great losses, the survivors will flee this lev­
This room is dominated try a 1 Ofoot-tal� 4foot-wide rylinderfilled
el and possibly escape to the outside world through the
with turquoise liquid. Suspended within the liquid is a terrible
cargo bay exit on Level VI (area 1 6), forsaking the ship
monstrosity, a humanoid thing covered in sharp/y angled plates,
for new hunting grounds. Rumors of strange vampire at­
swept-back spzkes, andjutting teeth from an underslungjaw. Larg­
tacks soon begin to spread throughout the land . . .
er than a man, the creature possesses six limbs: two insectile legs
Treasure. Each vampoid carries a violet card and one andfour arms, two ef which protrude from the creature's upper
also possesses a yellow card. They own a collection of back and end with blade-like talons. A pair ef barbed tails are
trinkets, among which are a gold ring (500 gp), six 1 ,000 coiled about the unmoving creature. Set before the rylinder are three
gp gems, a silver and diamond bracelet (2,500 gp), and a skulls surrounded try bowls ef some congealedyellow substance.
blaster pistol with a drained power disc (see appendix C) .
The creature in the tube is a death-drinker (see appen­
dix B) , the apex predator from a world filled with vicious,
AREA 1 8 - GENETI C I S T S ' Q UARTERS deadly beasts. It is currently in suspended animation, its
Four beds, their covers stained dark, are positioned about this stasis cylinder brought here by the madman who wor­
room. Narrow doors are set into the walls between the beds, and a shipped and feared it during the days of the plague. For
transparent table surrounded tryfour ladle-shaped chairs rests near the moment, it is harmless. Show Handout #68.
the entrance. Three skeletons lie on thefloor,yet no skulls are visible
The three skulls are those from the unfortunate scien­
among the rag-dressed bones.
tists in area 1 8. A search of the room discovers another
Four of the spaceship's scientists charged with maintain­ skeleton here, this one with its skull, and a large piece
ing the DNA banks and harvesting new samples resided of sharpened metal, like a crude sword, lying beside it.
here close to their laboratory. When the plague struck, There is a rough resemblance between the sword and the
one of their number developed an unsettling fascina­ angled, sharpened plates and spikes covering the death­
tion with a specimen the scientists collected on an alien drinker as if the weapon's creator, although unskilled,
world and began to revere it as a malignant deity in need was intentionally attempting to mimic the creature's nat-

0 N Gi ITAL ADVEilTV R}: S RE i IT CAR._Il ATED • EXP E D IT I 0 ll T0 THE BARRI E R P EAKS


ural weaponry. The blade is an improvised weapon that If the party hasn't caused a minor fire when meddling
does damage as a longsword. with the computer console, the death-drinker is still in
stasis and remains harmless to the party and other in­
The bowls contain congealed fat and appear to be can­
habitants of the spaceship. The stasis tube has AC 1 5, 20
dles of crude manufacture. They emit dim illumination
hit points, and immunity to poison and psychic damage.
up to 1 5 feet and smoke terribly if lit.
Destroying the cylinder causes the suspension liquid to
Developments. If the party experimented with the spill out and free the creature. Damaging the stasis tube
computer console on Level I (area 28) and achieved a or meddling with the computer are the only two possible
result of 1 (Minor fire) on the table, their meddling trig­ ways to free the death-drinker.
gered the awakening of the death-drinker. This process
If this occurs, the death-drinker immediately comes out
takes 48 hours. After this time, the death-drinker emerges
of stasis, but suffers disadvantage on all attack rolls, sav­
from its long sleep and sets out to both feed and learn of
ing throws, and ability checks during the first 2 rounds
its surroundings. The death-drinker is a cautious preda­
after being freed. After this time, it acts normally and
tor, using its stealth to take prey unaware. It is cunning
is both hungry and angry. The PCs are likely to feel the
enough to realize when it is outmatched and will escape
brunt of its anger unless they put up a good fight and
if clearly in danger of losing.
reduce the death-drinker to half its hit points or less. In
If the death-drinker is free from stasis when the party this event, the death-drinker flees battle and looks for a
arrives on this level, it becomes aware of their presence place to lick its wounds and discover where it is. In time,
30 minutes after they arrive. It then begins to stalk the it recovers and, if the party remains on this level, begins
group, using its Chameleon Camouflage to hide. The to hunt them as described above.
death-drinker will attack weak or separated groups be­
Treasure. The skeleton has a violet color card and a bad­
fore large ones, but if no opportunity arises after an hour
ly shaped lump of gold that bears a crude resemblance to
of stalking its prey, it will attack a group, preferably when
the death-drinker on a cord around its neck. The amulet
they're at less than full strength (during a short rest, im­
is worth 200 gp.
mediately after they've defeated another monster and are
injured, etc.) .

0 N G i IT A L A.DVE ITTV R}: S RE i IT CA R_IlATE D • EXPE D ITI 0 Il T0 THE BARRI E R PEA.KS


AREA 20 - GIBBERING MADNE SS AREA 2 1 - KITCHEN
D M Note: A successful DC 1 6 Wisdom (Perception) Bare countertops with a number of large trenchers made from a
check outside the door to this room detects the sound of curious horn-like material arepresent in this room. Along one wall
a faint, incomprehensible conversation, like many peo­ is a bench with eight metal boxes resting atop it. Each box has a
ple discussing something at once. This is the gibbering dark colored glass door in itsfront and a number of small square
mouthers within, sensing the PCs' presence and begin­ metalplates set beside it. A short black cylinder is visible atop each
ning to jabber with excitement. box as well. Along another wall is a fine metal mesh with a rivet
This room contains a filthy bed and a high bench covered in incom­ below it. Next to this is a long narrow door. Near the entrance is
prehensible glass and metal tools, all scattered in disarrqy. A trio a dark glassplate with four rivets below it.
of narrow doors are set side-l:J-side in the south wall. In the center Everything which was possibly useful and not bolted
of the room is a horrific sight: two masses of churning amorphous down has been removed from this area. However, there
flesh, theirpale red bodies covered with countless ryes andjabbering are still computer operated food dispensers as indicated
mouthsfrom which a cacophot!J of vileness spills. in the kitchen. The objects described above are-for the
This room was formerly the quarters of one of the ship's DM's benefit-food dispensers (the metal boxes atop
xenobiologists who collected samples from a distant the bench) with selector buttons (the small square metal
world. These samples were kept in stasis in his room. plates), and a temperature control knob (the black cylin­
The recent earthquake that exposed the ship caused the der); a communications system call box (the metal mesh
small stasis cages to fall from the workbench and shatter, with rivet, the call box's operating button); and the daily
releasing some of the samples. The escaped life-forms menus screen (the glass plate with four buttons), which
began devouring one another and now only two remain: no longer works. The narrow door opens to a small com­
a pair of gibbering mouthers. Hungry and anxious to partment containing a number of shelves and is a refrig­
escape, they attack anything they see. eration unit. The large trenchers are plastic trays.
The bench was once the xenobiologist's spare laboratory Some of the food dispensers still function and are oper­
and it contains the ruins of sample dishes, isolation beak­ ated by punching the appropriate selector buttons and
ers, probes, gauges, and other scientific devices. twisting the temperature control knob to the desired
The three narrow doors are storage lockers that contain heat/ cold setting. If food is dispensed, it will be served
personal belongings and clothing, now tattered with age. in a compartmented tray of a horn-like material (plastic) .
Development. Once the door to this room opens, the Only 1 d6 + 1 dispensers in this kitchen function, but
color card lock sparks and a puff of stinking smoke spills there is a 50% chance the dispenser produces poisonous
from the card slot. The door cannot be closed until re­ food. Anyone consuming poisonous food must succeed
paired by a worker robot (see appendix B), which arrives in a DC 1 5 Constitution saving throw or become poi­
here in 1 d3 x 1 0 minutes. soned. The creature remains poisoned until the condi­
If the gibbering mouthers are not defeated here (the par­ tion is removed or they take a long rest. Non-poisonous
ty fl e es, for example), they now have free range about the food provides nourishment as normal and the DM is
level and quickly begin devouring any organic life they encouraged to use her imagination in describing what
encounter. Each hour they are free, each's hit point total random meal the dispenser produces and how it tastes
increases by 1 0 until it reaches their maximum possible to the eater.
hit point of 99 after three and a half hours. At that point,
the gibbering mouthers are CR 3 (700 XP) creatures. AREA 22 - DINING ROOM
Treasure. There is a yellow card underneath the bed. One This chamber was c!earfy once a feast hall of some kind, able to
of the lockers contains a silver garment that covers the meet the dining need1 of a dozen or more eaters. The furnishings
wearer's entire body. The material of the suit repels toxic are now disp laced, overturned, and in shambles. Eating utensils
chemicals and dangerous bacteria, granting the wearer ad­ and large trenchers lie scattered on the floor. White bones can be
vantage on all saving throws to resist poison damage and glimpsed among the mess. A gleaming suit of armor made from
effects. However, the suit is susceptible to tears and punc­ smooth plates and a ribbed leather-like material lies atop one of
tures and if the wearer takes 1 0 points or more of piercing the tables.
or slashing damage, the suit no longer provides any benefit.

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

0 N Gi ITA L ADVE il'fV � S RE i IT C A R_IlA'fED • E�P E D ITl 0 ll T0 THE BARRI E R PEAKS


machinery. This area is considered difficult terrain and room to protect them from sabotage.
any creature attempting to move through this area or The police robots have gone a little mad with age and
ending its turns in it must succeed on a DC 1 5 Dexterity
believe the worker robots are their children and must
(Acrobatics) or Strength (Athletics) check to avoid being
be protected. Anyone entering the room is considered a
restrained.
threat to their "babies" and the police robots use lethal
Treasure. Atop one of the walkways is a pile of scrap force to protect them. No color card will command them
metal. Buried in the heap are three spools of gold wire and one police unit is 7 5% likely to pursue intruders if
worth 1 ,000 gp each and two spools of platinum wire they retreat from the room. The other remains to defend
worth 5,000 gp each. their brood.
The worker robots cannot be activated by any means oth­
AREA 28 - ROBOT STORAGE er than the central computer, and it is not programmed to
Thirty or more metallic creatures with cylindrical bodies, long ser­ do so unless sizable losses of active robots occur. I f the
pentine tentacles, and skin"!J arms ending in pinchers line the walls party destroys 1 0 or more worker robots, an equal num­
of this room, each wrapped in a translucent materiaL A pair of ber from this area are brought online to replace them.
different metal creatures, these with thinner bodies and lacking
Treasure. A security locker similar to that found in Po­
pincher arms, move silentfy down in the center of the chamber in lice HQ (see area 25, Level I) is located here. It contains
opposite directions.
1 2 sleep gas, four poison gas, four incendiary, and four
Show Handout #69. Forty inactivated worker robots fragmentation grenades (see appendix C) . Each of the
(see appendix B) are stored here to serve as replacements worker robots contains 1 d 1 0 gem bearings worth 1 00 gp
and to aid in colony building at the end of the vessel's each, but stripping them requires 1 hour of work per
journey. Two police robots (see appendix B) patrol the robot.

0 N Gi il.A. L ADVEilTVRJ;: S RE i II CA R_II ATED • E�PE D ITI 0 ll T0 THE BARRI E R PEAKS


APPENDIX A

Against the Venomous Warlord!

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-

e zj G i il .A L ADVE ilTV RJ; S RE i il C.A R..._Il.ATED • EX:PE D I TI 0 n T0 THE BARRI E R P EAKS


AREA 2 - PEND UL UM BLADE S Development. A few moments after the door to this
A chamber with a 20foot-high ceiling and little adornment waits room opens, the rattling of bones is heard overhead and
at the end of a short corridor. A raised dais is visible at the far six skeletons fall from the holes in the ceiling, splash­
end of the chamber, an ironbound chest surrounded in a nimbus ing down into the room (they suffer no damage) . Each
of blue light resting atop it. Between the door and the dais, a half of the skeletons has a red gemstone set into its bony
dozen pendulums swing back andforth across the room, each tipped forehead. They attack all present with shortswords and
with a vicious blade capable of cutting a person in ha(!! shortbows.

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 .

Treasure. The unlocked chest contains a mound of


AREA 4 - THE ACCURSED CHAPEL
1 ,000 gp. Atop the pile is the front half of a glowing
green key. This half-key measures 6 inches in length and An altar adorned with bones and splattered with blood stands atop a
is surrounded by an emerald aura. When fitted with the dais near the center of the room. Brazjers surrounding it burn with
other half of the key (see area 3), the two parts become lambent green fire, throwing eene shadows about the chamber. A bal­
whole and it can be used to unlock the north door in co'!Y runs along theperimeter ef the room, supported f:y stout columns
area 1 . carved with blasphemous imagery. A tremendous brazen gong, tinged
green with verdigris, stands behind the altar.
AREA 3 - RAINING SKELETONS The balcony is 1 5 feet overhead. It is decorative, bears no
A sheen of water covers the floor of this chamber. Nine 5foot­ exits or other items of note, and climbing up to it requires a
squarepedestals spaced evenfy apart rise 2 inches above the surface DC 1 0 Strength (Athletics) _check.
of the water. Afew stray bones are visible atop the lowpedestals or Striking the gong produces a loud crash and the altar de­
protrudingfrom the water. A sarcophagus rests upnght against the scends through the floor, providing access to the Venomous
far wall of the room. Six holes, each 5feet on a side, are vzsible in Warlord's throne room (area 5) below.
the ceiling overhead.
Development. After all the PCs enter this area, a giggling,
The water is only 6 inches deep. A closer inspection of howling sound erupts through the room and two void spir­
the sarcophagus reveals six small faceted depressions set its (stats as wights but with a fly speed of 60 feet [hover]
into its lid, each resembling a cut gemstone. The coffin and no longbow attack) appear on the balcony. These crea­
is locked and cannot be opened except with the proper tures look like shadows filled with myriad ice-cold glittering
gemstone keys. fragments resembling a star field. They attack the most for­
midable-looking melee fighters among the party first, then
move on to weaker-appearing characters.

0 Rj Gi il A L ADVE ilTV RJ; S RE i il CARJI ATE D • EXPE D IT l 0 Il T0 THE BARRI E R PEAKS


If the gong is struck, the altar descends at a rate of 5 feet This area contains the Venomous Warlord (see appen­
per round, reaching the bottom of the 1 0-foot-square dix B), the boss fight of the game. The prostrate figure
shaft after 4 rounds. Striking the gong and activating the is the royal heir, Morgan (choose or randomly determine
altar has no effect on the void spirits who continue to at­ the heir's gender), the freeing of whom is the party's goal.
tack until destroyed. The spirits will pursue the party to
If the Venomous Warlord notices the party, which it au­
area 5 if not dealt with before entering that area.
tomatically does unless they're being stealthy, it turns to
Treasure. A pair of golden candlesticks, blood-splat­ face them and unleashes a classic villainous monologue:
tered though they might be, rest atop the altar. They are
"Fools! You think you can defeat the poisonous mqjesry of the
worth 500 gp each.
Venomous Warlord and rescue the rqyal heir? Better heroes than
you have tried and their bones are now my plqythings! On!J death
AREA S - THRONE RO OM awaits the luc� who choose to face me. The unfortunate will lan­
Eerie purple-green flames burn in cressets set along the walls of guish for centuries in my Toxic Dungeon, every dqy an eterniry
this high-ceilinged chamber. Five 15foot-high daises are situated of torment! Go now, and tell the King of Paradise to prepare his
around the room, winding staircases of stone running up to their worldfor my usurpation!"
tops. A throne of blackened iron rests atop the farthest dais. A
This is a cut scene and the PCs cannot interrupt regard­
cringing figure in ragged finery lies huddled at the base of the
less of how much they want to skip it. Once the mono­
throne. An imposing figure dressed in green chain mail and wear­
logue ends, the Venomous Warlord draws its blade and
ing a helmet that resembles the head of a terrible serpent looms over
the battle commences. Jaunty fight music fills the air
the prone victim. The helmedfigure laughs mockingly, throwing its
from an unseen source.
head back in malignant glee.

0 R,j Gi IT AL ADVE ITTV RJO S RE i IT CAR_IlATED • EXP E D ITI 0 Il T0 T H E BARRI E R P EAKS


The Venomous Warlord uses its Spawn Servants action not yet freed, the manacles open and the heir rises, his
to summon reinforcements and its Pixelated Step trait to or her dignity restored. Morgan thanks the players and is
teleport from dais to dais, trying to keep the party out of about to reward them when suddenly the entire chamber
reach for as long as possible. It attacks with its Poison fragments as the VR program glitches. The party finds
Blast action at range whenever it can, taunting the PCs themselves standing in a vast blue, featureless field with
when it can't. The spawned servants are summoned poi­ only wire-frame geometric patterns hanging overhead
son imps which have the stats of goblins, but resemble and streams of alien characters scrolling past. Sound
diminutive versions of the Venomous Warlord. stutters and old conversations the characters or the vir­
tual enemies had are repeated.
The high daises can be climbed by either rushing up the
steps or with a DC 1 5 Strength (Athletics) check. Each character experiencing this strange environment
can make a DC 20 Intelligence (Investigation) check.
Morgan is chained to the throne by a green manacle that
This roll is made by the "real" character, not their VR
drips venom. Anyone attempting to pick the lock, which
avatar. If the roll succeeds, the character gains some deep
requires a DC 1 5 Dexterity check using thieves' tools,
insight into the alien world of computer programming.
must also succeed on a DC 1 1 Constitution saving throw
While this does not allow them to actually write code
or take 4 (1 d8) poison damage from the toxin. The chain
or fully understand the proper functioning of computer
itself has AC 1 9, 1 0 hit points, and immunity to poi­
systems, it gives them some unconscious comprehension
son and psychic damage. The manacles can be broken
of such matters.
physically with a DC 20 Strength check, but the creature
breaking them must make a Constitution saving throw as This comprehension manifests in two ways. First, the
above or suffer poison damage. character has advantage on all Intelligence checks made
to operate the pacifier robot computer in area 1 of Level
• •
VII. Secondly, when the character is experimenting with
the computer central terminal in area 28 of Level I, the
TPK? + DM should roll on the table twice and take the best re­
sult. In this case, best means the result less harmful to the
If all the video game characters die in the final battle, party or most advantageous to their explorations of the
their controlling players experience a cut scene show­ spaceship. Alternately, the DM can tell the player the two
ing the Venomous Warlord laughing over their pros­ results and have them pick the one they desire.
trate bodies followed by a scene of a peaceful world
After the glitch screen runs for a few moments, the game
drifting in space that suddenly falls under attack by
ends and the party comes back to their normal senses
a number of massive space battleships. As fires and
inside the VR pods. The game, however, is permanently
destruction lay waste to the world, the screen goes
frozen and cannot be replayed.
black and mournful music plays. "Game Over" ap­
pears written on the black field in glowing green alien
characters.
If the players wish, they can replay the adventure be­
ginning in area 1 . However, no experience points are
awarded for creatures they've already defeated.
• •

Developments. Any time a virtual creature is reduced


to 0 hit points, the creature slaying them is healed 1 d4
hit points as a glowing heart rises from the corpse and is
absorbed by the victor.
Freeing Morgan or defeating the Venomous Warlord
ends the battle. The Venomous Warlord collapses in a
heap accompanied by triumphant music. If Morgan is

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

Multiattack: The android makes two unarmed strikes


or two wrestling hold attacks.
Unarmed Strike: Melee Weapon A ttack: +7 to hit,
reach 5 ft. , one target. Hit: 9 ( l d l O + 4) bludgeon­
ing damage. If the target is a creature, the android can

0 N Gi ITAL ADVEilTV � S RE i IT CAR.Il ATED • EXP E D IT l 0 ll T0 THE BARRI E R P EAKS


DEATH-DRINKER ture can repeat the saving throw at the end of each of
Large monstrosity, chaotic evil its turns, ending the effect on itself on a success. If the
creature 's saving throw is successful or the effect ends
AC : 20 (natural armor)
for it, the creature is immune to the death-drinker 's
Hit Points : 1 2 7 ( 1 5d l 0 + 45)
Frightful Presence for the next 24 hours.
Speed: 40 ft. , climb 20 ft.
Tail: Melee Weapon A ttack: +9 to hit, reach 1 0 ft. , one
STR DEX CON INT WIS CHA target. Hit: 9 ( l d8 + 5) slashing damage, and the tar­
20 (+5) 1 6 (+3) 1 6 (+3) 9 (- 1 ) 1 4 (+2) 6 (-2) get must succeed on a DC 1 5 Strength saving throw
or be knocked prone. The death-drinker can immedi­
Saving Throws: Wis +6, Cha +2 ately make a claw attack against a prone target if within
Skills: Stealth + 7 reach as a bonus action.
Damage Resistances: cold, fire; bludgeoning, pierc­ The death-drinker is a stark white humanoid thing covered in
ing, and slashing from nonmagical attacks sharp!J angled plates, swept-back spikes, and jutting teeth from
Condition Immunities: exhaustion, frightened an underslungjaw. Larger than a man, the creature possesses six
limbs: two insectile legs andfour arms, two ef which protrudefrom
Senses: darkvision 60 ft. , passive Perception 1 2
the creature � upper back and end in blade-like talons. A pair ef
Languages: - barbed tails trail behind the creature. When hunting, the white
Challenge: 1 1 (7 ,200 XP) plates covering the creature change color to match its surroundings,
making it difficult to spot while it remains motionless.
Ambusher: In the first round of a combat, the death­
drinker has advantage on attack rolls against any crea­
DINING SERVO ROBOT
ture it has surprised.
Medium construct, unaligned
Chameleon Camouflage: The death-drinker has ad­
AC : 1 9 (natural armor)
vantage on Dexterity (Stealth) checks it makes in any
terrain while it remains motionless. It can take a Hide Hit Points: 1 02 ( 1 2d8 + 48)
action even when not obscured from sight. Speed: 30 ft.
Fearful Strike: The death-drinker inflicts an addition­ STR DEX CON INT WIS CHA
al damage die for its attack when it successfully strikes 1 9 (+4) 1 4 (+2) 1 8 (+4) 1 0 (+O) 1 0 (+O) 6 (-2)
a frightened creature.
Surprise Attack: If the death-drinker surprises a crea­ Damage Resistances : acid, fire
ture and hits it with an attack during the first round Damage Immunities: cold, poison, psychic
of combat, the target takes an extra 1 6 (3d l 0) damage Condition Immunities: charmed, exhaustion, fright­
from the attack. ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 1 0
A CTIONS
Languages: Alien Common
Multiattack: The death-drinker makes five attacks: Challenge: 7 (2,900 XP)
four with its claws and one with its bite.
Bite: Melee Weapon A ttack: +9 to hit, reach 5 ft., one Electrical Flaw: If the robot suffers lightning damage
target. Hit: 1 2 (2d6 + 5) piercing damage. it may suffer a short circuit that renders it incapaci­
tated. The chance the robot short-circuits when taking
Claw: Melee Weapon A ttack: +9 to hit, reach 5 ft. , one
lightning damage is equal to 1 % per point of damage
target. Hit: I O ( l d l O + 5) slashing damage.
inflicted. For example, if the robot takes 1 0 points of
Frightful Presence: Each creature of the death-drink­ lightning damage it has a 1 0% chance of short-circuit­
er 's choice that is within 60 feet of the death-drinker ing. A short-circuited robot remains incapacitated until
and aware of it must succeed on a DC 1 3 Wisdom sav­ repaired.
ing throw or become frightened for 1 minute. A crea-
Integral Color Card: The robot possesses a built-in

0 zj Girrn. L ADVEIITV � S RE i II CAR_II ATED • E�P E D ITI 0 n T0 THE BARRI E R P EAKS


frequency key that duplicates yellow and violet color D WARF PHASE S PIDER
cards, allowing it to open doors requiring these or color Medium monstrosity, unaligned
cards of lesser status.
AC : 1 3 (natural armor)
Robotic Nature: Whenever the robot starts its tum
Hit Points: 27 (5d8 + 5)
with 20 hit points or fewer, it must make a DC 1 5 Con­
stitution saving throw. Failure indicates the robot has Speed: 30 ft., climb 30 ft.
short-circuited and will be incapacitated until repaired. STR DEX CON INT WIS CHA
1 4 (+2) 1 5 (+2) 1 2 (+ 1 ) 6 (-2) 1 0 (+O) 3 (-4)
A CTIONS
Skills: Stealth +6
Multiattack: The robot makes two pincher attacks or
Senses : darkvision 60 ft., passive Perception 1 0
two tentacle attacks.
Languages: -
Pincher: Melee Weapon A ttack: + 7 to hit, reach 5 ft.,
one target. Hit: 8 ( l d l O + 4) bludgeoning damage, and Challenge: 2 (450 XP)
the target is grappled (escape DC 1 4) if it is a Medium
Ethereal Jaunt: As a bonus action, the spider can
or smaller creature. Until this grapple ends, the target is
magically shift from the Material Plane to the Ethereal
restrained, and the robot can't use the same pincher on
Plane, or vice versa.
another target. The robot has two pinchers.
Spider Climb: The spider can climb difficult surfaces,
Tentacle: Melee Weapon A ttack: +7 to hit, reach 5 ft.,
including upside down on ceilings, without needing to
one grappled target. Hit: The target is force-fed spore­
make an ability check.
infested foodstuffs and must make a DC 20 Intelligence
Web Walker: The spider ignores movement restric­
saving throw. On a failed save, the food causes insanity
tions caused by webbing.
at the start of the target's next tum as the blue-green
spores attack the brain. This insanity is identical to that A CTIONS
caused by the symbol spell and lasts for 1 minute. At
the end of that time, the creature must make a DC 20 Bite: Melee Weapon A ttack: +4 to hit, reach 5 ft. , one
Constitution saving throw or suffer 44 (8d 1 0) necrotic creature. Hit: 6 ( l d8 + 2) piercing damage, and the tar­
damage as the spores attack its brain, taking only half get must make a DC 1 1 Constitution saving throw, tak­
damage on a successful save. The spores then run their ing 1 8 (4d8) poison damage on a failed save, or half as
course and no longer affect the eater. The insanity and much damage on a successful one. If the poison dam­
poisoning are curable with either a lesser restoration age reduces the target to 0 hit points, the target is stable
spell or any technological source that treats poison or but poisoned for 1 hour, even after regaining hit points,
disease. A purify food and drink spell will have no ef­ and is paralyzed while poisoned in this way.
fect. An arachnoid the size ef a large dog, this eight-legged creature has
A metallic, human-sized, cylindrical creature moves quiet/y about, a blue back and head and a creamy white boefy. Its legs darken
propelled 1y appendages hidden beneath a .flared metal skirt at its from blue to near/y black at the tips. Massive fangs protrudefrom
base. A pair ef arms, each tipped with a pinching claw, sprout its head, which is crowned with a number ef alien-looking ryes that
from its boefy above a pair ef tentacles. Glowing glass plates peer send shivers down the spine.
from thefront ef its metal boefy. The creature is decorated in .flak­
ing black and white paint and a limp, tattered piece ef cloth is
wrapped around its upper boefy and tied in a bow.

0 Rj Gi IT A L ADVEITTV RJ; S RE i IT CARJIATE D • E�PE D IT l 0 ll T0 TH E BARR I E R P EAKS


FENCING PHYSICAL TRAINING 5 ft., one target. Hit: 8 ( 1 d8 + 4) piercing damage and
ANDROID 4 ( l d8) lightning damage. Miss: If the target is wearing
Medium construct, unaligned
metal armor, it takes 4 ( 1 d8) lightning damage.
Punch: Melee Weapon A ttack: +6 to hit, reach 5 ft.,
AC : 1 8 (natural armor)
one target. Hit: 8 ( l d l O + 3) bludgeoning damage.
Hit Points: 75 ( 1 0d8 + 30)
Speed: 40 ft. REA 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-

0 N Gi II AL A.DVEIITV�S RE i II CA R.._II ATE D • E�PE D ITI 0 n T0 THE BARRI E R P EA.KS


ergy into a burst of destructive force. Each creature FRO GHEMOTH
within 3 0 feet of the snail must make a DC 1 5 Consti­ Huge monstrosity, unaligned
tution saving throw, taking 1 d6 force damage per level
AC: 1 4 (natural armor)
of the spell on a failed save, or half as much damage on
a successful one. Hit Points: 1 84 ( 1 6d 1 2 + 80)

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

AC : 1 3 (natural armor) GREATER SLITHERING TRACKER


Hit Points : 65 ( l Od l O + 1 0) Medium ooze, chaotic evil

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-

0 N Gi IIA L A.DVEIITV�S RE i II C A R_II ATE D • E�P E D ITl 0 ll T0 THE BARRI E R PEA.KS


ing tracker has advantage on attack rolls against any GRELL BROOD-MOTHER
creature it surprised. Large aberration, neutral evil
Damage Transfer: While grappling a creature, the AC: 1 2
slithering tracker takes only half the damage dealt to
Hit Points: 1 1 2 ( 1 5d 1 0 + 30)
it, and the creature it is grappling takes the other half
Speed: 1 0 ft. , fly 30 ft. (hover)
False Appearance: While the slithering tracker re­
mains motionless, it is indistinguishable from a puddle, STR DEX CON INT WIS CHA
unless an observer succeeds on a DC 1 8 Intelligence 1 8 (+4) 1 4 (+2) 1 4 (+2) 1 4 (+2) 1 1 (+O) 9 (- 1 )
(Investigation) check.
Skills: Perception +3, Stealth +5
Keen Tracker: The slithering tracker has advantage
Damage Immunities: lightning
on Wisdom checks to track prey.
Condition Immunities: blinded, prone
Liquid Form: The slithering tracker can enter an en­
emy's space and stop there. It can also move through a Senses: darkvision 60 ft. (blind beyond this radius),
space as narrow as 1 inch wide without squeezing. passive Perception 1 3

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.

0 Ri Gi ilA L A.DVE il'fV � S RE i n CAR__Il A TE D • E�P E D ITI 0 n T0 THE BARRI E R PEAKS


HORRID PLANT KARATE PHYSICAL TRAINING
Large plant, neutral good
ANDROID
AC: 1 5 (natural armor) Medium construct, unaligned

Hit Points: 65 ( l Od l O + 8) AC: 1 8 (natural armor)


Speed: 5 ft. Hit Points: 75 ( 1 0d8 + 30)

STR DEX CON INT WIS CHA Speed: 40 ft.


6 (-2) 1 6 (+3) 1 2 (+ 1 ) 1 4 (+2) 1 2 (+ 1 ) 4 (-3) STR DEX CON INT WIS CHA
Condition Immunities: blinded, deafened, exhaus­ 1 6 (+ 3) 1 8 (+4) 1 6 (+ 3) 1 0 (+O) 1 2 (+ 1 ) 9 ( - 1 )
tion, prone Saving Throws: Wis +4, Cha +2
Senses : blindsight 30 ft. , passive Perception 1 1 Skills: Athletics +6, Perception +4
Languages: telepathy 1 0 ft. Damage Resistances: acid, fire
Challenge: 2 (450 XP) Damage Immunities: cold, poison, psychic
False Appearance: While the horrid plant remains Condition Immunities : charmed, exhaustion, fright­
motionless, it is indistinguishable from a normal plant. ened, paralyzed, petrified, poisoned
Senses : darkvision 60 ft., passive Perception 1 4
A CTIONS
Languages: Alien Common
Lashing Tendril: Melee Weapon Attack: +5 to hit, Challenge: 6 (2,300 XP)
reach 5 ft. , one target. Hit: 1 6 (3d8 + 3) slashing dam­
age. Electrical Flaw: If the android suffers lightning dam­
age it may suffer a short circuit that renders it inca­
Lightning Discharge (Recharge 5-6): The horrid
pacitated. The chance the android short-circuits when
plant discharges a bolt of lightning in a 30-foot line that
taking lightning damage is equal to 1 % per point of
is 5 feet wide. Each creature in that line must make a
damage inflicted. For example, if the android takes
DC 1 2 Dexterity saving throw, taking 44 (8d l 0) light­
1 0 points of lightning damage it has a 1 0% chance of
ning damage on a failed save, or half as much damage
short-circuiting. A short-circuited android remains in­
on a successful one.
capacitated until repaired.
A leprous yellow, nauseating-looking plant comprised ef slender
tendrils, bloated, gourd-shaped bodies, and fanned scarlet leaves Integral Color Card: The android possesses a built-in
grows here. 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 androi d 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

Multiattack: The android makes three unarmed


strikes.
Unarmed Strike: Melee Weapon A ttack: +7 to hit,
reach 5 ft. , one target. Hit: 1 0 ( l d 1 2 + 4) bludgeon­
ing damage. If the target is a creature, the android can

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.

Ambusher: In the first round of a combat, the living


burrow has advantage on attack rolls against any crea­
ture it has surprised.
False Appearance: While the living burrow is motion­
less and in an outdoor environment, it is almost indis­
tinguishable from an ordinary animal burrow. A crea­
ture that sees it and succeeds on a DC 20 Intelligence
(Investigation) or Wisdom (Nature) check can discern
its presence.

A CTIONS

Multiattack: The living burrow makes three attacks


with its tentacles.
Tentacles: Melee Weapon A ttack: +8 to hit, reach 1 0
ft., one target. Hit: 1 4 (2d8 + 5) bludgeoning damage,
and the target is grappled (escape DC 1 5) . If the target
is Huge or smaller, it is also restrained until this grap­
ple ends. While grappling the target, the living burrow
has advantage on attack rolls against it and can't use
this tentacle against other targets. The living burrow
has six tentacles.
Bite: Melee Weapon A ttack: +8 to hit, reach 5 ft., one
creature. Hit: 1 8 (2d 1 2 + 5) piercing damage. If the
target is a Large or smaller creature, it must succeed
on a DC 1 5 Dexterity saving throw or be swallowed
by the living burrow. A swallowed creature is blinded

0 Rj G i IT A L ADVEITTV � S RE i IT CAR._IlATE D • E�PE D ITl 0 Il T0 THE BARRI E R P EAKS


LIZARDO ID MUTANT TWO-HEADED UMBER
Medium beast, unaligned
HULK
AC: 1 3 (natural armor) Large monstrosity, chaotic evil

Hit Points: 7 1 ( l l d8 + 22) AC: 1 8 (natural armor)


Speed: 40 ft. Hit Points: 1 1 9 ( 1 4d l 0 + 42)

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 II AL ADVE IITV � S RE i II CAR_II ATE D • E�PE D ITl 0 ll T0 THE BARRI E R PEAI<S


action at the start of the creature 's tum as long as it PACIFIER ROBOT
remains charmed. The creature can make a Charisma Large construct, unaligned
saving throw at the end of its tum to end the charmed
AC: 20 (natural armor)
condition. It also ends if the umber hulk physically
attacks the creature. A creature cannot be affected by Hit Points : 1 57 ( 1 5 d l 0 + 75)
both its Confusing Gaze and its Scintillating Gaze dur­ Speed: 0 ft. , fly 60 ft. (hover)
ing the same round.
STR DEX CON INT WIS CHA
Unless surprised, a creature can avert its eyes to avoid 24 (+7) 20 (+5) 20 (+5) 1 0 (+O) 1 3 (+ 1 ) 4 (-3)
the saving throw at the start of its tum. If the creature
does so, it can't see the umber hulk until the start of its Skills: Nature +4, Perception +5
next tum, when it can avert its eyes again. If the crea­ Damage Resistances: acid, fire
ture looks at the umber hulk in the meantime, it must Damage Immunities: cold, poison, psychic
immediately make the save. Condition Immunities: charmed, exhaustion, fright­
Tunneler: The umber hulk can burrow through solid ened, paralyzed, petrified, poisoned, prone
rock at half its burrowing speed and leaves a 5-foot­ Senses: darkvision 1 20 ft., passive Perception 1 5
wide, 8-foot-high tunnel in its wake.
Languages: understands Alien Common but can't
Two Heads: The umber hulk has advantage on Wis­ speak
dom (Perception) checks and on saving throws against
Challenge: 1 1 (7 ,200 XP)
being blinded, charmed, deafened, frightened, stunned,
and knocked unconscious. Force Shield: The robot can enact a defensive shield
Wakeful: When one of the umber hulk's heads is about it that grants it 40 temporary hit points. The
asleep, its other head is awake. shield regenerates 1 hit point at the start of each of the
robot's turns. Once the robot loses these 40 temporary
A CTIONS hit points, the shield fails and cannot be raised again
until the robot completes a long rest. While the force
Multiattack: The umber hulk makes four attacks: two
shield is active, the robot can withstand the vacuum
with its claws and two with its mandibles.
of space and water pressure up to 500 feet depth. The
Claw: Melee Weapon A ttack: +8 to hit, reach 5 ft., one
robot can attack from within the force shield without
target. Hit: 9 ( 1 d8 + 5) slashing damage.
penalty.
Mandibles: Melee Weapon A ttack: +8 to hit, reach 5
Keen Hearing and Sight: The robot has advantage on
ft., one target. Hit: l 4 (2d8 + 5) slashing damage.
all Wisdom (Perception) checks that rely on hearing or
This mutated specimen ef umber hulk kind is identical to the nor­ sight.
mal variety exceptfor thepresence ef a second headperched atop its
Robotic Nature: Whenever the robot starts its tum
broadplated shoulders. The ryes ef the second head arefaceted like
with 1 0 hit points or fewer, it must make a DC 1 5 Con­
that ef a fly and are comprised ef a van·ery ef iridescent rainbow
stitution saving throw. Failure indicates the robot has
colors. The gaze ef these scintillating ryes has a weird effect on liv­
short-circuited and will be incapacitated until repaired.
ing creatures.
Tracking Sight: The robot has a laser sight array and
tracking computer that allows it to mark hostile targets
for increased accuracy. It can mark up to three targets
it can see within 300 feet. The robot gains advantage
on attack rolls against marked targets. The tracking
array can be attacked separately from the robot if the
force shield is no longer functioning. The array has AC
1 5, 30 hit points, and immunity to poison and psychic
damage. Every 1 0 points of damage done to the array

0 N Gi IIA L ADVEIITV � S RE i II CAR_II ATE D • EXPE D ITI 0 Il T0 THE BARRI E R P EAKS


destroys one laser sight and prevents it from tracking (+9 to hit) one of four types of grenades (range 1 00/3 00
one target. ft.). It has six sleep gas, four poison gas, six incendiary,
Tractor/Repulsion Beam: As a bonus action, the ro­ and 1 0 fragmentation grenades in its internal magazine.
bot produces a force beam capable of pushing or pull­ See appendix C for the effects of each grenade type.
ing one Huge or smaller creature or object weighing The pacifier robot is a 1 Ojoot-long, 6joot-high sleek metal- and
300 pounds or less. The beam has a 60-foot range. ceramic-plated oval bristling with rod-shapedprotrusions andfloat­
If the target is a creature, the robot must make a ing 5 feet off the ground A shimmering haze surrounds it and a
Strength check against a DC equal to the creature 's tn'o ef small red beams swirl about it, tracking the movement ef
nearby creatures.
Strength score; on a success it can move the creature
up to 30 feet in any direction, including upward, but
not beyond the beam's range. If the target is a loose POLICE ROBOT
Medium construct, lawful neutral
object, it is moved automatically 30 feet in any direc­
tion, including upwards. If the target is an object be­ AC : 1 9 (natural armor)
ing carried or held by a living creature, the robot must Hit Points: 1 27 ( 1 5d8 + 60)
succeed on a Strength check against a DC equal to the
Speed: 40 ft.
creature 's Strength score in order to move it; a failure
indicates the creature retains its hold of the obj ect and STR DEX CON INT WIS CHA
it does not move. 20 (+5) 1 4 (+2) 1 8 (+4) 1 0 (+O) 1 0 (+O) 6 (-2)

A CTIONS Skills: Perception +4


Damage Resistances: acid, fire
Multiattack: The robot makes three tentacle attacks,
Damage Immunities: cold, poison, psychic
or two laser rifle battery attacks and one blaster rifle
attack. Condition Immunities : charmed, exhaustion, fright­
ened, paralyzed, petrified, poisoned
Tentacle: Melee Weapon A ttack: + 1 1 to hit, reach 5
ft. , one target. Hit: 1 1 ( l d8 + 7) bludgeoning damage, Senses: darkvision 1 20 ft. , passive Perception 1 4
and the target is grappled (escape DC 1 8). If the target Languages : Alien Common
is a creature, it must succeed on a DC 1 6 Constitution Challenge: 9 (5,000 XP)
saving throw or be stunned until the end of the robot's
next tum. Electrical Flaw: If the robot suffers lightning damage
it may suffer a short circuit that renders it incapaci­
Blaster Rifle: Ranged Weapon A ttack: +9 to hit, range
tated. The chance the robot short-circuits when taking
50/1 50 ft., one target. Hit: The target suffers one of two
lightning damage is equal to 1 % per point of damage
effects (robot's choice):
inflicted. For example, if the robot takes 1 0 points of
• Disruption Beam: The beam vaporizes anything
lightning damage it has a 1 0% chance of short-circuit­
short of hull metal it hits, affecting up to 6 cubic
ing. A short-circuited robot remains incapacitated until
feet of nonliving material. A living creature takes repaired.
1 7 (5d6) force damage and is stunned for 1 minute.
Emergency Speed : The robot can increase its speed
The creature can attempt a DC 1 2 Constitution sav­
by up to 60 feet for up to 1 0 minutes every hour.
ing throw at the end of each of its turns, ending the
stunned condition on itself on a success. Force Shield: The robot can enact a defensive shield

about it that grants it 20 temporary hit points. The
Heat Beam: The target takes 1 2 (5d4) fire damage
shield regenerates 1 hit point at ;the start of each of the
and suffers one level of exhaustion.
robot's turns. Once the robot loses these 20 temporary
Laser Rifle Battery: Ranged Weapon A ttack: +9 to hit points, the shield fails and cannot be raised again
hit, range 80/240 ft., one target. Hit: 32 (6d8 + 5) radi­ until the robot completes a long rest. While the force
ant damage. shield is active, the robot can withstand the vacuum of
Grenade Launcher (Recharge 5-6) : The robot shoots

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

Multiattack: The robot makes two tentacle, pincher,


or laser pistol attacks.

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

AC: 1 1 (natural armor) AC: 1 6 (natural armor)


Hit Points: 52 (8d 1 0 + 8) Hit Points: 75 ( 1 0d8 + 30)
Speed: 5 ft. Speed: 30 ft.

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)

Condition Immunities: blinded, deafened, exhaus­ Skills: Perception +3


tion, prone Damage Resistances: acid, fire
Senses: blindsight 30 ft. , passive Perception 1 0 Damage Immunities: cold, poison, psychic
Languages: - Condition Immunities : charmed, exhaustion, fright­
Challenge: 4 ( 1 , 1 00 XP) ened, paralyzed, petrified, poisoned
Senses : darkvision 90 ft., passive Perception 1 3
False Appearance: While the purple blossom plant re­
mains motionless, it is indistinguishable from a normal Languages: Alien Common
plant. Challenge: 5 ( 1 , 800 XP)

A CTIONS Electrical Flaw: If the robot suffers lightning damage


it may suffer a short circuit that renders it incapaci­
Drip Poison Sap : The purple blossom plant chooses tated. The chance the robot short-circuits when taking
one creature it can see within 5 feet of it. The target lightning damage is equal to 1 % per point of damage
must make a DC 1 5 Dexterity saving throw. The target inflicted. For example, if the robot takes 1 0 points of
takes 55 ( l Od l O) poison damage on a failed save, or lightning damage it has a 1 0% chance of short-circuit­
half as much damage on a successful one. ing. A short-circuited robot remains incapacitated until
Rangingfrom 8 to 13 feet in height, this alien plant has a branch­ repaired.
less, scaled trunk withfern-likefoliage at its top. Thefronds droop Integral Color Card: The robot possesses a built-in
down a short distance towards the ground Mixed among thefronds
frequency key that duplicates yellow and violet color
arepurple, cup-shapedflowers with silvery stamens. A mat offtne
cards, allowing it to open doors requiring these or color
moss grows around the plant� base.
cards of lesser status.
Keen Hearing and Sight: The robot has advantage on
all Wisdom (Perception) checks that rely on hearing or
sight.
Robotic Nature: Whenever the robot starts its tum
with 20 hit points or fewer, it must make a DC 1 5 Con­
stitution saving throw. Failure indicates the robot has
short-circuited and will be incapacitated until repaired.
Self-Defense: If the robot is operating normally it only
attacks if attacked first. It uses nonlethal means to de­
fend itself whenever possible, preferring to employ its
tractor/repulsion beam to render foes incapable of at­
tacking it.
Tractor/Repulsion Beam: As a bonus action, the ro­
bot produces a force beam capable of pushing or pull­
ing one Huge or smaller creature or obj ect weighing

0 N Gi il A L ADVE ilTV�S RE i n CAR__Il A TED • E�P E D ITI 0 n T0 TH E BARRI E R P EAKS


300 pounds or less. The beam has a 60-foot range. SHEDU
If the target is a creature, the robot must make a Large monstrosity, lawful good
Strength check against a DC equal to the creature 's AC: 1 5 (natural armor)
Strength score; on a success it can move the creature
Hit Points : 1 05 ( 1 4d 1 0 + 28)
up to 3 0 feet in any direction, including upward, but
not beyond the beam's range. If the target is a loose Speed: 40 ft., fly 60 ft.
object, it is moved automatically 30 feet in any direc­ STR DEX CON INT WIS CHA
tion, including upwards. If the target is an obj ect be­ 1 8 (+4) 1 2 (+ 1 ) 1 4 (+2) 20 (+5) 1 6 (+3) 1 5 (+2)
ing carried or held by a living creature, the robot must
Senses: passive Perception 1 3
succeed on a Strength check against a DC equal to the
creature 's Strength score in order to move it; a failure Languages: Common, Shedu, telepathy 60 ft.
indicates the creature retains its hold of the object and Challenge: 4 ( 1 , 1 00 XP)
it does not move.
Innate Spellcasting (Psionics): The shedu's innate
A CTIONS spellcasting ability is Intelligence (spell save DC 1 5 ,
+ 7 to hit with spell attacks). It can innately cast the fol­
Multiattack: The robot makes two slam attacks. lowing spells, requiring no components:
Slam : Melee Weapon A ttack: +5 to hit, reach 5 ft. , one •
At will : detect evil and good, detect magic, detect
target. Hit: 1 3 (2d 1 0 + 2) bludgeoning damage. thoughts, mage hand, plane shift (self only), see in­
A 5foot-tall metal creature with a barrel-like boqy, this artificial visibility
form of life moves about on two legs ending in broad, cone-shaped •
3/day each: dimension door, invisibility, levitate,
feet. It also has two arms ending in a pair of hands with slender, telekinesis
manipulative fingers. A single glass lens is set into the center of its
Magic Resistance: The shedu has advantage on saving
rounded boqy at its upper end, just beneath a curious, hemispherical
head A long protrusion extends straight outfrom its head, giving throws against spells and other magical effects.
it a vaguefy duck-like appearance.
A CTIONS

Multiattack: The shedu makes two hoof attacks.


Hoof: Melee Weapon A ttack: +6 to hit, reach 5 ft. , one
target. Hit: 8 ( l d8 + 4) bludgeoning damage.
Mind Blast (Recharge 5-6) : The shedu magically
emits psychic energy in a 60-foot cone. Each creature
in that area must succeed on a DC 1 5 Intelligence sav­
ing throw or take 23 (4d8 + 5) psychic damage and be
stunned for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect
on itself on a success.
This incredible creature has the tan boqy of a bull andgreatfeath­
ery wings the color of freshfyfallen snow. An oversized human
head is perched atop the boqy 's short neck, a long, dark, plaited
beard dropping from its enlarged chin. Wise, intelligent ryes peer
about the creature, taking in all it survrys.

0 zj Gi IIA L ADVEIITV � S RE i II C A R_II ATE D • EXPE D ITI 0 Il T0 THE BARRI E R PEAKS


SNAPPER-SAW S QUEALER
Medium plant, unaligned Large monstrosity, chaotic evil

AC : 1 3 (natural armor) AC : 1 4 (natural armor)


Hit Points: 5 8 (9d8 + 1 8) Hit Points: 1 1 2 ( 1 5d l 0 + 3 0)
Speed: 5 ft. Speed: 30 ft. , climb 30 ft.

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)

Condition Immunities: blinded, deafened, exhaus­ Skills: Perception +4, Stealth +4


tion, prone Senses: darkvision 60 ft. , passive Perception 1 4
Senses: blindsight 30 ft., passive Perception 1 0 Languages : -
Languages : - Challenge: 3 (700 XP)
Challenge: 2 (450 XP)
Forest Camouflage: The squealer has advantage on
False Appearance: While the snapper-saw remains Dexterity (Stealth) checks made to hide in forest ter­
motionless, it is indistinguishable from a normal plant. rain.
Mimicry: The squealer can mimic the cries and death
A CTIONS
shrieks of common beasts in distress. It uses these cries
Entrap: Melee Weapon A ttack: +4 to hit, reach 5 ft. , to attract predators and then feeds on them. A creature
one Medium or smaller creature. Hit: The snapper­ that hears the sounds can tell they are imitations with a
saw's ribbed leaves snap shut, grappling the target (es­ successful DC 1 8 Wisdom (Insight) check.
cape DC 1 3). While grappled, the creature is restrained,
A CTIONS
and takes 24 (4d 1 0 + 2) slashing damage at the begin­
ning of each of the snapper-saw's turns as the plant's Multiattack: The squealer makes three attacks : one
saw-like stalks shred their flesh. with its bite and two with its claws.
A greatfern 1vith 6joot-long broad, 1ibbedfronds grows here. At Bite: Melee Weapon A ttack: +7 to hit, reach 5 ft., one
the center of the plant is a cluster of delicious-smelling white ber­ target. Hit: 1 2 (2d6 + 5) piercing damage.
nes.
Claw: Melee Weapon A ttack: +7 to hit, reach 5 ft. , one
target. Hit: 8 ( l d6 + 5) slashing damage.
Grab: Melee Weapon A ttack: +7 to hit, reach 5 ft. , one
target. Hit: The target is grappled (escape DC 1 7) and
restrained.
Possessing a body the size of a gorilla, this creature is spottedyellow
andgreen in coloration and bears a 2foot-long head that somewhat
resembles a pig's. Its mouth is filled with sword-sharp tusks that
jut out like knives. Five arms protrude from its body: fourfrom
its shott!ders and lower torso, while a fifth groivsfrom its back. Its
forearms are longer than its rear limbs, and all its limbs bear sharp
talons. Homhle squeals, like an animal in distress, soundfrom its
mouth almost mocking!J.

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

AC : 1 4 (natural armor) AC: 1 3 (natural armor)


Hit Points: 52 (8d8 + 1 6) Hit Points: 75 ( l Od l O + 20)
Speed: 30 ft., climb 30 ft. Speed: 5 ft., climb 5 ft.

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)

Skills: Perception +3 , Stealth +4 Damage Resistances: fire


Senses: darkvision 60 ft. , passive Perception 1 3 Condition Immunities: blinded, deafened, exhaus­
Languages: - tion, prone
Challenge: 1 (200 XP) Senses: blindsight 30 ft. , passive Perception 1 0
Languages : -
Forest Camouflage: The squealer has advantage on
Challenge: 3 (700 XP)
Dexterity (Stealth) checks made to hide in forest ter­
ram. False Appearance: While the strangle vine remains
Mimicry: The squealer can mimic the cries and death motionless, it is indistinguishable from a normal plant.
shrieks of common beasts in distress. It uses these cries Lightning Speed Surge: The strangle vine 's speed is
to attract predators and then feeds on them. A creature doubled on its next tum anytime it takes lightning dam­
that hears the sounds can tell they are imitations with a age. Its speed is never increased by more than 1 00%
successful DC 1 8 Wisdom (Insight) check. regardless of how many times it takes lightning dam­
age in a single round.
A CTIONS

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

Damage Resistances : bludgeoning, piercing, slashing AC : 1 4 (natural armor)


Condition Immunities : charmed, frightened, grap­ Hit Points: 27 (5d8 + 5)
pled, paralyzed, petrified, prone, restrained, stunned Speed: 30 ft.
Senses : passive Perception 1 3
STR DEX CON INT WIS CHA
Languages : - 1 3 (+ 1 ) 1 2 (+ 1 ) 1 3 (+ 1 ) 2 (-4) 1 0 (+O) 6 (-2)
Challenge: 1 12 ( 1 00 XP)
Skills: Perception +4, Stealth +3
Swarm: The swarm can occupy another creature's Damage Resistances: lightning, piercing
space and vice versa, and the swarm can move through
Senses: darkvision 60 ft. , passive Perception 1 4
any opening large enough for a Tiny webbird. The
Languages: -
swarm can't regain hit points or gain temporary hit
points. Challenge: 1 (200 XP)

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.

0 N Gi ITAL ADVEITTV � S RE i IT CAR._IT ATE D • E�P E D ITI 0 Il T0 THE BARRI E R PEAKS


TRAPPER TRI-FLOWER FROND
Large monstrosity, unaligned Medium plant, unaligned

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)

Skills: Stealth +2 Condition Immunities: blinded, deafened, exhaus­


Senses : blindsight 3 0 ft. , darkvision 60 ft., passive Per­ tion, prone
ception 1 1 Senses: blindsight 30 ft., passive Perception 1 0
Languages : - Languages: -
Challenge: 3 (700 XP) Challenge: 1 /2 ( 1 00 XP)

False Appearance: While the trapper is attached to A CTIONS


a ceiling, floor, or wall and remains motionless, it is
almost indistinguishable from an ordinary section of Multiattack: The tri-flower frond uses its orange blos­
ceiling, floor, or wall. A creature that can see it and suc­ som, then its yellow blossom, and then its red blossom.
ceeds on a DC 20 Intelligence (Investigation) or Intel­ Orange Blossom: The tri-flower frond chooses one
ligence (Nature) check can discern its presence. creature it can see within 5 feet of it. The target must
Spider Climb: The trapper can climb difficult surfac­ succeed on a DC 1 1 Constitution saving throw or be
es, including upside down on ceilings, without needing poisoned for 1 hour. While poisoned in this way, the
to make an ability check. target is unconscious. At the end of each minute, the
poisoned target can repeat the saving throw, ending the
A CTIONS effect on itself on a success.

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.

0 zj G i II A L ADVEIITVRJ: S RE i II CARJIATED • E�PED ITl 0 ll T0 THE BARRI E R PEAKS


TYPE ONE BIOLOGI CAL E NT ITY TYPE TWO BIOLOGICAL E NTITY
Medium humanoid (biological entity), neutral Large humanoid (biological entity), neutral

AC: 1 3 AC: 1 5 (natural armor)


Hit Points: 3 4 (4d8 + 1 6) Hit Points: 5 7 (6d l 0 + 24)
Speed: 30 ft. Speed: 30 ft.

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.

0 N Gi IT A L ADVEITTV � S REi IT CAR_IlATE D • EXP E D ITI 0 Il T0 THE BARRI E R P EAKS


VAMPIRE THORN VAMPOID
Large plant, unaligned Medium aberration, neutral evil

AC: 1 5 (natural armor) AC: 1 4 (natural armor)


Hit Points: 60 (8dl 0 + 1 6) Hit Points: 75 ( 1 0d8 + 30)
Speed: 5 ft., climb 5 ft. Speed: 30 ft. , fly 40 ft.

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 )

Condition Immunities: blinded, deafened, exhaus­ Skills: Perception + 3


tion, prone Damage Immunities: cold, radiant
Senses : blindsight 30 ft., passive Perception 1 0 Senses: blindsight 60 ft., passive Perception 1 3
Languages: - Languages: Vampoid
Challenge: 2 (45 0 XP) Challenge: 3 (700 XP)

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 zj Gi ilAL ADVEilTV:RFS RE i il CA RJI ATED • EXPE D IT l 0 Il T0 TH E BARRI E R P EAKS


deathfy chi!� as cold as space, seepsfrom their bodies. Threeyellow VEGEPYGMY C HIEF
ryes, two on either side of the head and one at the base of its nose, Small plant, neutral
flash in the darkness and thry emit eerie staccato clicks and low
AC : 1 4 (natural armor)
wails. The vampoids use these calls as echolocation, allowing them
to pinpointprry in the darkest of conditions. Each vampoid wears Hit Points: 33 (6d6 + 1 2)
a scavenged belt or bandolier containing tn'nkets thry collectfrom Speed: 30 ft.
their matry victims.
STR DEX CON INT WIS CHA
1 4 (+2) 1 4 (+2) 1 4 (+2) 7 (-2) 1 2 (+ 1 ) 9 (- 1 )
VE GEPYGMY
Small plant, neutral Skills: Perception +3 , Stealth +4
AC: 1 3 (natural armor) Damage Resistances : lightning, piercing
Hit Points: 9 (2d6 + 2) Senses: darkvision 60 ft. , passive Perception 1 3
Speed: 30 ft. Languages: Vegepygmy
Challenge: 2 (450 XP)
STR DEX CON INT WIS CHA
7 (-2) 1 4 (+2) 1 3 (+ 1 ) 6 (-2) 1 1 (+ 1 ) 7 (-2) Plant Camouflage: The vegepygmy has advantage on
Dexterity (Stealth) checks it makes in any terrain with
Skills : Perception +2, Stealth +4
ample obscuring plant life.
D amage Resistances: l ightning, piercing
Regeneration: The vegepygmy regains 5 hit points at
Senses: darkvision 60 ft. , passive Perception 1 2
the start of its tum. If it takes cold, fire, or necrotic
Languages : Vegepygmy damage, this trait doesn't function at the start of the
Challenge: 1 /4 (50 XP) vegepygmy's next tum. The vegepygmy dies only if it
starts its tum with 0 hit points and doesn't regenerate.
Plant Camouflage: The vegepygmy has advantage on
Dexterity (Stealth) checks it makes in any terrain with A CTIONS
ample obscuring plant life.
Multiattack: The vegepygmy makes two attacks with
Regeneration: The vegepygmy regains 3 hit points at
its claws or two melee attacks with its spear.
the start of its tum. If it takes cold, fire, or necrotic
damage, this trait doesn't function at the start of the Claws: Melee Weapon A ttack: +4 to hit, reach 5 ft. , one
vegepygmy's next tum. The vegepygmy dies only if it target. Hit: 5 ( l d6 + 2) slashing damage.
starts its tum with 0 hit points and doesn't regenerate. Spear: Melee or Ranged Weapon A ttack: +4 to hit,
reach 5 ft. or range 20/60 ft. , one target. Hit: 5 ( l d6 +
A CTIONS 2) piercing damage, or 6 ( 1 d8 + 2) piercing damage if
used with two hands to make a melee attack.
Claws: Melee Weapon A ttack: +4 to hit, reach 5 ft., one
target. Hit: 5 ( l d6 + 2) slashing damage. Spores (1/Day): A 1 5-foot-radius cloud of toxic spores
extends out from the vegepygmy. The spores spread
Sling: Ranged Weapon A ttack: +4 to hit, range 3 0/ 1 20
around comers. Each creature in that area that isn't a
ft. , one target. Hit: 4 ( l d4 + 2) bludgeoning damage.
plant must succeed on a DC 1 2 Constitution saving
Vegepygmies are short bipedal creatures with sharp thorn-like
throw or be poisoned. While poisoned this way, a target
claws. Their shoulders, abdomens, and limbs are fiinged with leef­
takes 9 (2d8) poison damage at the start of each of its
like tendnls. Thry vary in coloration, rangingfrom deep greens to
turns. A target can repeat the saving throw at the end of
pallid yellows and dark browns, and can easify blend into sur­
each of its turns, ending the effect on itself on a success.
rounding vegetation. Thry bear scavenged weapons and communi­
cate in weird vocalized m'es and chest-thumping. Identical to a sub-chief, the tn'be 's leader is onfy an inch or two
taller than these larger specimens of vegepygmy-dom. However, its
elevated rank is discernable i?J its commanding presence and, in
some cases, i?J the articles of old clothing it still wears due to vague
memon·es of itsJormerfy human hen'tage.

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

AC: 1 3 (natural armor) AC: 1 3 (natural armor)


Hit Points: 1 8 (4d6 + 4) Hit Points: 22 (5d6 + 5)
Speed: 30 ft. Speed: 30 ft.

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)

Skills: Perception +2, Stealth +4 Skills : Perception +2, Stealth +4


Damage Resistances : lightning, piercing Damage Resistances: lightning, piercing
Senses: darkvision 60 ft. , passive Perception 1 2 Senses: darkvision 60 ft., passive Perception 1 2
Languages: Vegepygmy Languages: Vegepygmy
Challenge: 1 (200 XP) Challenge: 2 (45 0 XP)

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.

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THE VENOMOUS WARLORD WEB BIRD
Medium simulated humanoid (human), lawful evil Tiny beast, unaligned

AC: 1 6 (chain mail) AC : 1 3


Hit Points: 75 ( 1 0d8 + 33) Hit Points: 1 ( l d4 - 1 )
Speed: 30 ft. Speed: 1 0 ft., fly 5 0 ft.

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)

Skills: Intimidation +5 Skills: Perception +3


Senses : blindsight 60 ft. , passive Perception 1 2 Senses: passive Perception 1 3
Languages: Alien Common Languages : -
Challenge: 3 (750 XP) Challenge: 0 ( 1 0 XP)

Pixilated Step (Recharge 5-6) : The Venomous War­ A CTIONS


lord is briefly surrounded by a cloud of pixilation and
then teleports up to 30 feet away to an unoccupied Bite: Melee Weapon A ttack: +O to hit, reach 5 ft., one
space that it can see. creature. Hit: 1 piercing damage.
Egg Proboscis: The webbird lands on an incapacitated
A CTIONS or restrained target and inserts its proboscis into the
creature's flesh. The target must make a DC 1 4 Consti­
Multiattack: The Venomous Warlord makes two at­
tution saving throw or be infected with webbird eggs.
tacks with its venom blade.
These eggs hatch 1 hour after being laid, giving birth to
Venom Blade: Melee Weapon A ttack: +6 to hit, reach 5
l d4 larva-like grubs who begin to devour the host, in­
ft., one creature. Hit: 8 ( l d8 + 4) slashing plus 3 ( l d6)
flicting 3 ( 1 d6) piercing damage per grub infecting it at
poison damage, or 9 ( l d l O + 4) slashing plus 3 ( l d6)
the start of each of the target's turns. If a target infected
poison damage if used with two hands.
with webbird larvae ends its tum with 0 hit points, it
Poison Blast (Recharge 5-6): The Venomous Warlord dies as the webbird grubs burrow out of its body. Any
unleashes a blast of green venom at a single target it can effect that cures disease destroys the webbird larvae,
see within 30 feet. The target must make a DC 1 1 Consti­ preventing the target from taking further damage.
tution saving throw, taking 1 3 (2d12) poison damage on a
Unusual birds the size of ravens andpossessing some intelligence,
failed save, or half as much damage on a successful one.
webbirds lack beaks and instead have small maws filled with titry
Spawn Servants (3/Day): As a bonus action, the Ven­ pointed teeth. Their tails are long and spikry looking, and a small
omous Warlord summons one poison imp (stats as drooping appendage dangles from their breasts. This appendage is
goblin) which appears in an unoccupied space within its egg-lC!)ling proboscis. Webbirds' plumage ranges from the dull
30 feet of it that it can see. The imp acts on its own ini­ grC!)I to iridescent blue andgreen. In large numbers, webbirds can act
tiative count. A poison imp remains for 1 minute, until in concert to create sticky webs, but solitary birds lack this ability.
it or the Venomous Warlord dies, or until the Venomous
Warlord dismisses it as a bonus action.
The Venomous Warlord appears as a 7joot-tall humanoid dressed
in green chain mail and wean·ng a helmet shaped like a fanged
serpent. A billowing purple cape flaps silentfy behind it in a non­
existent breeze. The Warlord fights with a purple longsword that
drips black venom. Its Poison Blast attack manifests as a shimmer­
ing green longbow thatfires an arrow made of concentrated venom
at its target. The Warlord occasionalfy glitches andfreezes, but this
is a cosmetic effect and has no impact on its ability tofunction.

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.

STR DEX CON INT WIS CHA


WOLF-IN-SHEEP' S-CLOTHING
1 8 (+4) 1 6 (+ 3) 1 6 (+ 3) 1 0 (+O) 1 2 (+I ) 9 (- 1 )
Medium plant, unaligned
Saving Throws: Wis +4, Cha +2 AC: 1 5 (natural armor)
Skills : Athletics +7, Perception +4 Hit Points: 78 ( 1 2d8 + 24)
Damage Resistances: acid, fire Speed: 5 ft.
Damage Immunities : cold, poison, psychic
STR DEX CON INT WIS CHA
Condition Immunities: charmed, exhaustion, fright­
1 6 (+ 3) 1 3 (+ 1 ) 1 4 (+2) 3 (-4) 1 2 (+ 1 ) 1 (-5)
ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft. , passive Perception 1 4 Skills: Perception +3, Stealth +3

Languages: Alien Common Condition Immunities: deafened, exhaustion, prone

Challenge: 5 ( 1 , 800 XP) Senses: darkvision 60 ft. , passive Perception 1 3


Languages : -
Electrical Flaw: If the android suffers lightning dam­
Challenge: 3 (700 XP)
age it may suffer a short circuit that renders it inca­
pacitated. The chance the android short-circuits when Ambusher: In the first round of a combat, the wolf-in­
taking lightning damage is equal to 1 % per point of sheep's-clothing has advantage on attack rolls against
damage inflicted. For example, if the android takes any creature it has surprised.
1 0 points of lightning damage it has a I 0% chance of False Appearance: While the wolf-in-sheep 's-cloth­
short-circuiting. A short-circuited android remains in­ ing remains motionless, it is indistinguishable from a
capacitated until repaired. normal tree stump with a harmless Tiny rabbitoid sit­
Integral Color Card: The android possesses a built-in ting atop it.
frequency key that duplicates yellow and violet color Keen Sight: The wolfs-in-sheep's-clothing has advan­
cards, allowing it to open doors requiring these or color tage on Wisdom (Perception) checks that rely on sight.
cards of lesser status.
Keen Hearing and Sight: The android has advantage A CTIONS
on all Wisdom (Perception) checks that rely on hearing
Multiattack: The wolf-in-sheep 's-clothing makes
or sight.
three attacks : one with its bite and two with its grasp­
Water Susceptibility: If the android is immersed in ing roots.
water it automatically short-circuits after 3 rounds.
Bite: Melee Weapon A ttack: +5 to hit, reach 5 ft., one
A CTIONS
target. Hit: 1 3 (3 d6 + 3) piercing damage.
Grasping Roots: Melee Weapon A ttack: +5 to hit,
Multiattack: The android makes two punch or two reach 1 5 ft., one target. Hit: 6 ( l d6 + 3) bludgeoning
thrown weight attacks. damage and the target is grappled (escape DC 1 3). If
Punch: Melee Weapon A ttack: +7 to hit, reach 5 ft. , the target is Medium or smaller, it must also make a
one target. Hit: 9 ( l d l O + 4 ) bludgeoning damage. DC 1 5 Strength saving throw. On a failed save, the tar­
Thrown Weight: Ranged Weapon A ttack: +6 to hit, get is pulled into an unoccupied space within 5 feet of

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.

0 N G i il A L ADVEilTV R,J: S RE i il CAR_Il ATED • EXP E D ITI 0 Il T0 THE BARR I E R P EAKS


APPENDIX C

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.

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An injury result means the examiner accidentally discharges
WEAP 0 n s DATA
the item if it's a weapon, doing damage to themselves (and
potentially others) as if successfully attacked by the weapon.
An injury result for a non-weapon item indicates the char­ BLASTER PISTOL
acter has accidentally pinched a finger, dropped it on their Complexity: Moderate
foot, cut themselves on a piece of exposed metal, or oth­ Range: 30/90 ft.
erwise had a calamity determined by the DM. The charac­ Power Disc Drain: 1 charge/use
ter suffers either bludgeoning, piercing, or slashing damage Damage: 5d6 radiant
(DM's choice) equal to another roll of the mishap die (e.g. a
Use Handout #70. When found, this item will usually
character dropping an item of Moderate complexity would
be folded. It weighs about 1 1/2 pounds and will unfold
take 1 d6 damage of an appropriate type determined by the
to about 1 foot. It is composed of a U-shaped section
DM).
of metal rod with a black rivet on one end and an at­
Several characters are allowed to try to discover the proper­ tached piece of thick glass mounted in a frame. This
ties of any item as long as it remains functional, but only glass is about the size of a hand mirror. On one side of
one can make an Intelligence check at a time after examin­ the frame are two raised discs, while on the other is a fine
ing the item for at least 1 minute. Once one character learns mesh, mounted on a rod. The two sides of the glass are
how to use an item, he or she may instruct others in its use. dark on one side (the firing side) and clear on the other
Instruction takes 1 minute for a Simple item, 1 0 minutes (the viewing side) . In the hinge joining the handle and
for a Moderate or Difficult item, and 1 hour for a device of glass frame is a slot about the size of a coin.
Extraordinary complexity. The pistol is operated by turning the top dial. On the
• • viewing side of the screen, crosshairs and range figures
TE C H II O LO GY A II D (in an unreadable language) will appear. The second dial
will magnify the scene slightly. Once a target is selected,
PR.__O F i C i E ll CY the pistol is fired by pressing the black button in the han­
dle.
By a strict reading of the rules, no class would be
proficient with any technological weapon discovered
aboard the spaceship and therefore not enjoy the ben­
efits of their proficiency bonus when using these de­
vices.
However, since figuring out how to utilize a blaster
is in itself a process of familiarizing oneself with the
weapon and that it's far more enjoyable to laser one's
enemies to death than slash at them with a sword, it
is suggested that all PCs be treated as proficient with
any technological armaments they successfully figure
out. With the finite amount of power each weapon
possesses, the party has only a short amount of time
and/ or uses of a power weapon and it is more fun for
the players to occasionally hit their targets successfully
than constantly miss. In the long run, the temporary
benefits of proficiency will expire and game balance
be restored.
Besides, with a horde of well-armed police robots
awaiting them inside the ship, the party is going to
need all the help they can get!
• •

0 N Gi IT A L ADVEITTV RJ: S RE i IT CA R_Il ATED • E�PED ITI 0 Il T0 THE BARRI E R PEAKS


BLASTER RIFLE horizontal plane cuts out a SO-foot cone. All creatures
Complexity: Difficult in the cone must make a DC 1 3 Dexterity saving throw,
Range: 50I1 50 ft. taking 4d6 fire damage on a failed save, or half as much
Power Disc Drain: 2 charges/use damage on a successful one. The flame plane ignites any
Damage: See below inflammable materials in this plane that aren't being worn
or carried.
Use Handout #71 . As with the blaster pistol, this item
will also be usually found in a folded-up state, about 1
1/2 feet long. When unfolded, it is about 3 feet long. It
weighs nearly 5 pounds. It appears to consist of j oint­
ed metal rods, a curved metal plate, a hardened leather
band or collar, and a pane of glass, framed and mounted
on the end of a rod. There is a black rivet at the end
of the U-shaped rod. The metal plate has three raised,
colored bars-black, white, and red-and a coin-shaped
slot above them. There is a blue rivet on the side above
the collar. The band is made of a hardened leather or
horn-like material, fashioned into overlapping plates. No
stitching may be seen. The glass is thick and dark on both
sides. On one side of the frame is a metal mesh mounted
on a small rod.
The rifle must first be unfolded and then the left arm is
thrust through the collar. This band will automatically
constrict to a firm grip so that the gun need not be held
constantly. It will only release when the blue button is
pushed. The rifle activates when one of the colored set­
tings is pushed. The black button on the U-shaped han­
dle is pushed to fire. The shot originates from the screen.
GRENADES
The settings and effects are as follows:
Complexity: Moderate
Black. Disruption bean, effective out to long range. This Range: 20/60 ft. (thrown)
beam will vaporize anything short of hull metal when Area of Effect: 20-foot diameter
it hits. The beam affects up to 6 cubic feet of material. Damage: By type of grenade (see below)
When an individual creature is targeted it must make a
DC 1 2 Dexterity saving throw. On a failure, the creature Use Handout #72. These are about the size of a large
takes 5d6 force damage and is stunned for 1 d4 rounds. apple or similar fruit, indented all around for grasping.
The creature can attempt a DC 1 2 Constitution saving They are smooth and featureless, except for two rivets­
throw on subsequent rounds, ending the stunned condi­ a large and a small one. Around the larger one are three
tion on itself on a successful save. A target struck by the markings in an unknown tongue.
disruption beam has disadvantage on subsequent Dexter­ The larger button is used to determine time of explo­
ity saving throws to avoid the beam. A creature reduced sion delay (immediate, 1 round, 2 rounds), according to
to 0 hit points by the disruption beam is disintegrated. what setting is chosen. The smaller button must be de­
White. Heat beam, effective out to long range. A wave pressed, given a half turn, and depressed again. Thereaf­
of heat sweeps out in a 4-foot-wide beam, and all in its ter, when the grenade is hurled, the arming pin springs
path must make a DC 1 2 Dexterity saving throw. Crea­ out, and the grenade explodes after the explosion delay
tures failing their save suffer 5d4 fire damage and gain elapses (no-delay grenades explode on impact, 1 -round
one level of exhaustion due to heat exhaustion. grenades explode at the start of the thrower's turn the
following round, and 2-round grenades explode at the
Red. Flame plane, effective only to normal range. A

0 R.i Gi IIAL ADVE IITV � S RE i II CA R_IIATE D • E�P E D ITl 0 Il T0 TH E BARR I E R P EAKS


start of the thrower's turn two subsequent rounds after JURY-RIGGED INCINERATOR
being thrown) . Complexity: Moderate
There are four types of grenades: Range: 20-foot cone
Power Disc Drain: 1 charge/use (plus fuel)
Fragmentation. All within the grenade's area of effect
Damage: 4d6 fire
must make a DC 1 5 Dexterity saving throw, taking 5d6
piercing damage on a failed save, or half as much damage This device is comprised of a long rod measuring 3 feet in
on a successful one. length. A flattened conical hood covers one end of the rod
and a rectangle of thick stiffened metal dowels extends
Gas, Poison. All creatures within the grenade's area of
from the other. A cylindrical bottle-shaped protrusion
effect must make a DC 15 Constitution saving throw.
sticks out perpendicular to the rod just in front of a small­
Creatures failing their saving throw take 1 2d6 poison
er rectangular post. A round plate the width of a human
damage, or half as much damage on a successful one.
palm rests atop the rod directly opposite the smaller post.
All creatures taking damage from the poison gas are also
poisoned. The cloud of poisonous vapors persists for 1 This device was once a low-power welding tool used
minute in a stagnant area, but in ventilated areas it will by the ship's technicians to make simple repairs. As the
be gone in 5 rounds. In windy situations it will last only plague-induced madness swept through the ship, one
1 round. The grenade cannot be used effectively in very of the vessel's technicians made unauthorized changes
windy situations. Any creature ending their turn within to the device, added a liquid fuel cell (the bottle-shaped
the gas grenade's area of effect must make a Constitution protrusion), and transformed the welder into a flame­
saving throw if they have not already done so, suffering thrower. He burned his colleagues to death with it, but
the effects of the gas. was slain in the process.
Gas, Sleep. All creatures within the grenade's area of The incinerator throws fire from its flattened conical
effect must make a DC 15 Constitution saving throw. hood. The metal dowels are a wire stock that rests against
Creatures failing their saving throw fall asleep until either the shoulder when fired by squeezing the smaller rectan­
30 minutes elapse, the sleeper takes damage, or someone gular post.
uses their action to shake or slap the sleeper awake. Any All creatures caught in the incinerator's cone of fire must
creature ending their turn within the gas grenade's area make a DC 1 2 Dexterity saving throw, taking 4d6 fire
of effect must make a Constitution saving throw to avoid damage on a failed save, or half as much damage on a
falling asleep, even if they have already succeeded. This successful one. The incinerator ignites any flammable
reflects persistent qualities of the gas. Cloud persistence objects in the cone that aren't being worn or carried.
is the same as for a poison gas grenade.
Pressing a stud on the round plate causes it to swing open
Incendiary. All creatures in the blast radius take 2d6 fire revealing the device's power disc. The incinerator must
damage. Inflammable materials in the area of effect that have both a charged power disc and fuel in its fuel cell to
aren't being worn or carried catch fire. Next round, and operate. The liquid fuel cell can hold up to 1 quart of highly
for 1 d3 rounds thereafter, each creature originally within inflammable fuel, enough to be used 8 times. The device
the blast area will sustain an additional 1 d6 fire damage is intended to use specific fuel found only on the ship, but
from residual chemicals burning. A DC 1 5 Constitution flammable liquid such as a flask of oil or alcohol can be
saving throw is allowed at the end of the affected crea­ substituted. However, this substandard fuel grants advan­
ture's turn, ending the ongoing damage on itself on a tage to creatures making a Dexterity saving throw to resist
successful one. Each skin of water thrown on the target the weapon's flames and can potentially trigger an explo­
will reduce damage by 1 , and total immersion will negate sion. O� an attack roll of 1 , the incinerator explodes, doing
residual burns. 3d6 fire damage per fuel use remaining (a fully-fueled incin­


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 N Girrn. L ADVEITTV� S R E i IT C A R_Il ATED • EXPED ITl 0 ll T0 THE BARRI E R PEAKS


LASER PISTOL LASER RIFLE
Complexity: Moderate Complexity: Difficult
Range: 40/ 1 20 ft. Range: 80/240 ft.
Power Disc Drain: 1 charge/use Power Disc Drain: 1 charge/use
Damage: 3d6 radiant Damage: 3d8 radiant
Use Handout #73. This appears as a heavy armband Use Handout #74. In appearance this is quite similar to
with two projections, both about 6 inches long. One pro­ the laser pistol, although on a larger scale. The thing is
jection ends in a black leather grip. The other ends in a made of the same shell-like material. The two projections
smooth, cone-shaped red stone, much like a jewel, with a are the same, but longer, and the shorter one has a black
slightly silvery end. There is a coin-sized slot at the base rivet placed forward of the grip. One major difference is
of this projection. Inside the armband are a number of that instead of a single armband there are now two. Both
overlapping plates. The entire thing is encased in a white, bands are lined with overlapping metal plates. There is a
shell-like material. glass crystal or gem on the section connecting the two
armbands. The second armband extends to form a point
The pistol is operated by inserting the hand through the
on one side. A smooth rope comes out of the thing just
band and applying firm pressure to the grip. The plates
ahead of this band and connects to a mail coif and visor.
in the band will gently close on the wrist to hold it in
This coif is of a soft, lightweight metal. The visor has
place, although the hand may be slipped out with care.
thick, smoky pieces of glass mounted in a frame.
The beam will originate from the end of the second pro­
jection, the ruby rod. The laser rifle is worn and operated in much the same
way as the laser pistol (i.e. the forearm is slipped in, the
A laser beam will cut through 1 inch of bulkhead or deck
plates contract, and the grip squeezes to fire) . However,
metal along a 1 -foot path each time it is aimed and fired
the mesh hood and glasses must also be used for effec­
at normal range. Comparatively, it will cut through 6
tive fire. The glasses will project a ghostlike image of
inches of steel or 1 foot of iron along a 1 -foot line.
what the laser rifle "sees" through its camera eye. The
button in the grip will turn the camera on or off. If the
laser rifle is used without the camera, all attack rolls are
made at disadvantage. It is possible at all times to see
normally, ignoring the ghost images.
Metal cutting rate is the same length as a pistol, but the
thickness cut is double that of the pistol.

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

0 N Gi ITA L ADVE ITTV R,? S RE i IT CAR_IlATE D • EXP E D ITI 0 Il T0 T H E BARRI E R P EAKS


broad end of the pistol toward the target. When fired ever target the weapon is pointed at. Alien characters are
there will be a humming noise and many Bashing lights visible in the green light as it shines against a solid target,
and sparks will go off inside. A small number of sparks displaying information such as the target's temperature,
will shoot from the golden ball at the narrow end, but the rough weight, and other biological data. Pressing the stud
ray from the other end will be invisible. If the small but­ down completely fires a tiny dart from the pistol's maga­
ton in the handle is pushed, the raised disc will pop open, zine Oocated along with its power disc in the rectangular
revealing a spot for a power disc. box) that both delivers a knock-out chemical and draws
a sample of the target's DNA for collection. Each pistol
All creatures in the cone must succeed on a DC 1 0 Con­
stitution saving throw or be paralyzed for 1 minute. The can hold up to six darts, found separately. A pistol with­
out power or darts does not function. A fired dart cannot
creature can repeat the saving throw at the end of its
be reused if retrieved.
turns, ending the effect on itself on a successful save. A
creature that succeeds on the Constitution saving throw A target struck by the pistol's dart takes 1 point of pierc­
when initially struck by the paralysis pistol is slowed as ing damage and 1 point of poison damage, and must suc­
per the slow spell for 1 minute. It can attempt a DC 1 0 ceed on a DC 1 6 Constitution saving throw or be inca­
Wisdom saving throw at the end o f each o f its turns, pacitated for 1 minute. At the end of 1 minute, the target
ending the slowed effect on itself on a successful save. can make another Constitution saving throw at the end
of each of its turns, ending the effect on itself on a suc­
cessful save.

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-

0 .ltj Gi ilA L ADVEilTV IQ: S RE i il CAR.._IlATE D • EXPE D IT l 0 Il T0 THE BARRI E R P EAKS


is deducted first from the shelter's defensive field. If re­ one end and shade into another color at the other end.
duced to 0 hit points, the shield goes down and cannot The window to the left is white shading to yellow, the
be restored until the shelter is collapsed and a long rest middle window is white shading to purple, and the paper
is undertaken. behind the right window is white shading to green. Over
each window is mounted a translucent j ewel, the same
The shelter provides protection and a comfortable envi­
color as the colored paper of that window. At the front
ronment in temperatures ranging from 0 to 1 00 degrees
of the slab is a series of small holes. On the back is a
F. If the defensive shield is functioning, the range is ex­
narrow panel set in a groove. Sliding it will reveal a slot
tended from -25 to 1 25 degrees F.
about the size of a gold coin.

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 Fj Gi IIA L A.DVEIITV RJ:'; S RE i II CAR_IIATED • EX:P E D IT l 0 II T0 THE BARRI E R P EA.K:S


by rolling 1 d6. Power discs may be inserted either side up The armor is surrounded by a force shield which acts
when installed in a device. Different devices will have dif­ as 50 temporary hit points. All damage suffered by the
ferent rates of power use and this is noted under each de­ wearer is deducted from these temporary hit points first.
vice's Power Disc Drain. It requires 2 rounds to change When the force shield is at 0, damage sustained is taken
the power disc in a device once it is discovered how to by the armor itself. When the armor reaches 0 it is non­
make the change. functional in all systems. Damage accruing beyond that
point goes to the person inside. The force shield regener­
POWERED ARMOR ates to full power after the wearer takes a short rest.
Complexity: Extraordinary The anti-grav system in the armor allows the wearer to
Armor Class: 20 become weightless and to levitate upwards or downwards
Force Shield: Absorbs 50 damage (see below) at a speed of 20 feet per round. The wearer can carry
Hit Points: 50 (immune to psychic damage) up to 500 additional pounds of weight when so doing.
Strength Augmentation: See below Anti-grav will function for 1 hour, or 30 minutes if carry­
ing additional weight, of continuous operation. For each
Use Handout #80. Powered armor looks like a suit of
round of operation it must recharge 1 0 minutes. When
unusual plate armor. The joints appear to be finely, if
power is down to 1 0 minutes of operation the suit will
somewhat strangely, articulated and an oily, black, leath­
issue a low pinging sound, and a small orange panel will
er-like material may be seen at major joints. The armor
light up; pinging will recur every round thereafter, and
appears to have been worked to create the illusion of a
the panel light will flash during the last round of opera­
heavily muscled man. The great helm is unusual in that it
tion before the power fails. The armor will immediately
has no openings, only a broad glass plate in the front with
fall, but a small reserve charge will prevent injury to the
a piece of glass above this. There are strange plates and
wearer, although the powered armor itself will sustain
tubing at various points and large metal bosses seem to
damage equal to 50% of its remaining hit points.
be placed randomly on the suit. On the back of the right
hand is a rectangular metal box. From this comes a short Powered armor has built-in atmosphere analysis equip­
projecting rod tipped with a cone-shaped red crystal or ment with a readout panel above the vision area; it also
jewel. It would seem there must be a man inside, for the has built-in language translators. Hearing in the armor is
armor always stands erect although unmoving. 200% human normal, granting the wearer advantage on
all audial-based Wisdom (Perception) checks. The armor
The armor is opened by pressing two separate buttons
also grants the wearer darkvision to a range of 1 20 feet.
concealed at the rear of the helmet beneath its lip. Press­
ing both buttons at the same time will pop open a seal The wearer of the suit does not become fatigued as nor­
down the middle of the back of the armor. A person may mal and is immune to exhaustion from ordinary sources.
then climb into the armor, feet first, double over, and Continuous operation for periods of as long as 8 hours
then slip his or her head and arms into the suit. Then, by is possible. Powered armor does not use power discs. It is
arching his or her back, the armor will reseal itself. The only rechargeable at specialized terminals. None of these
release catches may be reached while wearing the suit, terminals exist on this part of the ship.
but it will take an action to operate.
For weaponry, the suit has a laser pistol built into the
Powered armor is completely sealed and will withstand right arm of the armor above the hand. The pistol fires
vacuum or pressure equal to 1 ,000 feet of water. An air when a chin lever is triggered-all specs are the same as
system provides oxygen for 8 hours of continuous use, a normal laser pistol (see above) .
recharging at 1 hour per hour of non-use. No gases or
viral contaminants can enter the suit.
The wearer's Strength is augmented; treat as having a
Strength of 20 for the purposes of lifting or dragging
weight. This increase does not apply to attacks or other
Strength-based uses. The wearer can jump up to 1 0 feet
in any direction without the need to make an ability check.

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
' '

0 N Gi IT AL ADVE ilTV � S RE i IT CA1'_Il ATED • EXP E D ITI 0 Il T0 TH E BARRI E R P EAKS


and blue - rehydrate. The plastic spork may be used to The propulsion device is operated by the lever trigger to
cut food and eat it or the hollow handle may be used as the left of the buttons on the chest box. This consists of
a straw. Possible contents of a rations pack are: protein a gas jet that will propel the wearer under water at a speed
stews, cero-porridges, nutrient drinks, surrogate steaks, of 60 feet for 6 rounds before becoming useless. If used
vegetable substitutes, and vita-bars. on the surface, it will cause an uncontrollable hopping.
The device can be shut off after 1 round of hopping and
Each ration pack equals one meal for one person.
then turned back on. It cannot be recharged.
The swim fins are independent from the rest of the suit.
When in water they will react to the swimmer's motions
and expand into 8-inch-wide fins.
The suit may be used like a gas mask (see above) while
the breathing apparatus functions, making the wearer im­
pervious to gas.

WO UND HEALING CANISTER


UNDERWATE R SWIMMING GEAR Complexity: Simple
Complexity: Difficult Uses: 6 maximum
Armor Class: 1 2 + Dex modifier
Use Handout #81 . Wound healing canisters appear as
Move: Swim 30 ft. or swim 60 ft. for 6 rounds with gas
smooth, featureless gourds. They are indented on one
j ets
side to fashion a grip, flat on the bottom, and have a
Power Disc Drain: 1 charge/ 1 5 minutes
small neck curving out of the other end. This neck ends
Use Handout #30. This appears to be a bizarre set of in a hole. On the back of the neck is a rivet. On the fl a t
armor. The armor consists of a padded undersuit of bottom is a sundial pattern with a hair marking a line on
an odd, black, leather-like material. The padded suit is the pattern.
reinforced with plate armor at the knees, elbows, and
Pressing the button (the rivet on the neck of the gourd)
shoulder. Over the padded armor is worn a very weighty
allows a directional spray from the nozzle (the hole) .
girdle and loin protectors. Across the chest is worn an
This spray will heal 2d 1 2 points of damage and cure
odd breastplate with a box attached to it, while the back
any disease, infection, or spore infestation on the skin.
half bears a strangely shaped pack. The helmet seems
A full canister contains 6 charges; the dial on the bottom
impractical, a bubble-shaped sphere mounted on a flex­
shows the number of charges remaining. One spray uses
ible neck piece made of the same material as the suit.
1 charge.
The helmet is attached to the breast box by several cords.
Lastly, there are a pair of slippers with elongated, ribbed
toes, about 2 feet long.
This is a set of underwater diving gear with a wetsuit,
breathing apparatus set in the front chest plate, and a
propulsion device housed in the backpack. The breathing
apparatus is a rebreather attached to the helmet by way
of the tubes. It is turned on by pressing the right button
on the front of the box and shut off by pushing the left
button. The front of this housing may be detached, re­
vealing cradles for two power discs. The breathing appa­
ratus will function for 90 minutes and then a buzzing will
sound to indicate that 30 minutes of time remain before
the pack must be recharged.

0 IQ G i rrn. L ADVE IITV � S RE i II CAR_IIATED • EXP E D ITI 0 n T0 THE BARRI E R P EAKS


APPENDIX D

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.

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Name Bruk of the East Raven Edrik Halfhand
Sex Male Female Male
Race Human Human Human
Level (HD) 1 2 (1 2d1 0) 7 (7d10) 6 (6d10)
Class Fighter Fighter Ranger
Archetype Champion Battle Master Hunter
Background Soldier Folk Hero Hermit
Alignment Neutral Chaotic Good Neutral
AC 23 19 17
Initiative +4 +1 +2
Speed 30 ft. 30 ft. 30 ft.
Prof. Bonus +4 +3 +3
Hit Points 112 67 52
Strength 1 7 (+3) 1 6 (+3) 1 7 (+ 3)
Dexterity 1 5 (+2) 1 2 (+1) 15 (+2)
Constitution 1 6 (+3) 1 6 (+3) 1 5 (+2)
Intelligence 1 4 (+2) 1 3 (+1) 1 2 (+ 1)
Wisdom 1 2 (+ 1) 14 (+2) 1 4 (+2)
Charisma 1 6 (+3) 1 3 (+ 1) 12 (+1)
Skills / Proficiencies Athletics + 7, Intimidation Animal Handling + 5, Insight Medicine +5, Nature +4,
+7, Perception +5, Survival + 5, Perception + 5, Survival Religion +4, Stealth + 5, Sur-
+ 5, Dice set +4, Vehicles + 5, Calligrapher's supplies vival + 5, Herbalism kit + 3
(land) +4 + 3, Carpenter's tools + 3,
Vehicles (land) + 3
Race / Class / Ar- Fighting Style (Archery, Fighting Style (Defense), Favored Enemy (Aberra-
chetype Specials Dueling) Maneuvers (Maneuver save tions, Monstrosities), Natural
DC 1 4; Superiority dice 5; Explorer (Forest, Mountain),
Commander's Strike, Men- Fighting Style (Two-weapon
acing Attack, Parry, Rally, Fighting), Spellcasting (Spell
Sweeping Attack) save DC 1 3; Spell attack
modifier + 5; Spells known
4; Spell slots 4/ 2), Hunter's
Prey (Colossus Slayer)
Armor +2 splint, +2 shield + 1 chain shirt, + 1 shield + 1 breastplate
Weapons +2 battleaxe, longsword, Flame tongue longsword, + 1 spear, shortbow,
shortbow shortsword, dagger, light longsword, dagger
crossbow
Magic Items Ring of resistance (fire) Scroll of protection (plants) None

0 N Gi IIAL ADVEil'fV � S RE i II CAR._II ATE D • EXP E D IT l 0 II T0 THE BARRI E R PEAKS


Name Larissa the Wild Scion Reldus of the Sacred Gudren Knee-Breaker
Green
Sex Female Male Female
Race Human Half-Elf Hill Dwarf
Level (HD) 5 (5d 1 0) 4 (4d1 0) 8 (8d1 2)
Class Fighter Paladin Barbarian
Archetype Champion Oath of the Ancients Path of the Berserker
Background Noble Outlander Outlander
Alignment Chaotic Neutral Lawful Good N eutral
AC 18 18 18
Initiative +3 +4 +1 (advantage)
Speed 30 ft. 30 ft. 35 ft.
Prof. Bonus +3 +2 +3
Hit Points 49 40 85
Strength 20 (+ 5) 1 5 (+2) 1 9 (+4)
Dexterity 1 6 (+3) 1 8 (+4) 1 3 (+ 1)
Constitution 1 7 (+3) 1 6 (+3) 1 4 (+2)
Intelligence 1 2 (+ 1) 1 2 (+ 1) 13 (+ 1)
Wisdom 1 0 (+O) 1 1 (+O) 1 2 (+1)
Charisma 1 0 (+O) 1 6 (+3) 1 2 (+ 1)
Skills / Proficiencies Athletics + 8, History +4, Athletics +4, Intimidation Athletics + 7, Intimidation
Persuasion + 3, Perception +5, Perception +2, Persua- +4, Perception +4, Survival
+ 3, Dragonchess set + 3 sion + 5, Religion + 3, Sur- +4, Brewer's supplies + 3,
vival +2, Musical instrument Musical instrument (drum)
(harp) +2
Race / Class / Ar- Fighting Style (Archery) Fighting Style (Dueling), Frenzy, Mindless Rage
chetype Specials Lay on Hands (20 points),
Spellcasting (Spell save DC
1 3; Spell attack modifier + 5;
Spell slots 3)
Armor Chain shirt, + 1 shield Breastplate, shield +3 shield
Weapons Javelin of lightning, battleaxe, Dancing longsword +2 warhammer, battleaxe,
javelins (4), dagger throwing hammers (2)
Magic Items None None None

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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

0N Gi il AL ADVEilTV � S REiil CARJIATED • E�PE D IT I 0Il T 0 THE BARRI E R PEAKS


Name Sister Sledge Lindarfin Lightbreeze Siobhan of the Thunder
Mountains
Sex Female Male Female
Race Human Wood Elf Human
Level (HD) 1 0 (1 0d8) 6 (6d8) 7 (7d8)
Class Cleric Cleric Druid
Archetype War Domain Life Domain Circle of the Land (Mountain)
B ackground Acolyte Folk Hero Hermit
Alignment Lawful Good Lawful Good Neutral
AC 18 14 16
Initiative +2 +1 +2
Speed 30 ft. 35 ft. 30 ft.
Prof. Bonus +4 +3 +3
Hit Points 63 51 59
Strength 1 2 (+ 1) 14 (+2) 1 4 (+2)
Dexterity 1 4 (+2) 1 2 (+ 1) 14 (+2)
Constitution 1 2 (+ 1) 17 (+3) 1 6 (+3)
Intelligence 1 1 (+O) 1 1 (+O) 1 4 (+2)
Wisdom 1 8 (+4) 1 7 (+3) 1 5 (+2)
Charisma 1 5 (+2) 1 0 (+O) 1 5 (+2)
Skills / Proficiencies History +4, Insight +8, Animal Handling +6, His- Medicine +5, Nature +5,
Medicine +8, Religion +4 tory + 3, Medicine +6, Perception + 5, Religion + 5,
Perception +6, Survival +6, Herbalism kit + 3
Alchemist's supplies + 3,
Vehicles (land) +3
Race / Class / Ar- Spellcasting (Spell save DC Spellcasting (Spell save DC Spellcasting (Spell save DC
chetype Specials 1 6; Spell attack modifier + 8; 1 4; Spell attack modifier +6; 1 3; Spell attack modifier + 5;
Cantrips known 5; Spell slots Cantrips known 4; Spell slots Cantrips known 4; Spell slots
4/3/3/3/2) 4/3/3) 4/3/3/ 1)
Armor Half plate, ring of protection Chain shirt Studded leather, wooden
shield
Weapons +2 mace Quarterstaff, mace, short- +2 scimitar, sickle, javelins (2)
bow
Magic Items Stajf of stn.king Rope of entanglement, potion of Cloak of elvenkind, n·ng of free
supen·or healing action

0 N Gi ITAL ADVEITTV RJ; S RE i IT CAR._IlATED • EXP E D IT l 0 ll T0 TH E BARRI E R P EAKS


Name "The Red Wyvern" Wilhelmina Waywocket Karaz
Sex Male Female Male
Race Human Lightfoot Halfling Half-Ore
Level (HD) 1 0 (1 0d8) 9 (9d8) 5 (5d8)
Class Bard Rogue Rogue
Archetype College of Lore Thief Assassin
Background Entertainer Urchin Criminal
Alignment Neutral Chaotic Neutral Lawful Evil
AC 16 16 15
Initiative +5 +4 +3
Speed 30 ft. 25 ft. 30 ft.
Prof. Bonus +4 +4 +3
Hit Points 63 75 48
Strength 1 0 (+O) 1 2 (+1) 15 (+2)
Dexterity 1 7 (+3) 1 8 (+4) 1 6 (+ 3)
Constitution 1 2 (+ 1) 16 (+ 3) 1 8 (+4)
Intelligence 1 1 (+O) 1 5 (+ 2) 1 0 (+O)
Wisdom 1 4 (+2) 8 (-1) 10 (+O)
Charisma 1 6 (+3) 1 4 (+2) 1 2 (+ 1)
Skills / Proficiencies Acrobatics +7, Deception* Acrobatics +8, Athletics +5, Athletics + 5, Deception +4,
+ 1 1 , History* +8, Insight Investigation* + 1 0, Percep- Intimidation +4, Insight +3,
+6, Performance +7, Per- tion* + 7, Sleight of Hand Perception* +6, Persuasion
suasion* + 1 1 , Sleight of +8, Stealth* + 1 2, Disguise +4, Stealth* +9, Dice set +3,
Hand +7, Stealth* + 1 1 , kit +4, Thieves' tools* + 8 (* Disguise kit + 3, Poisoner's
Disguise kit +4, Musical denotes Expertise) kit + 3, Thieves' tools + 3 (*
instruments (drum, flute, denotes Expertise)
horn, lute) +4 (* denotes
Expertise)
Race / Class / Ar- Spellcasting (Spell save
chetype Specials DC 1 5; Spell attack modi-
fier + 7; Cantrips known 4;
Spells known 1 4; Spell slots
4/3/3/3/2) ; Bonus spells 2
(from any list)
Armor Studded leather, cloak of Studded leather Studded leather
protection
Weapons +2 longsword, dagger, hand +2 dagger, + 1 daggers (2), +1 rapier, daggers (3), great-
crossbow shortbow, shortsword club, shortbow
Magic Items Bag of holding Rope of climbing Oil of slipperiness

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 R.i Gi ITAL ADVE ilTV � S RE i IT CAR.._IlATE D • E?(:PE D ITI 0 Il T0 THE BARRI E R PEAKS
0 R.i Gi IIAL ADVE IITV RJ; S RE i II CAR._II ATED • E�PED ITl 0 Il T0 THE BARRI E R PEAKS
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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

Metamorphosis Al pha and Expedition


to the Barrier Peal<s

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-

A History of Metamorphosis Alpha


by Jon Peterson

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

0 N Gi ITAL ADVE ITTV � S RE i IT CAR.._IlATED • E�P E D ITI 0 Il T0 THE BARRI E R P EAKS


things were possible-if rules would allow for their bal­ pose, Gygax "laid out the tournament from old 'Castle
ance in a game format." Greyhawk' campaign material involving a spaceship." A
That player's name was James M. Ward. Ward had met band of fifteen D&D characters would investigate this
bizarre "dungeon" filled with mutated animals, androids,
Gygax by chance at a local bookstore while buying fan­
tasy novels, which earned him an invitation to Gygax's color-coded access cards, and space-age weaponry. TSR
later printed a revised version of this dungeon as 53: Ex­
gaming table. Ward quickly latched on to the possibili­
pedition to the Barrier Peaks (1 980) .
ties that science fiction brought to role-playing games.
His first byline in a TSR publication came about eight­ What sort of game could Ward have designed, i f his
een months after the release of Dungeons & Dragons, in concepts inspired that module? Until the present day, we
the third issue of the Strategic Review, where he provides could only speculate about what the "rough notes" for
a system for randomly generating environments in the Ward's work-in-progress might have looked like. But in
"Deserted Cities of Mars." Ward demonstrates consid­ the present volume, for the first time, we can study a few
erable fluency with Burroughs's Barsoom setting, giving draft pages of the game. Already in these notes we can
guidance on Martian urban planning which supported make out the general setting of play. One page shows
not only Dungeons & Dragons, but also another early TSR us the sixth level of a huge multilevel structure, and in­
title, Warriors of Mars. dicates how this level connected to the ones immediate­
ly above and below it. The area shown is large enough
At the time, Ward ran his own Dungeons & Dragons games
that apparently a large complex, a place called the "Ruby
in Prairie du Chien, a town on the western border of
City," makes up only a small fraction of the space in the
Wisconsin, about three hour's drive from the principals
center of the level. The remainder contains mountain
of TSR in Lake Geneva. Ward's approach to Dungeons
ranges and lakes, clearly an enormous expanse of terrain.
& Dragons embraced the potential of science fiction in
Another page depicts a "Forest Level" with a central ele­
role-playing to its fullest. His ideology is on display in the
vator, various trees and marshlands, and what appears to
very first issue of Dragon magazine, in an article he titled,
be an enormous anthill. The denizens of these environ­
"Magic and Science: Are They Compatible in D&D?" In
ments include robots and androids, but also "wolfoids,"
it, he advocates for a view very similar to Clarke's Third
tentacle monsters, and giant red ants. Much of the flora
Law, that "any sufficiently advanced technology is indis­
and fauna are assigned a numerical rating for "intensity,"
tinguishable from magic." Ward reports that back in the
and some plants are referred to as "mutated.''
day he would "loudly clamor that, 'a lightning bolt wand
is just a static electricity generator,' or 'many magical po­ At first glance, we might be hard pressed to say what
tions are simply advanced chemical formulae.'" In his sort of spaceship would contain these elements. But
own Dungeons & Dragons campaign, Ward introduced a enormous colony ships crossing vast interstellar dis­
race called the ''Artificers" who created technological de­ tances with successive generations of human settlers,
vices that rivaled or surpassed the destructive capabilities as well as animal and plant life, are a frequent trope in
of magic. These included pistols, computers, and various science-fiction literature, and often serve as an environ­
"spheres" that could project spell-like abilities as rays. As ment for adventure-especially when colonists forget
Ward puts it, "Science does not have to be dull when a not j ust their mission, but even that they are on a ship at
little imagination is applied." all. Robert A. Heinlein inaugurated this genre with two
1 941 stories ("Universe" and "Common Sense") which
By the time Ward wrote those words, he was already well
were later published in book form as Orphans of the SA:Y.
on his way to demonstrating the truth of that principle
In Heinlein's vision, a colony ship sent to Proxima Cen­
by creating an entirely original science-fiction role-play­
tauri from Earth suffers two catastrophes: a mutiny that
ing game. "Early in 1 976," as Gygax would later write,
leaves the ship without commanders, eventually leading
Ward had already shown "rough notes" for his game to
the descendants of the original passengers to forget the
TSR, and on the basis of those notes, Gygax devised a
nature of their surroundings; and a blast of radiation
famous tournament dungeon which he ran that summer
that causes mutants to be born, giving rise to primitive
at the second incarnation of the Origins convention in
tribes of different genetic make-ups. The same theme
Baltimore. The adventure confronted fantastic medieval
was revisited by Brian Aldiss in Non-Stop (1 958), where
characters with, as one eyewitness put it, "a buried space­
another colony ship, this time on the return journey to
ship type of thing" as a way to introduce players to the
Earth, suffers similar problems; the resulting tribal hu-
new concepts that Ward's game promised; for this pur-

0 IU Gi IT A L ADVEITTV R? S RE i IT C A RJI ATED • E�P E D ITl 0 ll T0 THE BARRI E R P EAKS


man societies shun and fear both mutants and custodial The core system of Metamorphosis Alpha departs from
androids. Only a year before Dungeons & Dragons went to Dungeons & Dragons in that it does not involve personal
press, this theme played out on television in the widely­ progression: that is, gaining power through experience.
syndicated Canadian show Starlost-though it aired to lit­ Instead, characters may or may not start with innate mu­
tle acclaim from science-fiction fans. tations, which can be either beneficial or debilitating. The
Ward drew heavily on such precedents for the settings mutations themselves often approximate magical pow­
ers: physical mutations may enable regeneration, or even
of his new game. He imagined a seventeen-level colony
ship, fifty miles long and twenty-five miles wide, called shapeshifting; mental mutations allow telepathy, levita­
tion, teleportation, even planar travel. In this way a sci­
the Starship Warden, which departed Earth in 2277 with
ence-fiction setting can smuggle in a good deal of fantasy.
a million and a half colonists, as well as various native
Some mutations derive from specific literary sources, like
plants and animals. After the ship crossed a cloud of
the "Temporal Fugue," modeled on an ability from Rog­
"space radiation," however, many colonists were killed
er Zelazny's novel Creatures of Light and Darkness; Ward
outright, and others developed mutations, as did much
at the time cited Zelazny as his all-time favorite author.
of the flora and fauna. Consequently, the game's intro­
Mutant powers are essential to survival, as comparable
duction would say, "Later generations of humans lost all
abilities may be exhibited by roaming animals and even
sense of identity, with the ship regressing into a state of
plants, but the only respect in which characters improve
savagery." Ward unleashed characters into this hostile en­
with experience is through the accumulation of knowl­
vironment with one key objective: survival. Shortly after
edge and resources. Weapons available in the game world
Origins II, a notice in the last issue of TSR's Strategic Pre­
include vibro blades, laser pistols, paralysis darts, and
view (not to be confused with the Strategic Review) revealed
knock-out gases-though characters must pass checks
to the world the forthcoming release of "METAMOR­
to use items of sufficient complexity, and the penalty for
PHOSIS ALPHA-a role-playing game in the spirit of
failing such a check can be catastrophic. One essential
D&D but with a science fiction twist."
piece of equipment for navigating the Starship Warden is
Study of the rough notes preserved in the present volume a properly-colored wristband: every colonist possessed a
gives us a glimpse into the early evolution of the game. In brown band, but access to restricted areas requires colors
the Random Encounter table, for example, we can see a like white for medical facilities or gray for science labs.
prototype for the first edition Metamorphosis Alpha encoun­
The first advertisement for Metamorphosis Alpha shows up
ter tables. Some of the original mutant creature names ap­
in the December 1 97 6 Dragon magazine; it would reap­
pear verbatim in the finished version of the game, like the
pear in the wargaming journal Panzeifaust a month later.
"Sword Bush" and "Dark Fungus." In other cases, we see
By this point, TSR had established such an enthusiastic
slight variations, as the "Black One Spider" of these rough
customer base that any new release quickly made it into
n�tes became the "Black One" in MA; similarly, the "Light­
the hands of distributers, reviewers, and fans. In the fan­
rung Beast" became the "Shocker Beast." We can also see
zine Wild Hunt, we can already find a report dated De­
evidence of discarded concepts, like the "lionoid" that is ab­
cember 1 5 that a copy of Metamorphosis Alpha had turned
sent entirely from MA. While a number of "Martian" crea­
up the previous week at a meeting of the MIT Strategic
tures were added to this list, the concept of Martian animals
Games Society. The last issue of Flying Buffalo's news­
did not survive the final cut-though surely the "Martian
letter before Christmas announced that they had an ini­
Jawed Vine" survived as the "Jawed Plant" of MA.
tial ten copies in stock. The Judges Guild began reselling
When Metamorphosis Alpha shipped at the end of 1 97 6, it the title by mid-January.
immediately became a historical landmark: it was the first
We can gauge the reception of Metamorphosis Alpha in
game that explicitly marketed itself as a "role-playing game."
the response of fans and commentators. Mark Swanson
Dungeons & Dragons did not contain that phrase; instead,
wrote a detailed review for A/arums & Excursions # 1 7 '
it billed itself as "Rules for Fantastic Medieval Wargames
which was collated on December 1 1 . Swanson regard-
Campaigns." By the fall of 1 975, however, critics had ob­
ed the game as "long predicted," especially given that it
served a cluster of titles in the marketplace that imitated the
was "apparently playtested at the Origins II tournament
structure of Dungeons & Dragons, and they lighted on the
advertised as D&D,'' a reference to Gygax's Expedition
term "role-playing" as a new genre label. TSR began using
to the Barrier Peaks. His assessment is quite positive: he
the term informally early in 1 97 6, but Metamorphosis Alpha
observes that "the rules are better written and more con-
was the first TSR title to declare itself an RPG on its cover.

0 Rj G i IIAL ADVEIITV RJO S RE i II CARJIATE D • E�P E D ITI 0 Il T0 THE BARRI E R PEAKS


sistent than normal D&D," to the point that they "are innate bonuses to leadership. Only less than one-fifth
worth more to a D&D DM than many of the official of the listed physical and mental mutations are different
supplements." He expresses less enthusiasm about the in Gamma World from those given in Metamorphosis Al­
setting, which apparently reminded many fans of the pha. Both games choose as their setting an environment
poorly-received Starlost television show, disappointment where a radiation catastrophe occurred in the past, and
at which obscured the memory of the superior efforts of thus elements in both games have a quantified "Radia­
Aldiss and Heinlein. tion Intensity Level" that may cause death, or mutations,
in exposed creatures. Many items of equipment are the
Praise for the mechanics of the game was nearly univer­
same, though sometimes under altered names, and both
sal. The February 1 977 review in the Space Gamer reads:
games rely on the "domar" as the basic unit of currency.
"How well does it play? Damn well. James Ward, the de­
In some places the text of Gamma World follows the orig­
signer, is to be commended for doing a splendid j ob."
inal in Metamorphosis Alpha almost exactly, as is the case
Later that year, George Phillies would write in the Ameri­
for the sections on languages. The largest distinction is
can Wargamer that "each section is much more clear (or at
that Gamma World reinvents the monster list entirely, but
least longer) than the corresponding section in D&D; in
this is mostly a difference in setting-it would not be
many cases, examples of play are given-how the referee
entirely uncharitable to describe Gamma World as a new
should handle particular rules, and so on." Of course,
setting for Metamorphosis Alpha.
like any new release, it had a few bugs in its system. Char­
lie Luce pointed out in A/arums #20 that although there Gamma World, written by Ward in collaboration with Jake
are references in Metamorphosis Alpha to saving throws Jaquet, took the market by storm after its 1 978 release.
(see for example the "Heightened Brain Talent" Mental By the end of the decade, the monumental success of
Mutation) , the game actually provides no saving throw Gamma World had overshadowed its predecessor, which
tables. A few early reviewers also expressed some reser­ TSR quietly withdrew from the market in order not to
vations about the game's lack of an experience system, undercut the new product. Ward, now one of TSR's top
including Ian Livingstone in White Dwaif # 1 . But overall, breadwinners, remained committed to the Starship War­
the game spread rapidly and enjoyed a very positive re­ den, however, and he wrote in 1 98 1 that his current "big
ception from Dungeons & Dragons fans. project is the rewrite of Metamorphosis Alpha. This book­
let will be turned into a GW7 supplement with new crea­
Numerous issues of the Dragon in 1 977 and 1 978 elabo­
tures, mutational powers, technological items, and more
rated on the base game of Metamorphosis Alpha. It proved
information on Gamma World and all of its role-playing
so popular that after only eight months in the market, we
aspects." This planned title, Metamorphosis Alpha to Omega,
see a notice in the Dragon magazine announcing a follow­
did not appear as Ward originally envisioned it. However,
up title: Gamma World. The article (which constitutes an
his game retained a fan base over the years, and has re­
early version of the introduction to the published Gamma
cently undergone a revival, thanks in no small part to the
World) describes a global campaign of nuclear terrorism
personal efforts of Ward himself, who frequently runs
that reduces Earth's civilization to barbarism. This irradi­
games of Metamorphosis Alpha at conventions in his own
ated post-apocalyptic dystopia furthermore gives rise to
inimitable, placid, murderous idiom.
mutations which sound suspiciously similar to those of
Metamorphosis Alpha. The new game brought to an entire Now, thanks to this comprehensive edition which repro­
planet the setting that Metamorphosis Alpha confined to a duces the first printing, a new generation of players can
starship: as Ward joked in a 1 98 1 interview (conducted experience the singular vision of Metamorphosis Alpha.
by Frank Mentzer for Po!Jhedron #3), "it's a natural tie, Because this volume anthologizes the most significant
to go from the spaceship 'dungeon' to the wilderness clarifications and additions published in the magazines
'world' . . . So what we did was, we just began formulating of the day, newcomers can find within the original pe­
the wilderness section of a science fiction D&D game." riod material needed to recapture the experience of the
game's founding fans. The Starship Warden awaits adven­
No one who studies Metamorphosis Alpha and Gamma
turers with the wits needed to survive-growing at least
World side-by-side could fail to acknowledge the enor­
one extra brain is recommended.
mous debt that the latter owes to the former. Both break
down characters into three classes: one for "pure" hu­
mans; a second for humans with mutations; and a third Jon Peterson is the author of Playing at the World.
for mutated animals. Pure humans in both systems have

0 Rj Gi ITA L ADVE ITTVR.._E S RE i IT CAR.._IT ATED • E�P E D ITl 0 ll T0 TH E BARRI E R P EAKS


Stand-alone, world-neutral adventure modules compatible with SE.
All print editions also include a code for free PDF edition. Look for
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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

Level 5 adventure Level 7 adventure Level 1 adventure

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

Level 3 adventure Level 1 adventure Level 3 adventure

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

Level 4 adventure Level 1 adventure Level 1 0 adventure

0 N Gi IT AL A-DVEITTV � S RE i IT CA R_IlATE D • EXPE D ITI 0 ll T0 THE BARRI E R P EA-KS


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0 R.i Gi IIAL ADVEIITV � S RE i II CAR_II ATE D • EX:P E D IT l 0 Il T0 THE BARRI E R P EAKS

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