Classic Modules Today - S3 Expedition to Barrier Peaks - Free download as PDF File .pdf), Text File .txt) or read online for free. 5e Barrier Peaks. User summary: PDF edition scanned from fifth printing (). Download package includes three PDF files and one ZIP archive containing maps in JPEG. Originally introduced as a tournament module, Expedition to. Barrier Peaks allowed for science fiction elements to be introduced into the fantasy world.
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Expedition to the Barrier Peaks by Gary Gygax. AN ADVENTURE FOR CHARACTER LEVELS This module was the official ADVANCED DUNGEONS. S3 Expedition to the Barrier Peaks (1e) - The Grand Duchy of Geoff has DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files!. EXPEDITION TO THE BARRIER PEAKS by Gary Gygax. AN ADVENTURE FOR CHARACTER LEVELS This illustration booklet is specially designed for.
Average Rating 13 ratings The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, have been destroyed by mysterious attacks! Included herein are background information for players, statistics for a party substantially the same as that used for the tournament, DM notes, six level maps with encounter matrices, and numerous full color illustration of scenes from the adventure in order to enhance the enjoyment of participants. There are also many new and special monsters designed for this scenario, and they appear nowhere else. For characters level 8 to
The device contains a power pack that provides up to 2 hours of use. Environment Seal: Provides the wearer with breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between.
Hoverpack: Allows the wearer to fly at a speed of 80 feet perfect maneuverability for up to 12 hours on a single fuel cell. Laser Pistol: Integrated into the right forearm of the tactical assault armor. It is like the laser pistol detailed in d20 Future in all other respects. Learning Future Tech The original method for learning to use Expedition's technology involved complex flow charts. Any Future Tech weapons require the personal firearms proficiency in order to be used effectively.
Additionally, such characters must also attempt to figure out how to operate these items without harming themselves in the process. To figure out how to use a Future Tech item, a character must make a successful DC 20 Intelligence check. If the character fails by 11 or more, the item simply does not activate. If failing by 10 or less, the item activates but it automatically hits the character making the check.
The victim loses 1d4 strength every minute for 5 minutes, unless cured or taking a long rest. Medical Area — A yellow card is scattered among clutter on desks, requiring a DC 18 Perception check.
Messing with a desk will sound an alarm. Luckily, if you have the yellow card, a summoned Police Robot will leave everyone alone. Med 1 — A Medical Android Nurse will use her abilities to heal characters who enter the area. Med 2 — Take the Boxing Android, subtract wrestling abilities, give it a syringe attack that works like Anesthetic ability on medical android. The first round will involve the robot trying to subdue the player.
The second round and beyond will involve the robot operating on a subdued player, dealing massive damage on a helpless creature 10d10 damage, apply no resistance or immunity. This android is also resistant to acid and fire.
Laboratory — A yellow card will allow you to get past worker robots. Characters who enter this lab must make appropriate saves. Lab C — Clear bottles are treated as acid flasks.
The green powder is a potent poison. If consumed or contacted, the victim must make a DC 16 Constitution saving throw once per round.
Failure: It causes 1d10 damage and reduces maximum Hit Points by that much for failing a saving throw that round, the target is also poisoned. This continues for 1 minute, the target is cured or the target dies.
The pink powder grants Darkvision ft. The green fluid causes vegepygmies to enter rage. Also, it causes the effects of Plant Growth spell.
Additional effects and concoctions can be added by DM. Library — Contains a projector that has ship schematics. Also, a body on the ground wearing military garb has a grey card on them. Spotting them requires a DC 15 Perception check. Force fields work like Wall of Force.
Disturbance will cause more police robots to investigate. A sleight of hand check is needed to retrieve the card from a compartment. Failure will spring a minor trap that deals 11 2d10 piercing damage. South Room — The power armor in the room works as it did before, for the most part. Now, it has an updated chart for malfunctions: Freezes up for 1 minute It short circuits and the wearer takes 2d8 lightning damage.
Each round the wearer does not make an attempt to remove the suit, they will continue to take this damage. Spending time to take off the armor will result in the wearer take 1d8 lightning. Crossed-circuitry makes it go haywire! The wearer suffers effects of the confusion spell while the suit is active. The attack the nearest creature option is done by using the integrated laser.
Fluid systems fail and poisonous gas leaks into the suit.