RPG Memories -- Expedition to the Barrier Peaks
Expedition
to the Barrier Peaks
I
first encountered Expedition to the Barrier Peaks in
1984, picking up a copy of the module in a game store in Minneapolis
on my way to Coast Guard Basic Training. I read the thing
cover-to-cover during the trip to Cape May, and somehow managed to
get it packed away into storage with my other civilian belongings
while I was in training. After I graduated, the module went with me
to my new unit, and I read it cover-to-cover again and again while I
stood various engineering watches.
In
1985, we were in shipyards in Charleston, South Carolina and I had a
chance to attend a small local game convention being hosted by an
area RPG store. Much to my delight, one of the adventures being run
was none other than Expedition to the Barrier Peaks! I signed up for
it right away, along with several other players. This was going to be
a big game, with fifteen PCs, a Primary DM, and two Assistant DMs. We
had the option of either rolling up a new character for the game, or
bringing in an existing character of suitable level (subject to DM
approval, of course). I opted to roll up a character, and created
Patrick "Paddy" Goodfellow, a halfling fighter/thief.
I
knew that I wasn't the only one familiar with the module, but nobody
actually asked me if I was, so I kept mum and played dumb...unlike
three or four of my fellow players, who were confident that their
collective knowledge would give them an edge in surviving the
adventure.
They
were wrong.
The
attrition was horrible! We lost nearly half of our party before we
even found a way off of the first level. By the time we reached the
Garden Level, we were down to a druid, a magic-user with only a
couple of spells remaining, a dwarf fighter, a halfling
fighter/thief (me), and an elf fighter/magic-user. In the end, the
only survivors were me, the druid, and the elf. Oddly enough, I was
able to attribute my survival not to my knowledge of the module but
instead to the fact that I was playing with what I figured would have
been a halfling's mindset in such a situation -- everything was just
way too big and strange for me to be comfortable doing much other
than trying to stay out of the way.
Incidentally,
I continued to play Paddy off and on for a few more years, but
eventually retired him when AD&D Second Edition came out and I
created and began playing Savinian the Multi-Faceted, a half-elf
fighter/magic-user/thief. But that's another story...
Back
to Expedition to the Barrier Peaks.
When
I began running role-playing games myself, I would frequently turn to
published adventures that I already knew and convert them to fit
whatever game I was running. The first time I did this was for a
Justice,
Incorporated campaign that I was running, in which the
PCs were sent to investigate an alien artifact of immense size
recently discovered buried beneath the ice in Antarctia. A doorway
led to an alien city...which was none other than the spaceship from
Expedition to the Barrier Peaks, repurposed for the
adventure.
The
expedition proved to be something of a disaster for the PCs, with
four of the six PCs (one of them a Nazi spy planted in the party as
a "ringer") dying on the first level before the survivors
were able to fight their way back outside...only to watch as the
entrance to the ship was buried beneath an avalance, removing all
trace of it.
After
running that adventure, I started "fleshing out" the vessel
beyond what the module contained. What did the crew wear? What books
did they have in their library? I named the ship, gave names to some
of the (deceased) crew members, and even worked up an "alien
language" cobbled together from various Earth languages and
utilizing a modified form of the Deseret alphabet. I drew inspiration
from other science fiction games, from Traveller and Star Frontiers
to Star Wars and Battletech. Monsters from the module were changed
out as I found ones I liked better in other games, and the list of
equipment that could be found filled an entire spiral-bound notebook.
A
couple of years later, while I was running a Danger International
campaign, I stumbled across a crude map and some notes that the
players of one of the surviving PCs had made. This gave me an idea,
and I contacted the player and told him what I had in mind. He
agreed, so I sent him a copy of the notes and map. About a month
later, he returned to me a hand-penned journal that represented a
portion of the long-retired character's memoires. Within them were
the notes and map, incorporated into the narrative. I then arranged
for the journal to fall into the hands of my current game's PCs...and
they took the bait – hook, line, and sinker.
Ironically,
the group of five PCs didn't fare much better than the previous one,
even though they had the advantage of modern equipment and knowledge
and the rough map and notes. They lost their medic on the first level
(ironically, to a malfunctioning android surgeon), their polar
survival expert to a malfunctioning waiter robot in a
restaurant/lounge, and their two combat specialists on the Garden
Level. The sole survivor – a computer hacker/wire rat – managed
to escape and make his way back to a research station, but nobody
believed his story.
Since
then, I've adapted the adventure to and run it in everything from
Call of Cthulhu to AD&D 2e's Spelljammer and Masque of the Red
Death to GURPS. The ruined spaceship has appeared in the jungles of
the Amazon and the Congo, in the mountains of North Africa and the
American West, on the moon and Mars, and even in the Bermuda
Triangle. Notes once scrawled into spiral-bound notebooks eventually
became typed pages punched and organized into a three-ring binder
before eventually becoming various word-processing documents created
on a series of computers of ever-increasing complexity.
More
than 30 years after I first encountered it, Expedition to the
Barrier Peaks remains one of my all-time favorite adventures.
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