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Wednesday, May 8, 2013
Expedition to the Doomed Peaks--Intro
Fantasy Core RPG
© Jerry Harris 2013
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Level 1: Residential Deck Part 1, Part 2, Part 3, Part 4, Part 5
Level 2: Crew Deck Part 1, Part 2, Part 3, Part 4
Level 3: Computer Operations Part 1, Part 2
Level 4: Command Deck Part 1, Part 2
Monsters Index
Extra Adventurers Part 1, Part 2
Original Maps
INTRODUCTION
First, I’m totally carpet bagging on the name of a classic D&D module. (I’ve seen the Wizards’ “Return Expedition To The Barrier Peaks” article, and am basically ignoring it, along with most of the original material.) Realistically, the only similarities between this and that is the basic premise of a group of fantasy warriors entering a spherical spaceship looking for interesting plunder. This is an adventure for probably five or six characters of 6th to 8th level. (The sample adventurers provided at the end are all 7th level, but are somewhat under-optimized.) You should probably have a few extra characters lying around as replacements. (Ref’s may also allow friendly Androids to be played by character-less players.)
Second, I did not create the maps for this adventure. They are photocopies from a book I had over 20 years ago, which I no longer own. I’d attribute them correctly if I had any recollection of the title of the book. If anyone knows, I’ll put in the reference, or if the proper owner wants them taken down, I will be accommodating (and replace them with something else). The only thing I remember about the book is that it was terrible, except for these layouts.
UPDATE: Found the book: The Handbook for Space Pioneers. I ran into it at a used bookstore. Heck, it might have even been the one I owned that I traded in for credit.
Where does this adventure fit in with the original? I sort of envision these four levels as being the top levels of the spaceship. Somehow the characters are able to get up one of the elevator tubes and get into them. This has the enticing proposition of making Expedition to the Barrier Peaks a true 10 level mega-dungeon.
Thematically however, these levels are not really compatible. As quickly as the first encounter, the players will likely discern the real inspiration for this adventure, the computer game, Doom. (Yes, there is virtually nothing that will be posted here that will have any originality.) There’s really little in common between the two (but don’t be surprised by a couple familiar faces), so perhaps this is actually another part of the ship crashed nearby. At least the process of figuring out the technology has been vastly simplified, in order to get on with the game.
Put whatever backstory you need in order to get the characters inside. It won’t matter once they’re in. The backstory of the spaceship is also irrelevant to this adventure (just like the original). Enterprising Refs are free to add one if they really want to, but it’s going to be pretty self-evident what’s happened. The players should be too busy with other tasks to wonder why it’s happened.
Unlike the original adventure (but more in keeping with this adventure’s actual inspiration), the players will feel some pressure to keep moving and to exit levels as quickly as possible. Enterprising Refs once again may choose to instead slow the pace down and fill each space in with interesting encounters. This would be more in keeping with making this part of a mega-dungeon.
This adventure will also work with Pulp Fantasy Core. The characters should be fairly experienced and well upgraded before tackling this adventure though. Being familiar with firearms, they will only need a DC 12 Int check to figure out how to reload any guns found inside. It will still be fairly unlikely that any of them can figure out the computers inside (and translation will be necessary). DC 18 (+3 Int bonus minimum) to make some basic query or operation.
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