| Invisig0th |
**** MAJOR SPOILERS BELOW! ****
I'm planning on running S3 Expedition to the Barrier Peaks. I have an ESD conversion from rpgnow.com, and I'm also referencing the d20 modern article from Wizards and an article from Dragon 280. So the conversion isn't a problem.
HOWEVER, upon rereading the module, it *really* shows its age. There is essentially no plot whatsoever, no climax -- it's just a basic dungeon crawl in a very unique setting. I'd really like to flesh this thing out to have more of a plot flow and some sort of climax, at the very least. Yes, there's a lot here to enjoy **IF** you're one of those people that are into that sort of thing, but even then, the original module falls a bit flat. A little TLC would allow me to keep all the good aspects of the original and yet add some more of the flow and complexity that is expected these days.
The reason I'm specifically asking here is twofold. First, in this interview with Erik Mona (link below), he mentions kicking around the idea of Barrier Peaks as a Dungeon mega-adventure. In short, he at one point threw around the idea with Sean Glenn and James Jacobs, but they came to the conclusion that the adventure would be impractical for the pages of Dungeon. It would have been huge, bigger than an issue, and let's face it -- you either love or hate the "hook" of the module, so it's really not everyone's cup of tea. While some people would love it, others would hate it, and Dungeon needs to be careful about blowing a whole issue or AP on that sort of thing due to limited appeal. I think that sounds practical.
http://www.silven.com/resources/Default.asp?case=show&id=363
That said, if this idea truly is a non-starter within the pages of Dungeon, I'd love to hear about how they considered revising the plot or any other changes that would have brought this module more in line with the higher standards of 3.5 modules. So if Erik, Sean, or James care to share, it would help me immensely here.
Secondly, the module basically represents a "prison break" scenario -- the 'jailors' are dead, and some of the inmates have escaped their cells. However, they still can't leave the 'prison', so they've established a sort of twisted coexistence/ecology. The whole concept is that of several different factions forced to coexist in a fairly restricted space (although perhaps with limited overlap due to restricted access between decks).
Are there any dungeon modules that involve this sort of forced cohabitation by escapees within a small space? I looked at the obvious candidate, the illithid prison in issue 94, but that isn't quite what I need. I need something where several factions have been forced to share a confined space for a long period of time, and thereby developed an awkward equilibrium out of necessity.
As far as factions go, the source material is light. The vegepygmies are in, but they end up being fairly weak as NPCs due to severely low intelligence. The only other "faction" from the original module would be one mindflayer, and that's almost so obvious as to be disappointing. (Although psionics will *definitely* be included.) Another faction I thought of is a group of descendents of a few ship crewmembers who happened to be immune to the plague for some reason.
Any and all ideas would be greatly appreciated. The link to the other thread is below as well, including more detailed information about my general layout of the ship for my update.
http://boards1.wizards.com/showthread.php?p=11383742#post11383742
Thanks very much for any suggestions you are kind enough to provide!
| Bill Lumberg |
I had an idea about a rescue mission landing to collect the inhabitants of the old ship. It would be made up of robots and cyborgs without free-will. When it is discovered that there are no survivors, the rescue mission changes to one of deolition. The aliens decide to destroy the ship to prevent it from being used by the natives because it would skew their technological development.
I had a number of other ideas but never worked them out in a cohesive manner. I agree that a published "Return to" would be massive, by necessity.
| Invisig0th |
Thanks very much for your suggestions! These are good ideas. The veggie raid hook definitely seems to fit. The bigger problem is how to develop the "story" once the PCs are inside the ship. Basically, the original module just lets the PCs move without limit from deck to deck exploring, with no real goals or bosses. Basically you go from room to room, and the only "goal" is to find certain colored keycards and then backtrack to those rooms that you couldn't access before. And while the unique setting, items and monsters are pretty cool as a one-shot, I really think giving the module more structure will make it even more enjoyable, while also retaining the appeal of the original adventure and the reasons why some people really loved it.
My basic idea is to seperate the ship into levels, and have the PCs progress through them from bottom to top, restricting access to most levels above until some sort of goal is achieved on the previous level (obtain keycard, turn on/off malfunctioning power grid, etc.) While this could turn into a standard DOOM "find the red key" scenario if handled poorly, it at least allows me to plan some sort of linear plot with periodic goals. There can be bosses and factions in the higher levels, and they could even be foreshadowed as the PCs are progressing, so that when they are finally encountered they are more interesting. (Ex: the barely-verbal vegepygmies could warn friendly PCs of the legendary "black ones" who sometimes attack their villages in the night.)
Much better than the standard "you open the umpteenth security door, and out jumps a mind flayer" approach. But it still needs work. The setting and circumstances are unique, and they present unique problems with regard to "dungeon ecology". And yet, when you take away all the cool tech, you basically do have a dungeon. So it's not completely unfamiliar territory.
| James Keegan |
I haven't played the original Barrier Peaks, but I am familiar with the concept. Play with it to make it your own. How long has it sat there? If the place has been buried for a few decades, perhaps the mutated inhabitants have reverted to their own kind of pseudo tribal culture. Perhaps one group, lead by a very intelligent leader, has started looking into ways to utilize the advanced technology around them in order to conquer the whole complex and then the outside world. How do the denizens eat? Some may have to raid outlying areas in the campaign, creating an instant adventure hook. I can easily imagine a tribal leader of any of these groups keeping colorful key cards and such as fetishes and tokens of office. Maybe the deceased crew left logs for their own superiors; a PC that presses the right button may hear a disembodied voice from the machine. How would the PCs react to that? With a comprehend languages spell, the PCs could start unravelling what happened to the ship, just in time for the other aliens to show up to claim it.
rokeca
|
I am presently running a 3.5 version of S3 and I agree with all the flaws you have identified.
The key plot element I have introduced to keep the story moving (and to prevent endless searching through empty rooms) is this. The 'space craft' has been on my world for a very long time. An artifact central to the key storyline in my campaign has been placed inside the craft by a demi-god. There is another group from a rival nation also seeking this item. The rivals have entered into the craft first. The party quickly finds evidence of their presence (a dead body in one of the corridors amongst the bodies of vegepygmies) - then later see them on the view screens. They know the clock is ticking, and they're behind. I have a timeline - after four days the rivals find the artifact. It has kept the party focused and a bit paranoid.
I'm running it for an APL 13 party, so it's also required some major upgrading and advancing of monsters.
My adaption is highly specific to my campaign world so I'm not certain this is of any help, but I completely agree that S3 is a case of a great concept that falls short on execution. Adding the new elements has required A LOT of work, but the result is a very memorable module my players are enjoying.
| Invisig0th |
Thanks for those suggestions. I'm glad to see I'm on the right track here.
For reference, the original module considers the ship buried and sealed for at least a few decades. Periodically the malfunctioning computers instructs the resident worker robots to release a creature or two from stasis and throw them out an "airlock". These creatures subsequently terrorize the locals. If I'm going with descendents of survivors, I'll have to assume more time has passed (either pre- or post-crash). The ship life support systems and general power grid still function, so food replicators are available, in addition to lots of plants on a lush garden/hydroponics level. Were the present inhabitants not trapped, they probably would have headed for the hills long ago.
Are there any modules like this, where a few different groups are sealed away together in something like a self-sufficient "biosphere" type setting until the PCs intrude? I know there are tons of modules with poor or illogical "dungeon ecology", but are there any that try to purposefully set up an ecologically self-sufficient sealed dungeon (like a terrarium)? Because that's basically what we have here.
BTW, thanks for mentioning using remote viewscreens for foreshadowing. That will be very useful.
| Invisig0th |
Just as a general frameword, here's my general framework for the ship levels. PCs start at the bottom (lvl 9) and work their way up.
Level 1. Bridge - Boss fight. Possible countdown to self destruct.
Level 2. Officers quarters
Level 3. Stasis - No creatures except for several powerful aliens / xenomorphs / grendelspawn. PCs could weaken these powerful creatures by releasing other creatures still in stasis.
Level 4. Garden habitat - escaped stasis creatures and plants.
Level 5. Recreation and Observatory - Androids and escaped stasis creatures. Dangerous fitness androids. Holodeck, possibly including interaction with main computer "personality". Marine observatory allowing underwater view of lake from level 4 (may only be accessible from level 4)
Level 6. Crew quarters and Medical - Robots, androids, and escaped stasis creatures. First clues about plague that killed crew. Littered with desiccated corpses.
Level 7. Cargo holds - Basic supplies monitored by a small number of robots and security turrets. Area by entrance used by PCs deserted and littered with desiccated corpses.
Needless to say, d20 Modern's futuristic material is also going to be extremely helpful here.
yellowdingo
|
Expd. to Barrier Peaks was so relatable cross setting tiable to the Mystara Blackmoor series. The Crash of the Beagle, the temple of the frog thing, then over there in Metamorphosis Alpha Starship Mega Dungeon, then Greyhawks S3 Barrier Peaks. They realy gave tthe game something that made it more than just madmen with swords burning villages...
I suggest if you use S3 for your campaign, squeeze it for more. Have some nations go to war over the scraps of that space ship...
yellowdingo
|
Something to add: A Nanobrain infects on of the NPC's with the Party and compell him to go off and develop technology.
One of the Bearers on the Expedition dissapears once they get to the ship. He shows up in an isolated village the otherside of the mountains and teaches the locals to make light repeating crossbows with double the range and a magazine of fifty, overthrows the local lord with his army and starts a socialist regime where they grow crops under glasshouses, and mine for better yields ect.
| Kirth Gersen |
Something to add: A Nanobrain infects on of the NPC's with the Party and compell him to go off and develop technology.
One of the Bearers on the Expedition dissapears once they get to the ship. He shows up in an isolated village the otherside of the mountains and teaches the locals to make light repeating crossbows with double the range and a magazine of fifty, overthrows the local lord with his army and starts a socialist regime where they grow crops under glasshouses, and mine for better yields ect.
You could recruit a rival PC to overthrow this "alien" menace, a la Roger Zelazny's "Changeling." That would be an exceptionally cool campaign.
psionichamster
|
nothing ive seen has the long term kind of deal you're looking for....although the recent gramalkin academy adv was something like that.
i would recommend you look at some of the published eberron adventures...the dungeons in them seem more themed for scientific research/etc.
also, think about using other alien races....the covenant from Halo are a favorite of mine, as are the ectomorphs from alien/aliens/etc.
hmmm....will have to think on this and come back with more time
-the hamster
| Invisig0th |
Yes, the plan is to use a few "Alien"-type xenomorphs as an enemy on the otherwise deserted stasis level. (Grendelspawn from d20 modern, to be exact.) They'll have a slightly higher CR than expected - but then again, the PCs will have the option to release some of the other creatures from stasis if they need to keep them busy. Should make for a pretty creepy change of pace after the abundant and lush garden level. And since the xenos are fairly simplistic low-intelligence killing machines, that placement allows for a much more intelligent boss of some sort towards the end, which in my mind is more satisfying.
| Invisig0th |
OK, I think I have a basic skeleton for a revised storyline that preserves the cool aspects of the original tournament crawl while adding some story flow. Thanks very much for all the suggestions.
The decks are the same as I listed above. Decks 7, 6, 5, and 4 basically follow the module. The garden level includes some encounters from the "upper walkway" level of the original module (OM). The lounge from the OM has been moved to the rec level. The security officer quarters and captain quarters from OM level 1 have been moved to the officer's quarters. "Computer central" (OM LVL 1) has been moved to the bridge level. Decks 3, 2 and 1 are mostly new.
Level 7 - Cargo holds: The exit elevator is blocked by a radioactive area guarded by a nyth (FR MOF).
Level 6 - Quarters and medical: Follows the OM closely, with the exceptions above. Medical area contains introductory info on the plague and the insanity it induced prior to death. PC will be concerned that they have been infected.
Level 5 - Recreation and marine observatory: Follows the module closely. Central area is the marine observatory/aquarium looking out onto the bottom of the lake from the level above, but the doors to that room will not open initially. In the holodeck, players will experience some sort of odd entertainment simulation. The main computer will intervene afterwards, in the form of a holographic avatar. The computer will beg the PCs to rescue "the children" on deck 2, who are "enslaved". It will also warn about a small group of creatures that kill anything that enters level 3. Then the main computer will open the doors to the marine observatory and break off communication. The PCs must enter the marine observatory, get underwater gear, enter the water through a decompression chamber, and ascend to level 4 Gardens. Armor must be removed and stored. In the water is a dangerous creature (frogemoth miniboss?), and the PCs will be at a distinct disadvantage in underwater gear.
Level 4 - Garden: This follows the OM closely. Lots of hostile flora and fauna.
Level 3 - Stasis: this level appears dark and deserted, a striking difference from the teeming life of the garden level. This deck was where hundreds of creatures were stored in stasis during the exploration mission. Some creatures still remain in stasis, but most stasis cages are now empty. The only creatures actually roaming the level are several *extremely* powerful alien xenomorphs. These creatures are extremely resistant and quite powerful killing machines. A head-on attack, even with futuristic weapons, is not a good idea. The players have two possible advantages. One is to release some remaining stasis creatures to wear down the xenomorphs. Another is to use a power loader/exosuit located near the exit from the level to beat the heck out of the xenos. This level is dark, full of bones and debris, and full of random noises. The xenos use stealth and camouflage to full advantage. Horror turned up to 11 as a miniboss encounter. Exosuit is way too large to leave this deck.
Level 2 - Officers' quarters: Populated by descendents of the children who survived the plague. A primitive culture was established here, but not long ago they were mentally enslaved by the Big Bad Boss as thralls. PCs will be aware of this, even if the computer must repeat it over and over on the PA system. PCs will have access to paralysis/needler weaponry, so non-lethal takedown of the thralls will be an option. However, they are equipped with high tech weaponry, and they know how to use it thanks to the BBB's influence. Basically, this will be room-to-room fighting, with the added angle of the computer's insistence on nonlethal combat. Survivors are confined to the corridors and minimal medical/kitchen areas of the level, due to having no proper access cards. PCs with proper access cards can obtain the very best in high-tech weaponry from senior officer's private caches.
Level 1 - Bridge. BBB is here -- highly psionic, highly malevolent. Similar in appearance to an Ultroloth. Will use extensive offensive and defensive combat-oriented psionics to largely negate magic/mundane weapons, and has high resistance to high tech weaponry due to a personal shield device. BBB will not attempt charm/domination/etc. This is all about combat. Basically, this is an all-out brawl in which the PCs should exhaust most of their new toys. Main computer can perhaps assist PCs if "children" were not killed. BBB will initiate self-destruct sequence at start of combat, and main computer is unable to intervene (except for instructing PCs as to how to disarm it afterwards).
After BBB is defeated, PCs can interact with the main computer and crew survivors, wrapping up loose ends. PCs can exit the ship here through an airlock. Ship will automatically launch and return to homeworld once PCs are a safe distance away.
Any and all suggestions about all this are most welcome. Any thoughts about pacing, plot flow, alternate ideas for encounters, etc.? Thanks for reading!
yellowdingo
|
There are Three Starships in D&D Mythology.
1-The one from S3 Expedition to Barrier Peaks
2-The SS Beagle from Mystara/Age of Blackmoor
3-The SS Warden which is described as a miles long Dungeon with mutated crews from the clonebanks or their descendants living as barbarians through the ship.
Then there are the Two Technological Races.
1-The Oard who have time travel and are sniffing about for The Beagle...undoubtably they search for the others...
2-The People who built these ships and their unknown and ill-detailed cultures.
If we could drag all this info into a single Gazeteer, that would be brilliant.
| Invisig0th |
Yes. As you probably already know, The Warden (from Metamorphosis Alpha) was the inspiration for the ship from the Barrier Peaks tournament module, according to Gygax in the BP introduction. However, as you alluded to, the Warden is waaay too big to be a single adventure, or even an adventure series. It is really an entire campaign world that can't really be fully explored.
Technically, I wouldn't say that the Warden is part of D&D. The other two were indeed described in D&D modules.
I've read through the "Metaporhosis Alpha to Omega" module several times, and pulled what bits I could from it to this much smaller ship in BP (like including a cargo bay with gun turrets), but most of the module focuses on various factions that have developed on different levels, and various large facilities (like android factories), both of which wouldn't make any sense on a smaller ship. Unfortunatly, since the Warden is so large, almost nothing is described in detail. I would probably have much more to work with here if MA had been much more popular.
Since your first mention of it, I have taken a look at the Oard in the module Where Chaos Reigns and in D&D Creature Catalogue. Do they appear anywhere else that you know of, or is the Beagle expored further anywhere else?
I will also look at your suggestions regarding Oard adventure paths elsewhere on this board. Thank you for your suggestions.
| Armitage |
When the froghemoth was updated to 3.5 (Dungeon 128?) it was stated that the worshippers of Wastri recovered froghemoth eggs from the ship and have been distributing them in swamps throughout the Flanaess.
It's also been stated that the church of Celestian considers the ship a sacred site.
Perhaps a conflict between the churches, with the good-aligned Celestian-worshippers recruiting the party to stop the evil-aligned Wastri-worshippers from further defiling the ship.
| Invisig0th |
The visitors from Temple of the Frog (DA2) are the same ones from DA3, only DA3 describes their crashed ship and technology in greater detail. DA3 should be useful in updating S3, as the situations and technologies are somewhat similar. There's even a list of various robot types in DA3.
I did not know the Frogemoth had been updated in Dungeon 128. Thanks for that.
| Invisig0th |
And as it turns out, it looks like Wizards just published an article called "Return to the Temple of the Frog", expanding a bit on the advanced technology per d20 Modern. This could be helpful to me here.
http://www.wizards.com/default.asp?x=d20modern/article/20070301a
yellowdingo
|
FORTITUDE TESTS FOR RADIATION EXPOSURE AND LATENT MUTANTCY
When The PC’s are exposed to Radiation, it becomes necessary to conduct a Fortitude Test to find damage. Surviving a dose of Radiation requires any Latent Mutants to conduct a second Fortitude Test to see if the radiation activates Mutant Abilities.
1. Make a Fortitude Check when the PCs exposed to Radiation (DC+1/Rad). The higher you can get in the Fortitude Test, the less Rads (and Physical Damage) your PCs take. Cumulative Radiation is that radiation that exceeds the Fortitude Test Result.
2. A Second Fortitude Check Testing for survival of The Activation of Latent Mutations against Cumulative Radiation (91 Rads of Cumulative Radiation is a Killer).
DC THE EFFECTS OF CUMULATIVE RADIATION
01 1 Mutation
51 2 Mutations & 1 Defect
76 3 Mutations & 2 Defects
91 Death
DC DEFECT TYPE
1 Physical
13 Mental
DC MUTATION TYPE
15 Physical
31 Mental
"You have six fingers on your right hand. Someone was looking for you."
The SHip that crashed in parts across Greyhawk was the six mile long transport shuttle of the Starship Warden.
| Invisig0th |
Any other suggestions of articles from the Dragon or Dungeon back catalog that could be useful here? I'm already using Dungeon 128 (frogemoth update) and Dragon 280 (radioactive monsters). I'm sure dozens of other articles would be appropriate, whether specific monsters, general plot suggestions, or anything else that could help. Any ideas?