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Comments
The Happy Hobbit: (Apr 21, 2007 - 9:37 PM CDT) Awful!!!!!! DMs should get this, read it three times, then put it in a drawer and never let their players know it exists! Ray guns?! Anti-grav suits?! Talk about the quickest way to unbalance a party and game world...this is it! It should never have been published as a D&D adventure; Gamma world, I can see.
Binzer (Jul 12, 2007 - 9:17 AM CDT): I guess The Happy Hobbit never heard of "charged" items. I always used charges to get my players to either use up or conserve their most powerful items. For example, a party of 3rd-level characters should never get a fully-charged wand of lightning...10 charges maybe, but never fully-charged until they're of high enough level to need such power. Also, Expedition to the Barrier Peaks was for levels 9-12, at which point the players would be facing much more powerful monsters who could more easily withstand attacks from blasters and more easily damage a suit of mech-armor. And who would be aroud to fix it?
Ronbo (Mar 5, 2008 - 12:40 AM CST): Great module. I remember buying it in 79-80? at a gameing store in the old Southglenn Mall in Colorado. We stayed up all night partying and adventuring. Sure miss the old school stuff.
Sorry to here Gary Gygaz died today 3/4/08.
RIP...and thanks for the games buddy.
Ronbo
Mock26: (Apr 7, 2008 - 7:28 AM CDT) I also guess that the senseless halfling never realized that this was originally a tournament module, and as such it was never really intended to be inserted into a regular campaign, and if it was inserted into a regular campaign that the DM had to be very experienced in order to run it and not let it ruin his campaign (which, for a good DM, is very easy). I would also guess that the senseless halfing never played 1st or 2nd edition AD&D.
This module, like the Tomb of Horrors and White Plume Mountain and the class trio of hardcore, old school 1st edition modules that required players to be playing at their very best. They were not intended for the faint of heart. They were intended for people who don't expect the adventure to be handed to them on a silver d20-platter. The players who went through these modules and who successfully completed them (with a DM who knew that the modules were supposed to be a bloodbath) knew that they had earned the right to say that they had completed the adventure. People with a sense of entitlement who think that characters are not allowed to fail in completing an adventure will never like this type of hard-core gaming.
MattMagnler: (Oct 27, 2008 - 2:14 PM CST) Mock26 is spot on - this was a tough gig back in the day that we did as an aside to our regular campaign, one that I can now proudly say that, along with Tomb of Horrors, my party tried and failed (and got wiped out) despite being reasonably good players.
wvanyar: (Jul 5, 2010 - 8:24 PM CDT) This module while fun to play or run has to be done so carefully. While it might appear to be unbalancing to some people all of the items picked up by the party in this adventure were charged items. Power packs ran out and the items was then discarded by the party or destroyed by the party to insure no one else could use it.
It was a blast to run my group through it. While they survived they used up a lot of items attempting to get through it. They never did figure out the color codes on the key cards and ended up getting ejected from the ship by the security robots.
Most of the items did not last long that were acquired from this module. The anti-grav sled took a lighting bolt in the next adventure shorting it out. The power armor was nice but nobody wanted to use it over their own armor (same for the underwater gear). Of all the items the translator lasted the longest.
You would have to be very careful to run this module in a gaming world setting. One very smart player realized that if they did a resurrection / heal on some of the human bodies they found they might have been able to get the down ship functioning as a keep for them self. Needless to say I'm not running this module any more for that reason.
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