Rested after the brawl with the vegepygmy horde, the party emerged from their hidey-hole.

Delmar the Thief aced his Stealth check and scouted ahead.
He ghosted into the vegepygmy territory, found the survivors mostly dormant in their rooms, healing from the thrashing they took from the party and police robots.

He continued onwards, exploring largely empty hallways.

“Ah!” I thought, “this will be a quiet mapping session”
Yeah, sure, uh huh.
Previously:
- BARRIER PEAKS EXPEDITION: Session 1 – Into the Metal Megadungeon
- BARRIER PEAKS EXPEDITION: Session 2 – The Party Versus 100 Vegepygmies
- BARRIER PEAKS EXPEDITION: Session 3 – Police Action
- BARRIER PEAKS EXPEDITION: Session 4 – Displacer Beasts and Death Pods
- BARRIER PEAKS EXPEDITION: Session 5 – Unfazed Spiders and a Neutron Bomb
- BARRIER PEAKS EXPEDITION: Session 6 – Flora War II
What We’re Playing


Expedition to the Barrier Peaks
During this adventure walkthrough / playthrough, I use primarily the original module, with some extras lifted from Goodman Games fantastic Original Adventures Reincarnated hardcover.
Amazon | DriveThruRPG (PDF)
Gorgeous hardcover Original Adventures Reincarnated #3: Expedition to The Barrier Peaks at Amazon
NEW! Quests from The Infinite Staircase adapts Expedition (and other classic adventures) into 5e (Amazon)
VTT Maps are by Jon Pintar. He’s kindly extended permission for me to use them in the game and session posts. (Link)
Library

In the central core, the party wandered into a technological library.
This place is not in terrible shape because there is nothing in it to interest the vegepygmy folk — the worst looters, of course. It holds many small, fixed tables, comfortable chairs, and 24 microfilm viewers. The microfilm storage cabinets are sealed and maintained by the computer. One viewer in six is operational and will show something if the switch is thrown and the character looks into the viewing section. For two full turns a viewer will show either totally unintelligible writing and diagrams (alien + technical), views of stars, planets, and other similar things, or pictures of alien life forms (none of which are useful as they are not included in the kinds taken aboard). After two turns, there is a one in six chance that the viewer will begin showing schematics of ship levels I, III, and V. All of the viewers operate at a fast rate, so when these appear describe the scene as a circular form with many lines, marks, and colors upon it.
Schirru and Willhelm began messing with the screens, and the bard actually got one working.
They group was elated to find a gray door card on a skeleton
After a while, they grew bored. As the party was shuffling out, Schirru noticed the planet scenes had shifted to deck plans, and the party hurried back in. They’d missed the first deck, but got quick glimpses of other decks below them.
Assault on Precinct S3
Checking a room in the center where they heard “machinery” through the door, they found 3 police robots who weren’t interested in arresting these terrorists anymore.


Given the beating the party took the last time they tangled with the police robots, I figured they’d retreat.
Nope.
The fight was on!
Yebarinscrud the dwarf pushed his way into the room and got pinched near death for his effort. He did cast Spirit Guardians to deplete the bots.

One of the bots fired a fragmentation grenade into the hallway. Schirru cast Haste on Tagren.
The party’s trump card was in knowing the the police robot’s vulnerability to electricity.
Willhelm Pembroke cast Lightning Bolt, which did disable one of the robots.

The party focused on the left bot.

The bots replied with poison gas. Yebarinscrud fell, wounded.

The battered group managed to defeat all three police robots.

But two more reinforcements arrived.

The madlads retreated into the police robot HQ, dragging a dead bot in for cover…
…but the room turned out to be a dead end.

First bot on scene fired another grenade into the room. Schirru the bard died.

Tagren healed Yebarinscrud, getting him back on his feet. Willhelm Pembroke cast Wall of Fire, followed up on the next turn with another Lightning Bolt, which disabled one of the reinforcement bots. Both he and Delmar retreated back into the cell block. Fortunately for them, as the last bot fired a poison gas grenade into the room. Yebarinscrud went down again.

The last bot finally went down.

The party managed to get Yebarinscrud back on his feet again. As much as they wanted to loot the place, the party decided to retreat before more reinforcements arrived, carrying the corpse of poor Schirru with them.

Back at their sanctuary room, the party nursed its wounds. Yebarinscrud used a Resurrection scroll to bring Schirru back to life.
The party will be here for a while recuperating from their beating. (DM Greg will be running Gates of Firestorm Peak for the group, so it’ll be a few weeks to the next Expedition session.)
See Also:
Before embarking on the module, we had a “prelude” adventure where the party explored one of the towers overrun by strange creatures mentioned in Gygax’s introduction to S3

Did this campaign finish?
Yes!
Though I did discontinue my session write-ups after this hiatus.
The session write-ups are a lot of work, and my least-viewed pages unfortunately.
Aw, I’m sorry to hear that. I enjoyed them.