As was the case of many of the modules published in early 1980, this was also an adaptation of a competition module, first played in 1976 at Origins II. This was often the case with these one location modules which were manageable in one or two play sessions. 

If none of this is new, the module does innovate in a particular way which would make it an immensely memorable experience up until today. Your party of characters is hired to go investigate some strange monsters and attacks around the Barrier Peaks, so far so business as usual. However, when the party gets there what we get is a science fiction setting of a crashed spaceship into which our party must venture.

This is immensely fun, particularly with a good DM and party who will act as if they are people in a medieval world facing a completely unexplained phenomena rather than 20th-21st century humans who have watched Star Trek. Accompanying the module is an art book with truly fantastic depictions of monsters, rooms and technology which is found during the exploration. The art of Earl Otus is particularly amazing here, more so in the few color plates included in the book. It’s not a perfect module, however, there is very little plot and pretty confusing map instructions and an overly complex key card system which can be pretty frustrating. Well, nothing that a good DM with time and patience cannot fix. A classic module with a great concept at the centre of it. 

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