I got it in the mail one summer and took with me on a family trip to the fish fry my parents loved to go to every year. It was hot, and July and all I wanted to do was sit in our van and read my adventure. This was also the first time that I encountered what I would later call the "Gary Gygax" effect. This would be the "E.G.G." on the map of Level II. I remember not liking it at the time because if this was a real spaceship then why was that there. But more details on that later.
Sci-Fi gaming was not new to me. I had picked up Traveller and I knew about Gamma World. I also had learned that Gamma World and S3 had a shared parentage in Metamorphasis Alpha, though I will admit I wasn't 100% clear on what that meant at the time. Without knowing much about the size of the Warden (MA) we always assumed this was the Warden. Given the shape of the ship that landed on Greyhawk and it's size this was more obviously some sort of smaller scout ship with a prison or brig. One thing everyone in my groups agreed on was this is how Mind Flayers came to Greyhawk.
S3 Expedition to the Barrier Peaks
For this review, I am considering my printed copy from 1982 or so (not my original sadly, lost that one years ago) and the PDF from DriveThruRPG. This adventure was written by Gary Gygax himself and was the official Advanced Dungeons & Dragons Tournament scenario at Origins II in 1976. The adventure was updated and published in 1980. Cover art and art book art by Erol Otus, interior art by Jeff Dee, David "Diesel" LaForce, Jim Roslof, David Sutherland III, Gregory Flemming, and Erol Otus.
The adventure comes in two 32-page black and white booklets. The first covers the adventure and the second covers all the weird animals, plants, and gadgets found on the ship. There is also four pages in the center of book two with full-color art of the animals. I have one copy where they are glossy and another where they are matte. I have no detail on what the differences mean.
Book 1 covers the adventure. The preface sets up what this adventure is about and gives some background on how this adventure came to be. The rest sets up the adventure, placed in the Grandy Duchy of Geoff in the World of Greyhawk. There is a bit of explaining the nature of this "dungeon," really a crashlanded ship, and how to read the maps.
While one could call this a funhouse dungeon it is a bit different than the other Gygax funhouse, Tomb of Horrors. There are a lot of new and weird monsters here and some older ones (like the Mind Flayer) that are given a new life so to speak. What is most interesting to us, and to the players, were the new tech provided. The tech items were designed not really to be functional, but to confuse the players as much as possible. There really seemed to be a fear that D&D characters would run around with laser rifles. Of course the design makes no sense from a human perspective, so we tried to figure out how they might been created. One idea was that these make sense if you are a Mind Flayer.
The adventure itself is a pure dungeon crawl into an unknown structure.
Book 2 covers all the visual aids for this adventure.
The adventure is a must-have really to say you have had the complete D&D experience. My oldest hated it though, saying he hates mixing sci-fi with his D&D. My youngest loved and wanted lasers for everyone.
Classic Modules Today & Revisited
There are 5th edition updates via Classic Modules Today by Todd Bergman and the 5e Conversion by Michael "solomani" Mifsud. Each goes for $1.00.
Goodman Games also offers their massive Expedition to the Barrier Peaks, with introductions and background details from author Michael Curtis, Tony DiTerlizzi, Erol Otus (with some new art too!), and an interview with Diesel LaForce by Tim Wadzinski.
Two versions of the classic adventure are given to represent the seven different printings the adventure went through. These are covered on page 21 and largely deal with the various TSR logos used. Given this information, my copies seem to be later printings. Corrections to errors found are presented in the 5th edition version of the adventure.
In the last pages, Appendix G, covers the relationship between Metamophasis Alpha and Expedition to the Barrier Peaks. IF they had included Gamma World then the trinity would be complete. Goodman Games still publishes some material for Metamorphasis Alpha.
The Warden Campaign
I can see an entire campaign built around this crashed spaceship and the mutants it has let loose in the area. A great way to introduce the ideas of Gamma World or even Mutant Future or Mutant Crawl Classics to your game. You can expand it with ideas from Mark Taormino's Secret Machines of the Star Spawn. It could even lead to a Spelljamming campaign.
Astonishing Swordsmen & Sorcerers of Hyperborea
AS&SH already has things from the stars and even lost technology, so adding this adventure to it is not just a no-brainer, I have a hard time justifying why you shouldn't give it a try.
BECMI/Mystara
While the Barrier Peaks is firmly rooted in the realm of Greyhawk, there is no reason why it can't be moved to Mystara. There is already a solid history of magic and technology in Mystara. Not just from the Shadow Elves or Blackmoor, but also the curious connections between these two maps.
Here is Mystara's North and West hemisphere.
Here is Gamma World
Rotate the top map by about 45 degrees counter-clockwise and you get the map below. No shock since both maps are based on North America.
What happened to cause the world of map 1 to become the world of map 2?
Maybe the reactor of the crashed spaceship went critical, blew up, shifted the world axis (something that did happen in Mystara), and created a bunch of weird mutants. Unless of course the characters can go on an expedition to some mountains and stop it from happening.