TEXT: S3
  Expedition 
  to 
  Barrier 
  Peaks
  Classic 
  Adventure
  Module 
  Conversion
  For 
  Characters 
  Levels 
  8-12
  For 
  Characters 
  Levels 
  8-12
  Conversion 
  Guide 
  Conversion 
  Guide 
  by 
  Todd 
  Bergman
  by 
  Todd 
  Bergman
  Classic 
  Modules 
  Today
  A 
  D&D 
  5
  A 
  D&D 
  5
  th
  th 
  Edition 
  Conversion 
  of 
  the 
  Early 
   
  Edition 
  Conversion 
  of 
  the 
  Early 
  Edition 
  Adventure 
  Module
  Edition 
  Adventure 
  Module
  
  S3 
  Expedition 
  to 
  Barrier 
  Peaks
  Conversion Guide
  Introduction: This conversion guide allows DMs to run the original module with 5
  th Edition
  rules and provides a reference sheet for encounters. It is only provided as a supplement to the
  module that is available from www.dmsguild.com.
  An adventure for 8
  th-12th level characters
  by Todd Bergman
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
   the dragon ampersand, and all other Wizards of the Coast product names, 
  and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors.
   Such material is used with permission under the Community 
  Content Agreement for Dungeon Masters Guild.
   
  All other original material in this work is copyright 2016 by Todd Bergman and published under the Community Content Agreement for Dungeon 
  Masters Guild.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  But the best campaign to me was
  Expedition 
  to 
  the 
  Barrier 
  Peaks, a
  sci-fi/fantasy mix. I had an eleventh-
  level paladin (it took me years to
  advance those levels) whom I took on
  Expedition, and he got the Power
  Armor, which was the big thing to get
  in that module. - Stephen Colbert
  1  
  Introduction
  Originally introduced as a tournament module, Expedition to 
  Barrier Peaks allowed for science fiction elements to be 
  introduced into the fantasy world. It was released at the same
  time as Metamorphosis Alpha (which was later expanded into 
  Gamma World) in 1976 at the Origins 2 gaming convention. It 
  was updated and released as a module in 1980. Dungeon 
  Magazine #116 ranked it number 5 in its top 30 adventures in 
  2004. The story is set within the Greyhawk world setting. The 
  module suggests a party of 8th-12
  th level characters, but it also 
  includes a company of 15-20 NPC companions. 
  David Williams points out in his blogpost
  2, the release of 
  Barrier Peaks was at the same time that Empire Strikes Back 
  was released. Flash Gordon and Hanger 18, both dealing with 
  introducing people to alien worlds and technology, would also
  be released that same year. With the return of Star Wars, and 
  science fiction returning to television networks, this may 
  offer an opportunity to engage your adventurers with some 
  original D&D sci-fi.
  Editions
  S3 Expedition to Barrier Peaks is available at the DM Guild in a 
  set of 2 books (1 adventure, 1 illustrations) and the relevant 
  maps.
  S1-S4 Dungeons of Dread includes Expedition to Barrier Peaks 
  and is available in a hardback cover edition from Amazon. 
  DM Guild (and other DriveThruRPG affiliates) provide the 
  electronic edition of S1-S4. 
  There may also be print copies of the original 1980 release 
  through used bookstores, Amazon resellers, or eBay and other
  online auction outlets.
  Adventure Summary
  In one of the far reaches of the Greyhawk Grand Duchy of 
  Geoff, strange monsters have begun appearing. These 
  creatures baffle all efforts to identify them. A call has gone 
  out to the bravest of adventures to seek out answers to 
  important questions: what is the source of these monsters, 
  what is causing them to come forth, who is responsible, and 
  how can future attacks can be stopped. Of course any arcane 
  1http:
  //pc.
  gamespy.
  com/pc/dungeons-dragons-
  online/537989p2.
  html
  2http://www.tor.com/2010/06/02/reexamining-the-old-
  school-rpgs-s3-expedition-to-the-barrier-peaks/
  information, magical devices, or powerful weaponry, as well 
  as treasure, would be appreciated. If these attacks cannot be 
  stopped, then the Grand Duke would have no choice but to lay
  waste to the region in order to protect the Duchy.
  Converting to the Realms
  This adventure was classified as a “Special” adventure 
  module. Outside of the Background Information presented in 
  the introduction, there are no special needs in converting this
  to the Faerun setting. 
  On page 3 of the module, the DM is informed that the 
  spacecraft was drawn through a black hole and thrown into 
  the world setting of Greyhawk. Given that black holes were 
  quite the popular science theme in 1980, it would be 
  appropriate to consider a wormhole or dimensional shift as 
  an appropriate, contemporary catalyst. 
  If you wish to stay within the D&D canon, it would be just as 
  easy to link the arrival of the spacecraft to an opening 
  between the Planes. The Dungeon Master'
  s Guide offers 
  suggestions (and makes direct mention of Barrier Peaks) to 
  bring science fiction and alien technological elements into 
  your game.
  In keeping with the narrative, locate the crashed ship in an 
  isolated area of Faerun. Find a location away from populated 
  areas, a few days travel into the wilderness. Some 
  appropriately named or themed areas would be near the Sea 
  of Fallen Stars, near an opening to the Underdark, or in one of
  the mysterious wooded or mountainous regions. Or, to add to 
  the mystery, make it an uncharted island off the Sword Coast. 
  DM Notes
  Special 
  rules 
  This adventure calls for a party of adventurers to be 8th to 12
  th 
  level. In the background information, as well as the end of the
  adventure notes, the DM is informed that a party size of 10-15 
  level 5
  th-10th NPC'
  s are suggested as an addition. 
  This is a difficult 
  adventure with many instant kill or quick 
  kill environmental hazards and monsters. The suggestion is 
  that characters attempting this adventure should be of higher
  level without exceeding the 12
  th level maximum. If the party 
  needs to be augmented with NPCs, there is a suggested roster 
  and special item inventory provided. Any heroic NPC'
  s could 
  be built on the basic stats provided. 
  This adventure requires a real sense of the unknown on the 
  part of the PCs. This is an alien 
  spaceship, full of alien 
  wonders – both technological and lifeforms. There are some 
  analogues to D&D monsters and creatures. In order to help 
  your players keep within the role-playing element, it may be 
  helpful to use the images supplied in the module and give 
  them descriptions. If you are DM of a heavy role-play group, 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  remember that they have no reference for knobs, buttons, 
  dials, switches, or doohickeys that are common sci-fi genre. 
  As they encounter alien 
  technology, they should have no 
  concept of its purpose or use. In order to integrate those 
  devices into gameplay, the module has a flowchart for 
  discovering how to operate devices. The flowchart may be a 
  little confusing at first. It will be helpful to keep in mind that 
  on the supplied flowchart, lower number advance, higher 
  numbers carry penalties. The Dungeon Master'
  s Guide 
  provides a simpler Intelligence based check:
  9 or lower = One failure with the consequence of a 
  charge or use wasted, if applicable; and the character 
  has disadvantage on the next check
  10-14 = One failure
  15-19 = One success
  20 or higher = One success; and the character has 
  advantage on the next check
  3.
   
  In an encounter later in the adventure, there is a monster that
  is skilled in grapple 
  techniques. The description for that 
  encounter (page 18) includes a detailed, targeted grapple 
  attack that the creature can use. 
  Door keycards are very important in the course of this 
  adventure. They are a puzzle to be worked out in the course of
  exploring the ship. There are 7 different colored keycards to 
  be found. They represent status among the original crew and 
  the functions they had access to in the ship. Since the doors 
  are unlocked by these cards, finding them and discerning 
  their operation is critical to advancing.
  Visuals
  Expedition to Barrier Peaks was released with over 60 
  illustrations that were to be shown to the players. There were 
  also maps for each level of the spaceship and a cross-section 
  of the ship.
  Reference Sheet
  For convenience, there is a Reference Sheet at the end of this 
  document which summarizes the key information you'
  ll need 
  during the game onto one concise sheet. You can print this 
  onto a single, double-sided page (perhaps on colored 
  cardstock) as a handy tool that you can use alongside a hard 
  copy of the module. After reading this document, all you'
  ll 
  need to run the game is the original module, the Monster 
  Manual, the Reference Sheet, and optionally any notes or 
  visuals you'
  ve prepared. Additionally, there are cross-
  references to other official D&D supplements that have been 
  released for download.
  3 Wizards of the Coast, Dungeon Master'
  s Guide, 2014, p. 268.
  Random Encounters by 
  Level
  Level 1: Officials, Officers, and 
  Technicians Quarters
  Southern 
  Hemisphere, 
  Roll 
  1d12, 
  on 
  a 
  1 
  roll 
  1d6 
  for 
  an 
  encounter, 
  each 
  turn
  1. 9-16 Vegepygmies with 
  2-5 Thornies
  2. Police Robot
  3. 2-3 Displacer Beasts
  4. Worker Robot
  5. Lurker Above
  6. 9-16 Vegepygmies and 2-5 
  Thornies
  Northern 
  Hemisphere, 
  Roll 
  1d12, 
  on 
  a 
  1 
  roll 
  1d6 
  for 
  an 
  encounter, 
  each 
  turn
  1. Worker Robot
  2. 14-24 Vegepygmies
  3. 2-5 Shadows
  4. Police Robot
  5. 14-24 Vegepygmies
  6. 1-2 Will o'
   wisps
  Level 2: Service Deck 5, or '
  Tween Decks
  Roll 
  1d20, 
  on 
  a 
  1 
  roll 
  1d12, 
  each 
  turn
  1. Police Robot
  2-5. Nothing
  6. Lurker Above
  7. Worker Robot
  8-11. Nothing
  12. Green Slime
  Level 3: Upper Walkway and Lounge 
  area
  Roll 
  1d20 
  each 
  turn
  1. Police Robot
  2. nothing
  3. nothing
  4. nothing
  5. nothing
  6. Lurker above
  7. Worker robot
  8. nothing
  9. nothing
  10.nothing
  11.nothing
  12.Green slime
  Level 4: Botanical Gardens, Rookery, 
  Menagerie
  1. Four-winged Bird
  2. Three-legged 
  Monkeyoid
  3. Rabbitoid
  4. White, multi-legged 
  Grub
  5. Ratoid
  6. Six-eyed Toad
  7. Four-winged Bird
  8. Squirreloid
  9. Tree Lizardoid
  10.Rabbitoid
  11.1 foot Grasshopperoid
  12.Rabbitoid
  Tiers 6: Theater, Athletic, and Activity 
  Deck
  Roll 
  1d20, 
  on 
  a 
  1 
  roll 
  1d4, 
  each 
  turn
  1. 7-12 Gasbats
  2. Umber hulk
  3. Police Robot
  4. Worker Robot
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  Technological Items
  1. Anti-grav Belt – Treat as Levitate; power disc required 
  1charge/turn; operator controls up/down movement 10'
  /turn
  2. Atmosphere Analyzer – Treat as Detect Poison/Disease;
   
  detects Radiation (20 ft), Gas (10 ft), Mold/Spores (5 ft)
  3. Blaster Pistol – 6d6 Necrotic (60/120 feet); 1 power disc per 
  use, 2 attacks per round
  4. Blaster Rifle – 6d8 Necrotic + stunned for 1d4 rounds;
   3d6+2 
  Fire (100/400 feet); 2 power discs per use, 1 attack per round
  5. Fire Extinguisher – 1d4 HP Cold damage vs.
   animals 
  resistant to Cold; 1d6 vs.
   all other; 3d4 vs.
   plants.
  6. Gas Mask - -10'
   visibility at night or dark; makes impervious 
  to gaze attacks
  7. Grenade,
   Explosive – 20'
   radius, 1d8+2, Stunned 1d4 rounds, 
  Deafened 1d4 rounds
  8. Grenade,
   Gas-Poison – 20'
   radius, Save vs.
   Con, failure results 
  in 1d6 rounds nausea/vomiting
  9. Grenade,
   Gas-Sleep- 20'
   radius, Save vs.
   Con, failure results in
  1d6-1 rounds asleep
  10.Grenade,
   Incendiary – 20'
   radius, 2d6 Fire
  11.Hand Pump Spray Gun- used with defoliant (but other liquid
  beside strong acid may be used), applies mist to 2'
  x2'
   area
  12.Key Cards
  13.Language Translator – allows for translation of spoken 
  foreign/alien language; 1 power disc per turn of use
  14.Laser Pistol – 3d6 Radiant damage (30/120 feet);
   ½ power disc
  per use, 2 attacks per round
  15.Laser Rifle – 3d8 Radiant damage (80/320 feet); 1 power disc 
  per use, 1 attack per round
  16.Needler Pistol – Damage determined by AC of target and 
  spread.
   AC20=0 damage, AC15=3 Piercing, AC10=6 Piercing
  1. Narrow Spread:
   1d4+4 needles
  2.Wide Spread:
   d2 needles
  17.Paralysis Pistol – Paralysis length depends on range (10 
  feet/20 feet/30 feet):
  1. Short Range – 30 minutes, roll vs Dex save, success reduces
  to 2d6 rounds
  2.Medium Range – 20 minutes, roll vs Dex save, success 
  reduces to 1d4 rounds and slowed 1d4
  3.Long Range – 10 minutes, roll vs.
   Dex save, success reduces
  to slowed 1d4 rounds
  18.Portable Spotlight – may be adjusted to allow infravision to 
  120'
  19.Power Disc – holds 6 charges, requires 2 rounds to change 
  power discs
  20.Powered Armor – See Special Creatures section
  21.Repair Robot Remote Control Box  
  22.Ship'
  s Rations
  23.Underwater Swimming Gear
  24.Wound Healing Canister- On depressing rivet, spray will heal
  2-24HP and cure disease, infection or spore infestation.
   
  Contains 6 uses.
   
  Environmental Hazards 
  Ship 
  lighting – Lighting on the ship is keyed to the Level 
  maps. White areas are on the map represent areas that are 
  fully lit when the panel is activated. Lightly shaded areas are 
  brightly lit. Areas that are shaded somewhat darker are dimly 
  lit. The darkest shades represent unlit areas. Level 4 follows a 
  programmed lighting sequence of Light for 14 hours, Dark for 
  7 hours. This will require tracking of time, if you want to 
  present this hazard. '
  Tween decks (Decks 2 and 4) are unlit.
  Drop 
  Tubes – Travel between Levels 1 through 5 are possible 
  by means of the 4 drop tubes. The drop tubes are in various 
  states of operation. The map is keyed to describe their 
  function status:
   A = full anti-gravity function; G= anti-gravity 
  does not function but handles still function; N=no anti-
  gravity or handle function. Movement up and down is 
  possible by grasping one of a series of handles set in tracks 
  that move based on the tubes level of function. Characters 
  step into the tube and grasp the handle going in the direction 
  they wish to go. In fully functioning tubes, characters will be 
  weightless. In tubes with partial function, they will need to 
  hold tightly (a possible Strength roll may add to the tension). 
  They will also need to grasp the handle BEFORE stepping into 
  the tube. A Dexterity save roll would resolve the outcome if 
  they choose to do otherwise. Failure would result in falling 
  down the tube. Damage is 1d6 for every 10'
   of fall distance.
  Radiation – Areas on the maps marked 13 represent areas 
  that are contaminated by radiation. These areas require a 
  saving roll versus poisoning. Those characters that fail their 
  saving throw will begin to notice sickness in 2-5 turns. After 6 
  turns, they will lose 1 Strength every hour. At Strength of 2, 
  the character cannot walk any longer. At -1, the character is 
  dead. Anti-radiation serum will stop the sickness and 
  Strength will be restored at 1 point per hour. There are no 
  immunities or resistances listed. For your game, Necrotic, 
  Poison, or Radiant resistances or immunity may provide 
  some protection.
  Electrocution – Areas marked on Level 2 with crosshatched 
  boxes represent machinery that my electrocute any character
  that may choose to attack or interfere with it by using metal 
  weapons. If a character strikes or otherwise interacts with an 
  area marked on the map with X'
  s, roll 1d10. On a 1, the 
  character is electrocuted. Death saves are allowed under 5
  th 
  Edition rules, but the original game stated that death was the 
  result of electrocution. Also, the module makes no mention of
  resistance or immunity modifiers. For your game, Lightning 
  resistance or immunity may provide some protection.
  Flora 
  and 
  fauna – There are dangerous alien plant and 
  animals throughout the ship. Many of the plants or animals 
  feature special attacks, resistances, and features. 
  Ethereal 
  Shielding – There are mentions of a dampening 
  field that prevents creatures that can tap into ethereal realms 
  to transport themselves. This may also apply to any spells or 
  spell source that would tap into ethereal realms or planes. 
  Monsters
  1. Android 
  (Standard): see Special Creatures – Android 
  (Template)
  2. Android, 
  Beserk:
   Treat as Beserker (MM344, CR2, 450XP) 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  Damage 1d12, 2 attacks
  3. Android, 
  Boxing: Treat as Gladiator (MM346, CR2, 450XP)
  Damage special grapple rules (pg18)
  4. Android, 
  Fencing: Treat as Bandit Captain (MM344, CR2, 
  450XP) 3 Attacks, Damage 2d6+3 (after 6 rounds 1d4+1); 
  Special weapon: faulty shock sword pg 18
  5. Android 
  Martial 
  Artist: Treat as Assassin (MM343, CR2, 
  450XP) 2d10+3, Stun on 18-20
  6. Android, 
  Nurse: non-violent; heals 2-24HP per healing 
  spray; also applies Cure Disease, Neutralize Poison, 
  Counter Radiation (CR0, 0XP)
  7. Android, 
  Physical 
  Fitness: Damage 1d20, disable limb on 
  20 (CR1, 200XP)
  8. Android, 
  Surgeon: St 17 (+3); 1
  st attack is a grapple and 
  anesthetize to begin “procedure”; 2
  nd round will kill 
  “patient” (CR1/2, 100XP)
  9. Aurumvorax: Treat as Giant Badger with following: AC15, 
  150HP; Immune to Gas, Poison, Fire, Needler; ½ Damage 
  from Laser; Explosions will Stun; Damage 1d8+4 (MM323, 
  CR4,1100XP)
  10.Baboonoid: Treat as Ape with following: AC12, 56HP, 
  Damage 1d8+2; Throws globe palm fruit (pg.14) as grenade
  (MM317, CR1/2, 100XP)
  11.Blue 
  Mold: Environmental; causes insanity if consumed 
  in 1 turn; lasts 1d4, then death
  12.Brilliant 
  Fish: Treat as Quipper {Swarm}; (MM335{338}, 
  CR0 {1}, 10XP {200XP})
  13.Brown 
  (Black) 
  Pudding: MM241, CR4,1100XP
  14.Bulette: MM34, CR5,1800XP
  15.Coutal: MM43, CR4,1100XP
  16.Deadly 
  Boring 
  Grass: Environmental; Vulnerable to fire, 
  defoliant; Damage 2d10+3; Beginning on 2
  nd round, roll 
  save vs. Con – failure paralyzes victim; victim is slowed 
  half of movement for 1d4 days or neutralize poison is 
  used.
  17.Displacer 
  Beast: MM81, CR3,700XP
  18.Doppleganger: MM82, CR3,700XP
  19.Eye 
  of 
  the 
  Deep: Treat as Beholder (MM28, CR3,700XP) 
  with following: DC14, 100HP, no Antimagic Cone, no 
  Legendary Action. Multiattack (3) with pincer (2d8 
  slashing)-pincer(2d8 slashing)-bite(1d6+1 piercing), +1 to 
  hit. Eye rays (4): Charm Ray, Paralyzing Ray, Minor 
  Illusion (PHB pg260; makes self appear as pile of bones), 
  Light beam that (on failed Wisdom save) produces Blinded
  condition. 
  20.Four 
  Winged 
  Bird: Treat as Eagle (MM322, CR0,10XP)
  21.Froghemoth: Treat as Behir with no lightning attack or 
  immunities (MM25, CR11,7200XP)
  22.Gasbat: Treat as Stirge (MM284, CR1/8,25XP)
  23.Globe 
  Palm: Environmental; fluid causes 
  nausea/vomiting for 3 rounds; 50% St for 6 turns
  24.Grasshoperoid: Non-violent; Treat as Scorpion (CR0,0XP) 
  MM337
  25.Gray 
  Ooze: Environmental; MM243, CR1/2,100XP
  26.Green 
  Slime:
   Environmental;(current DMG105:
   1d10 Acid, 
  Vulnerable to Sunlight, Cure Disease, Cold, Fire, Radiant 
  damage; blindsight to 30 ft. Drops on victims. Target 
  aware of slime can avoid on DC10 Dex saving throw). As 
  per EtBP p11 – contact with green slime turns exposed 
  skin into green slim within 1d4 rounds.
  27.Horrid 
  Plant:
   Treat as Vine Blight (MM32, CR1/2,100XP)
  28.Intellect 
  Devourer: MM191, CR2,450XP
  29.Leechoid: Treat as Poisonous Snake (MM334, CR1/8, 25XP)
  30.Lizardoid:
   Treat as Ambush Drake (HotDQ88 – 
  St13(+1),Dx15(+2),Con14(+2),Int10,Wis11,Ch6(-2) Surprise 
  attack does 2d6 extra damage; Perception +4, Stealth +4). 
  3 attacks Claw (1d10)-Claw (1d10)-Bite(2d20+2), +4 to hit. 
  CR1/2, 100XP.
  31.Lurker 
  Above:
   Treat as Darkmantle (MM46, CR1/2, 
  100XP)
  32.Mind 
  Flayer: MM222, CR7, 2900XP with following: AC15, 
  100HP, uses blaster and grenades before Mind Blast or 
  melee attacks.
  33.Monkeyoid: Non-violent; Treat as Baboon (MM318, CR0, 
  10XP)
  34.Multilegged 
  Grub:
   Non-violent; Treat as Giant Centipede 
  (MM323, CR0, 10XP)
  35.Dwarf 
  Phase 
  Spider: MM334, CR1/4,50XP with following: 
  Small size, Phase ability does not work in areas under 
  Ethereal Shielding
  36.Phosphorescent 
  Fish:  Treat as Quipper {Swarm}; 
  (MM335{338}, CR0 {1}, 10XP {200XP})
  37.Piercer:
   MM252, CR1/2, 100XP
  38.Purple 
  Blossoms: Environmental; AC8, Damage 1d6+16; 
  Poison syrup (sticks on 1 of roll of 1d4); roll vs. Poison 
  save; failure is instant death and decomposition
  39.Rabbitoid: Non-violent, Treat as Weasel (MM340, 
  CR0,10XP)
  40.Ratoid: Non-violent, Treat as Rat (MM335, CR0,10XP)
  41.Robot:
   See Special Creatures Robot (Template)
  42.Robot 
  Police: Treat as Template with following: AC16, 
  20HP force shield (restores 1HP per round) +130HP, Move 
  90 feet (Emergency 120 feet); Anti-gravity only lifts 1,000 
  pounds; Orange and Red card Frequency. 1 attack per 
  round. 2 Attack arms at 2d6+1, +8 to hit. 2 Subduing 
  tentacles (St18, 30 feet). Laser Pistol (unlimited power use),
  6 grenades in launcher can be fired up to 40 feet, Paralysis
  Pistol, Tractor/Pressor only to 300 pounds. Non-lethal 
  means are used.
  43.Robot, 
  Repair: 
  Treat as Template.
  44.Robot, 
  Repair 
  (Small): 
  Inactive
  45.Robot, 
  Worker: 
  Treat as Template.
  46.Robot, 
  Worker, 
  Heavy 
  Duty: 
  Treat as Template with 
  following: Size Large +2 Heavy Duty Cargo Tentacles (St 
  24(+7) to grapple); AC15, 140HP. Only attack if attacked 
  and damaged. Seeks to grasp and hold first.
  47.Robot, 
  Worker, 
  Lab 
  Technician: 
  If attacked, interrupted, 
  or party does not possess a Yellow (or higher) card, emits 
  an alarm to bring police robots.
  48.Roper: MM261, CR5,1800XP
  49.Rot 
  Grub: Environmental; AC11; Vulnerable to Fire, Cure 
  Disease; on contact it burrows into the skin, in 1-3 turns it 
  burrows into the heart (CR1/8, 25XP)
  50.Russet 
  Mold: Treat as Gas Spore (MM138, CR1/2, 100XP)
  51.Shadow:
   MM269, CR1/2, 100XP
  52.Shambling 
  Mound: MM270, CR5,1800
  53.Shedu: Treat as Lamia (MM201, CR4,1100XP)
  54.Shrieker: Environmental; MM138, CR1/2, 100XP
  55.Six-eyed 
  Toad: Treat as Frog (MM322, CR0,10XP)
  56.Slithering 
  Tracker: Treat as Poisonous Snake (MM334, 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  CR1/8, 25XP)
  57.Snapper 
  Saw (Leaves{Stalks}): Enviromental; AC10{13} 
  12HP {20HP}, stalks of plant will shut on victim within 
  range causing, Damage 1d6 Piercing
  58.Squealer: Treat as Giant Ape (MM323, CR7, 2900XP) with 
  following: 157HP, Grapple St18, Claw(1d6)-Claw(1d6)-
  Bite(2d6+6); 3 attacks, +8 to hit.
  59.Squirreloid: Non-violent; Treat as Rat (MM335, CR0,10XP)
  60.Strangle 
  Vine: Environmental, Treat as Vine Blight 
  (MM32, CR1/2, 100XP)
  61.Thornies: Treat as Mastif (MM332, CR1/8, 25XP)
  62.Three-legged 
  Monkeyoid: Non-violent; Treat as Baboon 
  (MM318, CR0, 10XP)
  63.Trapper: Treat as Rug of Smothering (MM20, CR2,450X) 
  with following: AC12, 140HP, Immune to Cold, ½ Damage 
  from Fire
  64.Tree 
  Lizardoid: Non-violent; Treat as Lizard (MM332, 
  CR0,10XP)
  65.Tri-Flower 
  Fronds: Environmental; Plant produces 3 
  types of flowers: Orange produces pollen that causes sleep
  (save vs. Con). Yellow bends over sleeping victims and 
  produces sticky residue that produces 1d8+1 Acid damage.
  Red flower extends tubes that pierce victim and draw 1d6 
  HP each turn, then the residue of Yellow after being 
  Special Creatures
  *Android (Template)
  Medium 
  humanoid,
   
  neutral
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 
  15 (2d8+6)
  Speed 30ft
  Stats are for a standard android. Any specialized android will 
  use stats compared to “Treat as...” creature.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  10
  10
  10
  10
  Skills Perception +5, as detailed in type of android; Keycards 
  frequency Yellow and Violet; May use human weapons found 
  aboard the vessel
  Immunities/Resistances: Immune to Wisdom and 
  Intelligence spells, Cold, Paralysis, Gas, Poison, and Gaze; 1/2 
  dam from Fire, Acid 
  Vulnerabilites: 
   Lightning – 1 on percentile roll short circuits; 
  Immersion in water for 3 rounds unless designed for 
  underwater use
  Senses 
  Passive Perception 15
  Languages — Alien
  Challenge ½ (100XP) 
  Special 
  Description: Expedition to Barrier Peaks (EtBP) pg28; 
  Police EtBP pg.28; Boxing EtBP pg 18; Fencing EtBP pg 18; 
  Martial artist EtBP pg 18; Physical Fitness EtBP pg 19
  *Robot (Template)
  Medium 
  humanoid,
   
  neutral
  Armor 
  Class 15 (metal armor)
  Hit 
  Points 
  80 
  Speed 60ft
  Stats are for a standard robot. Specialized robots will have 
  adjusted stats in the description above.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10
  10
  10
  10
  10
  Skills Never surprised. Atmosphere Analyzer, Anti-gravity 
  allows to carry 2,000 pounds additional; Keycard frequency 
  Violet (10% chance for Yellow also)
  Immunities/Resistances: Immune to Wisdom and 
  Intelligence spells, Cold, Paralysis, Gas, Poison, and Gaze; 1/2 
  dam from Fire, Acid 
  Senses 
  Passive Perception 10, Infravision to 45 feet.
  Languages — Alien
  Challenge 4(1100XP) 
  Special 
  Description: Expedition to Barrier Peaks (EtBP) pg28; 
  Police Robot EtBP pg.28.Worker, Heavy Duty EtBP pg.28.
  Actions
  Multiattack: Standard robots with 2 arms will attack twice. 
  Specialized robots may have additional attack methods.
  ManipulatorArm: Melee Weapon attack 2d6. +5 to Hit. Range 
  5 feet. 
  Special Actions
  Tractor/Pressor: 
  Same 
  as a telekinesis spell (PHB pg280). 
  Capacity 2,000 pounds for each. May use if attacked.
  *Power Armor
  Medium 
  humanoid,
   
  neutral
  Armor 
  Class 20
  Hit 
  Points 
  50HP Shield, 50HP Armor
  Speed Character move; Float up or down 10 feet per round;  
  Bounding hop 30 feet per “step”
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20(+5)
  Per
  Characte
  r
  Armor
  HP
  0
  0
  0
  Skills Atmosphere analysis built in; does not contribute to 
  fatigue; Laser pistol built into arm
  Senses 
  Perception for sight and hearing are at 20 (+5); 
  Infravision to 60 feet
  Special 
  Description: Expedition to Barrier Peaks (EtBP) pg25 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  S3 
  Expedition 
  to 
  Barrier 
  Peaks 
  Reference 
  Sheet
  By 
  Level- 
  Random 
  Encounters
  Level 1: Officials, Officers, and Technicians 
  Quarters
  Southern 
  Hemisphere, 
  Roll 
  1d12, 
  on 
  a 
  1 
  roll 
  1d6 
  for 
  an 
  encounter, 
  each 
  turn
  1. 9-16 Vegepygmies with 2-5 Thornies
  2. Police Robot
  3. 2-3 Displacer Beasts
  4. Worker Robot
  5. Lurker Above
  6. 9-16 Vegepygmies and 2-5 Thornies
  Northern 
  Hemisphere, 
  Roll 
  1d12, 
  on 
  a 
  1 
  roll 
  1d6 
  for 
  an 
  encounter, 
  each 
  turn
  1. Worker Robot
  2. 14-24 Vegepygmies
  3. 2-5 Shadows
  4. Police Robot
  5. 14-24 Vegepygmies
  6. 1-2 Will o'
   wisps
  Level 2: Service Deck 5, or '
  Tween Decks
  Roll 
  1d20, 
  on 
  a 
  1 
  roll 
  1d12, 
  each 
  turn
  1. Police Robot
  2-5. Nothing
  6. Lurker Above
  7. Worker Robot
  8-11. Nothing
  12. Green Slime
  Level 3:
   Upper Walkway and Lounge area
  Roll 
  1d20 
  each 
  turn
  1. Police Robot
  2. nothing
  3. nothing
  4. nothing
  5. nothing
  6. Lurker above
  7. Worker robot
  8. nothing
  9. nothing
  10.nothing
  11.nothing
  12.Green slime
  Level 4: Botanical Gardens, Rookery, 
  Menagerie
  1. Four-winged 
  Bird
  2. Three-legged 
  Monkeyoid
  3. Rabbitoid
  4. White, multi-
  legged Grub
  5. Ratoid
  6. Six-eyed Toad
  7. Four-winged Bird
  8. Squirreloid
  9. Tree Lizardoid
  10.Rabbitoid
  11.1 foot 
  Grasshopperoid
  12.Rabbitoid
  Tiers 6:
   Theater, Athletic, and Activity Deck
  Roll 
  1d20, 
  on 
  a 
  1 
  roll 
  1d4, 
  each 
  turn
  1. 7-12 Gasbats
  2. Umber hulk
  3. Police Robot
  4. Worker Robot
  Technological 
  Items
  1. Anti-grav Belt – Treat as Levitate; power 
  disc required 1charge/turn; operator 
  controls up/down movement 10'
  /turn
  2. Atmosphere Analyzer – Treat as Detect 
  Poison/Disease; detects Radiation (20 ft), 
  Gas (10 ft), Mold/Spores (5 ft)
  3. Blaster Pistol – 6d6 Necrotic (60/120 feet); 1
  power disc per use, 2 attacks per round
  4. Blaster Rifle – 6d8 Necrotic + stunned for 
  1d4 rounds; 3d6+2 Fire (100/400 feet); 2 
  power discs per use, 1 attack per round
  5. Fire Extinguisher – 1d4 HP Cold damage 
  vs. animals resistant to Cold; 1d6 vs. all 
  other; 3d4 vs. plants.
  6. Gas Mask - -10'
   visibility at night or dark; 
  makes impervious to gaze attacks
  7. Grenade,
   Explosive – 20'
   radius, 1d8+2, 
  Stunned 1d4 rounds, Deafened 1d4 
  rounds
  8. Grenade,
   Gas-Poison – 20'
   radius, Save vs. 
  Con, failure results in 1d6 rounds 
  nausea/vomiting
  9. Grenade,
   Gas-Sleep- 20'
   radius, Save vs. 
  Con, failure results in 1d6-1 rounds asleep
  10.Grenade,
   Incendiary – 20'
   radius, 2d6 Fire
  11.Hand Pump Spray Gun- used with 
  defoliant (but other liquid beside strong 
  acid may be used), applies mist to 2'
  x2'
   
  area
  12.Key Cards
  13.Language Translator – allows for 
  translation of spoken foreign/alien 
  language; 1 power disc per turn of use
  14.Laser Pistol – 3d6 Radiant damage (30/120 
  feet); ½ power disc per use, 2 attacks per 
  round
  15.Laser Rifle – 3d8 Radiant damage (80/320 
  feet); 1 power disc per use, 1 attack per 
  round
  16.Needler Pistol – Damage determined by AC
  of target and spread. AC20=0 damage, 
  AC15=3 Piercing, AC10=6 Piercing
  1. Narrow Spread: 1d4+4 needles
  2.Wide Spread: d2 needles
  17.Paralysis Pistol – Paralysis length depends 
  on range (10 feet/20 feet/30 feet):
  1. Short Range – 30 minutes, roll vs Dex 
  save, success reduces to 2d6 rounds
  2.Medium Range – 20 minutes, roll vs 
  Dex save, success reduces to 1d4 
  rounds and slowed 1d4
  3.Long Range – 10 minutes, roll vs. Dex 
  save, success reduces to slowed 1d4 
  rounds
  18.Portable Spotlight – may be adjusted to 
  allow infravision to 120'
  19.Power Disc – holds 6 charges, requires 2 
  rounds to change power discs
  20.Powered Armor – See Special Creatures 
  section
  21.Repair Robot Remote Control Box  
  22.Ship'
  s Rations
  23.Underwater Swimming Gear
  24.Wound Healing Canister - On depressing 
  rivet, spray will heal 2-24HP and cure disease, 
  infection or spore infestation. Contains 6 uses.
  Environmental
  Ship lighting – Lighting on the ship is keyed to 
  the Level maps. White areas are on the map 
  represent areas that are fully lit when the 
  panel is activated. Lightly shaded areas are 
  brightly lit. Areas that are shaded somewhat 
  darker are dimly lit. The darkest shades 
  represent unlit areas. Level 4 follows a 
  programmed lighting sequence of Light for 14 
  hours, Dark for 7 hours. This will require 
  tracking of time, if you want to present this 
  hazard. '
  Tween decks (Decks 2 and 4) are unlit.
  Drop Tubes – Travel between Levels 1 through 5 
  are possible by means of the 4 drop tubes. The 
  drop tubes are in various states of operation. 
  The map is keyed to describe their function 
  status: A = full anti-gravity function; G= anti-
  gravity does not function but handles still 
  function; N=no anti-gravity or handle 
  function. Movement up and down is possible 
  by grasping one of a series of handles set in 
  tracks that move based on the tubes level of 
  function. Characters step into the tube and 
  grasp the handle going in the direction they 
  wish to go. In fully functioning tubes, 
  characters will be weightless. In tubes with 
  partial function, they will need to hold tightly 
  (a possible Strength roll may add to the 
  tension). They will also need to grasp the 
  handle BEFORE stepping into the tube. A 
  Dexterity save roll would resolve the outcome 
  if they choose to do otherwise. Failure would 
  result in falling down the tube. Damage is 1d6 
  for every 10'
   of fall distance.
  Radiation – Areas on the maps marked 13 
  represent areas that are contaminated by 
  radiation. These areas require a saving roll 
  versus poisoning. Those characters that fail 
  their saving throw will begin to notice 
  sickness in 2-5 turns. After 6 turns, they will 
  lose 1 Strength every hour. At Strength of 2, 
  the character cannot walk any longer. At -1, 
  the character is dead. Anti-radiation serum 
  will stop the sickness and Strength will be 
  restored at 1 point per hour. There are no 
  immunities or resistances listed. For your 
  game, Necrotic, Poison, or Radiant resistances 
  or immunity may provide some protection.
  Electrocution – Areas marked on Level 2 with 
  crosshatched boxes represent machinery that 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  my electrocute any character that may choose
  to attack or interfere with it by using metal 
  weapons. If a character strikes or otherwise 
  interacts with an area marked on the map 
  with X'
  s, roll 1d10. On a 1, the character is 
  electrocuted. D
    eath saves are allowed under 5
   
   
  th   
  Edition rules, but the original game stated that 
  death was the result of electrocution. Also, the 
  module makes no mention of resistance or 
  immunity modifiers. For your game, Lightning
  resistance or immunity may provide some 
  protection.
  Flora and fauna – There are dangerous alien 
  plant and animals throughout the ship. Many 
  of the plants or animals feature special 
  attacks, resistances, and features. 
  Ethereal Shielding – There are mentions of a 
  dampening field that prevents creatures that 
  can tap into ethereal realms to transport 
  themselves. This may also apply to any spells 
  or spell source that would tap into ethereal 
  realms or planes. 
  Key Cards - 
  Gray – Commander and top officials
  Red – Police/Security
  Yellow – Medical personnel
  Orange – Security personnel
  Violet – Technicians
  Brown – Crew/Maintenance
  Black – Passengers/Colonist
  Monsters
  1. Android 
  (Standard):
   see Special 
  Creatures – Android (Template)
  2. Android, 
  Beserk: Treat as Beserker 
  (MM344, CR2, 450XP) Damage 1d12, 2 
  attacks
  3. Android, 
  Boxing: Treat as Gladiator 
  (MM346, CR2, 450XP) Damage special 
  grapple rules (pg18)
  4. Android, 
  Fencing:
   Treat as Bandit 
  Captain (MM344, CR2, 450XP) 3 Attacks, 
  Damage 2d6+3 (after 6 rounds 1d4+1); 
  Special weapon:
   faulty shock sword pg 18
  5. Android 
  Martial 
  Artist: Treat as Assassin 
  (MM343, CR2, 450XP) 2d10+3, Stun on 18-
  20
  6. Android, 
  Nurse: non-violent; heals 2-
  24HP per healing spray; also applies Cure 
  Disease, Neutralize Poison, Counter 
  Radiation (CR0, 0XP)
  7. Android, 
  Physical 
  Fitness:
   Damage 1d20, 
  disable limb on 20 (CR1, 200XP)
  8. Android, 
  Surgeon: St 17 (+3); 1
  st attack is a 
  grapple and anesthetize to begin 
  “procedure”; 2
  nd round will kill “patient” 
  (CR1/2, 100XP)
  9. Aurumvorax: Treat as Giant Badger with 
  following: AC15, 150HP; Immune to Gas, 
  Poison, Fire, Needler; ½ Damage from 
  Laser; Explosions will Stun; Damage 
  1d8+4 (MM323, CR4,1100XP)
  10.Baboonoid: Treat as Ape with following: 
  AC12, 56HP, Damage 1d8+2; Throws globe 
  palm fruit (pg.14) as grenade (MM317, 
  CR1/2, 100XP)
  11.Blue 
  Mold: Environmental; causes 
  insanity if consumed in 1 turn; lasts 1d4, 
  then death
  12.Brilliant 
  Fish: Treat as Quipper {Swarm}; 
  (MM335{338}, CR0 {1}, 10XP {200XP})
  13.Brown 
  (Black) 
  Pudding: MM241, 
  CR4,1100XP
  14.Bulette: MM34, CR5,1800XP
  15.Coutal: MM43, CR4,1100XP
  16.Deadly 
  Boring 
  Grass: Environmental; 
  Vulnerable to fire, defoliant; Damage 
  2d10+3; Beginning on 2
  nd round, roll save 
  vs. Con – failure paralyzes victim; victim 
  is slowed half of movement for 1d4 days 
  or neutralize poison is used.
  17.Displacer 
  Beast: MM81, CR3,700XP
  18.Doppleganger: MM82, CR3,700XP
  19.Eye 
  of 
  the 
  Deep: Treat as Beholder 
  (MM28, CR3,700XP) with following: DC14,
  100HP, no Antimagic Cone, no Legendary 
  Action. Multiattack (3) with pincer (2d8 
  slashing)-pincer(2d8 slashing)-bite(1d6+1 
  piercing), +1 to hit. Eye rays (4): Charm 
  Ray, Paralyzing Ray, Minor Illusion (PHB 
  pg260; makes self appear as pile of bones),
  Light beam that (on failed Wisdom save) 
  produces Blinded condition. 
  20.Four 
  Winged 
  Bird: Treat as Eagle 
  (MM322, CR0,10XP)
  21.Froghemoth: Treat as Behir with no 
  lightning attack or immunities (MM25, 
  CR11,7200XP)
  22.Gasbat: Treat as Stirge (MM284, 
  CR1/8,25XP)
  23.Globe 
  Palm: Environmental; fluid causes 
  nausea/vomiting for 3 rounds; 50% St for 
  6 turns
  24.Grasshoperoid: Non-violent; Treat as 
  Scorpion (CR0,0XP) MM337
  25.Gray 
  Ooze: Environmental; MM243, 
  CR1/2,100XP
  26.Green 
  Slime: Environmental;(current 
  DMG105: 1d10 Acid, Vulnerable to 
  Sunlight, Cure Disease, Cold, Fire, Radiant
  damage; blindsight to 30 ft. Drops on 
  victims. Target aware of slime can avoid 
  on DC10 Dex saving throw). As per EtBP 
  p11 – contact with green slime turns 
  exposed skin into green slim within 1d4 
  rounds.
  27.Horrid 
  Plant: Treat as Vine Blight (MM32,
  CR1/2,100XP)
  28.Intellect 
  Devourer: MM191, CR2,450XP
  29.Leechoid: Treat as Poisonous Snake 
  (MM334, CR1/8, 25XP)
  30.Lizardoid: Treat as Ambush Drake 
  (HotDQ88 – 
  St13(+1),Dx15(+2),Con14(+2),Int10,Wis11,Ch
  6(-2) Surprise attack does 2d6 extra 
  damage; Perception +4, Stealth +4). 3 
  attacks Claw (1d10)-Claw (1d10)-
  Bite(2d20+2), +4 to hit. CR1/2, 100XP.
  31.Lurker 
  Above: Treat as Darkmantle 
  (MM46, CR1/2, 100XP)
  32.Mind 
  Flayer: MM222, CR7, 2900XP with 
  following: AC15, 100HP, uses blaster and 
  grenades before Mind Blast or melee 
  attacks.
  33.Monkeyoid: Non-violent; Treat as Baboon
  (MM318, CR0, 10XP)
  34.Multilegged 
  Grub: Non-violent; Treat as 
  Giant Centipede (MM323, CR0, 10XP)
  35.Dwarf 
  Phase 
  Spider: MM334, CR1/4,50XP
  with following: Small size, Phase ability 
  does not work in areas under Ethereal 
  Shielding
  36.Phosphorescent 
  Fish:  Treat as Quipper 
  {Swarm}; (MM335{338}, CR0 {1}, 10XP 
  {200XP})
  37.Piercer: MM252, CR1/2, 100XP
  38.Purple 
  Blossoms: Environmental; AC8, 
  Damage 1d6+16; Poison syrup (sticks on 1 
  of roll of 1d4); roll vs. Poison save; failure 
  is instant death and decomposition
  39.Rabbitoid: Non-violent, Treat as Weasel 
  (MM340, CR0,10XP)
  40.Ratoid: Non-violent, Treat as Rat (MM335, 
  CR0,10XP)
  41.Robot: See Special Creatures Robot 
  (Template)
  42.Robot 
  Police: Treat as Template with 
  following: AC16, 20HP force shield 
  (restores 1HP per round) +130HP, Move 90
  feet (Emergency 120 feet); Anti-gravity 
  only lifts 1,000 pounds; Orange and Red 
  card Frequency. 1 attack per round. 2 
  Attack arms at 2d6+1, +8 to hit. 2 
  Subduing tentacles (St18, 30 feet). Laser 
  Pistol (unlimited power use), 6 grenades 
  in launcher can be fired up to 40 feet, 
  Paralysis Pistol, Tractor/Pressor only to 
  300 pounds. Non-lethal means are used.
  43.Robot, 
  Repair: 
  Treat as Template.
  44.Robot, 
  Repair 
  (Small): 
  Inactive
  45.Robot, 
  Worker: 
  Treat as Template.
  46.Robot, 
  Worker, 
  Heavy 
  Duty: 
  Treat as 
  Template with following: Size Large +2 
  Heavy Duty Cargo Tentacles (St 24(+7) to 
  grapple); AC15, 140HP. Only attack if 
  attacked and damaged. Seeks to grasp 
  and hold first.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
  47.Robot, 
  Worker, 
  Lab 
  Technician: 
  If 
  attacked, interrupted, or party does not 
  possess a Yellow (or higher) card, emits an
  alarm to bring police robots.
  48.Roper:
   MM261, CR5,1800XP
  49.Rot 
  Grub: Environmental; AC11; 
  Vulnerable to Fire, Cure Disease; on 
  contact it burrows into the skin, in 1-3 
  turns it burrows into the heart (CR1/8, 
  25XP)
  50.Russet 
  Mold: Treat as Gas Spore (MM138, 
  CR1/2, 100XP)
  51.Shadow: MM269, CR1/2, 100XP
  52.Shambling 
  Mound: MM270, CR5,1800
  53.Shedu: Treat as Lamia (MM201, 
  CR4,1100XP)
  54.Shrieker:
   Environmental; MM138, CR1/2, 
  100XP
  55.Six-eyed 
  Toad: Treat as Frog (MM322, 
  CR0,10XP)
  56.Slithering 
  Tracker: Treat as Poisonous 
  Snake (MM334, CR1/8, 25XP)
  57.Snapper 
  Saw (Leaves{Stalks}):
   
  Enviromental; AC10{13} 12HP {20HP}, 
  stalks of plant will shut on victim within 
  range causing, Damage 1d6 Piercing
  58.Squealer: Treat as Giant Ape (MM323, 
  CR7, 2900XP) with following: 157HP, 
  Grapple St18, Claw(1d6)-Claw(1d6)-
  Bite(2d6+6); 3 attacks, +8 to hit.
  59.Squirreloid: Non-violent; Treat as Rat 
  (MM335, CR0,10XP)
  60.Strangle 
  Vine: Environmental, Treat as 
  Vine Blight (MM32, CR1/2, 100XP)
  61.Thornies: Treat as Mastif (MM332, CR1/8, 
  25XP)
  62.Three-legged 
  Monkeyoid: Non-violent; 
  Treat as Baboon (MM318, CR0, 10XP)
  63.Trapper: Treat as Rug of Smothering 
  (MM20, CR2,450X) with following: AC12, 
  140HP, Immune to Cold, ½ Damage from 
  Fire
  64.Tree 
  Lizardoid: Non-violent; Treat as 
  Lizard (MM332, CR0,10XP)
  65.Tri-Flower 
  Fronds: Environmental; Plant 
  produces 3 types of flowers: Orange 
  produces pollen that causes sleep (save vs.
  Con). Yellow bends over sleeping victims 
  and produces sticky residue that 
  produces 1d8+1 Acid damage. Red flower 
  extends tubes that pierce victim and draw
  1d6 HP each turn, then the residue of 
  Yellow after being consumed. 
  66.Umber 
  Hulk: MM292, CR5,1800XP
  67.Vampire 
  Thorn 
  Vine: Environmental; On 
  successful attack, vine will draw 25% of 
  victims HP. 4 attacks will reduce victim to
  0. 
  68.Vegepygmies: Treat as Kobold (MM195, 
  CR1/8, 25XP)
  69.Webbirds: Treat as Ravens (MM335, 
  CR0,10XP)
  70.White 
  multi-legged 
  grub: Non-violent; 
  HP1, AC5, CR0,10XP
  71.Will 
  o'
  Wisp: MM301, CR2,450XP
  72.Wolf 
  in 
  Sheep'
  s 
  Clothing: Treat as Roper 
  (MM261, CR5,1800XP)
  73.Yellow 
  Mold: Treat as Violet Fungus 
  (MM138, CR1/4, 50XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                      
  S3 EXPEDITION TO BARRIER PEAKS CONVERSION GUIDE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - S3 Expedition to Barrier Peaks.pdf