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            "0": "The Gates of Firestorm Peak - By: Bruce Cordell. Adapted for NWN by:Ghool\n\nThis is a Saturday or Sunday afternoon dungeon crawl, classic PnP style.\nIf you enjoy this type of action oriented module, then you shall surely enjoy going beyond the Gates of Firestorm Peak.\nEven if action is not your greatest pleasure, fun can still be found within the mountain, with the role-playing situations, the mood, and immersive environment. A strong sense of mood, using lighting and sound is used extensively.\nTurn down the lights, and crank your volume to enhance your gaming experience.  Teamwork is essential beyond the Gates, and your enemies will require strategy and intelligence to defeat. A mere strong sword arm will not prove sufficient to defeat that which can be found in the mountain. \n\nPlease keep in mind that this is an EPIC adventure. It is NOT easy, and it will test your NWN game playing skill to the utmost. I would suggest using a character you are VERY familiar with to go through this adventure. Inexperienced players will most likely die, lots. A disorganized party, or a party that doesn't use their skills, brains, or use teamwork is going to die, lots. This module punishes those who cannot work as a team, or use an effective strategy. PLEASE KEEP THIS IN MIND. \n\nThis is also a DM friendly adventure, and several items to support this feature are provided for PC's upon entry to the module. All players will receive an Emote wand, Autofollow widget, and PC Dicebag.\n\nThe Gates of Firestorm Peak is a highly detailed module. I have used extra care with placeables, and I have done my best to provide an interesting environment which will hopefully enhance the multi-player experience. That is what this adventure is built for, and single players may not find this module to be as enjoyable, as it does have a great deal of combat. But, that is the focus of this module, the atmosphere, the story, and the fights. Use your -Tab- key often, I highly recommend it. There are all kinds of interesting things to see, and interact with.\nThis room is an example of the kind of attention to detail that is found throughout the entire adventure.\n\nThe Gates of Firestorm Peak Version 2.0 (CEP v.2.0 Required, as well as the small Firestorm Peak Hak found in the .rar package.)\n\n\nPREAMBLE:\n\nThis is the launching point for the module. Using the Green Crystal will begin the module proper. You will be able to start the adventure with a back story, or without. There are cutscenes which will fill in the story, and give players a more immersive experience, but they are not neccessary, as the journal will fill you in. If you wish to skip the cutscenes you may do so. The choice of skipping the cutscenes is left up to the individual player, and will not affect another player's choices.\n\nThe safe has a few items your father has left for you to aid you in your quest, and all PC's are provided with a Healing Token when they enter the module. \n\nLEVEL AND PARTY REQUIREMENTS:\n\nThis adventure was designed for a party of adventurers in mind. Almost the entirety of the adventure takes place within the mountain, and rest assured, there is plenty to do once you get inside.\n\nThe Gates of Firestorm Peak is an action-based adventure intended for a party of 3 to 5 characters,  levels 10 to 15. A smaller party of 2 level 13to 16 characters will also be challenged by this adventure. Any characters higher than level 16 will find this adventure to be too easy.\nHenchman can be found in this module, though not at the start. Some of these henchman are quite powerful, and will be very helpful later on in the adventure.\n\nThe party must work effectively as a team in any combat situation to survive without casualties. I cannot stress enough that your foes will require effective and intelligent team strategy. Nothing is designed to kill characters outright, but work as a team, and use your class effectively, and you will do very well. \n\nDEATH,  XP, AND RESTING:\n\nThis module uses the HCM ruleset. You will respawn in the town of Longbridge, and death comes with an xp and gold penalty, as per the OC.\n\nThis module uses the Supply Based Rest System by Demetrious.\nYou need to have Supply Kits, either Regular (useable by anyone), or a Woodland Kit (Rangers and Druids only) to create a \"Restful' object which you can rest by using. Otherwise rest is not allowed.\nSome areas are so unsafe that no resting at all can be done in them. Be mindful of which areas these are, so you do not waste you precious supplies.\nObjects such and beds can be found at various points throughout the adventure as well, which also allow resting.\n\nAll characters will be levelled up to level 10, the minimum required level for the module.  Xp is set at 20% for this adventure.\n\nBLEEDING (Uses the Hemophiliac's Always Bleed to Death rules system):\n\n- 10% chance of self-stabilization to 1 HP (chance is configurable)\n- If going from living to -6 or lower you will be capped at -5 to give you a\n  good chance to be saved.\n- If going from living to dead you will be set to -6 to -9 HP instead of dying.\n- Free DC15 heal check bandages can be used to stabilize other players   to 1 HP.\n- Any healing will stabilize another player.\n- Casting raise/rez on a bleeding player stabilizes them to 1 HP or more. (It   is a waste of a spell, but it works).\n- Immune to damage while bleeding. You have to bleed to death.\n- Bleeding players are temporarily made invisible to make monsters change   targets.\n- Players are invisible for 10 seconds after bleeding to give them a chance   to heal or run away.\n- Possessed familiars die instead of bleeding.\n- First bleed message tells the total time until death.\n- Nearby party members are notified of the bleeding player every round,   even if the number of rounds between bleeding is greater than one.\n- All DMs are notified of when players are bleeding/dying.\n- Number of rounds between bleeding is based off of player level.\n- Fast 1sec bleed when playing solo without a party.\n\nYOUR FOES AND THE TIME LIMIT:\n\nMany of the monsters in this module are unique foes with special powers. Expect your adversaries to be smart, capable, and most importantly, deadly. \n\nAll of the monsters you encounter are converted to be as close as possible to their PnP counterparts, thus, they are significantly more challenging. However, all monsters will have weaknesses which can be exploited. \n\nNothing is invulnerable to everything, and some monsters will especially vulnerable to certain weapons and/or types of damage. Experiment, and see what works good against which foes. An intelligent and widely skilled party will function best here.\n\nA party that can use terrain and environments effectively will also be better off. Take a look around, everything has been designed to be taken advantage of as long as you keep a clear head during battle and be aware of your surroundings.\n\nExploit everything that you can, have an effective team strategy (eg. the fighters occupy a target while the cleric heals, the wizard nukes, and the rogue attacks from the shadows, and all concentrate on the same target), play intelligently, and you will do fantastic.\n\nTorches can be found in the safe, at least one member of the party should have one...\n\nTake your time, be thorough. There are secrets to be uncovered, and could lead to back-tracking if you have not done a thorough search of any area (ie. take some time to look for secret doors, special items, do-dads, gidgets, and gadgets).\n\nThe adventure must be completed within 28 game days. This equates to about 24 hours real time. This may seem like a lot of time, but given the size and detail of Firestorm Peak (and allowing for role-play), the clock WILL run out if you tarry too often. The module defaults the timer to 28 days. It can be altered via the Time Setting Device behind you.\n\nTo help keep track of how long you have, Firestorm Clocks are provided for you upon entry to the module. When used, these items will display the current day and hour. There is no time limit imposed until you arrive in the Town of Longbridge. The calendar will be reset to day one when you enter The Town of Longbridge area.. You will have until day 28, hour 23 before the Gates of Firestorm Peak close (by default).\n\nDOORS:\n\nThis module uses an interactive door system. It will allow you many options when confronted with a door, such as listening, searching, spiking it shut, and forcing the door open with strength. They take a little time to get used to, but add a more in-depth experience to the game.\nNot all doors use this system, only a door which you can listen at, or that can be forced open will have these features. This is so parties without a rogue can still complete the adventure. \n\nDoors which lead to an area transition do not usually use these scripts, so you don't end up listening at a door you'll never hear anything out of. Most of the doors in an area, which do not have area transitions attached, will use this system.\nTo access a conversation node on a door, simply click on it. Traps that are on the door are not triggered in this fashion. Only when you attempt to open the door through the conversation will the trap be triggered. Try the door leading out behind you to give the system a try. Be careful, as it is trapped, but it's a very minor, and easy to detect trap. This is so those with the Disable Traps skill may try it out.\n\nPLEASE NOTE IN REGARDS TO KEYED AND TRAPPED DOORS:\nIf you try to pick a lock or disable a trap on a door via the radial menu, and you get a message that tells you that you need a keyor that it cannot be disarmed; click on the door. If you get the door conversation, the lock can only be picked (or to disarm the trap) via the conversation nodes, and NO OTHER WAY! This was to allow parties without a rogue to force doors open, in case no one could pick locks. There is only one door which requires a key in the ENTIRE module, so please keep this in mind when trying to pick locks.\n\nAn Interactive Door system tutorial book can be found in the safe for this fantastic add-on, and full information on how the system works.\n\nNPC'S AND INFORMATION:\n \nNot every NPC encountered must be slain. Some will ignore your presence, continuing on with their daily tasks, unless disturbed. If you kill without warrant, your alignment will shift towards chaos and evil very quickly, and you may ruin your chances at parley with a good portion of the NPC's.\nThis adventure is action-oriented, but that doesn't mean that all there is to do is slay monsters, there is much more than monster killing involved here. Again, I cannot stress enough that this adventure requires you to play your class effectively and intelligently. Wise use of feats/spells/skills, and abilities, and teamwork are what this adventure is about.\n\nI did my best to make this as entertaining as possible. The extras and un-named characters are of little importance, save to flesh out the atmosphere, and may not have much to offer in the way of information. However, eavsedropping on conversations between commoners and other NPC's might yeild clues...\n\nHave fun and enjoy yourself beyond The Gates of Firestorm Peak!\n\n-Ghool\n\nFeedback information can be found at the end of the adventure.",
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