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NWN MODULES

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Title  The Gates of Firestorm Peak
Author  Ghool
Submitted / Updated  05-16-2003 / 04-20-2007
Category  Classic PnP Conversion
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Generic
Gameplay Length  10+ Hours ( you must get in, and out of Firestorm Peak in 24 hours)
Number Players  Refer to the readme
Language  English
Level Range  See the readme for optimum party levels and size.
Races  Any
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Classes  A well balanced party is always best.
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  14
Max # Players  05
Min # Players  01
Min Character Level  08
Content Rating  Everyone
Alignments  Supports all alignments
Gameplay Hours  <1
Description
Local stories recall the rare but recurring storms of flame which ignite the highest reaches of the overshadowing and aptly named Firestorm Peak every twenty-seven years. This awe inspiring phenomena seems to be somehow linked with the celestial phenomena known as the Dragon's Tear, a red scar in the sky which only appears during the times of the Firestorm. Since the last firestorm, however, there has been a subtle, yet noticeable change in the lands surrounding Firestorm Peak. And recently things have taken a severe turn for the worse. Your father's friend, Nigel, was preparing to study the magical nature of Firestorm Peak. He had set up in Longbridge, and was studying the peak twenty-seven years ago. He was never heard from since. The Dragon's Tear has appeared in the sky, and the Gates of Firestorm Peak have opened. Providing a brief time to investigate what happened to your family friend...

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-07-08Sgain9An amazing fun multiplayer experiance. Some really interesting encounters and areas.Gibberslugs! Mapping skill by at least one party member is a must!

Files

NameTypeSizeDownloads
NO FILES

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Firestorm Peak (v 1.03)Ghool2003-05-05--The hakpack required for my PnP conversion, 'The Gates of Firestorm Peak'. This hak includes: Lisa's
SCORE OUT OF 10
8.69
55 votes
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Comments (296):

  1  2  3  4  5  6 .. 10 Next>

Posted by Ghool at 2006-06-23 17:44:59    Voted 10.00
I've decided to release a Reduex of The Gates of Firestorm Peak.

CEP v. 2.0, and lots more.
Should be done in a few weeks. :)

Posted by Ghool at 2006-06-13 09:00:22    Voted 10.00
I'm going to run a fine-toothed comb through this one, and fix any problems with scripts. New version should be up soon.

-Cheers!

Posted by Xaxaxe at 2006-06-03 14:44:38    Voted 9.50 on 06/03/06
An excellent effort. We appeared to have some scripting problems with the DarkFungus, but that is my lone complaint. Otherwise, a really fun, challenging module.

Posted by Space Cadet Marko at 2006-05-24 18:25:37    Voted 8.00 on 05/24/06
A fun module requiring teamwork and a well balanced party, and featuring a reasonable amount of plot. Awesome conversion by Ghool - I look forward to playing more of your modules!

Posted by Ghool at 2006-01-30 14:45:50    Voted 10.00
Hmmm...it might require some work on your part to integrate the CEP into Gates. It's definitely going to require several hours of resetting models, merging 2da's, and merging scripts.

My suggestion?
To allow you, the DM, the least amount of stress and headaches....make your players live without CEP goodies for one adventure. :)

Posted by Siegfried1 at 2006-01-27 20:28:29    Voted 9.00
Ghool, can I had the CEP to this module without breaking anything in your hakpak? My players use a number of CEP items and it would be nice to be able to include them. I'll be playtesting the heck out of this and hopefully playing it with my group next week. I'll let you know how it goes.

Posted by frabjous at 2005-08-14 02:57:33    Voted 2.00 on 08/14/05
So far one of the worst modules I've downloaded to date. I gave up on it after about 3 hours.

The NPCs were bland and lifeless; none had a personality.

Nothing really made sense. The dungeon was a huge mass of interconnected maps joined in nonsensical ways. Natural caverns would connect to well lit dungeons, and vice versa. Giants would roam around in areas it would have been impossible for them ever to reach given their size. Most groups of duergar would attack, others wouldn't: yet there was no rhyme or reason to why some would or some wouldn't. There were (literally, no exaggeration...) THOUSANDS of healing potions found on attackees. The dungeons connected to a large seemingly outdoor promenade area with mixed race vendors but NO other customers.

The worse thing, however, was the goshdarn gibberslugs. My character got infected, and despite using DarkScape Fungus FIVE times, he was still affected. Nothing could cure him. However, for reasons I can't fathom, they wouldn't damage him. I'd get "0's" for damange. However, this still kept me "too excited to talk" constantly, so even though the gibberslugs wouldn't kill me, I couldn't do things like rest, or "talk" to the portable hole. Since I didn't have an earlier save, and couldn't get rid of the slugs, so I gave up.

I do not understand how this module has such a high rating. It's just not worth it.

Posted by Ghool at 2005-08-09 09:45:08    Voted 10.00
That's the older version in which a bunch of the unique-power items were mis-tagged.
The one that's posted right now (1.13) has all of those problems fixed, and the Hemophiliac's Always Bleed to Death rules system.

Cheers!

-Ghool

Posted by Narenia at 2005-08-08 12:12:41    Voted 9.50 on 10/04/04
We are using the final one, v 1.12. We've availed ourselves of the "cure through death" method. I don't know if its tenable to use that trick through the remainder of the module, without our cleric eventually charging us ;-)

Posted by Ghool at 2005-08-05 13:24:20    Voted 10.00
SPOILERS:




Hmmm...I thought I fixed that bug in the last update. Are you playing an older version of the module, without the HABD bleeding rules?

If so, several of the unique items were mis-tagged, and not working. If that's the case, simply let yourself die from the infection....that is, if you don't want to start the adventure over again.

If it is the newest version, I'll take a look at my tags again, to make sure they are working properly.

-Ghool

Posted by Narenia at 2005-08-04 10:59:36    Voted 9.50 on 10/04/04
Hi Ghool.

My roleplay group and I have been playing your module, and enjoying it. Unfortunately, we seem to have hit, what could be, a game-breaking bug. The darkscape fungus does not seem to work. In other words, using it on ourselves does not remove the gibberslug infection.

Have you heard of this bug from others? Is there, perhaps, something we missed? If not, is this fixable, or is our quest doomed?

Thanks ;-)

Posted by JesusJones ( 81.178.xxx.xxx ) at 2005-07-22 11:26:14    
Aah, THIS is the one with the Gibberslugs! Man, this game really freaked us out, and we've been playing Neverwinter every week since it started! A new set of fantastic creatures and complex maps that impressed me as much as the original game did all those years ago - highly recommended! Nice work Ghool!

Posted by Steve_Savicki at 2005-06-25 21:05:01    Voted 8.75 on 06/25/05
Did not like the time limit.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Ghool at 2005-06-20 15:07:56    Voted 10.00
New version (1.13) is up. Updated to patch 1.66, and with numerous fixes and enhancements, including the HABD Bleeding Rules.

Cheers!

Posted by Ghool at 2005-06-17 13:42:37    Voted 10.00
So, I've found several broken things, namely a whole bunch of the unique-power items which were mis-tagged, and not working.

I'm currently adding the HABD bleeding rules, and fixing all that I've found that was bugged. I have yet to do a complete run-through, bt it shouldn't be long before a newer, and much improved version of this module will be posted.

Cheers!

Posted by Ghool at 2005-06-15 13:53:59    Voted 10.00
I'll get around to fixing that final encounter so that a party must locate the first two pieces of the Crystal Components before being able to enter.

I'll get it up within the next couple weeks.

Cheers!

-Ghool

Posted by jerryku at 2005-04-23 20:47:00    Voted 8.25 on 04/23/05
I voted 8.2. I thought this was a great mod, but our party killed the final boss long before we had the last crystals. So we spent the last few hours of the game just looking for those crystals. So it wasn't a very climactic end, since we played the climax hours before. Ah well, still good fun. The living wall was the creepiest fight I've ever seen in a game too. *shiver*

Posted by jerryku at 2005-04-23 20:44:58    Voted 8.25 on 04/23/05

Posted by GateToHate at 2005-04-10 18:06:41    Voted 6.00 on 04/10/05

Posted by Ghool at 2005-04-08 06:26:00    Voted 10.00
MINOR SPOILER:






She was killed and raised long ago by Madreus, and her sanity is no longer intact. She cannot be turned back into her human self by any means short of a wish.

Cheers!

Posted by Anonymous ( 24.69.xxx.xxx ) at 2005-04-07 11:12:00    
Just though I'd ask, SPOILER:\










Is it at all possible to save Quaren? I killed every living wall apart from Quaren, but she stayed hostile.

Posted by ZenMac at 2005-04-04 23:24:14    Voted 9.00 on 04/04/05
Great multiplayer mod. Lots of really unique challenges for our large party.
thanks for all the hard work that obviously went into this!

Posted by Anonymous ( 217.42.xxx.xxx ) at 2005-03-27 02:15:00    
We were initially cautious of this mod due to the time limit, however we decided to give it a go. We are very pleased we did. Not only can you turn off the time limit, but even if we had left it on we would have finished with plenty of time to spare. Loads of custom content. Excellent scripting and storyline. A Hall of Fame recommendation!

Posted by Spike_Spegeil at 2005-02-06 01:18:13    Voted 7.50 on 02/06/05
Fun module, sets a good mood for roleplay. Most multi player modules billed as suitable for single player are not, this one is, one of the very few I have personally encountered. Well fleshed out for a PnP recreation, as good as The Forge of Fury series of two, even better in some respects. Some small bugs in this one, and continuity problems for the single player without a DM. Sometimes is a bit too much of a hacn n slash, still, I like this one.
_________________________
Old School

Posted by gilknut at 2004-11-10 15:24:56    Voted 9.50 on 11/10/04

Posted by Narenia at 2004-10-04 13:33:36    Voted 9.50 on 10/04/04
To date, this is the most innovative module I have played. Despite the somewhat "hack 'n' slash" play of this module, there is excellent dialogue, wonderful ambience (and I *stress* wonderful), original traps and puzzles and just a general feel of a true adventure. In addition, this module is so well set up for a balanced party. The fact that this module is not listed as #1 on the vault reveals that the current vault ratings are completely useless.

Posted by Ghool at 2004-09-13 08:31:00    Voted 10.00
I'm not sure if you mean good or bad.....as a single player module, it might not fare so well as it was designed for a group of 4 or 5 players instead of one.

If you would care to explain, and expand on whether it was good or bad in your opinion, and why, I'd love to hear it.

Cheers!

-Ghool

Posted by SoulDeaD ( 84.120.xxx.xxx ) at 2004-09-12 02:35:00    
Sorry but this module is a Holy S-H-I-T!.

Posted by SoulDeaD ( 84.120.xxx.xxx ) at 2004-09-12 02:35:00    
Sorry but this module is a Holy S-H-I-T!.

Posted by A714s at 2004-09-04 16:32:55    Voted 9.50 on 09/04/04

  1  2  3  4  5  6 .. 10 Next>

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