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The Gates of Firestorm Peak is a 96-page adventure module for Advanced Dungeons & Dragons 2nd edition, released by TSR in November 1996. It is intended for four to six characters of level 5 to 8.

The product contains the 96-page adventure module, four full-color poster maps, and a sheet of 56 counters for tactical combat.

Spoiler alert: The following article contains spoilers for a Dungeons & Dragons product.

Official synopsis[]

Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm Peak swing open. Twenty-seven years ago, your father lead his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned?

The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION® books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet.

To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late. . . if they can.

Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, four full-color maps showing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats.

Plot[]

Background[]

In the Mountains of Frost at the north of the Shirelands rises Firestorm Peak, so called for its wondrous eruption of flame that occurs every twenty-seven years. The locals of the village of Longbridge celebrate the occurence with a month-long Firefestival.

But the past five years have seen a dark time called the Cursed Season. Stillbirths occur among livestock, murder has become commonplace, and horrid monsters have been sighted in the mountains.

Unknown to the player characters, an ancient and most powerful portal resides within Firestorm Peak, created in ancient times by the Elder Elves, ancestors of the High Elves. It triggers once every 27 years, and can open a portal to any time or place in the multiverse.

This time, the insane alienist Madreus has opened it to the twisted and dangerous Far Realm.

Synopsis[]

A fiery streak through the sky, called by the locals the Dragon's Tear, seems to ignite the mountaintop of Firestorm Peak. The ancient Outer Gates, crafted into the mountainside from glassy nephelium, open upon this celestial occurence as they always do, remaining open only for 28 days.

The player characters venture forth into the mountain, discovering within a vast settlement of the mad duergar. Within the twisted passageways beyond lie horrid alien creatures unwisely called forth from the Far Realm. They must defeat Madreus and close the portal before it's too late.

Development and release[]

Development[]

The Gates of Firestorm Peak was written by Bruce Cordell, starting one month after he was hired by TSR in 1995. This was Cordell's first major writing job, and would introduce the dimension known as the Far Realm.[1] Art was provided by Jeff Easley and Arnie Swekel.

The product's name was suggested up-front by Roger Moore. Cordell was tasked with creating an adventure module which would use rules from the Player's Option series of sourcebooks. The module ultimately made Player's Option optional, including sections referencing these rules on the assumption that not all players would possess these books.

Release[]

The Gates of Firestorm Peak was released by TSR in November 1996 for $20.00 US, $26.00 Canadian, or £11.99 GBP.

On March 11, 2014, it was re-released in digital format. It is currently available on DriveThruRPG and Dungeon Masters Guild for $9.99.

Reception and influence[]

The Gates of Firestorm Peak introduced the Far Realm to D&D. Firestorm Peak and its forgotten elven portalsmiths would later be referenced in the Dungeon Master's Guide (5e) (2014), p.68.

In November 2004, Dungeon Magazine #116 rated The Gates of Firestorm Peak as the 11th greatest D&D adventure of all time. John Rateliff, who edited the module, praised its writing and originality. "This adventure is evidence that fresh talent will always come along and do the familiar with so much verge and so many personal touches that it all seems new again."[2]

Shannon Appelcline credits this adventure with establishing the link between D&D's aberration creature type and the Cthulhu mythos, which previously had only been explained as experimental creations of mad wizards. The module also rejuvenated the use of Lovecraftian horror influences in D&D, something which had been more common in early adventures but none since Gary Gygax's WG5 Mordenkainen's Fantastic Adventure (1984).[3]

In 2009, blogger Will Mistretta praised the adventure, describing its reputation as improving over time. He described it as challenging and non-linear, with an excellent progression from the mundane world to the otherworldly. However, he believed that most players never made use of the Player's Option features.[4]

External links[]

References[]

  1. Origin of the Far Realm in D&D, Bruce Cordell
  2. The 30 Greatest D&D Adventures of All Time, Dungeon #114 (Sep 2004), p.76.
  3. The Gates of Firestorm Peak (2e) on Dungeon Masters Guild
  4. Black Sheep: Gates of Firestorm Peak, Gary Sent Us, 2009-10-30
Advanced Dungeons & Dragons 2nd edition
Core rules
Player's HandbookDungeon Master's Guide
Monstrous Compendium Volume OneMonstrous Compendium Volume TwoMonstrous Manual
First QuestIntroduction to Advanced Dungeons & Dragons GameThe Complete Starter SetDungeons & Dragons Adventure Game
Optional core rules
Player's Option: Combat and TacticsPlayer's Option: Skills and PowersPlayer's Option: Spells and Magic
Dungeon Master Option: High-Level CampaignsCampaign Option: Council of Wyrms
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Bastion of FaithBook of ArtifactsCastle SitesChronomancerCity SitesCollege of WizardryCountry SitesDen of ThievesDungeon Builder's GuidebookGuide to HellLegends & LoreRogues' GalleryShamanTome of MagicThe Vortex of Madness and Other Planar PerilsWarriors of HeavenWorld Builder's Guidebook
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The Apocalypse StoneAxe of the Dwarvish LordsCleric's Challenge (II) • The Dancing Hut of Baba YagaDestiny of KingsDie Vecna Die!Dragon MountainDungeons of DespairEye of the WyvernFighter's Challenge (II) • The Gates of Firestorm PeakA Hero's TaleLabyrinth of MadnessThe Lost Shrine of BundushaturMoonlight MadnessThe Murky DeepNight Below: The Underdark CampaignA Paladin in HellReturn to the Tomb of HorrorsReverse DungeonRoad to DangerThe Rod of Seven PartsThe Shattered CircleThe Silver KeySwamplightTale of the CometTales of EnchantmentTemple, Tower, and TombThief's Challenge (II) • TSR Jam 1999Wizard's Challenge (II) • Wrath of the Minotaur
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