{
  "__data_type": "GIC ",
  "Creature List": {
    "type": "list",
    "value": []
  },
  "Door List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Fancy Door"
        }
      }
    ]
  },
  "Encounter List": {
    "type": "list",
    "value": []
  },
  "List": {
    "type": "list",
    "value": []
  },
  "Placeable List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "To use this source object:\r\n\r\nPlace this object in the area where you want the source of the beam to appear.  Remember there can be only one source, but multiple targets. Although this object defaults to \"Invisible Object\" you can change it to appear as whatever you'd like. You can also change the name of this object to anything you'd like it to be.\r\n\r\nTo change the type of the beam used, you must change the tag of the object.  The last four characters of the tag tell the object what sort of beam to create.  The last four characters should be one of the following:\r\n\r\nCold - for beams of cold.\r\nElec - for beams of lightning.\r\nEvil - for beams of negative power.\r\nFire - for beams of fire.\r\nHoly - for beams of holy power.\r\nLash - for whip-like beams of fire.\r\nMind - for beams of magic/mental energy.\r\n\r\nBefore the last four characters is a two-digit number.  If there is only going to be one source beam of each type in module, then this number does not need to be changed.  However, if there will be multiple sources, then the number here needs to be changed.  So, if there are three cold beam sources, the first would be: BeamSource_00Cold\r\nThe second would be: BeamSource_01Cold\r\nAnd the third would be: BeamSource_02Cold\r\n\r\nAfter changing the tag, you can change the values on the source to change the amount of damage done by the beam, and how long the beam stays on and off.\r\n\r\nThe Hit Points tells the source how long the beam should stay on, in hundredths of seconds.  So if the Hit Points are set to 300, then the beam will stay on for 3 seconds.  If the Hit Points are set to 265, then the beam will stay on for 2.65 seconds.  The beam will stay off for an equal period of time. If you set the Hit Points to a value less than 10, then the beam will always be on.\r\n\r\nThe Fortitude Save of the source tells the beam how many dice to roll for damage.  If this number is set to 0, then the number of dice rolled is equal to the Hit Dice of the PC that walks into the beam.\r\n\r\nThe Reflex Save of the source tells the beam how many sides are on the dice rolled.  If this is set to 0, then the damage done is a non-random number equal to the Fortitude Save. If both Fortitude Save and Reflex Save are set to 0, then the damage done by the beam is equal to the Hit Dice of the PC.\r\n\r\nOnce you have placed your source, you can then place one or more targets."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This is the target of the beam.  You can have multiple targets for one source. To use the target, place in the area where you want the beam to end.\r\n\r\nThe last six characters of the Tag of the target must much the last six characters of the source.  So, if the last six characters of the source's Tag is: 01Cold, then the last six characters of the Tag for the target must also be 01Cold.\r\n\r\nAll settings on the type of beam and amount of damage done is set on the source object.\r\n\r\nOnce you have set your target(s), the final step is to draw the Beam Zone. Look under Custom 1 under the Triggers palette."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "To use this source object:\r\n\r\nPlace this object in the area where you want the source of the beam to appear.  Remember there can be only one source, but multiple targets. Although this object defaults to \"Invisible Object\" you can change it to appear as whatever you'd like. You can also change the name of this object to anything you'd like it to be.\r\n\r\nTo change the type of the beam used, you must change the tag of the object.  The last four characters of the tag tell the object what sort of beam to create.  The last four characters should be one of the following:\r\n\r\nCold - for beams of cold.\r\nElec - for beams of lightning.\r\nEvil - for beams of negative power.\r\nFire - for beams of fire.\r\nHoly - for beams of holy power.\r\nLash - for whip-like beams of fire.\r\nMind - for beams of magic/mental energy.\r\n\r\nBefore the last four characters is a two-digit number.  If there is only going to be one source beam of each type in module, then this number does not need to be changed.  However, if there will be multiple sources, then the number here needs to be changed.  So, if there are three cold beam sources, the first would be: BeamSource_00Cold\r\nThe second would be: BeamSource_01Cold\r\nAnd the third would be: BeamSource_02Cold\r\n\r\nAfter changing the tag, you can change the values on the source to change the amount of damage done by the beam, and how long the beam stays on and off.\r\n\r\nThe Hit Points tells the source how long the beam should stay on, in hundredths of seconds.  So if the Hit Points are set to 300, then the beam will stay on for 3 seconds.  If the Hit Points are set to 265, then the beam will stay on for 2.65 seconds.  The beam will stay off for an equal period of time. If you set the Hit Points to a value less than 10, then the beam will always be on.\r\n\r\nThe Fortitude Save of the source tells the beam how many dice to roll for damage.  If this number is set to 0, then the number of dice rolled is equal to the Hit Dice of the PC that walks into the beam.\r\n\r\nThe Reflex Save of the source tells the beam how many sides are on the dice rolled.  If this is set to 0, then the damage done is a non-random number equal to the Fortitude Save. If both Fortitude Save and Reflex Save are set to 0, then the damage done by the beam is equal to the Hit Dice of the PC.\r\n\r\nOnce you have placed your source, you can then place one or more targets."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This is the target of the beam.  You can have multiple targets for one source. To use the target, place in the area where you want the beam to end.\r\n\r\nThe last six characters of the Tag of the target must much the last six characters of the source.  So, if the last six characters of the source's Tag is: 01Cold, then the last six characters of the Tag for the target must also be 01Cold.\r\n\r\nAll settings on the type of beam and amount of damage done is set on the source object.\r\n\r\nOnce you have set your target(s), the final step is to draw the Beam Zone. Look under Custom 1 under the Triggers palette."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "RugOriental2"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "RugOriental2"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "RugOriental2"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "RugOriental2"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Dust Plume"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Flame - Medium"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Dust Plume"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Flame - Medium"
        }
      }
    ]
  },
  "SoundList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      }
    ]
  },
  "StoreList": {
    "type": "list",
    "value": []
  },
  "TriggerList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn on beams in an area. When a PC walks into the trigger, beams will be turned on.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOn_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn on only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn on all cold-type beams in the same area the trigger is in. For example, by using the tag \"BeamOn_Holy\" all holy-based beams in the area will be turned on.\r\n\r\n\r\nIf the tag ends with \"All\" then the trigger will turn on all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn off beams in an area. When a PC walks into the trigger, beams will be turned off.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOff_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn off only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn off all beams of that type in the same area the trigger is in.  For example, by using the tag \"BeamOff_Holy\" all holy-based beams in the area will be turned off.\r\n\r\nIf the tag ends with \"All\" then the trigger will turn off all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "The Beam Zone is a trigger that you paint where the beam will occur.  This is the area that a PC will either stand in or walk across and be injured if the beam is on.\r\n\r\nThe last six characters of the Tag of the zone must much the last six characters of the source.  So, if the last six characters of the source's Tag is: 01Cold, then the last six characters of the Tag for the zone must also be 01Cold.\r\n\r\nAll settings on the type of beam and amount of damage done is set on the source object.\r\n\r\nOnce the Beam Zone is placed, the final step is to have some way to have the beam turned on. The easiest way is to turn on all beams in the area, by painting down the Turn Bean On trigger in a place in the area where the PC will walk over it. You will not need to make any changes to that trigger unless you want to. To turn the beams off, you can use the Turn Beam Off trigger. There is also a Beam Lever under Custom 1 in the Placeables that can be used to turn beams on and off."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn off beams in an area. When a PC walks into the trigger, beams will be turned off.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOff_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn off only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn off all beams of that type in the same area the trigger is in.  For example, by using the tag \"BeamOff_Holy\" all holy-based beams in the area will be turned off.\r\n\r\nIf the tag ends with \"All\" then the trigger will turn off all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn on beams in an area. When a PC walks into the trigger, beams will be turned on.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOn_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn on only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn on all cold-type beams in the same area the trigger is in. For example, by using the tag \"BeamOn_Holy\" all holy-based beams in the area will be turned on.\r\n\r\n\r\nIf the tag ends with \"All\" then the trigger will turn on all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn off beams in an area. When a PC walks into the trigger, beams will be turned off.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOff_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn off only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn off all beams of that type in the same area the trigger is in.  For example, by using the tag \"BeamOff_Holy\" all holy-based beams in the area will be turned off.\r\n\r\nIf the tag ends with \"All\" then the trigger will turn off all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn on beams in an area. When a PC walks into the trigger, beams will be turned on.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOn_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn on only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn on all cold-type beams in the same area the trigger is in. For example, by using the tag \"BeamOn_Holy\" all holy-based beams in the area will be turned on.\r\n\r\n\r\nIf the tag ends with \"All\" then the trigger will turn on all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "The Beam Zone is a trigger that you paint where the beam will occur.  This is the area that a PC will either stand in or walk across and be injured if the beam is on.\r\n\r\nThe last six characters of the Tag of the zone must much the last six characters of the source.  So, if the last six characters of the source's Tag is: 01Cold, then the last six characters of the Tag for the zone must also be 01Cold.\r\n\r\nAll settings on the type of beam and amount of damage done is set on the source object.\r\n\r\nOnce the Beam Zone is placed, the final step is to have some way to have the beam turned on. The easiest way is to turn on all beams in the area, by painting down the Turn Bean On trigger in a place in the area where the PC will walk over it. You will not need to make any changes to that trigger unless you want to. To turn the beams off, you can use the Turn Beam Off trigger. There is also a Beam Lever under Custom 1 in the Placeables that can be used to turn beams on and off."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn off beams in an area. When a PC walks into the trigger, beams will be turned off.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOff_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn off only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn off all beams of that type in the same area the trigger is in.  For example, by using the tag \"BeamOff_Holy\" all holy-based beams in the area will be turned off.\r\n\r\nIf the tag ends with \"All\" then the trigger will turn off all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger is used to turn on beams in an area. When a PC walks into the trigger, beams will be turned on.  By changing the tag, it will influence different beams.  The tag of this trigger is always \"BeamOn_\" followed by one of three things.\r\n\r\nIf the tag ends with some number and a beam type, such as \"00Cold\" then the trigger will turn on only the beam of the matching type and number in the same area that the trigger is in.\r\n\r\nIf the tag ends with just a type, such as \"Cold\" then the trigger will turn on all cold-type beams in the same area the trigger is in. For example, by using the tag \"BeamOn_Holy\" all holy-based beams in the area will be turned on.\r\n\r\n\r\nIf the tag ends with \"All\" then the trigger will turn on all beams in the same area the trigger is in."
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Gas\r\nDetect DC: 18\r\nDisarm DC: 31\r\nSet DC: 30\r\nDamage / Effect: Giant Wasp Venom\r\nAverage Damage: 0\r\nArea of Effect: Medium, Sphere\r\nMin to Max player level: 6 - 15"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Gas\r\nDetect DC: 18\r\nDisarm DC: 31\r\nSet DC: 30\r\nDamage / Effect: Giant Wasp Venom\r\nAverage Damage: 0\r\nArea of Effect: Medium, Sphere\r\nMin to Max player level: 6 - 15"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Gas\r\nDetect DC: 18\r\nDisarm DC: 31\r\nSet DC: 30\r\nDamage / Effect: Giant Wasp Venom\r\nAverage Damage: 0\r\nArea of Effect: Medium, Sphere\r\nMin to Max player level: 6 - 15"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Gas\r\nDetect DC: 18\r\nDisarm DC: 31\r\nSet DC: 30\r\nDamage / Effect: Giant Wasp Venom\r\nAverage Damage: 0\r\nArea of Effect: Medium, Sphere\r\nMin to Max player level: 6 - 15"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "Minor Spike\r\nDetect DC: 10\r\nDisarm DC: 22\r\nSet DC: 5\r\nDamage / Effect: 2d6\r\nAverage Damage: 7\r\nArea of Effect: Single\r\nMin to Max player level: 1 - 3"
        }
      },
      {
        "__struct_id": 1,
        "Comment": {
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    ]
  },
  "WaypointList": {
    "type": "list",
    "value": []
  }
}
