For the first session, the module used the HABD bleeding and death system. I had ported that over from NWN, but never got it working quite right due to changes in how death and death animations are handled by the NWN2 engine. I've recently done more testing, and found even bigger problems than I had thought were there. Some day I may revisit HABD and try to get it working right, but I've spent hours and hours on it over the last two weeks, and enough is enough. So, I've switched the module to the HCR bleeding and death system. One big difference between the two is that with HABD, you ALWAYS bled before dying - if a blow dropped you to -10 or beyond, HABD adjusted you upwards to -5 so that you would bleed before dying, and have a chance to be saved by your comrades. HCR, the new system, does not do this. If a single blow drops you to -10 or lower, you are dead. A few other differences:
1. When you fall unconscious, your items drop in a loot bag to the ground (so your comrades can retrieve healing items, for example)
2. If you die, you go to a new area, the Fugue Plane. Please wait there until I get a chance to interact with you.
3. Unlike with HABD, there is no chat window message telling you that a comrade is bleeding to death, or how long until he bleeds to death. So, if you see a comrade down, you should act quickly, as he or she might be very close to death.
With low level characters, dead probably means dead, as you won't be able to afford raise dead items. At higher levels, HCR follows official D&D rules, which means even if you have a cleric that can cast raise dead, it is still expensive.