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NWN MODULES

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Title  Shipwrecked! -- Dark Heart of Moonshae Book 1 (v1.36)
Author  Worldweaver
Submitted / Updated  09-27-2002 / 02-01-2010
Category  Forest Adventure
Expansions  Works on all versions
Setting  Forgotten Realms
Gameplay Length  4-8
Number Players  5 or less
Language  English
Level Range  Solo first level characters may have a rough time, but are still playable with some patience
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Any can be used, but a cleric in a party is recommended
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  06
Max # Players  05
Min # Players  01
Min Character Level  01
Content Rating  Teen
Description
Anxious to start a new life for yourself, you book passage on a ship heading up the Sword Coast to Waterdeep. On the way, however, a storm catches your ship by surprise. Despite the efforts of the crew, your vessel goes down into the violent sea. Your last sight before going under is the small dark spur of a mountainous island to the west... Somehow, you've survived. Wet and sore, but otherwise unharmed, you begin to wander the island looking for a sign of life or any possible ways to continue your trip. As you do, a story that was told on board the ship echoes in your mind: the tale of Sorhey. For the past two seasons, no ships who came too close to this small island in the Korinn Archipelago have been seen since. No word has come from the island either. The rumors about what happened on Sorhey vary wildly, but all of them hint at a place where the sun shines no more, and death is your only hope of escape. Could this be the island you now find yourself stranded upon?

Files

NameTypeSizeDownloads
Shipwreckedv1.36.zipShipwreckedv1.36.zip
Submitted: 09-27-2002 / Last Updated: 10-30-2002
zip2.8Mb7719
--
Worldweaver30readme1.36.txtWorldweaver30readme1.36.txt
Submitted: 09-27-2002 / Last Updated: 10-30-2002
txt4.93Kb7384
--
SCORE OUT OF 10
8.5
68 votes
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Comments (156):

  1  2  3  4  5  6 Next>

Posted by Steve_Savicki at 2010-02-03 05:18:46    Voted 9.50 on 02/03/10
So how do we finally escape the island? Where is the boat that takes us away?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Mirgalen at 2007-06-19 01:46:27    Voted 4.00 on 06/19/07
I'm afraid I have to agree with Grail Quest on this one.

Was trying to replay it and find out if there is indeed a bug/broken script or not but found it way too tedious to do so therefore I am done with this one.

Posted by taejin at 2007-03-21 19:56:28    Voted 10.00 on 03/21/07
When is part 2 coming out?

Posted by taejin at 2007-03-21 19:56:09    Voted 10.00 on 03/21/07
Really good, liked the interconnected environments. In part 2, do we ever find out who the fake Terin was? Slight bug (maybe due to my lv10 chr) - with fight with eldereen - nolato showed up and just kept yelling the guys name...cour'se by the time I had beat the guy. And the fat lady should've had her hunger satisifed with all that I fed her - that qeust never emptied out my journal. Also after made peace with lizardfolk, half of them let me pass (shamans & soldiers), but the warriors or whatever kept attacking me..It was hard not to get stuck and kill them (thereby breaking the treaty).

Posted by Mirgalen at 2007-01-31 01:44:31    Voted 4.00 on 06/19/07
Possibly broken.

A couple of years ago I tried to complete this module with an entry level mage. Did not finish the module but somehow my character escaped. Recently I had him return to Sorhey...

* Spoilers *

- The first altar/shrine is back to normal and can heal
- Stopped the "zombie machine" as well
- The mage is back in his tower but no new dialogue option
- Got a book, one NPC came 2-3 times to get it and vanished
- Visited "everything" but still cannot access area north of mage tower and lighthouse. If they are key for these (gates) I never got/found them.

I suspect one script is broken or not firing up to advance the plot.

Posted by Worldweaver at 2006-11-16 10:16:29    
All--thanks so much for all of the feedback. Life has kept me away from NWN for quite some time, but I'm now playing NWN2 and I'm hoping to continue the story there. I know it's been a while and that's not practical to some people--and for that I apologize... but given the time that's passed, using NWN2 makes the most sense. I hope some of you who played the first mod stick around and keep an eye out for the 2nd over the next few months.

And sorry for leaving so many of you with that curse for so long =(

Posted by Grail Quest at 2006-09-03 16:18:16    Voted 4.00 on 09/03/06
Decently put-together mod with a mediocre story -- doesn't it seem sometimes that every story involves FedExing something or killing a boss to get a key or item or whatever? Well, it's the same here, which might have gotten it a 5, except...

(a) Lack of a store is irritating. When you do find one, it is extremely irritating to go back to.
(b) Monsters respawn too often. Whereas the encounters then tend to be simple, it just bogs down the game too much. There is just too much meaningless ground to traverse (the author's explanation notwithstanding) that the encounters just become something else you can't wait to get past to continue the story, rather than something to break up the monotony.
(c) The story moves WAY too slowly, primarily because there's so much walking to do. Halfway through, I was tempted to just quit, because I was bored, and I honestly couldn't see any payoff coming in the near future for continuing. Sadly, after finishing the module, it turned out I was right. The highlight was just a tough fight at the very end (and what module doesn't have that??), and that was it.
(d) Bringing a fat woman food items is 150 XP -- EACH TIME! Ridiculous.
(e) Several objects should have had their description customized for this mod. Intead, they were left as "there are many unusual items ... ", which is the default in the Toolset.
(f) Dialogue/scripting bugs. For example, during the final fight, someone appears and just stands around like an idiot doing nothing. I had to start up dialogue with him, and even then, the minionns kept beating on me.
(g) Excessive use of Sneak Attack by foes. Seems that every grunt is a thief, which, for a low-level module, is very dangerous to use as a lot can come down to luck. Worse, typical encounters in the module let the player be swarmed by 3-5 or so, which means you get sneak attacks coming from all sides all the time. The Toolset underrates Sneak Attack for individuals because they are hard for a single character to set up. But when you have a party of sneak-attackers, it can be very dangerous very quickly, and a module designer has to be sensitive to that for claases that can't maintain a high AC.

Overall, the mod is lacklustre, sort of like how the OC was boring.

_________________________
PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games

Posted by bezdar1 ( 81.177.xxx.xxx ) at 2006-06-12 04:50:09    
I'm really impressed!

Posted by geroin9l ( 208.66.xxx.xxx ) at 2006-06-01 03:04:13    
Hello Jane, great site!

Posted by Aidelynn Sylvanii at 2006-05-29 23:24:47    Voted 8.50 on 05/29/06
This is quite an ambitious module, particularly in scope. In some ways, however, the mod suffers from that very scope.

First, I would like to point out some of the best things about the module. I loved the fact that it was set in the Moonshaes. They have always seemed like such a wild place to me, and I have always been fascinated by the Moonwell stories. Obviously, the author is as well.

Secondly, the module is very well crafted. I do not think I have played another module without a single misspelling or gramatical error. I ran the entire game without encountering a single bug. The author paid very close attention to detail with placeables and lighting, and all the doors and transition points worked well (which is impressive given the number of such points.)

Finally, the module was interesting enough to keep my interest despite what I felt were fairly annoying problems.

POSSIBLE SPOILERS To FOLLOW




My criticisms of the module result, at least in part, from the author's choice of scale. There are numerous areas in the module. Many of them are quite large. They are all detailed and interesting. The author has said that he wanted to give the impression of a *BIG* place, and he does.

The downside of this approach is that there is little to do in many of these areas except hack and slash. The combat becomes a little repetitive, especially since you're not really sure where you are supposed to go most of the time.

This is especially frustrating in view of the paucity of merchants in this mod. Several of the people on this site have commented on the fact that there are so few merchants. In fact, the author apparently felt compelled to reassure people, "There are merchants. You have to look for them."

In fact, in this hugely scaled mod (greater than 50 areas, according to the author), there are THREE merchants. One of those appears only if you die! I never encountered the second because I was attacked by the lizard people and turned the faction of the second merchant hostile. The third merchant doesn't appear until the mod is essentially over.

Since I never entered the fugue plain, and I turned the lizard people hostile, I did not encounter a merchant until I had completed the mod.

I understand that this was done to enhance the roleplaying aspect of the game, but I felt like it was a significant gameplay detriment. I ended the game with several caches hidden at various spots around the island. A couple of them had more than 20 "pages" of stored loot.

For me, the game went something like this:

1) Must find "x" to complete quest.
2) No idea where "x" is.
3) Discover new area.
4) Kill every skeleton in new area.
5) Pick up every skeleton femur.
6) Skeletons have re-spawned.
7) Go back to step 4.
8) Realize that I am making no headway, and move to new area.
9) Dump all the loot I've picked up into a crate.
10) Find a new area, and start again from 4.

It really sucked some of the pleasure out of what might have otherwise been an enjoyable mod.

I can understand wanting to keep a desolate, abandoned, wilderness "feel", but would the module have really lost that by adding one or two merchants? The PC does meet a few people. Couldn't one of them be willing to trade a little? This was a gameplay/roleplay balance decision that I thought was not handled very well.

Overall, this was a very well crafted module. It was spoiled, for me, by a fairly silly thing. Several others have commented on the same issue. It seems like it would be an easy thing to correct, but this is an old mod, and it doesn't really look like the author has been active on the site for a while, so I doubt there will be any modifications.

-Aidelynn Sylvanii

Posted by yasmin ( 69.59.xxx.xxx ) at 2006-04-18 12:28:39    
Great. Thanks!

Posted by ericdoman at 2005-06-09 16:46:08    Voted 9.50 on 06/09/05
As below comments, didn't even notice how long it took. This is a challenging mod for combat. So guys bring out your best 4th/5th lvl characters with equipment you found and bought in another mod and give it a go. I dare you!

Posted by ericdoman at 2005-06-09 16:42:16    Voted 9.50 on 06/09/05
Well just completed mod. Started with a 2/2 ftr/barb. Finished 2/5/1 ftr/barb/wiz (just to identify equip).
Played hardcore throughout and did die a couple of times (but that is expected in all NWN mods), the mines were very nasty but reloaded and rethought strategy.

Instead of being surrounded by 5 x 3 thieves. Run off and get them 1-2 at a time. My character had a +1 Chain, ROP, Amulet AC, Bracers and Light Flail and a limited supply of healing potions plus a -20% magic bag (had a -40% bag but game crashed when I opened it?) Did anybody find that there were continual respawns and once you went up a few levels skel priests and mages appeared and yes they were respawning as well when you went into the same area again. The worst scenario was lighthouse basement with the dire spiders, after having killed the Queen (get her out to ground floor and run and shoot)

The belt of agility I found was a huge assist to counter paralyzation. Basically as with ,many tough mods it can be done. The only way I can think that a ranger could complete this (having played them in the past) is to play "normal", ie no att of opp when you fire bow and no criticals. But that is about the only way you can enjoy using a ranger unless you also lvl up as a ftr.

Basically it can be done but it is very tough. The old run and shoot helps a lot.

Overall it is very good it's a shame there is no 2nd part as I,m stuck on this bloody island.

I hope you reconsider

Cheers


Posted by Dags at 2005-02-17 11:36:39    Voted 9.00 on 02/17/05
Very strong and very underrated. Unfortunately, this is part one and it sort of leaves you at a cliffhanger. Regardless, it's a great "adventure" style mod, where you are exploring an area. Not a ton of interaction, but plenty of good action. Folks not so skilled with combat should probably be a few levels higher. But this isn't just hack and slash, there's a well designed story that I really enjoyed. Very good mod.

Posted by Kangaroo at 2005-01-28 14:46:00    Voted 9.50 on 01/28/05
As a counterpoint to the post below, I played this mod through starting with a level 4 ranger (normal equipment) and I made it through without dying-- it certainly wasn't always easy, but it was doable with good strategy. If I recall correctly, I don't think you even have to go through the mines, since there are several ways around the island. I cleared them out anyway, to be thorough, but I believe you can go through the forest. Anyhow, players who aren't particularly experienced with NWN might want to try higher character levels, but it certainly IS doable within the given levels (well, level 1 or 2 solo would be insane, but 4 is fine, maybe 5 with a spellcaster). Great mod, by the way, especially given it's creation date. Too bad there won't be a sequel...

Posted by Kangaroo at 2005-01-28 14:41:57    Voted 9.50 on 01/28/05
innovative for its creation date, an excellent mod that deserves a sequel.

Posted by TommyGunnn at 2005-01-20 16:05:13    Voted 9.00 on 01/20/05

Posted by erthule at 2005-01-10 09:36:16    Voted 8.50 on 01/10/05

Posted by Jarret at 2004-12-25 18:40:58    Voted 9.50 on 12/25/04
Excellent, pretty original mod, really wish a sequel were coming

Posted by Mograt at 2004-12-11 06:31:39    Voted 9.00 on 12/11/04
Played this module solo and with a small team. Enjoyed both times. Thanks.

Posted by Jonesy14 at 2004-12-08 16:17:20    Voted 9.75 on 12/08/04

Posted by Mirgalen ( 221.124.xxx.xxx ) at 2004-12-08 04:56:00    
A couple of more points.

I think I found both bugs and bad design issues.

The poor design issue is related to game balance. A good player with an average (non uber) character (ELC enforced) should be able to complete the module w/o using respawn once. I think this is impossible if you stick to a level 1-6 character with legal equipment (ILR enforced).

I played and re-played this mod a few times hoping that I could see the end of it but no. It cannot be done w/o cheating or using respawn a few times.

Not what I expect from a module with such a high rating.

* Spoilers *


I replayed this module with my best level 7 fighter and she did not survive the mine. I replayed with the charater I wanted to play this module with (a sorcerer) but he also got smashed somewhere in the mine. Being extra cautious did not help. As soon as we got to the mines/caves with the humans we had trouble even with these level 3 guys. They are just to many of them. This time, we tried to clear one room to advance. The fight did not go well, in no time I was alone vs 3-4 of them. It was time to run but even though we found no human on the way (from the lizard area) I found myself entering a room filled with humans???

This could be a monster spawn timing bug but still this bunch of level 3 fighter/rogue are way too deadly.

As for the real bug, when I replayed with my sorcerer I went to see the lizard chief. On the level where he is, they were not hostile to us but intead they turned against each other???

Posted by Mirgalen ( 221.124.xxx.xxx ) at 2004-12-04 14:24:00    
The story seems great but the module is just too difficult.

We tried multi players but since we had a bunch of lvl 1 it did not work too well.

Also I tried solo with my Blade character who is a Barbarian (lvl 7) undead hunter who got smashed after meeting the arcanist and my hawk character (also an arcanist) who is level 5 and cannot survive.

Because of the settings of the module or scripts used, the monsters (outdoors) are respawning and some of them are tougher than others. There is no way to identify the objects you may find. Last but not least, some creatures will drain your abilities but the effect is permanent (even if you rest) the big problem is how can you get restoration scrolls or potions?
When we played the other day, my character was down to 3 in Strength and stayed in bed while the others were exploring the island.

It also seems to take 10-20 hours rather than the duration stated above.
I probably played 10 hours and only scratched the surface (Met tha arcanist and the druid but did not complete any quest).

I believe that this module can still be played but you must play solo with a cleric only or perhaps a tough party with fighter(s), at least one cleric and possibly a bard could make it.

Also note that you do not get high XP or very good items to help you, expect noting bett than the +1 items. This could be fine with lvl 3-4 characters but may not be that great with lvl 6+ characters. I also noticed the lack of items for spell caster except a few scrolls and the OC prelude wand of frost.

As for the part 2 it does not seems to be anywhere on the horizon. Too bad.

Posted by SamusAX at 2004-11-24 11:34:00    Voted 8.50 on 11/24/04
Very fun mod, though a bit bad cause of the fact it leaves a curse on you after you're done. Overall, I had a good time, though I advise making important people's corpses lootable, instead of using the normal "remains".

Posted by SanusAX ( ..xxx.xxx ) at 2004-11-24 11:05:00    
So...When's the second part coming? I wanna get rid of the darn curse, and where's the website?

Posted by SanusAX ( ..xxx.xxx ) at 2004-11-24 11:05:00    
So...When's the second part coming? I wanna get rid of the darn curse, and where's the website?

Posted by gothgal at 2004-08-16 10:03:58    Voted 10.00 on 08/16/04
Fun! I had a blast! A+++++

Posted by Grunt_the_Vegetarian at 2004-07-01 18:14:00    
The scripts are well made. I personally found it boring. I won't vote, don't panic."On one truth in life I hold a bet - to be like Hitler you must be dead!"
_________________________
"As the edge of midnight falls, the warrior stands alone. Visions of the fighting past - a thousand tales untold."

Posted by Flipper at 2004-06-11 21:28:01    Voted 2.00 on 06/11/04
Very poor job with plot design. I've been stuck for days. Author isn't checking comments anymore, his homepage that is listed isn't up anymore, and his email address isn't valid. Really nice... I'll be skipping any future +blocked+ he puts out.

Posted by Darin ( 24.144.xxx.xxx ) at 2004-06-04 21:30:00    
What must I have completed before I can get the priest to appear outside the lighthouse tower gate? Please be specific and don't say all of the other quests. I think I may have broken the module. Before encountering the lizard man who offers a truce, I had already wiped out ALL of the other Lizard Men. Did that break the module?

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