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NWN MODULES

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Title  Voyage of the Zephyr Chapter 1: Skyward
Author  Jesse Broecker / Arumath
Submitted / Updated  02-17-2006 / 11-05-2007
Category  Various Settings
Expansions  CEP-2.00 Requires Community Expansion Project
Setting  This is set In my pnp world that has evolved over ten years of roleplay starting back in the days of 2E D&D
Number Players  1-4
Language  English
Level Range  12-16+
Races  all
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  16
Max # Players  04
Min # Players  01
Min Character Level  12
Forums  Link
Content Rating  Teen
Alignments  Good recommended, neutral workable, Evil not recommended
Gameplay Hours  03
Description
For centures it had been a dream, a project of a few bruiliant minds and craftsman working in near secrecy. But then thirty years ago the first airship was built. Since then the City of ARkon has commisioned a fleet of them. Now one has returned with news, a new land never before known to the people of Arkon.

You have just arrived in Arkon greatest city in the knwon world to seek your own gold and glory. Rumors are flying that an expedition is hiring adventurers as scouts for an expedition to an unknown land.

Sign on to the Airship Zephyr and embark on this the first of a series of airship centered adventures. Loosely inpired by the voyages of the princess ark and Final Fantasy II

CEP and CRAP are required the otehr two hakpacks are included in the .ZIP file.



Now updated to version 1.09 see readme for version info.

At last Version 1.13 is here I've aded many new areas and tweaked and fixed a lot of things. A new armor shop has been added to the startign city though it's still a work in progress you can make purchases.I toned down a couple of the major magic Items and also reworked some encounters.


Files

NameTypeSizeDownloads
Voyage_of_the_Zephyr_Chapter_1_Skyward_v109.zipVoyage_of_the_Zephyr_Chapter_1_Skyward_v109.zip
Submitted: 02-17-2006 / Last Updated: 03-19-2006
zip8.8Mb415
Module, Haks, & readme please give me loads of feedback!!!
Voyage_of_the_Zephyr_Chapter_1_Skyward_v113.zipVoyage_of_the_Zephyr_Chapter_1_Skyward_v113.zip
Submitted: 02-17-2006 / Last Updated: 11-05-2007
zip3.3Mb176
The new version of the module requires the same haks as V.09 aside from CEP2

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Airships! v1.1Some_ux2004-04-19--Some choose to travel by sea, others prefer to sail the heavens.This hak will add both docked and �f
Airships&Nautical AlleysSilvercloud2004-11-07--This hak adds alleys to the city exterior tileset and three kinds of ships (caravels, galleons and l
Classic Rolepla...k v1.01Classic Roleplay Adaptation Project Team2004-11-21-- CRPG Classic RPG City Pack A collection of the 'best of the best' city interior and
Classic Rolepla...k v1.00kcsolberg&grimm2004-11-24-- CRPG Classic RPG Dungeon Pack A collection of the 'must have' tiles that will brea
Classic Rolepla...k v1.02kcsolberg&grimm2004-11-24-- CRPG Classic RPG Wilderness Pack Probably our most popular and most dramatic tile co
SCORE OUT OF 10
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3 votes
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Comments (50):

  1  2 Next>

Posted by ericdoman at 2007-11-08 17:06:50    
It's been a while so decided to give this game another go.

Took down a 1/9/2 ftr/clr/pal from Hex Coda AC 27 (with buffs), less than 5000gp and only magic weapon a +2 Bat Axe with +1d4 elect dam.

After digging through crates etc (a bit old hat)and selling stuff reached 14k gp.

1 No mappins, not a prob really.

2 Found orb of recall, which states it was given to me by Aribeth and I can teleport to Neverwinter

3 Found group of baddies sign of faith steal a crystal. So off I go clay golems would have been tough but buffing help ie darkfire, div favour and imp invisibility (trickery and magic domains). Take keys and finsd 2 crystals one happens to be a corpse. back I go but not recognised by baddie leader. End Game thanks use orb to teleport to Neverwinter and Bye Bye

Posted by jroed at 2007-11-08 14:20:41    
Hi Arumath
I try to play this game,but i get a message i don't have hak crpbase and crp2da.Where can i find them,the Craps web site is no more.I have crp312 and crp2da310 installed.Help:))

Posted by Arumath at 2007-11-05 07:01:26    
Thank you for the feedback I will revamp that encounter definately needs to be scaled back.

In the next couple days I will be uploading an update thath as been a long time coming, I've been tweaking a lot of things in chapter 1 making improvements adding things. Also the new version will use CEP 2.0

Posted by faulkn89 at 2007-06-29 15:17:21    
Need help want to play this but I can't find the download for the crp2da or crpbase. So if you could tell me or if you would send a link to my email: [email protected] that would be great thanks.

Posted by Mirgalen at 2007-03-27 09:39:38    
Got a game balance issue at some point.

* Spoiler *

Once I got the Dasil gate key I went to place where I had to do a lot of shooting it was OK as long as I could take one archer at a time. The trouble is once you step into the ruin I had something like 6 skeleton warriors, 8 archers and a Doom Knight all at once in/near the entrance. Also note there is little one can do (at this level) if a NPC can cast "Power Word". There is no way a single lvl 12 character can handle this encounter w/o cheating or using cheesy tactics (use stone of recall to rest/return, try to split monsters using area transition and/or a nearby door). Although I found the area with the archers earlier very well designed and entertaining this specific encounter (what is the CR rating?) makes me wonder what to expect next.

Note: Got the uber belt but I did not use it because I did not need it.

Posted by Mirgalen at 2007-03-27 09:21:20    
I guess it would be easy for player to give up very early. Don't. I would suggest a minor update and perhaps some hints for the player.

I waisted a lot of time trying to install the module properly, the following should work (assuming you already have CEP 1.52):
1 - install voyage 1.09 (the zip contain the module and haks)
2 - visit the Classic Roleplaying Adaptation Project web site and download the CRAP base hak (v 1.04) as well as the latest one v 3.12.
3 - put crpbase.hak and crp2da.hak in your hak folder (overwrite if necessary) also do the same with crpbase312.hak and crp2da310.hak
4 - download and install the CRAP city pack, dungeon pack, rural pack and wilderness pack
5 - install the two Airship haks

Second, once I got the module to load, I found myself in an area with no visible area transitions, no airship and no CRAP content. Visited a inn with no henchmen to be hired but a bunch of hostiles creatures should you open the wrong door. Got a required paper to board the ship and the recall stone (even tried it) but there was no way to go (most doors being closed). Restarded the module and luckily found the backdoor to the shipyard. That was close, I was really about to quit.

I am still in the early part of the module (uncharted island) but I can tell that it really seems to be worth the trouble so far.

Posted by Arumath at 2006-07-04 05:20:48    
Yep I need to fix that tent door, easy enough to fix.

For thoseo f you wondering aobut the next installment work is progressing albeit slowly, it involves a much larger desert city with a lot more interiors, hence a ton of work. To make things slower I can't re-use any of the interiors from chapter one because is switeched over to a new hakpack which only reqires 2 files.

I plon to make 2 of the crew available as henchmen for at least part of this chapter.

I've revamped the inside of the Zephyr and added an engine room that I think turned out quite well. I've also added a new crewmember, that will be encoutnered early on in the second chapeter, which will be called Eclipse.

Posted by lodo4ka ( 193.93.xxx.xxx ) at 2006-07-02 01:52:21    
HI! I love this place!

Posted by Blatob at 2006-06-04 13:44:03    Voted 8.25 on 06/04/06
It was realy hard to find all area transitions :) No, realy, you should put them at the obvious exit on the map. Also, though quests are not broken, they are messed a bit. Sometimes I would get info about the quest before I got the quest itself. It is not clear with whom to talk to get the quests, either. There was a scene where we lamded in the desert and I went inside the tent to find the captain missing on my return, so that time I missed WATER quest. I had to reload.

Posted by Blatob at 2006-06-01 06:25:59    Voted 8.25 on 06/04/06
Nevermind. I downloaded all CRAP haks. It would be nice if we had links for them on this page.

Posted by Blatob at 2006-05-31 16:25:13    Voted 8.25 on 06/04/06
I have a problem. When I try to load the module, NWN reports error "missing custome talk table". I have a crap.tlk file installed in tlk folder of NWN. Is there any other .tlk file that I have to download? Please, help.

Posted by oldsmuggler at 2006-04-07 16:32:31    
thanks Sigar

Posted by Sigar ( 83.73.xxx.xxx ) at 2006-04-04 23:01:28    
To oldsmuggler:
You have to download and use the CRAP Original Base Hak v1.04

Posted by Jake_Storm at 2006-04-03 00:31:28    Voted 9.75 on 04/03/06
Loved the module

Posted by oldsmuggler at 2006-03-31 18:30:14    
i downloaded this mod and all the files (included CRAP: city pack, base hak, dungeon, rural and wilderness pack)but i can play it because i don't find these two hak
crpbase
crp2da
somebody knows where can find it?

Posted by This is a wonderful wealth of information. Good Luck! ( 195.225.xxx.xxx ) at 2006-03-31 11:54:22    
This is a wonderful wealth of information. Good Luck!

Posted by Arumath at 2006-03-18 13:58:51    
Oh a side not to those planning to continue the later chapters and want to be able to finish certain side quests don't loose the elemental items you encounter, namely the water pendant and the earth shield. These along wit hthe Fire Sword and Wind Cloak from chapter 2 will unlock a side quest in chapter 3

Posted by Arumath at 2006-03-18 13:17:57    
Ok took a break fro mbuilding for a while so i ddin't get burned out. Now i'm planning to do some final revisions and fixes to this first chapter over this weekend before diving into chapter 2. So any bugs that need reporting or things that you've noticed that haven't been mentioned please let me know ASAP so I can iron things out.

Thanks for all the feedback knowing that people are enjoying my creations makes making them all the more fun to do.

Posted by Jake-storm at 2006-03-07 23:56:53    Voted 9.50 on 03/07/06
I loved this module. The only thing keping me from giving this a complete 10 was the typos during a couple conversations as well as lack of space below decks. Also,there were a few places in the module where you could unlock the doors but never go anywhere. Just a quick bug note-during the early part of the adventure,I could see there was another set of rooms off to one side, where the woman adventurer was staying(I forget her name) and I could even talk to her but could never get over to where she was. All in all, this was a lot of fun and I hope to see more in the future!

Posted by ericdoman at 2006-02-28 11:44:50    
OK I'll give it a couple of weeks and hopefully by then it will be bug free and not too fresh in the memory

Posted by Arumath at 2006-02-28 05:21:29    
Yes I'm afaid you will have to start again.

Posted by ericdoman at 2006-02-28 00:55:05    
Thanks again for quick reply.

I had downloaded v 1.07 (yesterday) at the time the most updated. So does this mean I have to start again or when I download newer version, I can reload saved game and everything will be OK?

As I had mentioned to another author. A big thank you for the time and effort put into this game for us players. We know you do it for free and are all eternally grateful. Without you guys (ie authors) we would not be playing.

Cheers

Eric

Posted by Arumath at 2006-02-27 11:46:21    
hmm ok manticores are still too hard i died 3 times fighting them.

As far as potions Karl dows have infinate healing kits, i'll think about giving him more potions.

Once you get to dasil however the cleric in the tmeple has infinate healing potions.

Posted by Arumath at 2006-02-27 09:16:12    
Ok this new update should fix most of that.

I'm not sure which version you were using but I had already revamped all the water elementals in v1.07

I removed the spire you couldn't get into i decided not to use it. I redrew the polygon on the desert road outside dasil so it should be more visible.

Melchior's shop should no longer have any epic items, and the sletons will no longer drop their crossbows.

The manticors will now appear in numbers of 2-5 and difficulty was modified down to normal.

Well that should help most of the issues you mentioned. I have only playtested with existing lvl 12-16 chars so I will try a new level 1 character

Oh and i added an armor seller in the tavern.

Posted by ericdoman at 2006-02-27 08:23:55    
OK restarted with 1st lvl levelled up to 13th lvl character.

Very limited heavy armur (ONLY GNOME MAGNETIC ARMOUR and no shields) Thought Gnarl may have had something better but of course he did not so bought armour of thorns, this meant I was ac 17. So the water elementals were a bit tough especially in hardcore. Luckily I had +3 B. Sword and imp knockdown otherwise I would be dead. You could only buy one healing potion of each type from Gnarl but if you went back again after being somewhere else he had resupplied. Might be an idea to have infinite supply of potions.

OK though got the eqpt from scorpiion chieftain which helped the shield though if I sold it would be about 450000 gold?

OK at Dasil at the mo and have taken note of eqpt availble basically up to 7 figures in cost?

Trying to enter ruins outside of town but can not. Skel archers respawn and eqch time drop their crossbows which are worth about 45000 gp each.

The manticores were very tough 7 or 8 together and not being able to miss but ok killed them in the end.

So back to Dasil and to find undead source. If it is entrance via buried tower as I have mentioned can not enter it.

Journal entries are now available which is good but you seem to have not really checked out the game yourself.

I wouldn't even think about doing Ch 2 yet until ch 1 has been sorted.

The balance is not right between monsters and magical items. Some of the magical items I mentioned are for epic characters and the monsters on a mode average are 10xp for A 13TH lvl character.


Posted by Arumath at 2006-02-27 07:51:08    
Well I see 65 downloads any feedback? like it don't like it? I'd really like some good feedback before I get too deep into the construction of chapter 2. Though I might release a demo of chapter 2 by the end of the week

Posted by Arumath at 2006-02-24 09:19:22    
problem solved sorr it took so long

Posted by Arumath at 2006-02-24 09:04:47    
Ok I just ran into what y'all were taling baout with the ship interior after the manticore fight I'll have a fixed version up within an hour

Posted by Arumath at 2006-02-23 16:35:12    
Thanks for the feedback the next update will include a new levelup system that does exactly what you described.

Posted by ericdoman at 2006-02-23 14:03:24    
Another thought. Many of us like a challenge and checking through my 12 -16 lvl pcs. They all seem pretty potent. It's up to you but why not give the option for players to start with no eqpt but "X" amount of gold.

Has been used on The Bastard of Kosigan and The Dagons Teeth. Check into whatever system they used.

But it's down tyo us as players I suppose. Just finished a game and was on ac 38 for an 11th lvl character armed to th teeth with some nasty eqpt as well.

Maybe if you playtest again. Use a level up mod. I think they will give you the gold relevant to level and go through it that way.

I think I'll prob do it this way as well and hopefully find good eqpt along the way.

  1  2 Next>

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