A quick play of the game won't take more than a few hours, but full exploration, and working on minor side quests can extend play.
Language
English
Races
Any
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Medium
Classes
Any, although the module was designed partly with a druid in mind. Druids have a few extra options, but any class can beat this module.
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Any
Max # Players
04
Min # Players
01
Min Character Level
02
Content Rating
Everyone
Gameplay Hours
03
Description
The ship you have been travelling aboard has become lost, due to mysterious circumstances. Putting ashore on a small island to gather your bearings, gather supplies, and make repairs, the captain asks you to explore the island, returning with anything of use, or interest.
***
This module is designed based on maps created by friends in the graphic chat/multiplayer game Furcadia.
Currently using CEP 2.3
Please Note: Make sure CEP is up to date before playing.
This module starts off well, with a good-looking beach area and a simple, fun premise: explore the island. The island itself looks good, as its obvious the author took time and care when using placeables. This is true of the fortress as well. There are a number of interesting hazzards in the form of dangerous plant life as well. Unfortunately, as I progressed I ran into a number of flaws that really hurt the module: - The huge areas mean that there is a ton of backtracking, which is one of the biggest fun-killers in a module. Every time I wanted to finish a quest, or sell stuff, I had to backtrack. The worst is after you finish the main quest, and then have to backtrack through something like 5 underground levels, two of them huge and filled with twisting passages. This is really kind of inexcusable - the author should have put a shortcut directly to the surface in the final area. The large areas and the heavy use of placeables also made the game stutter slightly on occasion. I played with a fifth level druid, since the module said it could handle higher level characters. The combat turned out to be fairly easy, and very repetitive, as I spent a lot of time wandering around and occasionally running into one of a handful of creatures in the module. It was also a bit unrealistic, in that the toughest monsters were just bats. There are also instances where things didn't seem to make sense. I'm told the bugge serve the lurker, but half of the ones I meet oppose it. I'm told this by a wolf-guy, who wants me to kill the lurker, but every other wolf-guy I meet is hostile. I never got a sense of who these creatures were or how they related to each other or who lived on the island. Also, why is a griffin living inside a house? How did it even get through the door? It's a little thing, but little things like that add up. I went down the well before I explored the rest of the village. When I ran into the two children, I spoke to them as if I had undertaken a quest to rescue them when I hadn't. Much of the game is simply tedious. I walked around a bunch of tunnels that all looked the same, occasionally ran into an enemy, and found nothing of interest. There was no need for the tunnel ares to be so large, since there's pretty much no reason to explore them; there are no subquests to fulfill, no one to talk to, and no treasure. "Cemetery" is misspelled on the map. I'm sorry to say that overall, I thought this module was just mediocre.
Posted by Grymmly at 2009-01-2607:48:56
I have plans to make a few fixes, and update a few things, shortly. I have another module to finish before I get around to it, however.
Posted by gmfeier at on01/25/09
Fun little module with great artwork. Never did find the two furries you apparently could rescue, though and, as someone else said, the folks you talk to should recognize that you killed the lurker.
Posted by shuurai at 2009-01-1319:28:36
Ah, didn't notice that. Thanks :*
Posted by Grymmly at 2009-01-1307:24:40
If you read the info section, it says that both Sanctuary, and Heir, have been updated to CEP 2.2.
Posted by shuurai at 2009-01-1111:41:12
This sounds interesting, unfortunately I cannot load because it says I do not have the custom talk table. I have CEP 2.1 installed, and the .tlk file is there. Same problem with your Heir series. If it's not too much trouble, perhaps you could place the .tlk file you used when building for download?
Posted by Grymmly at 2008-12-2407:22:08
I'm glad you enjoyed it. And thank you for the vote. :)
Posted by Neilium at on12/23/08
Hi, just wanted to say thanks for a fun mod! It took me a few more hours than I thought because I like to check every nook cranny for goodies. Sorry to see it end so abruptly, but still enjoyed playing!
Posted by Grymmly at 2008-08-2205:15:57
If you beat the lurker, you DID find the third child. You just aren't able to rescue him.