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.
A fun module. I found a bunch of foods and liquids (mostly booze) for the sailors, did in the lurker but never did find the third of those strange coupled things (a rat based one I think). I particularly liked the outdoor scenery.
Posted by Grymmly at 2008-07-2407:11:36
I was wondering how long it wold be before someone from Furcadia downloaded the module. :) Just don't expect anything to be Furcadia canon. It was tough enough working in what I did. :)
Posted by AnthroPlayer at 2008-07-2105:57:42
squeeee! I'm so happy someone from furcadia made a module here! I'm going to play this as soon as possible! _________________________ @===============================================@ Vinchenzo made a post here. Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff. This is Vinchenzo, finishing his post with the following advice: Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh... Don't vote for Beta things unless told they are finished, unless posted specifically by the author. Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass. There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol) @===============================================@
Posted by Grymmly at 2008-03-1406:57:26
Greatly appreciated. Thank you.
Posted by hmdai at on03/03/08
Hi, I have added your module into the Overlooked Module List. Hope this can help drawing more attention to your module. _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by Grymmly at 2008-03-0407:27:28
Thanks for voting, hmdai. The setting itself is designed based on a map some friends of mine developed for a a chat program called Furcadia. Of course, in that program, you don't have to worry about getting attacked by all the critters I tossed in for my module. The plants were something I wanted to experiment with, since I hadn't seen anything, that I could remember, that had been done like that in any of the modules that I'd played, and they seemed to fit in well with the idea of a bad guy who corrupted his surroundings, as the Lurker does.
Posted by hmdai at on03/03/08
Hay, the boss does make a great challenge to my fighter as he has no magic weapon to hurt it. Then I realize I miss something...I find out afterwards I can get a cloak from the phoenix which can cast fire arrow -_-; The setting is interesting and it is a first time I have encountered plants that really hurts! _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by Grymmly at 2008-03-0207:33:16
I'm glad you enjoyed the mod, Carlo, and thank you very much for voting. I know all about the lagginess of the outdoor areas, as I experienced it myself while building the module. There was just so much that was needed to make the areas look right that the lag couldn't be helped. I don't have much experience making modules for multiplayer, so I'm not used to setting up conversations and quests for more than one player. I'm glad, however, that this seemed to be the only problem with multiplayer play. The only thing that is supposed to happen after you tell the captain to "set sail" is saving characters, and playing the standard NWN ending movie, so you never really missed much. Not sure hwy it would crash your game though, as this is the first time I've heard of the ending doing this. As for the Circle conversations, I'll have to look into this when I have a little more time. Probably not going to happen until after all of the big updates.
Posted by Carlo at on03/02/08
Played this in multiplayer over at Neverwinter Connections with two other players. The 3 PCs all started at level 3, ended at level 5. Pros: -- Good-looking maps, particularly the outdoor areas and main island area. Caverns also had a great feel to them and the custom plant effects both outdoors and indoors were outstanding. Lots to explore without being too spread out. -- Engaging story with enough background provided by NPCs and books to make it interesting. Good sidequests that you have to find. -- Combat was well-balanced and scaled. Cons: -- Conversations not optimized for multiplayer, had the usual issues of not recognizing other party members for quests and also giving out rewards more than once. -- Circle NPCs didn't have updated convo options once you defeat the Lurker. -- Major lag in the fairy outdoor area, due to graphics demands. -- Selecting the captain's "set sail" option at the end crashed my system when whatever it was supposed to be loaded hung.
Posted by Grymmly at 2007-11-1114:33:21
A very minor update, just repositioning the final encounters to (hopefully) make the boss fight a little more challenging.