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 | |
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.
|
Attachment | Size |
---|---|
![]() | 3.34 MB |
![]() | 14.02 MB |
![]() | 6.81 KB |
Half the area transitions wouldn't take me anywhere.
This module apparently uses older version of C.R.A.P.
Since names of haks differ I have uploaded the (outdated) haks here.
If you want to know the source: http://neverwintervault.org/rolovault/projects/nwn1/hakpaks/6533/
Now onto playing it ;-)
EDIT: apparently readme was missing as well - uploaded it too.
I wouldn't have loaded this module if it wasn't for 2 themes I adore: airships and exploring unknown lands. Plot-wise and gameplay-wise it was 7-8. I would wish to play next part, but alas it was never developed. This part is somewhat unfinished.
Started 12th level AA/Fighter and gained 1 level and lots of overpowered items.
Bugs etc.:
- typos, grammar, interpunction, upper/lower case. Everywhere. All really bad and make the game hard to understand at times. I have started to write them down: "lookin" & "aboutto" & "gorunded" - all in one liner by Shipyard worker in troll toss tavern.. it was futile, too many to write down and for the game to remain fun. I recommend using NWNSpelchecker. "paninsula" - city guards;
- map pins are missing
- Auction house has 2 doors openable with no transition; such doors are "featured" throughout module.
- journal is lacking, but existant. Initial entry is missing - it would be nice to have one at least.
- some transition are not working, as the city of Arkon is not finished (beggars, sewers x 2, western of arkon waterfront, "paninsula")
- can't finish paninsula "quest" because you can't enter the mansion..
- city guards in "paninsula" are glad they are NOT stationed on "paninsula". They live in denial. :D
- "go talk to lt. Varnek" but Varnek only has standard guard's one-liner
- some of the spawned succubi are neutral
- basement in arkon is equipped with windows..
- Arkon or Arcon? Two spellings used.
- no bags of holding to buy/find
- orb of recall description is wrong
- engine focus crystal is doubled, one of them has wrong inventory icon
- can't turn in crystal of flight to Luzues, he has the same conversation, can't complete quest
- no henchmen in module
- desert is huge and empty, half of the areas could use some trimming. There are places where half area is behind the "final" area transition.
- halfling researcher says north to find water, but it is actually south
- otherwise in the desert there are two other sources of water, none can be reported to anyone
- 2 instances of Agranok in Zakhara desert
- 2 instances of Rhaventaur in freed camp
- some missing portraits
- Ochargus retains his conversation in freed camp when he should not
- NPCs block the way to stairs area
- arkon starter books are presenet in dasil temple, but not in arkon itself
- stone of recall found in dasil temple does not work
- final conversation with cpt. Beress: option to end module does nothing and each time you get rewrd (10k gp)