Player will be set at level 20 in the Prelude. Should exit at about level 33-35
Races
All
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Classes
All
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
Any
Max # Players
01
Min # Players
01
Min Character Level
Any
Content Rating
Teen
Alignments
Any
Gameplay Hours
25
Description
On the brink of fulfilling an ancient prophecy you are suddenly teleported to Caereena by the random firing of a Krakonan portal. Caereena is a planet in the throes of civil war and the Free Races are losing....All you desire is to return to your own world but being drawn into the conflict seems inevitable. All the while you wonder whether the teleportation was truly a random event. What's really going on?? Features: * Unique world and original storyline by Dallo and Ryan Darth * Offensive Sequencer by Skyrmir * Contingency devices by Skyrmir * Portable, base-mutable recall device by Skyrmir * Caerantha by Ryan Darth * Oneliner package by galap
Note: this module has an item strip, without which it would've been impossible to balance the combat.
A workaround module has been added to the list, for those people who experienced problems with the module's ending. Warning: the workaround is only the module's finale.
gaoneng has been added to the list of co-authors for this module. There comes a time when a contributor becomes a major contributor and gaoneng has certainly crossed that line :)
*Note: This module requires a colour pack (4 files) that need to go into override. If you DLed the module rar file prior to December 13, 2006, and you intend to play, then you should DL the 1.67 Color Pack and use it instead of the 4 files in the rar. After the above date, the 1,67 pack is included in the module .rar file.
Note to player-builders: the older version of the color pack should be removed from your override else it will mess with the new toolset palette. The 1.67 color pack files, however, are fully compatible.
As of January 4, 2007, this module will no longer be supported on these boards. Any queries should be emailed to ozDallo.
Thanks for the review and great vote! Cool to know that people are still downloading and having fun with our module. Cheers!
Posted by LordoftheZodiac at 2012-07-05 12:35:10 Voted 9.75 on 07/05/12
This is a really fun mod! I love the history, the incredible depth and richness of the world of Caereena, which the authors created from scratch. The back story is engaging and detail-oriented, and most of the side quests tie in nicely with the main plot - which makes the storytelling aspect so much stronger, unlike in lesser-quality mods where side quests are independent chores that add nothing to the main story. Playing through this mod is like reading a good novel.
One thing I am particularly impressed with, is the little texts and background info the authors painstakingly put in for many of the NPCs, enemies and items. I frequently right-click on these things, and simply take some time out of the action to read through the little blurbs.
Some reviewers didn't like the item overload - I personally did not have a problem with it, considering the nature and background of the mod. Afterall, the PC was battling epic-level enemies - makes perfect sense that one would expect to pick up artifact-level weapons from their corpses, instead of swords + 5. In addition, to be fair, magical items in this mod are really no more and no less abundant than in other epic-level mods, such as Sands of Fate, Citadel, and the late stages of the Aielund saga. Heck, even HOTU would routinely give out similarly powerful items towards the end.
This mod is advertised as a combat-oriented mod, and it doesn't disappoint. Battles are interesting and fun, however this is more so towards the earlier part, when the mod would sometimes spawn enemies to surround you, cut-off your exit, or do other things that are tactically smart. Unfortunately this happened less and less over the course of the mod; towards the end, mobs just charge you head-on.
The fights are meant to be somewhat difficult; by some stroke of luck, however, I happened to have built my PC in a way that coincidentally got around many of the combat difficulties. [some SPOILERS below] I played through the mod as a Fighter/Pale Master; while one can easily deck out their PCs with items providing most typical immunities (death magic, mind spells, etc), there is one thing the author didn't provide, and that is immunity to critical hits/sneak attacks (I expect this was intended to make enemies hit harder). My Pale Master levels unfortunately provided this exact immunity; together with an incredible 70+ AC and immunity to IGMS (via a shield that gives 15 magic damage resistance), my PC was basically untouchable during the second half of the game, as long as I remember to put up a shadow shield to guard against harm spells. That being said, I do expect the fights to be generally well-balanced and reasonably difficult for most other PC builds.
Would have given a full 10, if not for the abrupt ending (which I understand had to do with a potential sequel which unfortunately is no longer being planned). But regardless, the production team deserves a round of standing ovation for their excellent work! Bravo!
Posted by draekun at 2012-03-03 04:53:34 Voted 9.00 on 03/03/12
Thanks for the vote, mate! No sequel, unfortunately. Obviously we intended to make another module, and actually got a fair bit of it done - run a search for Caereena 2 screenshots - but unfortunately life issues got in the way.
Posted by nhig1369 at 2011-02-11 09:39:38 Voted 9.75 on 02/11/11
Excellent Module. Loved the battles, but terrible ending - unless part 2 is coming
Posted by olivier_leroux at 2010-09-17 15:47:54 Voted 9.75 on 09/17/10
Great epic level Action module with a solid story and fantastic area design, also rich in variety regarding opponents, quests and custom items. Hats off to everyone who was involved in its creation!
It made me curious that the NPC hadn't spoken to you after the event, Olivier, so I opened up the mod.
oOo....oOo....SPOILER....oOo....oOo
There *should* have been a variable set once you saved him from the Baron, which would've initiated the following response:
[Bow, gives 500 xp]
"I thank you for my deliverance from the hands of abomination, . With the head removed from the serpent our militia should have no problem mopping up Alliance forces that remain in Cruso. You are a brave ."
If you click on him a second time he delivers the following response:
"Again my thanks, . Please speak with my nephew as you leave the region if he still lives".
oOo....oOo....END SPOILERS....oOo....oOo
Cheers, mate! Your complaint is a valid one, and you raise some interesting questions regarding use of the so-called social skills in mods like this one. Questions are good :-)
Posted by olivier_leroux at 2010-09-13 04:43:18 Voted 9.75 on 09/17/10
> The NPC involved however *should* have had some dialogue if you were successful. Hmmm...
The quest givers did, I just wondered why the mayor himself wouldn't even say a one-liner. He just stands there in his rags, next to the cleric, and keeps his trap shut. Probably due to the shock... If I had been in a hostage situation and barely escaped with my life I'd probably not talk to any stranger either. ;)
> I guess it should be remembered though that this was our first (and as it turned out, only) mod, and I think we made a reasonable fist of it for a bunch of noobs.
Yeah, I'm fully aware it was your first mod, I just can't believe it. Like I said, everything else is so perfect, all the work that went into it really shows. :)
Whilst the mod isn't being supported in the sense that there won't be any further updates, I still look in here occasionally to answer queries and provide whatever other support might be necessary.
Yeah, the blamk Cruso journal entry has been reported before. I once had a good look for it, and thought I'd eliminated it, but obviously not. There's actually another journal problem in the Wizard Tower near Boomtown too...
Anyway, your critique of the scenario at Cruso is a fair one. As it stands, you're correct, it's almost impossible to pass the check. I wanted it difficult but doable and took some advice from a team member on the actual numbers involved, but they're too high, without question. The NPC involved however *should* have had some dialogue if you were successful. Hmmm...
Originally it was planned to have a lot of such checks, and when the mod was originally released in late '04 there were certainly a bunch more. However that first release was withdrawn when it became clear there was something wrong with the product. Turns out there was a bunch of data missing. We narrowed it down to an instance where my OS had crashed during a save of the base module. It *seemed* ok but there had actually been a bunch of stuff deleted from all over the place. Anyway, long story short, we had to redo many months of work, and quickly since our audience were clamouring for a re-release, and some stuff simply didn't make it back (though in many instances what did was actually improved).
It was planned to gradually add more traditional RP elements as the mod was updated, many of which had originally been there, however we tended to react to the general wishes of our audience, which seemed to prefer such things as more interaction with followers. They were paper-thin at first, with over 70k words of dialogue added post-release. There were also a lot of other issues, bugs etc, some obviously related to the original problems we'd had. Anyway, much of what was intended just didn't make it in for various reasons...
Thanks for your feedback, mate. I guess it should be remembered though that this was our first (and as it turned out, only) mod, and I think we made a reasonable fist of it for a bunch of noobs :-)
Cheers!
Posted by olivier_leroux at 2010-09-12 07:33:31 Voted 9.75 on 09/17/10
*SPOILERS*
I know this mod is no longer supported so it's probably futile to mention it but just for the record, there seems to be bug resulting in a blank journal entry when you've solved the Port Cruso quest and received the reward for saving the mayor. And I found it odd that the mayor doesn't utter a single word after you've rescued him (when everyone else in the module has something to say).
On a related note I was also a bit disappointed that it's nearly impossible to save the mayor without cheating, unless you've invested in Persuade/Intimidate/Bluff skills whenever possible (and there's no reason to do so, this was actually the first and only quest so far where these skills were checked). The Difficulty Classes for the checks are ridiculous for your average PC (DC 28 for the first and if you get lucky and succeed, there's a second check with DC 35 - so even maximized skills are no guarantee for success, it's almost as if you are meant to fail). I'm aware that technically it doesn't really make a difference if you save the mayor or not (which is a plus) but it still leaves a sour taste in the player's mouth in terms of storytelling. I wish there had been alternatives for classes that are challenged with regard to Persuade checks, at least the chance to protect the mayor during the fight and keep him alive - but sadly his death was scripted...
I only mention these few issues with the Port Cruso quest because everything else in the module is at such a high level of polish, fairness and balance. This has been the first quest so far that I've found a frustrating experience, everything else was most satisfactory. In case anyone of the authors (Dallo?) still checks this page occasionally, thanks a lot for sharing it! Excellent work!
Posted by Epona at 2010-08-21 13:56:53 Voted 9.75 on 08/16/10
Thanks for such a quick reply Dallo. It's very admirable that you're still supporting the module here after all those years!
A story overview would be awesome! It was very captivating, and I'd love to know how it all ended. Too bad I'm a complete nitwit concerning module-building, because I'd be more than willing to lend you a hand if I could.
About the item overload: I know exactly what you mean ^^ Recently I created my very first PnP D&D campaign, and there were just too many ideas I wanted to integrate in too short a time. I finally decided to write everything down for later reference, and only used a small part for the first couple of sessions. But that's hard! What to keep and what to store? So I can surely relate, and I understand how the overload took its form ;) It was no real problem though, cause it didn't took away an inch of the fun I had!
Please keep me posted if you indeed manage to create a story overview, I'm very curious :)
Thanks again! _________________________ "By believing, one can see"
Hey Epona! Thanks for the great feedback and vote!
Yeah, it's a pity there's no story closure. I'd assembled a great team for the sequel, very talented and very keen, but I simply couldn't manage to put it all together. Maybe I should post an overview of the story somewhere as it would've panned out??
You're right, of course, about the over-abundance of high-end gear to be found/purchased. I started my NwN 'career' as a creator of such things for other modders. Seem to have the knack for creating unusual items with interesting little descriptions, and way too many of them found their way into this mod. More is not always better, obviously...
Anyway, glad you had some fun!!
Cheers, mate!
Posted by Epona at 2010-08-16 08:44:29 Voted 9.75 on 08/16/10
Awesomeness to the max. Really, this is more than a great module, it's Epic in the true sense of the word. And this is comming from someone who isn't even a big H&S fan, but more the RP type. Thank you from the bottom of my heart for all the effort put into this, cause it must have been tremendous.
There are only two points of criticism I want to share:
1: Although fully understandable, it's truly a shame the story never got finished. Because it's one hell of a cool story!
*MINOR SPOILER!* (very minor, but still :P)
2: Epic items overload. At the end my boyfriend was watching me play, when I ran past a Towershield +5 and I believe a Breastplate +5. "Aren't you going to pick those up?!" My reaction: "Nope, to much trouble". His eyes fell out of his skull, and he himself is a true powerplayer ^^
But you're forgiven ;) Because this module ROCKS! _________________________ "By believing, one can see"
If inside, iirc, the patriarch will give you an amulet which will allow you access to a portal.
If outside, once the enemy ship has been taken you need to 'read' (ie activate) a tablet near a device on either the bow or stern of the ship (I forget which). Tablet description and friendly captain's dialogue indicate this quite clearly. Quest is clearly given.
Get the feeling that maybe you should pay closer attention to what is being said, described, journal entries etc...
Posted by Steve_Savicki at 2010-07-10 17:24:57 Voted 10.00
Hey, I notice a lot of items are numbered _ of 9 or 10. Is there a special power/reward if we get all of them and wear them? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
The mage at Dunefen should've given you an item to bring down the Wards. Simply put it in a quickslot and cast it on the Wards. It does matter a little bit in which order you bring them down - you get a reward if you do it right, and there should've been some kind of clue somewhere - but regardless of how you do it the real outcome will be the same.
The other thing you're talking about, I think, is Quickshot. You found a strange rod, right? You can store up to 7 offensive spells in it - doesn't matter what type, even ones that are class-specific will work - and activating the device will fire them all at once with devastating effect :) The rod's description should tell you how to use it. Iirc you need simply to cast the rod's unique power on *scrolls*. To empty it simply cast it on itself and the scrolls will reappear in your inventory. There is a companion device for recharging, which you may have found earlier. Doesn't matter if you didn't though since any electrifier will also do the trick.
Cheers!
Posted by Steve_Savicki at 2010-07-10 16:12:53 Voted 10.00
Dallo,
Now I'm stuck in the forgotten crypt where there is a locked sarcophogas and grate, but not key. The room had a bunch of slaad in them. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2010-07-08 20:25:05 Voted 10.00
Dallo,
Still stuck on the temple quest. I got the quest and got the word of power. Now what do I do with it? What spells do I store and how do I store them? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2010-07-08 05:31:02 Voted 10.00
What about the strange tower that has no entrance? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2010-07-07 19:46:01 Voted 10.00
Are you serious about the temple? I thought I was able to just walk into it. Man, it's been that long. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
You might think that fixing the cloaks would be relatively easy, and normally it would, however I used cloaks extensively to augment creatures rather than skins etc etc and it would actually be an enormous job to track everything down. So, sorry, the brown cloaks will have to suffice...
I've just been looking for my DM documentation, since I feel sure that there is indeed a console fix for faction problems. Can't find it, however...
So, if you continue to encounter such problems just let them kill you. This resets reputation if factions would normally be friendly/neutral towards you. Not an entirely satisfactory solution for RP (and other) reasons, I concur, but it should work. If nothing else it'll give you access to the goodies in the Death Fugue... :)
Solution for the Temple lies with a mage at Castle Dunefen.
Cheers, mate!
Posted by Steve_Savicki at 2010-07-07 05:41:38 Voted 10.00
Dallo, how do you solve the ancient temple with all the spectral wards in it?
I forgot how to do it.
Thanks. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2010-07-05 19:00:57 Voted 10.00
Dallo, suddenly there's a faction bug which I don't know what happened. Suddenly everything, including the treants are hostile.
What's a code I can use to make everything neutral again? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2010-07-05 11:38:18 Voted 10.00
Hey Dallo,
Could the colored cloaks feature be a minor update to this module? They're all still tan colored. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Hi Steve. No, mate, I won't be updating this module any further. Hope you're well.
Cheers!
Posted by Steve_Savicki at 2010-06-17 13:54:21 Voted 10.00
I was going to ask if the extra quests were going to be added. _________________________ Steve's Characters - please don't forget to vote on them if you play them.