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.
> 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. :)
Posted by Dallo at 2010-09-1217:04:09
Hey olivier_leroux 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 on09/17/10
*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 on08/16/10
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 DD 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"
Posted by Dallo at 2010-08-1717:04:19
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 on08/16/10
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 HS 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"
Posted by Dallo at 2010-08-1317:48:18
Inside or outside the ship, vaselina_again? 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 17:24:57 Voted10.00
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. Thanks, Steve
Posted by Dallo at 2010-07-1016:23:41
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 16:12:53 Voted10.00
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