You have been enslaved by Lord Treldorn's forces and put to work in his mines. Are you bold enough to attempt to escape?
Small module that should take approx 2 hours to finish. It is designed for a single level 5 (generally good or neutral, no really evil options) character of any build. XP is set to 10000 at start and should finish at level 6 (15000). All items are stripped at start as you are a slave.
I play on hard core rules and puppetmode so I balanced for that. I recommend you download Tony K's AI and install it as I used this to test it and generally that hak makes all mods more enjoyable.
Setting: In a forgotten realms 'like' world. That is there is no FR lore or references but the general FR feel is there (I think).
Skills: All used somewhat, except no crafting skills.
Resting: Unrestricted. Its up to you to decide when to rest. Only rest when absolutely necessary for a challenge.
Weapons: No exotic weapons other than bastard swords. Numerous custom weapons.
Companions: 2 forced. A gnome wizard and a human fighter.
Installation: Just put in user module directory. No haks though I recommend playing with Tony K AI installed.
Known Issues: Sometimes an image of your companions slave collar remains in the neck slot after removing it. Saving and reloading gets rid of it as does putting something else in that slot. Dont know why this happens.
Comments, criticism, praise welcome. This is my first module. I plan to make another at this stage which will follow on from this. Hope you enjoy.
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version v02
Have made a few adjustments. thanks to smorpheus for some of these suggestions.
*bug fixes, spelling, missing corners, journals etc
*If you start the mod with a character greater than lvl 5 you will not get put down lvls. If you are lvl 5 or below xp is set to 10000. I recommend playing with lvl 5 char. Play with a lvl 6 if you want less challenge.
*Player inventory is now stripped and placed in a chest in the final area. So you can retrieve any items that you did not want to loose. Just look around for it.
*some fine tuning of battles. After playing through it again with a rogue I thought it was challenging but enjoyable. But I tweaked a little, Fenton & Gareth now have less HP. Breldon and Ellis arrows no longer damage as much. Hope I got it right, still you probably can't just go blindly rushing in expecting to win.
*Changed Oggins starting spells to a combination I think works well in first main battle.
*added a few small hints for vault. Don't want to make it too easy as there is quite a bit of loot in there.
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v03
*fixed broken transition when going back to lower mine then up again.
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v04
*Hopefully fixed cutscene not firing sometimes for some people (but save before you click ladder just incase)
*cleaned up some scripts and implemented a few skill checks properly
*made it so that companions cannot be removed via GUI (may break game if this is done)
*magda hammer quest will now update if a companion is being controlled when the hammer is found.
*added additional clue for vault when talking to angus the slave.
*Added the little book of thievery to adderis which gives another vault clue.
*neutral enemies who turn hostile after dialogue cannot be killed now before dialogue is initiated.
*added some minor dialogue to magda, and to oggins at end cutscene.
*golem will now always attack once hostile.
Posted by Avo at 2010-12-28 06:19:58 Voted 7.75 on 12/28/10
Short but fun. Oggins is probably the least annoying gnome I've seen ina while.
Posted by Donliouste at 2010-12-22 19:30:08 Voted 8.50 on 12/22/10
Thought it was a very good module, i enjoyed the combat very challenging for my barbarian and the atmospher choice of background sounds were good and creepy, foreboding, the two wizards and the trap that keeps you frozen while the mages pound ya was very challenging also i noticed that alotta times the enemies ya chose has the ability to stun or charm influence my guys alot made combat tougher. Overall i was intrigued with the plot and would liked to have seen more fleshing out and background conversations with the head warden, but the combat at the tower outside in the snow was still satisfying i look forward to playing your next module, your placements of the enemies just before combats is good. thanks again for the module.
Posted by Filgrind at 2010-04-19 15:56:16 Voted 9.50 on 04/19/10
Very entertaining module, balanced fights, and items not too powerfull. Thanks
Posted by jaege at 2010-02-08 01:58:04 Voted 9.00 on 02/08/10
I'll not be maintaining this module anymore. It was made with patch 1.12 so beware, it may be buggy with recent patches.
Posted by Angantyrsbob at 2009-05-24 11:14:12 Voted 8.25 on 05/24/09
Hail NostrilHair! Just want to say, what a good short module! Didnt have too much trouble, except the "vault door"! Took a while to figure it out, but managed to open the door. Thanks for the great work. Cheers!
Posted by buckwheezer at 2009-05-08 11:35:04 Voted 8.50 on 05/08/09
Well done. Short but exciting and well thought out. Unable to open vault door even with listening device but that was my only problem.
Thanks for the vote and comment JohnJSal! It is over once the cutscene plays on the worldmap transition. Though there is a second part - Defenders of Neseloodin, which is a standalone continuation.
The vault can be cracked like in spy/robber movies where you use a listening device to listen for the clicks as you turn a combination dial. There's a spoiler for this somewhere within the comments here.
What patch are you using? I haven't checked these mods since 1.13 so its nice to know they still work.
Posted by JohnJSal at 2009-03-21 22:10:15 Voted 9.00 on 03/21/09
Ok, nevermind my question about weapon focus. I played it anyway (and yes you can choose all weapons except exotic) and it was awesome. Very well-designed and fun.
But I had a hard time knowing it was over. Is it over when...
SPOILER
...you enter the world transition and get the final narration? What about the vault? I never got any idea of how to get in there...
Posted by JohnJSal at 2009-03-21 20:21:14 Voted 9.00 on 03/21/09
Would it be a good idea to not take a Weapon Focus feat, or will I get any type of weapon soon enough to make the feat worth it?
Thanks.
Posted by Winwood at 2009-02-05 05:55:59 Voted 9.25 on 02/05/09
As Kissamies said; "Not that long, but what's in there is gold".
Doo-monster, when you used the removal paste did you target the companion or the collar itself? I have heard that it doesnt work as intended if the slave collar is targeted itself.
The salve or potion that was supposed to allow us to take off the collar didn't work. I couldn't unequip the collar but I didn't have any difficulty dropping it. However the spell failure effect persisted throughout the module regardless of rest or saving/reloading the game.
The bottom line was that the gnome was only useful for shooting a crossbow.
Posted by ActorOfVeil at 2008-12-09 01:40:52 Voted 7.00 on 12/09/08
Nice little adventure with nice puzzles. _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.
Posted by Kissamies at 2008-11-16 00:12:36 Voted 8.00 on 11/16/08
This is a nice little module that delivers. Not that long, but what's in there is gold. I wasn't bored. Fights had just the right level of challenge. Some were nicely imaginative. (Heh, I just ran away from the golem.) Bit of a monty haul, but nothing wrong with that. Many players like cool loot, and I'm guessing the author likes designing it. The items certainly had good descriptions.
I like to alternate male and female characters and happened to have female on this one. I think someone called me sir. A perfectionist might want to check that.
All in all excellent if a little short module. Very good for first.
Posted by harvodan_1 at 2008-11-12 22:47:47 Voted 8.00 on 11/12/08
Very good module, a nice bit of fun. Really liked the Gnomish wizard.
Posted by jmelzer at 2008-10-20 18:52:37 Voted 8.00 on 10/20/08
Nice, Tidy mod.
Doesn't try to do too much, but does what it does reasonably well. Reasonably good atmosphere. Generally, good, reasonably low-magic.
Suggestions: Don't make the armory you pick up at the beginning quite so extensive. insted of a dozen + weapons - pick a smaller number.
(2) you're leading a slave rebellion, would be nice if you could give weapons to the slaves you're leading.
(3) many of the choices should trigger small alignment shifts, but don't seem to.
(4) playing as a cleric - should have been able to heal the gentleman behind the rock (was able to heal him before talking to him, then in his "death" scene, went from uninjured to barely injured, but played dead ;-)
Posted by zethre at 2008-10-12 14:23:07 Voted 10.00 on 10/12/08
This was really good, well balanced and the dialogue is great. My only gripe is that it wasn't longer!
loved "Adderis Black" and baldrick, sorry, I mean Gobdrick! _________________________ If the human brain was so simple we could understand it, we'd be so simple we couldn't
Posted by Jorlemayne at 2008-09-09 16:06:35 Voted 9.00 on 09/09/08
Played through last night and enjoyed it. Just downloaded "Defenders..." to continue the story.
Posted by Karacan at 2008-08-31 08:34:21 Voted 9.00 on 08/31/08
This module, short as it is, is definitely outstanding.
As other commentors have mentioned, the dialogues and characterizations are very well executed.
Minor spelling mistakes: You consistently spell "wielding" or "wielder" as "weilder", and there's a "there" that should be a "their" in the Rapier Of Strength's description.
The fights including any named wizards were fun and challenging for my 1/4 rogue/fighter, and I really liked the fact that every battle was memorable enough.
Things I would love to see to earn a 10 from me:
*SPOILERS*
More dialogues with the two really cool henchmen;
More hints for defeating the golem (like Oggins shouting something after a round or two);
More hints about the Accoustic Amplifier, something I had to consult this board for - maybe in a dialogue option with the merchant or at least mentioned in the Little Thieves' Handbook.
Kudos for the items, kudos for the memorable and interesting battles, and seriously awesome dialogues. Please keep up the great work.
Posted by MasterChanger at 2008-08-10 11:53:43 Voted 8.25 on 08/10/08
Fun module, and you can see from the next one that you are on your way up.
Some of the battles were quite tough, which I appreciate. I definitely also like knowing what classes the companions will be up front so I can choose an appropriately balanced build.
Thanks for playing monsoon and thasic. Hope you enjoy the next one!
Posted by thasic at 2008-08-09 17:13:30 Voted 8.00 on 08/09/08
I just finished this mod and I'm looking forward to starting the next one soon. It is well scripted, no bugs, well designed areas, interesting companions and a good story. The mod is very linear with a couple of side quests. There are a few optional puzzles with very interesting solutions. The combats are very hard, but some of the worst have alternate solutions as well. All in all a sound little mod that is fairly unique. Well worth the download and two or so hours play time. _________________________ Failure is not an option
Posted by Monsoon28 at 2008-08-08 20:04:30 Voted 8.25 on 08/08/08
Not a bad little adventure, interesting couple of rooms which were better for a snatch-n-grab, and while playing as a rogue, there wasn't much gear for me to find, but I did like the safe-cracking.
Please note that the modules are not linked so export your character at end of escape from lord treldorns mine and select it to start defenders of neseloodin. Or start a new character if you want.
Defenders of Neseloodin is available now! Continue the adventure with Magda and Oggins.
I have played through it a couple of times without it breaking but I have been the only tester. If your brave enough to give it a go let me know of any problems, suggestions, likes dislikes. Have fun!
Your close with the vault. But it is not just one step anticlock then clock etc. Its just like a dial combination lock on a real life safe or locker where you may need to turn it any number of steps (or to a number) before turning it in the other direction for any number of steps. Equiping the amplifiscope allows you to hear when you have turned the dial enough steps and the locking mechanism partially unlocks(listen for noise or message in chat window). When you have heard 3 noises (or messages) then its unlocked and you pull the handle. I'm starting to get paranoid it doesn't work the way I intended, anyone out there confirm that it can be opened so I don't have to load it up to check when I'm so close to finishing defenders?.
Posted by helmo1977 at 2008-08-01 01:26:10 Voted 7.50 on 08/01/08
Good module. Short, but definetely worth playing more than once. The combat is challenging but balanced, as is the treasure you get. The only black point is that, even having done all the steps to get into the vault, I couldn´t. AFAIK, these steps are:
SPOILERS
1. Break the mirror and get a piece of it.
2. Use the mirror to deactivate the obelisk.
3. Get the amplifoscope, equip it on your PC and one step anticlock, one clock, one anticlock and pull the handle.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone