Treldorn's soldiers have been sighted on approach to Oggin's village. Are you and Neseloodin's inhabitants doomed?
Note: while I think I have removed most bugs I am putting this up at this stage to get some feedback. It should be okay and quite polished but please let me know of any bugs, too hard, too easy, improvements, etc.
Summary:
This is a standalone follow on to Escape From Lord Treldorn's Mine. If you haven't played it then take a look, its short and will introduce the characters for this module. If not then no bother, you can play still play this.
After escaping from Lord Treldorn's Mine you travel to Oggin's village. You soon discover that Treldorn has the village surrounded. You must rally the gnomes of Neseloodin and prepare the defence against Treldorns army.
Level:
Recommended level 6 any class/race/alignment. If you played the previous mod then export your character. If not then you can use/create another character and have the option of becoming level 6. If you are a higher level you will not be put down. You also have the option of storing your existing belongings and taking whats in the starter chest if you want.
Resting:
Unrestricted, however you are given an option to have a time limit imposed where you will then need to limit your resting and may or may not be able to complete all quests in time.
Companions:
Magda(H Fighter) and Oggins(G Wizard) are back and another companion is available at one stage of the game (G Cleric).
Magda and Oggins come with the following equipment (plus generic non magical items) in case you want to avoid doubling up on items from the first mod.
Magda: Magda's Hammer, Pebble Armour
Oggins: Minor ring of wizardry, Oggins cap, Oggins Field attire.
Companions are not compulsory, you can solo if you want but not sure what level you would need to be (haven't tested solo). You will also miss out on some banter.
Dialogue:
Generally light hearted but not farcical. There are some more serious parts. No life stories but I have tried to make it entertaining.
Skills:
No crafting skills. All other skills generally used.
Roleplay:
I have listed as light but you can be any race/class/alignment and I have tried to give dialogue option to cover a range of alignments. Some dialogue skill checks will have an effect later. Some good aligned characters may not wish to get one of the defenders.
Weapons/Armour:
Numerous custom, no exotic weapons.
Puzzles/Riddles:
A few, none that require solving for the advancement of the module, but they will get you some nice items.
Death:
As per OC.
Players:
Single player for the time being but have tried to design it with multiplayer in mind. If someone wants to go through it with a friend and give me some feedback on what breaks then I will do my best to try and make it multiplayer compatible.
Romance:
You can try but you probably won't be successful ;)
Installation:
Unzip and put mod file in user modules directory and DoN override folder in user override directory (this just contains a single sound file for a puzzle).
Recommendation:
I have designed it for use with Tony K's AI installed on Hard Core Rules and puppetmode. I recommend using a level 6 character with the time limit in place. However you may play the mod however you like. Have fun!
I hope it goes smoothly for the first few brave people who try this. Because of time constraints I haven't been able to give it as thorough a run through as I'd like. Let me know your comments and suggestions, what you like and didn't like, and any bugs. I hope you enjoy!
A brief walkthrough is available if you are getting frustrated with something.
Files
Here is the archived file download table from the old IGN Vault. The module received a score of 8.61 out of a possible 10, based on 20 votes.
Name | Type | Size | Downloads |
DoNv101.7z | 7z | 5.6Mb | 1082 |
DoN_walkthrough.txt | txt | 4.82Kb | 676 |
Attachment | Size |
---|---|
![]() | 5.58 MB |
![]() | 4.82 KB |
Some odd plotting but I eventually figured out all of the quests but one. On my machine, a custom scroll failed to play music so there was one puzzle I could not solve.
Fair bit of combat in addition to a number of side quests and some interesting inovations in tactical play.
All-in-all and nice module for a long evening.
Nice mod , only complaint is that so much stuff is unidentified and you have no way to id it till you get enough coin
Short module, but notable efforts of the author pro-originality are evident: plot, setting, characters, humour, custom items, puzzles, tactics... Respect for that, man! No bugs for me. One can like this one more or less, but it's fun an dinamic. Played in 3,5 hours aprox, all quests completed. The worst part of Defenders is that there is no sequel! :-(
Great little module. Follows on nicely from the first- though I think this is a lot tighter. Agree with everything GeorgeBurnet said above- it's nice to play something with a little originality.
Played this after 'Escape from Lord Treldorn's Mines", it continues with this sparkling creativity which I enjoyed very much in its predecessor. A fair bunch of riddles and sidequests, lots of nice banter and an epic fight you prepare for the whole time but still remains hard. Basically this has everything I expect from a nice (mini-)campaign. I could also not solve the riddle since the bard's tunes refused to play so I had to check-up with the walkthrough which has been provided thankfully (only to see, that I had missed some sidequests completly!). Also, as far as I know, the only adventure that focuses one gnomes, so that's a nice change of setting!
Basically the only issue diminishing the fun was, that you could not continue with your old character/companions (with their respective items) directly. And also I would have loved to kick Lord Treldorn's arse in the end. Unfortunately the third part (which this adventure clearly hints at) was never released.
Ed: I played a warlock, but probably a rogue/ranger is more helpful, also to deploy some traps which can be of good use. There are several skill checks implemented, most important ones Listen(!) and diplomatic skills. Several quests can be solved in two ways, which is especially nice for the limited focus of the adventure.
NOTE: If you want to play Magda and Oogins just as you left them at the end of "Escape ..." do the following.
Hope this helps.
I have played this directly after the Escape, and I have found it equally nice and entertaining.
I have followed GCoyote’s suggestion about the companions, while obviously choosing to keep the imported stuff on my PC, for a seamless continuation. Actually, I think both modules could easily be assembled into one single module (which would still be quite short!), thus avoiding some asset duplication. But as it is, it is two of them, and one should really play both of them, in order to enjoy both halves of the story.
Thank you, NostrilHair, for these two gems!