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NWN2 ENGLISH MODULES

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Name  The Last of the Danaan
Author  J.E. McKellar
Submitted / Updated  05-26-2009 / 02-03-2013
Category  Single Player
Module Types  Epic, Forest Adventure, Mountain Adventure
Forum Thread  Link
Scope  Large
Content  Teen
TricksTraps  Nonexistent
Roleplay  Light
HackSlash  Medium
LevelMin  01
LevelMax  10
Gameplay Hours  20
Categories  Single Player
Custom Setting
Low Gold World
Low Magic World
Patch  1.23
NWN2Game  NWN2
Description
The Last of the Dana'an - v1.07
J.E. McKellar

A single-player module for new characters.
You have grown up on the frontier of the Empire, getting by with a little hunting and the few head of cattle you raise with Dei'dre Dana'an, daughter of old ranger famous for his exploits during the last Goblin War. His Dana'an Rangers have kept the peace since then, but a new time of troubles is approaching, and soon you will be called to join their ranks and fight to restore the peace that was lost.

Length: ~20 hours, level 1-10. (Level 12 or higher is possible)
Custom Setting.
Low gold, Low magic world.
Sequel: The Dana'an Unvanquished

CLASS:
Most of the combat in this module takes place on large, open exterior areas, in chaotic, fluid battles. As a result, Characters need to balance melee combat with speed, mobility, and stealth. Ranged weapons also become far more important. Rangers are ideally suited for this kind of combat, but other skilled combat types, like barbarians, monks, or rogues can also be effective. Casters are generally not supported, but Druids may do well.

FEATURES:
-NPC soldiers fight in squads, usings a variety of tactics, and will rout and flee if they are seriously wounded or if their leaders are killed.
-Many quests can be completed using speed or stealth instead of brute force, but the player is generally free to improvise and use their own techniques.
-A mixture of linear and free-form play. Set-piece battles are mixed in with sand-box elements like trading, smuggling, highway robbery, and hunting.
-Some monster populations organically grow, raising young to replace those killed.
-Terrain effects: Stealth, movement speed, and fortification bonuses.

SKILLS:
Disable Trap, Open Lock, and Search are not used. Tumble, Move Silently, Hide, Survival, and Heal can be very useful. A couple ranks in Lore will help. Cheap traps are available, so the Set Trap skill can be useful. Appraise, Diplomacy, Bluff, and Taunt have limited use in conversation.

FEATS:
Rangers should chose Goblinoids and then Half-Orcs for their favored enemy. For two-weapon fighters who wish to take weapon-focus feats, there are pairs of high-level short swords, scimitars, and kamas available.

ITEMS:
Character items will be stripped on load, but will be available in a store. Gold is stripped, but may be stolen back late in the game.

Thanks to Adonnay and Escriminator for the weapon haks, and Sunjammer for his VFX browser

GAMEPLAY NOTES:
Alignment: Few quests affect alignment, but killing civilian, good, or female creatures will result in a shift towards evil (hunt bucks, not does).

Rest and Respawn: Rest and respawn require food items (milk, meat, and Dana'an Stout/Meddygyln). These items are easily attained through hunting, gathering, or purchase. Some conversations will rest your character for free, and some items will heal or rest your character for free. Additionally, buying a drink in a tavern will rest you. On respawn, your character will receive 50% of their hit points, and will have a attack bonus penalty for 12 seconds. If you do not have a food item, you will respawn with 25% of your hitpoints and your AB penalty will last for 24 seconds.

Roleplaying: Role-playing is limited to a few uses of diplomacy and bluff checks in conversation. Conversations are designed without multiple options, for the very simple reason that forcing the player to choose between pre-scripted responses doesn't really give them the chance to role-play their
character, using their own words, it just makes conversations more laborious. Role-playing in this module is handled in how you choose your character's actions, how they fight, who they choose to kill or let run-away, or how much time they spend trying to make money. If you want to spend a few hours clicking through conversation trees, this module isn't for you.

Companions: Companions are not necessary to complete the game, but will become available as you find them or complete certain side quests. Some companions will automatically leave your party for certain quests. Combat in this module can be quite chaotic and confusing, so managing companions in addition to your PC will often be more trouble than it is worth. If you lose a companion in combat, they will automatically leave your party, but you can use the party roster screen to add them back.

HOTFIX v107.1
-Fixed a potential bug with Exodus quest

FIXES and ADDITIONS in v1.07
-Buildings now burn properly in Exodus quest
-Fixed bug with Bloody Marsh Conversations
-Fixed potenial bug with extra Mosby in Exodus quest
-Sapper's kegs now default to Bash
-Imported some improvements to Tactical AI from The Danaan Unvanquished
-Fixed potential graphical issue with MacBoru's Barn
-Terrain textures changed
-Fortification terrain changed to used concealment effect

FIXES and ADDITIONS in v1.06
-Area lighting adjusted, night and twilight now not so dark
-Interior areas now brighter at night
-Module hour length increased from 1 to 2
-Various bug fixes
-Autosaves added before major battles
-Goblins now carry stone axes
-Xiphon and Gladius short swords added
-Music issues with Shiloh Creek fixed
-Minor fixes to various conversations
-Cache blueprints added to most areas
-Killing Goblin Wenches now only gives you a 1 point hit to alignment

FIXES and ADDITIONS in v1.05
-New rest and respawn system added
-Bartender and other minor conversation options added to support rest system
-Check added to prevent possible bug with Akabah quest (Johnston)
-Wang Beihu's alignment set to Lawful Neutral (Allows progression as monk)
-Prices for Musgrove Trading Post and Capt Butler fixed
-Madb Morrigu encounter added
-Port Royal Customs House stocked with guards and lootable chests
-Debug messages removed from World quest
-Issue with ogres not respawning for Nymph quest resolved
-Debug message removed from guard triggers
-Check added to prevent possible bug with Exodus quest (McLaws)
-Goblins corpses in the Wadi Al Khanal no longer selectable
-Wild Boar corpses no longer selectable
-Dana'an Tomahawk rebalanced to be cheaper
-Minor fixes to various conversations
-Goblin Lords now have a higher CR and give more XP

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2009-09-27VPJ7.79Excellent area design.
Excellent use of terrain.
The epitome of a ranger module.
Limited dialog options.

Files

NameTypeSizeDownloads
danaan_v103_bugfixes.txtdanaan_v103_bugfixes.txt
Submitted: 05-26-2009 / Last Updated: 06-23-2009
txt4.16Kb3738
Known Bugs and How to Get Around Them
Danaan_hotfix1071.7zDanaan_hotfix1071.7z
Submitted: 05-26-2009 / Last Updated: 02-03-2013
7z1.51Kb168
Hotfix v107.1 Extract the two files to your override.
Download.php?id=83972Download.php?id=83972
Submitted: 05-26-2009 / Last Updated:
php?--4520
Adonnay's Elven Weaponry
Download.php?id=112399Download.php?id=112399
Submitted: 05-26-2009 / Last Updated:
php?--4440
Escrimator's Hand Axes
The_Last_of_the_Danaan_v107.7zThe_Last_of_the_Danaan_v107.7z
Submitted: 05-26-2009 / Last Updated: 12-05-2011
7z94.9Mb7294
The Module
readme_danaan107.txtreadme_danaan107.txt
Submitted: 05-26-2009 / Last Updated: 12-05-2011
txt9.79Kb4682
Readme
SCORE OUT OF 10
9.41
91 votes
View Stats
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AWARDS



PORTFOLIO
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SCREENS

Port Royal, blue skies, blue ocean (v1.06)


Shiloh Creek (v1.06)


Swatting Tsugu in Ogeechee Swamp


Escrimator's Tomahawk in Ogeechee Swamp (v1.06)


Shenandoah Wood (v1.06)


Sunset - The Wadi al Khanal looking towards Beregan's Mission


Beregan's Mission


The Mission Road


Fort Akabah - Fun at the Beach


Sapelo Island - Wildlife Management


Ogeechee Swamp


The East Slope - Snipe Hunt


Port Royal - Docks


Fort Akabah - Getting to know one another


Shenandoah Woods - A Wild Rumpus





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Comments (30):

1 2 3

Posted by 6man at 2012-09-1712:59:11    
I tried that but the conversation doesn't fire up. Any other idea?

Posted by J.E. at 2012-09-1706:31:54    
@6man: Yes, the goblins are supposed to keep spawning in the wadi, until they reach the mission. In Tunnel Rat, there's a conversation that fires right as you enter that room. You should be able to just talk to Tecumseh to get things going if that fails.

Posted by 6man at 2012-09-1702:53:25    
I have two issues: 1) In a line of sand goblins keep spawning non-stop in Wadi al Khanal... is that supposed to happen? 2) In tunnel rat: Tecumseh spawns but nothing else triggers and I end up trapped in the room.

Posted by GCoyote at 12:29:08    Voted10.00
My third time through and this is the first I've met Shiloh. _________________________ Too much ammo is a self correcting problem.

Posted by J.E. at 2012-07-1421:27:55    
@kluang: You have finished the Mistempered quest, the earlier order to go talk to Wang Beihu was just to get the Mistempered quest started. Thanks for the vote.

Posted by kluang at on07/14/12
the journal says "you have successfully diffused a confrontation between Wang Beihu and two imperial grenadiers in our lady of the oak inn," giving it a ten because I'm enjoying it and will play the sequel soon

Posted by J.E. at 2012-07-1415:21:20    
@kluang: Where exactly are you with the Mistempered quest (i.e. what does your journal say). Companions aren't really important to the module, they're just there to help players on a few specific quests.

Posted by kluang at on07/14/12
I did several quest and then enter and reenter the tavern several times and then the mistempered quest fired up. I dunno what the criteria for it to fired up. So how do I get other companions beside capt reynolds? I finish once without comp, wanna try with comps this time

Posted by J.E. at 2012-07-1322:16:35    
@kluang:can you be more specific? What quest are you working on?

Posted by kluang at on07/14/12
a gnome told me to speak with Wang, but when I speak nothing happen. he just say what now

1 2 3

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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

 
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