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.
This module is a single-player module in a low gold, low magic setting. It is intended for new characters starting at level 1, with an estimated playing time of 20 hours. Characters should reach level 10, although level 12 or higher is possible. The sequel is The Dana'an Unvanquished.
The module requires Adonnay's Elven Weaponry and Escrimator's Hand Axes.
Features:
Character Builds:
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.
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.
Updates
HOTFIX v107.1
FIXES and ADDITIONS in v1.07
FIXES and ADDITIONS in v1.06
FIXES and ADDITIONS in v1.05
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For the record:
On the old Vault this was a Hall of Fame module with a score of 9.44 based on 96 votes. The module had 8,086 downloads.
I need some help... Love the module so far, but have run into a problem. Playing as a Grey Dwarf barbarian and was told to scout the road to Beregan's Mission. Well, being a barbarian, sneaking around wasn't my style, so I killed the goblins along the way. Now that I'm at Beregan's Mission, the town and my journal are empty!
The town I can understand, not so much my journal. All entries just show a "-" and nothing else, no text, nothing.
Any ideas on how I screwed up and what I can do to fix it?
Thanks!
Killing everyone shouldn't hurt anything, just walk up to the goblin corpse next to the windmill in Beregan's Mission, and a cutscene conversation should start.
If your journal is completely blank, no quests at all, you might need to clean out your override folder and try the quest again.
Less an adventure than an illustrated game of war and economics. One of the most thoroughly thought out environments of any module.
I played both of the modules of this campaign in a row, and I can say that they are really impressive, even for players like me that are not huge fan of big battles and may find themselves and difficult when they have to keep control of many things on their screen . Great environments, a rich lore and a beautiful adventure are all good reasons for enduring the challenge!
Just got around to playing this . . . very good. I found the battles to be excellent as well as the need for constantly moving and loooking for cover.
Great mod. If you like rangers, it's a must play. Justice is done to that somewhat forgotten class in the NWN2 game. In my op, the Doc and the imps quests should have been limited: they are a fountain of infinite xp. Some bugs: people die and appear alife latter on, the goblin convert cinematic didn't trigger for me, and had some problems with the one regarding the retaking of the Mission. Also, game crashed when I tried to lvl up one companion. And why the dog can't lvl up? Somewhat linear at some points, but fun. Some memorable battles, areas and very well paced. No doubt I'll play part 2.
What is supposed to happen after the Exodus quest?
Talk to the Quartermaster Captain. He's with the refugees in the Ogeechee Swamp ruins near Dierdre. He will give you your next mission.
Hmm i can't find him there. Maybe he died in battle? Is there a console command that will spawn him? Thanks.
After midnight here. I'll try to find that for you later.
Thank you! If it matters, i had to use rs ga_journal("quest_exodus,"29,0,0,0) to advance the plot because the quartermaster and John Mosby were stuck at the crossroads fighting orcs at near death. This did advance the plot, Finn fell at Shiloh Creek and i headed to the swamp where there is a John Mosby but no quartermaster to give quests.
Hi, the Exodus quest was indeed closed and i was transported to the swamp automatically so i just tried to spawn Butler with the above command (with and without spaces) but it came off as invalid.
I guess i have to try running "plot_accounts_setupos"...not sure about the exact syntax though.
If you can't spawn Butler, you'll have to initiate the Settling Accounts Quest and update it at least once:
ga_journal("quest_accounts",1,0,0,0)
ga_journal("quest_accounts",16,0,0,0)
Note: Edited to correct a mistake in the above journal scripts.
Got successful execution but nothing more than a new blank journal entry. No yellow "your journal is updated" either.
Hmmm, sounds like there is more than just a simple failure of a script to fire. Are you on a Mac or PC?
PC
Do you have a save from before you leave new market?
If so, try talking to Butler in the crossroads before the thulkins attack.
If the battle hangs up again, do a quick save and reload it. 90% of the time the correct scipt will fire when the area reloads.
Thank you for your help and suggestions! I guess there's an autosave, i will try it tomorrow.
Sorry I couldn't figure this one out. Hope none of the module's files have become corrupted. At least one of those fixes should have worked.
After about three or four rounds of Thulkins at the Crossroads, do the save/reload and it will probably trigger the 'fall back' sequence for the militia.
Previous autosave and saving/reloading didn't work either. Shame, this is a very enjoyable mod but the nwn2 engine is just too buggy. Again, thanks for your time.
Having played this through and well aware the author may not see this, I have to say I enjoyed the module - I'm starting to think that more modules should've been made with a specific class in mind and a story that tailors to it, because what The Maimed God's Saga is to (Tyrran) Clerics, this is for Rangers. A story built around their versatile skillset and their general use as bushwhackers and scouts.
For all that is a linear story, I must say that having poked open the module in the Toolset there certainly are a good number of points where it deviates even if it goes back to the main square eventually. I definitely appreciate that, especially as most of the deviations occur for battles - sometimes, being the hero on the battlefield isn't enough to stop a rout from your side, or there's just too many and the get past you. I really appreciate that, as it allows for a certain degree of gravitas to battles and knowing that (as I opened the toolset about after Rorke's Drift esque defense of the Mission) made all the subsequent engagements feel more meaningful and encouraged trying to keep presence even if I was reaching a point where I needed to pull back (and this is WITH Dadgra's Armor giving me good regen the whole way - TBH it's pretty much mandatory for the big battle sequences).
Indeed, for all I was skeptical about the tactics system in your demo module, in actual use where it's scripted rather than the player nominally controlling a side it actually simulated a large battle incredibly well with morale a big factor, combatants retreating after too much damage, and so on. That alone is an incredible feat of scripting, especially since you had no real references to work from in the original campaigns. Well done, well done indeed!
Speaking of the combat, there was a definite progression I felt: early on it felt like I needed to avoid combat with more than one or two gobbos at a time, making stealth important and encouraging caution or trying to use environmentals. Though on the flipside, the respawn system is a little too lenient I think given how easy it is to get plenty of milk and the enemy usually backing off during the twelve seconds you're weaker, giving you a chance to heal better. Nonetheless, there's a very tangible sense of power growth and by the end of it I really felt like I was Sharpe when in the right element (or just fighting the gobbos that used to be so scary), yet not being so powerful that I could just turn a whole battle single-handedly as the Thulkins will so definitively remind the player in the second half of the story. Ambush them or take out a relatively isolated force? Sure, but stop them in a fully mobilized assault? Only for so long, and that's assuming support. That's a hard balance to pull off, but it worked really well at emphasizing your role as a Ranger and a nice bit of reality.
Speaking of reality, I definitely appreciated the fact that logistics were so important and also how some sidequests will feed into things, like the whole sugar smuggling. I actually felt a bit guilty about that when I realized I'd limited the governor's options to pay for the troops... then again when stamped sugar costs 90 gp and non-stamped sugar costs 30 (and that includes the smuggler's cut for all the relevant risks) you really have to wonder... though on the same token, I like how it was clear that the New Market Militia took its training and supply seriously and that was why it was able to hold as long as it could, but ultimately was no match for a professional army in open battle. It's nice to see that rather than the usual 'plucky underequipped militia somehow beats a professional, disciplined, fully equipped army' cliche which would be so easy to do.
Which brings me to the worldbuilding - I'll admit I went in expecting some things to go over my head given the Celtic influence (particularly Irish) and my knowledge of that being secondhand at best, but a few things confused me. Beregen's Mission was a nifty idea (especially when you read about the goblin cave fighters in their Examine), but referencing God in the Judeo-Christian-Islamic sense definitely threw me to the side a bit and made me really wonder on the full intention of the worldbuilding given that the primary class of the module is supposed to be a divine caster (though I went with a Ranger oriented towards other things rather than my usual 14 Wis for spellcasting). Other than that, I really liked how the goblins were not just monsters for us to kill (though I definitely killed plenty) but were intelligent and sentient... while also being somewhat surprised at kobolds suddenly being chickens and roosters used in pit fights. Deekin wasn't THAT annoying :D
Likewise, the gnomes - basing them on Chinese expats is certainly a take I had never seen before but it was a good take as they were generally shown to be intelligent, though the accents got a little overly heavy at times. Actually, that's something I went back and forth on opinion wise as I played. I can't throw stones about it as on EfU (during its Archipelago phase) I ran a shield dwarf with a bloodieh thick "dwarven" accent tha' oi definitlieh overdid (even if it may have been a fit for his minmax CHA score), and I definitely appreciated that it was not used to imply anyone was an idiot for it. I still have mixed feelings about them, but it didn't detract from the enjoyment of the module.
Overall, this was a really well done module that I fully encourage people to try out. It really gets what it means to be a Ranger for D&D and puts all their vital skills to use.
Also, a few bugs that I noticed:
--- Megleddyn doesn't seem to do anything
--- Kobold Hens don't give evil alignment when you kill them (though given that their AI attacks, I'm skeptical of evil points on them and Goblin Wenches - if they only fled from the player no complaints and it's defiitely something most DMs wouldn't think of, but as they can end up attacking you with your only option to flee... not so enthused by the idea)
EDIT: Quick PS: One other complaint that I almost forgot, but if you take anyone into your party as a companion from the optional ones you are only able to remove them by getting them killed, and for whatever reason they kept summoning their animal companions no matter what I set the party AI to, and if I talked to them at all I would have no choice but to take them on. Really not fond of that from a design perspective, especially as there is no way to access the party screen like you mention in the description.
Excellent review of one of my all time favorites.
On the party member issue, you should be able to use the Party Roster tool on the game menu to add and remove them. I played this last week and it worked although it does sometimes fail in NWN2 at random times.
Since you are comfortable in the toolset, you can fix a few of the nits yourself and resave the Module as a Directory with a new name. (A directory tends to load faster than a *.mod file.
The first thing I did was fix a few of the blueprints that are supposed to be set to Identified on Acquire = yes (JE missed a few.) Basic items like arrows and traps should be identified at all times.
I changed the traps you get during A Line In The Sand to lower DC an more useful tangle traps that a 4-5 level Ranger can actually set.
In the Tunnel Rat convo with Tecumseh, I changed the time delay on the last node so you have time to read the four choices before he disappears. You may want to pick different option depending on where you are on each quest.
The only cheat I did was to add a Lesser Magic Bag to Musgrove's store. That just makes it easier to manage all your gear without using Selkie Dog as a walking storage unit. Since the PC still has to pay full price for it, I felt is was justifiable.
I play this about once a year with various builds. It's like re-reading a favorite novel. Starting on the sequel now with a more 'social' Ranger build which is already paying dividends with the chat bots.
Hope this helps, enjoy!
Although its sequel leaves to be desired, The Last of the Danaan is a surprisngly overlooked module that has a lot of nice things going for it.
One major feature of the module is large scale battles and morale systems, which do work for the most part, it makes sense that soldiers will retreat when near death or when their side is clearly losing. However, due to how script heavy these are and how buggy NWN2 is, I had to reload some battles multiple times to get them to work right, one of which was unresolvable and I had to use debug commands to move it forward.
Although it is linear, the story is actually pretty good with many plot twists. This custom setting has also been well developed, with custom descriptions detailing the lore of various NPCs, races and continents of the world. I was surprised to see gnomes portrayed as Chinese expats, in a smart way too! I could understand pretty much what they said in mandarin since it happens to be my second language. But in this mod kobolds are essentially brainless chickens that people kill on a daily basis to fulfill their kobold feet fetish (seriously, it says so in the mod), why you gotta do them dirty like that.
You are also encouraged to do some exploring on your own to find secret enemies with unique gear and side quest NPCs with powerful rewards. Sadly these features do not make it into the sequel. In fact, areas are designed extremely well, the author made it point to make the world very immersive by seamlessly connecting them together by making it such that you can see the next area you are going to transition into.
At one point, the mod despawns all current companions you have. There is absolutely no reason for this given how much loot you need to have them carry for you, so I used debug commands to skip past this script. I hated how all my time spent equipping them was rendered null. It happens later on with a companion too, who disappears entirely and I had to add him back via RosterAdd because he was essential for a quest!
I liked that there are crafting ang magic vendors available despite this module targetting rangers, it makes it more build-friendly and exciting since you get do stuff like fireball or stun a whole squad of enemies. Managing your own and NPCs economies was also an interesting feature that had custom barter items to go with it.
Overall, I'd give it a 7.5, but there's no 0.5, so 8 it is. because of the technical issues and amount of walking the mod requires you to do. I was originally going to give this a higher score but knowing how the author only took step backwards when designing the sequel, I can't help but be disappointed.
I've never hit that problem. Who did you have to add back and when?
Aside the -to say at least- odd beginning where you get strip of your belongings and they appear for sale on the smith in Port Royal (which made me feel robbed) and the annoying part of rabbit chasing 'n cow milking, it's much the kind of classic adventure as it can be found at plenty, with no roleplay (so don't even waste points in any social skill) and following orders that implies for the most time killing goblins and stuff like that.
The areas are well made except for the fact that the author forgot to add walkmesh cutters, so most of the time you walk through things.
He says he made some improved combat tactics for enemies, but i've seen only that usually they attack you with throwing weapons and run if you get closer. Boh. Maybe that is something coming later. I didn't go too far.
Surely pleasant for players who like action games rather than roleplay ones.
Actually Diplomacy will help you in one or two negotiations, (it says so in the description). After you finish the quest "Good, Bad, and Ugly" you won't have any more diplomacy checks until you get to the sequel.
This is a game of tactics, logistics, and knowing when to pull back. In short, this is a wargame.
I'd play with age of empires or warcraft if i want something like that... Still, i guess he should at least be praised for the creativity.
I think that's why I still spend so much time with NWN2.
Creators can produce whatever sort of experience they find interesting, role playing, storytelling, high adventure, eye candy, strategy, tactics, romance, and the list goes on. All with toolset that is positively ancient by Internet standards.
Yeah, too bad Bioware wanted something different when made Dragon age origins. Or by now we would have probably a newer version which it would have been great. Besides obsidian made a mess with the toolset. But anyway it can still give some satisfaction, if skillfully milked... As the cows of this module!
So true.
About the cows, the actual point is to show how the squad management system works. Instead of attacking as a swarm, squad members both friendly and enemy follow a leader.
It's much easier to see later in the game where enemy squads have lieutenants, sergeants, corporals, and privates. Take out the leaders and the lower ranks may run away unlike the usual mindless zombie hordes that keep coming in spite of losses.
Yeah, i figured that. Too bad that when i tried to make the badger leave even if i had all the cows following me he just moved from a spot to another and that was it. So at some point i gave it up lol.
Spoiler
You keep chasing the badger until you get him cornered in the northern part of the pasture area where you first meet the cows.
A new dialog fires where you order the badger to leave the cows alone and he takes off up the rock face.
If you killed more than a few rabbits you might go up to level two at this point.
-- deleted by author --
We've put together an Unofficial Patch for this mod.
The Project Page is here - https://neverwintervault.org/project/nwn2/module/last-danaan-unofficial-...
A good module!
I personally prefer the classic D&D settings when I play, but this was a refreshing approach.
Alot of history in this - The American Revolustionary War vibes all over. Not many modules have large scale battles like this one.
Good scenery, and didn't run into many bugs other than when the henchmen died, they appeared in other places, and when I tried to recruit them again, they simply died. That might have been intended though.
Thank you for making this!
A great story with beautiful maps. I had great fun. ty