Neverwinter Nights 2
0 of 0

File information

Last updated

Original upload

Created by

JEMcKellar

Uploaded by

JEMcKellar

Virus scan

Safe to use

About this mod

The Last of the Danaan - 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 Danaan Rangers have kept the peace

Requirements
Permissions and credits
The Last of the Danaan - 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 Danaan, daughter of old ranger famous for his exploits during the last Goblin War. His Danaan 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 Danaan Unvanquished

REQUIREMENTS:
This modules requires two weapon haks currently hosted on the NWNVault, check the required files tab for links.
The MotB and SoZ expansions are NOT required to play this module.

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, using 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 Danaan 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.