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NWN MODULES

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Title  Guild War
Author  Rick Burton
Submitted / Updated  09-07-2002 / 02-24-2004
Category  Dungeon Adventure
Expansions  NWN-1.61
Gameplay Length  15-30 hours
Language  English
Level Range  Game is designed to begin with level one rogues.
Races  All
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Rogue
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  While not a requirement, this mod leans towards neutral to evil.
Description
An original adventure designed for novice Rogues. Two rival rogue guilds vie for control of the twin city area. Join the Saskan Guild, do guild business, burglarize the nobility, court a romance, and maybe solve legendary quests. Replay the adventure several times to see all the quests (not all quests are possible in one game). This mod is designed to explore the diverse abilities of the rogue.

Version 1.10

** NEW 2da OVERRIDE **

place iprp_trapcost.2da into your override directory. It fixes the trap issues introduced with the 1.59 patch and has not yet been fixed.


Files

NameTypeSizeDownloads
Guild_War1.10.zipGuild_War1.10.zip
Submitted: 09-07-2002 / Last Updated: 02-24-2004
zip1.7Mb38313
--
Rick_Burton24GuildWarReadme.txtRick_Burton24GuildWarReadme.txt
Submitted: 09-07-2002 / Last Updated: 02-24-2004
txt2.4Kb36501
--
SCORE OUT OF 10
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273 votes
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Comments (30):

1 2 3

Posted by ra0313 at on06/27/06
Great mod the best thief mod i have played

Posted by driftwolf at 2006-04-2800:06:32    
Is there a bug fix for the female rogue romance quest? I'm annoyed at having spent all this time and only NOW finding out that I can't complete several of the quests because of a damn bug. Overall the module seems good so far. Doesn't beat "A Dance With Rogues" for making rogue skills useful, and gives way too much exp for killing things when there are sneakier alternatives (my evil PC just exterminated the prisoners rather than releasing them. That was good for a level up...). So an ok rogue mod, but could be more geared to giving experience when using rogue skills rather than assassin skills. (currently rogue 8 / shadowdancer 1 and having a pretty good time as an assassin... if it moves, I stop it moving. Except if its already dead. Bloody sneak-attack immunity!)

Posted by driftwolf at 2006-04-2615:22:53    
Are you modifying rolls in this mod? I just tried (for the hell of it) 50 attempts at a fortitude save (triggering a trap). I need to roll a 10 on a d20, so if the rolling is at all random I should get about 50/50. Instead, I got 45 failures. What gives?

Posted by driftwolf at 2006-04-2615:20:55    
Module seems good, but... Another reload fest trying to get through some sections. Guard dogs seem to have a spot/listen in the 30s. Can't seem to sneak past them no matter what I'm wearing. Sigh.

Posted by driftwolf at 2006-04-2612:00:58    
OK, what's the trick for the "invisible sight traps"? I've tried everything I can think of: moving 1 step at a time, moving in stealth/detect mode to move slowly, moving in stealth mode alone. I'm still getting hit enough to kill me by the time I get to the middle of the room.

Posted by Niobe at 11:29:01    Voted8.50
An interesting mod, particularly for someone who had never played as a rogue before. Unfortunately, I hadn't read this thread and so played with a female, which meant that I couldn't advance in the romance quest. I really enjoyed the fact that most of the fighting could be bypassed. One wouldn't get nearly the same amount of experience, but it made *sense*. Also, the increasing difficulty of the tasks was very well thought of. However, there were a couple of things that bothered me when playing: - When one places the bombs in the mine fields, the farmers are still working, which should make the PC guilty of mass murder, but without any aligment shift. Worse, when I visited the area later on (a couple of weeks in-game time) while searching for a part of the legendary equipment, they were still working the fields -- the still-burning fields, mind. Not really major, but it did make me stop and look. - The first house I robbed, I didn't kill any of the guards. Hey, I'm a thief, not an assassin - or I wasn't then, anyway ;p. But when I returned for the second heist, and needed to wait until dark, the only way I could do it was to basically clean the house. Again, not really disruptive, but I was looking to be a little more low-profile. - The rather abrupt ending. Sorry. :D Oh, the person bellow who mentioned Bluff -- the module was made with vanilla NW, as is indicated. The Bluff skill was added in HotU. I doesn't work in the module. So they're right in that they might as well not have it. ;b

Posted by slobberknocker at on04/07/06
laisee, you hit the nail on the head. If you follow the recomendations that are there for everyone to see. (check the read me) this mod is challenging but doable. A big part of what makes Rick Burton a great mod writer is the fact that he understands game balance. This mod isn't easy but it's very entertaining and rewarding if you can push through the tough stuff. Absolutely fantastic mod if you want to play a rogue.

Posted by slobberknocker at on04/07/06
just played 2nd time around. this is an outstanding mod.

Posted by laisee at on04/02/06
I just don't see where all these other folks had such problems!!! - I played a standard package halfling rogue throughout with default level ups and had a rocking good time with it, finishing lvl 14. I just missed out on Cern's legendary item as I chose the wrong assassination quest :( so guess I will have to replay it perhaps with an elven female rogue or something. A classic rogue mod with some super quests and challenges (loved the Wizards Spire and many others).

Posted by laisee at on04/02/06
I played this with default halfling rogue settings and had a rocking good time. Didn't encounter any of the problems others mentioned. Another Rick Burton Classic!!

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