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NWN MODULES

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Title  The Rogues of Quinn part 1 - In The Service Of Quinn
Author  Taliesin_ttlg
Submitted / Updated  04-10-2003 / 09-17-2003
Category  City Adventure
Setting  Jaral City
Gameplay Length  3-8
Number Players  no multiplayer support
Language  English
Level Range  Rogue
Races  N/A
Tricks & Traps  Heavy
Roleplay  Medium
Hack & Slash  Light
Classes  Rogue
Scope  Medium
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  Lawful Evil only, alignment may shift if you breach guild rules
Description
V2.2 In the Service of Quinn is the first part of a story surrounding the thieves guild - the Guild of Quinn - set in a place called Jaral City. It is most definitely for SINGLE PLAYER ONLY and will fail to work as a multi-player game. It has been designed to be played with a new rogue character of alignment Lawful Evil. You could play as a Neutral character (though it steps out of role-play), but the module will not work correctly if you are of a chaotic alignment. The background to the story can be found in your diary at the start of the game. IMPORTANT NOTE to SoU users, the code for NWN secret doors was lost in SoU please ensure that you download the file from the following uel : http://nwvault.ign.com/Files/scripts/data/1057999464810.shtml and place it in your override folder for the module to work correctly (works with saved games)

Files

NameTypeSizeDownloads
In_the_service_of_Quinn_v2.2.zipIn_the_service_of_Quinn_v2.2.zip
Submitted: 04-10-2003 / Last Updated: 06-15-2003
zip814.98Kb11446
--
SCORE OUT OF 10
8.9
80 votes
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Comments (229):

  1  2  3  4  5  6 .. 8 Next>

Posted by Steve_Savicki at 2012-03-16 20:06:33    Voted 4.00 on 03/16/12
Mod is outdated; couldn't find the attic key anywhere.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Raina Lyonars at 2010-11-26 02:54:25    Voted 7.75 on 11/26/10
Just finished chapter 1 and started 2. Gratz, great module so far...

Posted by Galcerpfat at 2010-09-16 01:11:34    Voted 10.00 on 09/16/10
This is one of the best modules i played. Interesting from 1-st level to finish. Thank you very much!

Posted by xavi_ at 2007-01-02 15:49:10    Voted 7.50 on 01/02/07
A good module for rogues, but it has some flaws (IMO):
* You're too easily spotted by guards (I spent a lot of gold on invisibility potions).
* As you know, the guild is too big.
* Is too short :)

Anyway, I enjoyed it. Thanks for your work :).

Posted by prudence ( 192.149.xxx.xxx ) at 2006-03-30 09:09:26    
Great. Thanks!

Posted by Mirgalen at 2006-03-21 23:53:34    Voted 5.00 on 03/21/06
I was looking for something that could bring my new rogue from level 1 to 10 or so. At the end I had Guild War, GoAT and The Rogues of Quinn serie as possible candidates. I decided to play this serie this time.

I had tried it once before but got stuck very early in the module since my character was far from being a rogue with maximised skills. This new rogue of mine (Snake is the name) did fit a lot more into the story. Yet I found the module interesting early on but boring and frustrating later starting from the 2nd or 3rd quest. Worse the end was rather confusing perhaps a clever cutscene could have replaced the pseudo quest(s) that can never be completed (can't re-enter the crypt).

I found the visuals and sounds ordinary. Nothing bad but nothing above average either.

Could neither complete the last main quest (crypt) nor the retrieve the book for the mage (no way a legit single rogue level 4 can survive a fight against these creatures - the magic toothpick provided won't help much either). Same for the mansion with the soldiers it was constant hit and run making the game boring after the first 3-4 combats. The pickpocket quest can hardly be done too even with maximised skills. All this are limiting the gameplay/fun factor to an another average at most.

In general the main quests were easier than the sub-quests I found that a bit odd as it is generally the way around.

Another strange thing was the high rating of the locks and traps. First I found it interesting to be forced to find gold in order to buy expensive lock picks. I even bought a knock scroll as it was cheaper than a +3 lockpick. Later on I got bored (as there is no recall stone so you do have to travel back and forth a lot to buy these tools) and used the console to bash everything (to avoid missing plot items).

Replayability? I would like to complete some of the other quests but if this character could not do it I'm not sure what multiclass rogue would.

All and all I could not find a thing that would make this a Hall of Fame module it may be due to its vintage. Luckily they are a number of other excellent rogue modules on the vault.

Posted by Mirgalen at 2006-03-21 23:51:17    Voted 5.00 on 03/21/06
I was looking for something that could bring my new rogue from level 1 to 10 or so. At the end I had Guild War, GoAT and The Rogues of Quinn serie as possible candidates. I decided to play this serie this time.

I had tried it once before but got stuck very early in the module since my character was far from being a rogue with maximised skills. This new rogue of mine (Snake is the name) did fit a lot more into the story. Yet I found the module interesting early on but boring and frustrating later starting from the 2nd or 3rd quest. Worse the end was rather confusing perhaps a clever cutscene could have replaced the pseudo quest(s) that can never be completed (can't re-enter the crypt).

I found the visuals and sounds ordinary. Nothing bad but nothing above average either.

Could neither complete the last main quest (crypt) nor the retrieve the book for the mage (no way a legit single rogue level 4 can survive a fight against these creatures - the magic toothpick provided won't help much either). Same for the mansion with the soldiers it was constant hit and run making the game boring after the first 3-4 combats. The pickpocket quest can hardly be done too even with maximised skills. All this are limiting the gameplay/fun factor to an another average at most.

In general the main quests were easier than the sub-quests I found that a bit odd as it is generally the way around.

Another strange thing was the high rating of the locks and traps. First I found it interesting to be forced to find gold in order to buy expensive lock picks. I even bought a knock scroll as it was cheaper than a +3 lockpick. Later on I got bored (as there is no recall stone so you do have to travel back and forth a lot to buy these tools) and used the console to bash everything (to avoid missing plot items).

Replayability? I would like to complete some of the other quests but if this character could not do it I'm not sure what multiclass rogue would.

All and all I could not find a thing that would make this a Hall of Fame module it may be due to its vintage. Luckily they are a number of other excellent rogue modules on the vault.

Posted by Jess_ at 2006-03-17 03:52:22    Voted 9.00
Will there be any update now for this part 1 ?

Posted by Lachluine at 2005-12-13 02:11:50    Voted 9.00 on 12/13/05
Well done. Great fun for the roguish minded. Will definitely play the sequels.

Posted by Aryth at 2005-09-08 20:39:04    Voted 9.00 on 09/08/05
Excellent mod! Alot of careful work and detail was involved with the story and the gameplay. Very much enjoyed it. was a perfect challenge and the rewards and alignment adjustments for some of the quests were tailored just so. Only one issue really and that was that I couldnt get the last quest from the dwarf at the guild house unless I used the consol workaround I read about in a previous post. Was glad I could fix it and move on though.

Most fun I have had in a while with a mod. Thanks for that!

Posted by Tai_Chi at 2005-05-18 11:05:10    Voted 9.00 on 05/18/05
Its strong story gives less freedom, but is very attractive. Besides, playing a rogue is definitely fun.

Posted by Tai_Chi at 2005-05-18 10:57:16    Voted 9.00 on 05/18/05
Taliesin_ttlg,

What seemed odd to me the most was that The Tricks of the Trade refused to buy stolen trap kits, while they sell Environmental Health Papers. But it's not a problem at all and I understand your idea of stolen traps.

BTW, all your modules are currently disconnected from your account due to the Vault upgrade. Can you Reassign Content next time you login?
I'm now enjoying the sequel and will tell you my thoughts on it as well if you don't mind. Thanks.

Posted by Taliesin_ttlg at 2005-05-18 07:52:03    
Tai Chi

Take your point re map pins and chains. Recovery of traps may fail to trigger XP as the engine does not always recognise the scripts in that scenario - it has been a constant bug-bear.

The traps are stolen! (Or at the very least they are not the sort of things sold in polite circles!lol) They can be sold at guild and sewer shops as these accept stolen goods.

Posted by Tai_Chi at 2005-05-17 13:19:09    Voted 9.00 on 05/18/05
Taliesin_ttlg,

I just finished v2.2 of this module on v1.65 of NWN with both expansions. I forgot to download the override material, but I couldn't find any difficulty, anyway.
Fine painting found at Burgandy Mansion First Floor is worth a lot more than the one at Fort Mansion - Ground Floor. I wonder if they're just as intended.
Unlike doors, objects such as Pull Chain at Sewers are indistinguishable on the in-game map and hence should be map pinned.
Successfully recovering trap often fails to provide exp. And it seems odd to me that all recovered trap kits are considered to be stolen.
The adventurer tells that she was sent by Iain Hiddenblede even if she didn't discuss with Iain about the chaos assassin.

Posted by Vimsen at 2005-05-14 04:53:02    Voted 9.00 on 05/14/05
.

Posted by x1134 at 2005-05-11 22:15:27    Voted 8.00 on 05/11/05
The monk/fighter/assassin did work very well. (Finished all three mods). She evolved from a more thief-rogue type to a violent assassin.

One thing I noticed was that sometimes dissarming or recovering traps did not work the way they were supposed to. The text in the dialog window would list the DC required to be successful and the score she had. Her score was higher, but it failed anyway. It was not your bug. SoU did it too. So, some traps, she had to just trigger. Towards the end this got painfull and I was glad I had bought lots of med packs.

I liked the story quite a bit. I would have liked some different dialog choices even it they led the same place. Most definately the best mod I have played for playing a lawful evil character.

Posted by melusine2lilith at 2005-05-11 06:12:02    Voted 2.00 on 05/11/05
Evil (even lawful) doesn't necessarily mean stupid : there should be a way out of the initial assignement to kill your best friend. Or it should take place before the module itself and be part of the background.
In general is is bad politics to pretend give the player freedom when in fact there is no choice, it's a poor substitute for non-linearity and one which frustrates and annoys unnecessarily.
The difference between telling a tale and playing it, maybe.

Posted by Taliesin_ttlg at 2005-04-30 06:13:00    
The module was designed around rogues, but others have played with multi class characters. Just keep in mind there are plenty of traps and locks, so rogue skills are a must.

Posted by x1134 at 2005-04-29 11:38:00    Voted 8.00 on 05/11/05
You list rogue as a class. Is this a requirement or are rogueish skill sufficient?

I needed a 15 level Lawful Evil Monk/Fighter/Assassin and this looks like a fun module to create her with.

Posted by Taliesin_ttlg at 2005-01-17 23:20:00    
Yes

bioware never fixed the error. Simply place in override, it won't screw anything.

Posted by JohnJSal at 2005-01-14 22:02:00    
Is the hidden door file necessary if we have HotU and 1.65?

Posted by Nagronath at 2005-01-06 03:34:25    Voted 10.00 on 01/06/05

Posted by erthule at 2004-12-13 02:03:41    Voted 8.00 on 12/13/04

Posted by Taliesin_ttlg at 2004-11-30 23:54:00    
W_it_W

glad you got it, enjoy


T_ttlg

Posted by watcherinthewind at 2004-11-30 20:54:00    
I got it I think its a soft ware thing on my end it appears like a broke file but my archiver opens it. Thanks great modual by the way."In the void is virtue, and no evil. Wisdom has existence, principle has existence, the Way has existence, spirit is nothingness"
Twelfth day of the fifth month, second year of Shoho (1645) Go Rin No Sho, Miyamoto Musashi

Posted by Taliesin_ttlg at 2004-11-29 23:55:00    
Watcherintheeind

I really don't know. I've just downloaded it and it came down fine, so maybe something was up with the vault. If you are still struggling e-mail me and I'll post you a copy.

T_ttlg

Posted by watcherinthewind at 2004-11-29 07:31:00    
Id love to play rouges of quin but all i get when i download the first one is Taliesinttlg1050015492391In it does not show up as a zip or or installer.Whats up? I've got all the other parts to the series"In the void is virtue, and no evil. Wisdom has existence, principle has existence, the Way has existence, spirit is nothingness"
Twelfth day of the fifth month, second year of Shoho (1645) Go Rin No Sho, Miyamoto Musashi

Posted by watcherinthewind at 2004-11-29 07:31:00    
Id love to play rouges of quin but all i get when i download the first one is Taliesinttlg1050015492391In it does not show up as a zip or or installer.Whats up? I've got all the other parts to the series"In the void is virtue, and no evil. Wisdom has existence, principle has existence, the Way has existence, spirit is nothingness"
Twelfth day of the fifth month, second year of Shoho (1645) Go Rin No Sho, Miyamoto Musashi

Posted by Ipsissimus at 2004-11-26 18:42:36    Voted 10.00 on 11/26/04

Posted by Taliesin_ttlg at 2004-10-07 23:12:00    
Searching for Kobolds


There is only one reason why the Kobolds haven't appeared and this is if you haven't patched the game. Kobolds were added in a patch and simply cease to exist in unpatched versions of the game.

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