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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
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Comments (27):

1 2 3

Posted by Tai_Chi at on05/18/05
Its strong story gives less freedom, but is very attractive. Besides, playing a rogue is definitely fun.

Posted by Tai_Chi at on05/18/05
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 2005-05-1807:52:03    
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 on05/18/05
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 on05/14/05
.

Posted by x1134 at on05/11/05
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 on05/11/05
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 2005-04-3006:13:00    
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 on05/11/05
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 2005-01-1723:20:00    
Yes bioware never fixed the error. Simply place in override, it won't screw anything.

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