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NWN MODULES

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Title  The Rogues of Quinn Part 2 - The Avenger of Quinn
Author  Taliesin_ttlg
Submitted / Updated  05-09-2003 / 09-18-2003
Category  City Adventure
Expansions  NWN-1.29
Setting  Jaral City
Gameplay Length  10-16
Number Players  No multiplayer support.
Language  English
Level Range  Use the character from part one.
Races  Any
Tricks & Traps  Heavy
Roleplay  Medium
Hack & Slash  Medium
Classes  Rogue
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  06
Max # Players  01
Min # Players  01
Min Character Level  05
Content Rating  Mature
Alignments  Lawful Evil
Description
(v1.06) The Avenger of Quinn is the second 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 probably fail to work as a multi-player game. It has been designed to be played with a rogue character, level 5 to 6, of alignment Lawful Evil. Preferably it will be the character developed in Part 1. A brief background to the story can be related at the start of the game. It has been assumed throughout the module that all the sub quests of part one were entered into, this should not effect main plot line. 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)

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-09-02DocTari6.67Very large, lots and lots of quests, solid rogue-style gameplay, promising set-up for a story.Mediocre dialog and story-telling, somewhat repetitive gameplay, game balance could use some work

Files

NameTypeSizeDownloads
TheAvengerofQuinnv1.06.zipTheAvengerofQuinnv1.06.zip
Submitted: 05-09-2003 / Last Updated: 06-17-2003
zip2.2Mb10327
--
Taliesinttlg17The_Rogues_of_Quinn_Part_Two_Read_Me.docTaliesinttlg17The_Rogues_of_Quinn_Part_Two_Read_Me.doc
Submitted: 05-09-2003 / Last Updated: 06-17-2003
doc32Kb9190
--
SCORE OUT OF 10
9.29
78 votes
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Comments (27):

1 2 3

Posted by Aorin at on03/03/06
----BIG SPOILERS---- ----BIG SPOILERS---- What am I supposed to do after killing Tray? I didn't get new journal entrys or anything. I tried killing every hostile person in the guild, but it didn't help. Otherwise great module, though. ------SPOILER OVER------ ------SPOILER OVER------

Posted by Lachluine at on12/28/05
Another excellent module. Thanks!

Posted by Aryth at on09/08/05
Even better than part one! Up many late nights due to the rich story and characters. Very excellent job. Didnt find any problems whatsoever. A great challenge that was just right. Really enjoyed how you managed the evil/lawful alignment for the pc. Very engrossing mod. Kudos to a job well done, yet again!

Posted by Tai_Chi at on05/22/05
Taliesin, yes. That's the point, I admit. But you still could tell us what to do and let us decide how to do. You know that.

Posted by Taliesin_ttlg at 2005-05-2423:18:53    
Tai Chi, thanks for your comment they are appreciated. I realise that the character is on a rail, as it were, due to loyalty. But , very simplisticly, isn't that the point of the lawful alignment?

Posted by Tai_Chi at on05/22/05
Taliesin_ttlg I almost forgot to mention that you have successfully created quite an atmosphere in 15 Hope Street. It is actually the most haunted place I've ever seen in NWN modules. Good job on that one.

Posted by Tai_Chi at on05/22/05
It gets less intriguing towards the end, but still good rogue module indeed.

Posted by Tai_Chi at on05/22/05
Taliesin_ttlg, I finished v1.06 of this module on v1.65 of NWN with both expansions. I didn't download the additional override material and didn't find any difficulty besides the ones I mentioned before. In this module, the adventurer keeps doing just as her superiors asks, no matter how she proves her skill and loyalty. There are less opportunities to actively make her own decision than there should be. This works if its "given" story was strong enough to hold players intrigued. But quite obviously, it's not in this module. It is still good rogue module, though. And I expect better in the sequel. Thanks.

Posted by Taliesin_ttlg at 2005-05-1823:18:38    
Tai Chi Jono fighting on your side - better than him becoming hostile. In truth when it was tested I never led the choas guild in there. The whole of the Tully thing is a bit of a mess, I'm afraid. The scripts behave much morewhen you comply with his wishes, but if you kill his guards he's only meant to say a one line piece from then on as he's defeated.

Posted by Tai_Chi at on05/22/05
Taliesin_ttlg, When I was being chased by a Chaos Guild Assassin, Jono Rine fought on my side once in his shop This is odd because he has some business with the Chaos Guild as well as any other rogues IIRC. When I had a conversation with Tully, I could walk out of his room and close the door before hitting "Bring it on..." option. That made it hell a lot easier to handle his bodyguards. This can be prevented by changing their behavior as, for instance, they block the door or close it during the conversation. I set as many traps as I had and simply walked away. I enjoyed watching the guards trapped to death. Then I headed back to Tully. It was kinda surprise that he repeated the conversation.

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