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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 Vimsen at on05/15/05
.

Posted by Taliesin_ttlg at 2005-03-3000:29:00    
Okay, where to start... By riddled door I assume you mean the one in the drow invaded mansion? If so, you get one chance to open it and then it is forever locked. Guess where Y'steriao's blades are. Sorry about the repeating Tully, sounds pretty much a logic error in the scripts but I can't fix it without making it expansion reliant. However, there is no experience to be gained if the scripts had fired properly - your experience came from killing the body guards. Dubre's upstairs. Madam Dubre and 17 town Road only work if you follow Tully's ghost quest and choose to help the ghosts. Female ghost on pier sends you after the resident of 17 town road and M Dubre can be killed by shock of news at one point, causing her to drop her key for upstairs. There are mini quests that can be found (go into the social security offices and break into the locked office to pick up a quest for example) but your level should be ok for part 3. Bear in mind that no Y'steriao sword will kill off a number of part 3 sub-quests

Posted by ericdoman at 2005-03-2923:33:00    
Found Rado (one of the probs of playing a few hours at a time). Howevere still stuck with riddled door? Read through below comments, same for me with Tully. Killed both bodyguards (traps) and he repeats. So did haunted house. Where is this Y'sterios blade? I am a 6/2 rogue/ftr and am approx 4,500 xp short of next level. I now havenothing in quest journal and am a little worried as in III you state 9th lvl character. Have now entered every door. Except Madame dubre's "do you waltz" upstairs door is locked and 17 town wall is locked both requires specific keys. I think there may be 1 or 2 others. Would love to start III but as I have a long way to go to reach 9th lvl just wondering what I have missed? Left lich alone as I tried him twice but got killed very easily, even though I stole gear from sarcoph and did a runner. Any help out there would be much appreciated. Cheers

Posted by ericdoman at 2005-03-2909:39:00    
Loving mod at mo but stuck. Have done a few sidequests and have done all quests set by guildmasters except paladins. Spoken to head bloke at temple of light but turned away, in journal it states doing more research? How can I find out more on temple of light/paladins OR are some of the subquests tied in to giving me the answers I need? This is the only unfinished quest I have and so i guess that when it is completed I can move onto III. Cheers

Posted by Zonzibar at on02/07/05
Good mod, open-ended yet a bit repetitive.

Posted by Taliesin_ttlg at 2005-01-2422:53:00    
Many thanks for your kind words.

Posted by Anonymous at 2005-01-2422:29:00    
Just want to say that that I recently played through the three Quinn modules and found them generally quite enjoyable. There are a few rough spots which could benefit from a bit of polish, and there are a few bugs that are cropping up--but these latter are probably the resutls of patches rather than bad design. Overall, the series is quite well made. But above all, I must compliment the author on a grasp of the style and genre and for putting together an "evil" module that doesn't pander or aim solely for shock value or maximum gore. Congratulations! Unlike much of the +blocked+ that somehow managed to achieve HoF status, your work truly deserves to be recognized as example of overall excellent technical quality combined with a solid sense of story-telling. Although for anyone that truly enjoys this series, stop at the third. The fourth, not by this author apparently, doesn't measure up.

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