How many orcs can you blow up with one fireball?
Is it a good idea to insult the spectre of a centuries-dead archmage?
Do kobolds ever scratch their nether regions?
Do kobolds even *have* nether regions?
You will find answers to these compelling questions and more while playing The Wizard's Apprentice.
The Wizard's Apprentice is a story driven module which is set In the Cloven Mountains on the continent of Faerun. It is intended for Wizards. It is possible for a Sorcerer or a Bard to finish the module, but it may be necessary to start at a level higher than first due to the difficulty of combat. Other classes are strongly discouraged as they will not be able to complete the module. If you choose to multi-class it will likely make the module more difficult, but if you take at least one level in the aforementioned spellcasting classes, it will be possible, although very difficult, to finish the module.
Any of the races will fit well with the plot. Due to the difficulty of combat, if you choose a race with a level adjustment you may not be able to complete the module.
Conversations and journal entries will guide you as you proceed through the game. While there is a central plot, There are several side quests which you can complete at your leisure. Some are more difficult than others. If you are not powerful enough to complete a particular quest, I recommend you leave it be and return when you have reached a higher level.
You must proceed with caution in The Wizard's Apprentice or you will die. A lot. Keep your defensive spells at the ready and save frequently as there is no respawning. Explore all areas thoroughly and talk to everyone to complete quests and learn more about your surroundings. There are ample items, potions, scrolls, and other things to assist you. They are there for a reason, to keep you alive.
This module is the first in a series. Questions are raised which will not be answered in this module. You will receive items which do not appear to be immediately useful.
You must have both Mask of the Betrayer (XP1) and Storm of Zehir (XP2) installed in order to play this module.
1) Place the .mod file entitled "TWA Prologue" in the "modules" folder in the Neverwinter Nights 2
folder in your "My Documents" folder.
2) Place the folder entitled "The Wizard's Apprentice" in the "campaigns" folder in the Neverwinter Nights 2 folder in your "My Documents" folder.
3) Look in the folder titled "The Wizard's Apprentice" and copy the file "giant_ant.hak" into your hak folder which is found in the Neverwinter Nights 2 folder in your "My Documents" folder.
***IMPORTANT NOTE****
It has been brought to my attention that the ending cutscene of the game will occasionally not play. If you get to what seems like the end of the game, but don't get a cutscene that tells you that you are finished, then reload your last save and do it again and it should work the next time. I am working on releasing version 1.2 which will contain the fix. Thanks for your patience.
_______________________
Credits:
-Thanks to the whole community who answered so many of my scripting and toolset questions.
-Particular thanks to Knightmare and Kaldor Silverwand who answered a lion's share of scripting questions for me.
-Thanks to Tani and Sothis B. for the Terra Coppa tool which was indispensable.
-Thanks to Arpharazon for the Giant Ant model. Great Aunt Gertrude wouldn't be the same without it.
-Thanks to ScriptWiz for the excellent site NWN2Scripting which was instrumental in learning basic scripting.
______________________
Note:
If you play a small race, ie: dwarf, halfling or gnome, you will not be holding a shovel in the opening scene because
animations for these races do not support proper animation for a 2-handed weapon. For the full effect of glorious shoveling, play a larger race.
Master's dialogue fix. If you are having problems getting your master to recognize that you have completely explored the tunnels beneath the tower, download this file and put it in your MyDocs->Neverwinter Nights 2-> Override folder. It should solve the problem.
Posted by smdkeef at 2012-10-28 10:01:43 Voted 8.50 on 10/28/12
I love spell casters, so I really appreciated and enjoyed this module. Very much looking forward to playing the next one. Great job to the creator.
Posted by Wabach at 2012-10-25 07:14:20 Voted 9.75 on 10/25/12
oh my, i want next part now !
2 things : can't find the staff for the wizard girl in the tower, and can't gujess the use of the color sphere in the library.
1 small bug : mass reduction doesn't work for the tiny hole. Why ?
Posted by WacaDL at 2012-10-02 00:21:48 Voted 10.00 on 10/02/12
Hi again, just found out that my game wasn't properly patched to 1.23. Could be that that was the problem. Will reinstall and patch again and hope that it will be fixed ;)
Hi, I am trying to play this mod, but each time when I am in the prologue scene, digging a hole the, the game crashes. Seems he has problems with the prologue. I've installed the v2.0 and put the TWA Prologue folder as a whole in the Module folder. Also when I try to start with a already made character the game immediately crashes, while creating as new one does work. Any ideas, I read the comments and the mod should be good.
Started this module now, it seems fun and interesting so far. I had a problem with the journal entries, but it worked fine when I copy-pasted the one from the Mod file into the Campaign file.
The battles are really tough, though. I play on hardcore, so I guess I've earned it. I really miss having a ranged weapon, playing with an Elven wizardess with a decent DEX I would be way better off with a bow of sorts. As it is, I'm forced to use my spells all the time, and therefore forced to rest much more frequently than is warranted by the story - so it kind of hurts my immersion a bit.
But this is just a minor problem. I guess I might have started the game with a pre-created character with a ranged weapon. I just thought it was right to create the char in-game, and take what equipment was placed there for me.
Posted by GCoyote at 2012-08-07 20:02:50 Voted 9.00 on 08/07/12
Excellent module! A bit more hack-n-slash than I was expecting but overall, "FUN".
Loved the gags including Larry, Darrel, and Darrel.
Once I figured out how short the range on the teleport wand was everything went pretty smoothly.
Only bug was the Journal issue noted below. Hopefully I'll have time to play chapter II next week.
Great work! _________________________ Too much ammo is a self correcting problem.
Posted by GCoyote at 2012-08-04 22:38:35 Voted 9.00 on 08/07/12
The journal file in the campaign dir is only 100 bytes and blank. Copy-paste module.jrl from module directory to campaign dir, and when prompted select replace.
Fun so far. Great terrain, novel creatures, low-fantasy dialog. I'll be back when I'm farther along.
_________________________ Too much ammo is a self correcting problem.
G'day Mate (Matt). Had a few issues during this run through (last one was Nov 2010).
Had the issue with the master after completing the caves and ended up having to restart with the new master.dlg in place. Oh well.
Also just about completed now and there is only one journal entry, the first one.
Also can't find the gloves to finish the RW quest. A clue to which area I should look please?
Looking forward to the sequel (which is why I'm doing this one).
Thanks Brad
Posted by Enyavar at 2012-07-17 17:13:33 Voted 10.00 on 07/17/12
voted 10, a very solid and fun module and quite some inventions and ideas there.
The riverwizard island was a bit tough though, even when I got the level-2-spells I would usually aggro the wolves+goblins, then run back to the boat, cast all the spells and then vamoose to rest (rinse and repeat). Even with the Winding River staff, I needed the same approach for the beetle mound: Aggro a beetle, run back to entrance, kill one or two beetles, then go to surface and rest.
The final battle was great. And the sequel was overwhelmingly good, but just look at my comments there ;)
gonna play again and now look for the riverwizard item. I found the belt only......
Posted by Lucka478 at 2012-06-14 09:49:13 Voted 10.00 on 06/14/12
Just finished it and i enjoyed it very much.
The only thing that i couldn't find by myself were the boots so i had to search the comments for the location of the tree and then for the bear.
Thank you for your work and i hope chapter II is at least as good as this one and since it has the highest score in top rated list i think i will not be disappointed.
Posted by ralebeau at 2012-06-12 07:36:07 Voted 9.25 on 06/12/12
A very good start, knowing as I did that part II was waiting when I finished. A fraction off for the empty journal entries that left me dependant on my own very faulty memory, and testing my NWN2 install to check at my end before I saw Jordim's comment and moved that .jrl file. That out of the way, good story and humor spots set in very nicely designed areas to aid the story telling. A great first step into the epic and amazing journey in part II. I sure hope there are enough vault dwellers left to have both these reach HALL of FAME status, NWN Gladiatrix made it not long ago so perhaps. For a few downloads more there is a NEXUS site neverwinter.nexusmods a .com site that even got me a few extra just for some portraits. I worry about the vault when the Advertising wrappers go empty or just missing. Anyway thanks for all your work on Apprentice, got to get back to play and finish up part II.
Posted by Krebal at 2012-05-23 08:05:55 Voted 9.50 on 05/23/12
very nice
Posted by Jordim at 2012-05-20 07:11:45 Voted 4.00 on 05/20/12
First, journal file is lost, you must copy-paste module.jrl from module directory to campaign dir, in order to recover journal entries.
After a good begining, the module becomes a hack&slash... an unappropiate development for a L1 wizard character... no companions even.
You won't meet the halfling, but there is a belt to be found on the other side of the creek. Just stomp around in the tall grass for awhile and you should bump into it. _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
Posted by VeritasWaits at 2012-04-12 18:03:05 Voted 9.75 on 04/12/12
Thanks for the quick reply, that's what I was missing. And yeah I found the cave. Nice conclusion to that questline :).
The only other loose end I noticed was that the bartender mentioned a halfling who had lost a belt somewhere "north of the magic shop". I've walked all over the Riverbend map and explored the swamp but haven't run into any halflings. Not to keep bugging you about quest hints :D.
I'm looking forward to finishing tonight and exporting to Chapter II. I'm always amazed at the level of detail and fun you mod makers manage to cram into your projects. I pulled my copy of NWN2 out of storage to give this and a few others a spin and am very glad I did. Thanks again!
You need to use the sylph droppings on the carapace. If you don't have the sylph droppings it is because you have not found the sylph tree in the forest around the master's tower. Look around and see the sylphs. They will give you a quest. Warning: if you are a specialty school that prohibits summon creature I, then you can't finish it. Then you need to cheat. I fixed the bug, but that version is still pending posting on the vault.
to create sylph droppings:
open the console by pressing the ` key
type debugmode 1
type giveitem sylph_droppings (if that doesn't work, try sylph_dropping)
Did you find the cave on riverwizard isle? _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
Posted by VeritasWaits at 2012-04-12 13:28:20 Voted 9.75 on 04/12/12
Great mod! A good tactical challenge which is a nice change from the OC.
One spoiler-ish question: I carefully fought my way through the beetle tunnels and now have the Queen Beetle Carapace in my inventory. I'm guessing from the description that I can do something with it, but I can't figure out what (don't have any crafting skills on my character...). I hate having unfinished loose ends at the end of a game, care to throw me a hint?
Posted by Vagg at 2012-03-29 13:13:32 Voted 9.00 on 03/29/12
thank you, it worked fine!i just finished the mod,my favorite along with the maimed god's saga!it was less difficult than i expected from reading comments here, as soon as i got mirror image and fireburst things got smooth.Lots of grenadelikes at the begining though!
onward to chapter 2!!i enjoyed this mery much, thank you again :)
Hi Vagg. You have correctly guessed the intended solution - summon creature I will solve the puzzle. I have not developed a satisfactory work around for evokers.
In Wizard's Apprentice II, I solve the problem by creating universal scrolls that can be used by any specialty, but in part I, I hadn't come up with that idea yet.
The most important part of the quest is getting an item call the Riverwizard's Boots. Since there is no way for you to solve the quest, I'll give you a debug code so you can get the important item from it.
this should result in the item being created on your character. If you have problems, let me know. _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
Posted by Vagg at 2012-03-29 08:13:17 Voted 9.00 on 03/29/12
Hello there, thank you for sharing this excellent piece! I would be happy if you answered one question:The sylphs have given me a quest about bringing them some animals for entertainment. I found the bear and parrot alright :) What about the wolf? Where can i get one? All the wolves i ve seen were hostile and being an evocation specialist, i can't use conjuration spells to summon one!
Posted by Vaeterchen Frost at 2012-03-26 08:28:47 Voted 8.75 on 03/26/12
Great fun!
But there are some mistakes (like a tile floated with water) and the beetle-combat is pretty tough, a bit too tough imho.
I think you may be right about the order thing. I'm going to re-look that. I'm glad you got it sorted. I hope the rest of the module runs smoothly. If you run into problems, let me know and I am confident I will be able to resolve them. Happy wizarding! _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
Solved the problem by loading a previous save and going through the caves again and this time it worked. Apperantly, or maybe, you have to do it in a certain order, like maybe explore the upper caves first before you explore the cave with the teleporting creatures. Also in my previous attempt I hadn't captured one of the creatures and went back and talked to my master and when asked about specimen I said no and went back and captured the creature. Then after talking with my master again the bug appeared. Maybe there's some bug there about doing it in a certain order or something I don't know....
Getting really frustrated at the moment. I seem to have the same problem as hammama 1 and tried the debugmode thing you told us about here but nothing seems to work. I just reply to my master "No not yet" although I've explored every inch of the tunnels.
You need to go to Riverwizard Island. You get there via a boat that you find in the town of riverbend. Go to the edge of the river and you should find a small useable boat. Click on it and it should give you the option to go to the riverwizard isle. Look on the logs around the island and you should find some.
Note: be ready when you get on the boat. Stuff starts happening pretty quickly once you get on the island. _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone