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NWN2 ENGLISH MODULES

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Name  The Wizard's Apprentice
Author  Matthew Rieder
Submitted / Updated  08-10-2010 / 04-06-2012
Category  Single Player
Module Types  Dungeon Adventure, Forest Adventure
Forum Thread  Link
Scope  Part of Series
Content  Teen
TricksTraps  Light
Roleplay  Light
HackSlash  Medium
LevelMin  01
LevelMax  01
Gameplay Hours  05
Categories  Story-Driven, Class-Specific
Patch  1.23
NWN2Game  All
Description
THE WIZARD'S APPRENTICE

BY MATTHEW RIEDER

_______________________

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.

_______________________
Recommended Starting Level: 1
Typical Ending Level: 4


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.

The sequel can be found here:

The Wizard's Apprentice Chapter II

_______________________
Installation instructions:

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.

Files

NameTypeSizeDownloads
The_Wizards_Apprentice_v1.1.zipThe_Wizards_Apprentice_v1.1.zip
Submitted: 08-10-2010 / Last Updated: 08-31-2010
zip80.2Mb3740
--
The_Wizards_Apprentice_v2.0.7zThe_Wizards_Apprentice_v2.0.7z
Submitted: 08-10-2010 / Last Updated: 04-24-2012
7z57.1Mb1245
--
master.DLGmaster.DLG
Submitted: 08-10-2010 / Last Updated: 03-24-2012
DLG108.74Kb587
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.
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Comments (30):

1 2 3

Posted by VeritasWaits at on04/12/12
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 on03/29/12
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 :)

Posted by M. at 2012-03-2910:01:59    
Hi Vagg, **SPOILERS** 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. Open the console by pressing the ` button Type: debugmode 1 Type: giveitem riverwizard_boots 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 on03/29/12
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 at on03/26/12
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.

Posted by M. at 2012-03-2416:26:52    
Hi Andgalf, 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!

Posted by andgalf at 2012-03-2410:55:04    
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....

Posted by andgalf at 2012-03-2410:22:33    
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.

Posted by M. at 2012-03-2314:28:12    
Hi Hammama1, ***SPOILERS*** 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!

Posted by hammama1 at 2012-03-2301:47:00    
Hi.Where do I find a riverslime?

1 2 3

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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

 
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