"The village of Northbank was once a haven for mages of all talents and a magnet for hopeful apprentices. Its wizards' guild was a respected center for instruction, study, and research. But mysterious circumstances caused the sudden demise of the guild several years ago and resulted in the deaths of some important members."
This is my (nonlinear) classic pnp conversion of the 1992 TSR module "Wizard's Challenge (HHQ2)" and is meant for 1 to 3 wizards (multiclassed should be okay) in the 2 to 5 level range (lower levels recommended). It should also be possible to play competitively. The player travels to Northbank in search of a wizard to apprentice to. (Henchmen available.)
Posted by Kilvain at 2008-12-12 19:18:21 Voted 9.50 on 12/12/08
This is one of the few modules I've encounterd on the vault which make good use of the clock. To have the adventure driven by the date rather than by journal entries is an enjoyable change. I also liked the moments which rewarded observation (a strange case of polymorph for example). Overall, good fun. Thanks.
It's a fairly accurate pnp conversion. The 'fun' is in apprenticing to one of the master wizards as a mystery unfolds around you.
Posted by Slyfeind at 2008-05-28 19:38:30 Voted 3.00 on 05/28/08
I really, really didn't get this one. I wandered around trying to find the fun, but just saw a bunch of terrain. I managed to do a quest, but didn't care about anyone involved. Finally I read the walkthrough and found out that I'm supposed to sleep at the inn several times until things happen to me, then go to a random spot in one of the maps until a tower appears, and the final wizard's battle of apprentice versus master is...well, he's immune to magic so you have to bonk him with a stick for about half an hour. And auto-attack doesn't work so you have to keep clicking on him for every attack.
The colorized icons are great, though.
I wanted to like this, because I love playing wizards. I'll give the other one a try. It sounds deeper.
I think I basically agree with you, except those directions are correct.
The ranger never mentions going through Old Northbank. He speaks of the road (in Northbank) that goes northeast past the Zoo and Boatwright.
Posted by kmc at 2006-10-02 09:31:00 Voted 8.50 on 10/02/06
Doors and tunnels were good, but writing is a bit stilted, and directions are sometimes off. For example,
to find tower, ranger says to go northeast through old part of town, then south. Actual directions should have been SE then NW. Never found the motive behind the killings. Had a conversation with ranger about "urgent" need, when nothing I had come across had indicated any such need. _________________________ KMc
Hi Steve. Follow the road in Northbank that goes past the zoo to the east/northeast and it will lead you to that area.
Posted by Steve_Savicki at 2006-09-24 20:00:15 Voted 10.00 on 09/25/06
George, used the walkthrough - where is the NE of Northbank area? Is this the dirt mound by the hermit's cave? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
From a gameplay perspective it probably won't matter that much (and multiclassing should also be okay), but from a roleplaying perspective sorcerers don't study and train like wizards do - they have no need to apprentice.
Posted by Steve_Savicki at 2006-09-22 13:58:14 Voted 10.00 on 09/25/06
Will sorcerer's be suffice as well? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
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