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HHQ6 Wizard's Challenge II (2e)

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There is trouble in the frontier town of New Haven. A beast from the Badlands is terrorizing the simple farmers, and reports say the creature is immune to the local militia's weapons. The baron of the land has called upon a wizard to solve what his soldiers could not.

Can the skills of one wizard let him or her find and kill what a contingent of skilled warriors could not?

"Wizard's Challenge II" is and Advanced Dungeons & Dragons adventure designed for a Dungeon Master and one player character wizard. This adventure is the sixth in a series of adventures focusing on an individual character away from a regular campaign. A character will need all of the knowledge and skills available only to a wizard if he is to succeed.

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Product History

HHQ6: "Wizard's Challenge II" (1994), by Kevin Melka, was the sixth in a series of "Head-to-Head Quests" for AD&D. It was published in September 1994.

Continuing the One-on-One Adventures. "Wizard's Challenge II" continues the second sequence of one-on-one adventures for AD&D 2e. Like its predecessor, HHQ5: "Fighter's Challenge II" (1994), it's a challenge for one GM and one character of levels 4-6. It's also set in a generic locale so that it can easily be introduced into any campaign where a wizard needs a bit of catch-up. 

As with the other books in the second sequence of 2e one-on-one adventures, "Wizard's Challenge II" doesn't actually carry the "HHQ" code, as TSR stopped printed product codes on its book covers in 1994.

Adapting for Wizard Play. The first series of 2e one-on-one adventures worked hard to make sure that its cleric, thief, and wizard adventures didn't focus entirely on combat. That's somewhat true of "Wizard's Challenge II," the first non-fighter adventure in the second series. It focuses on some roleplaying, problem solving, and wizard-specific abilities. It even reminds GM that he can give out XP for "good play."

However, "Wizard's Challenge II" also puts a lot more focus on combat than did its predecessor, HHQ2: "Wizard's Challenge" (1992). In fact, it notes that the "Militant Wizard" kit would be well-suited for the adventure and that "specialist wizards with poor offense - such as Diviners, Enchanters, Illusionists, and Mystics - may have difficulties." 

Adventure Elements for the 1990s. As with many of the other adventures in the "Challenge" series, "Wizard's Challenge II" takes tropes of 70s and 80s adventuring and updates them to the 90s. Thus, the adventure starts in the town setting of New Haven, and from there the player ventures into a tower, through the wilderness, and finally into the ruins of Neconillis - all notions and locales common to adventures from the 80s.

However, those commpnplaces are all backed up well with plot and backstory, which is what tended to define TSR adventures in the 90s. Thus, there's a monster haunting the region that must be found and brought down, while the wizard's tower and the ruins of Neconillis both have detailed histories.

Monsters of Note. This adventure includes a rare use of a yugoloth (daemon) - an outer planes race that's been much more popular in monster manuals than in actual use over the years. The "Least Guardian" had previously appeared in the Monstrous Compendium Volume Two (1989) and in the Monstrous Manual (1993).

About the Creators. Though Kevin Melka wrote his first RPGA Network tournament way back in 1983, and his gaming group had been volunteering at Gen Con since 1985, this was his first published TSR supplement.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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Product Information
Electrum seller
Author(s)
Rules Edition(s)
Pages
32
Edition
1.0
ISBN
1-56076-889-4
Publisher Stock #
TSR 9454
File Size:
15.62 MB
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File Last Updated:
August 20, 2013
This title was added to our catalog on August 20, 2013.