Wizard preferred, but any pure Spellcaster possible
No DM Required
Single or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
A desperate apprentice wizard arrives at the Red Rook Inn. He brings news of a great calamity that has befallen the wizards' enclave of Mageholm. Will no one step forward to render him assistance? Altruism need not be the only motive. The catastrophe may be the perfect opportunity to loot the wizards' treasure and secrets. But the threat is very real, for incarnations of chaos itself walk the halls of Mageholm and they will not easily be repulsed.
Requires both SoU, HotU, and patch 1.69 (older 1.68 version still available for download).
Posted by Steve_Savicki at 2011-06-04 16:30:41 Voted 5.00 on 06/04/11
Average dungeon romp. Thanks for creating though. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Posted by notbono at 2010-04-22 11:36:32 Voted 8.75 on 04/22/10
We played this in multiplayer and had surprisingly few problems. There are some original ideas here that our group definitely appreciated. Thanks!
Posted by amers1015 at 2009-08-27 21:21:29 Voted 6.00 on 08/27/09
I thought this was a pretty decent little mod. It had an okay story and I didn't find any bugs, but it never really grabbed me. I mean, I had a good time, but it wasn't anything great.
I appreciate the efforts of the author though, as always. :) _________________________ The less you know, the more you believe.
Posted by Mirgalen at 2009-04-07 05:53:20 Voted 6.00 on 11/15/08
I just tried the new version with a witch (spell casting druid). I like the horses. Yet I got bored early on and did not continue. Last year I completed the module with a (melee) druid who was able to crush or slash whatever mob would show up. This time however, my character had a hard time facing mobs of 12-13 creatures with HD ranging from 9 to 15 (rather extreme CR/EL rating IMHO). Also, this adventure is a heavy H&S module where sword and bow are replaced by a bunch of spells. It could be so much more if the author would try to make the "Wizard" think (e.g. look for clues, invent a way to deal with the problem - like spell combo or other, experiment, plan for a counter attack...).
I would recommend it as a combat challenge/arena for (tough) spellcaster but note that your character abilities (Int/Wis/Cha) and/or skills are irrelevant here.
Posted by jfoxtail at 2009-01-31 19:37:08 Voted 8.75 on 01/31/09
Wow - has it been that long? 2004 to 2009.
Haildodge has made a number of fine contributions to the NWN community. This is another.
The mods length is short; yet that should not be a primary consideration of a vote. Shortness and repetative foes make complete sense with the authors objectives here.
Good immersion. Nicely crafted hooks get you in the game quickly.
Thank you HD for many years and plays of enjoyment.
Posted by Mirgalen at 2008-11-15 17:19:37 Voted 6.00 on 11/15/08
Forgot to vote.
I found this one not as good as "Night of Venom" or "The Scrolls or Netherkhan" but much better (and a lot more logical) than "The Gods Themselves".
Worth a try for sure.
Posted by Mirgalen at 2008-09-07 16:57:00 Voted 6.00 on 11/15/08
A decent module.
I tend to agree with the reviewer here.
+ Module for Spellcaster
+ Original story
+ A certain level of realism (see note)
- Repetitive combats
- Average atmosphere (Mageholm did not feel that real to me)
Note: True, I was bored with the combats after a while but I do agree with the author's monsters mix. I have seen too many modules where (for the sake of diversity and/or fun) one author would place in a same room creatures that should be in another environment or two types of monsters having no reasons to cooperate (or solitary creatures showing up in groups).
Posted by herrjeff at 2008-08-17 05:38:10 Voted 8.75 on 08/17/08
Very well designed mage residence, with proper use of rooms and placeables. The battles tend to be repetitive, even if the choice of foes is logical. At least, the greater green and grey slaadi offered an interesting challenge to my Fighter4/Wiz11 PC.
My PC had the spell required to finish the module, as notified by the readme file and the vault page, but wouldn't it be simple to put some check right at the beginning when the NPC comes asking for help? I would also suggest to have a mean to revive your henchman, if desired, and add a closing dialog once it's over.
Posted by Razide0506 at 2008-04-06 11:37:33 Voted 8.00 on 04/06/08
This was a fun, well put-together module that was entertaining, though not outstanding. The combats were fairly challenging and logically designed; all the monsters that appeared had reasons for being there. Same thing with the puzzles. The only thing I might call a flaw is that you can't finish the module without knowing Greater Dispelling. Since I didn't read the readme first, I didn't know this, and so I got stuck at the end. The scroll really should have been available within the module. Aside from that, I was disappointed at the low xp awards - not even enough to gain one level - and the section of the module in limbo was kind of pointless too. Aside from these things, there was nothing really wrong with the module, but not much that really made it stand out either. It's pretty much a fun little diversion, and that's all.
Posted by invisig0th at 2007-07-09 06:08:12 Voted 8.75 on 07/09/07
Great spellcaster-only module. Would have liked a more clear conclusion (perhaps have the gnome initiate a conversation with you and thank you -- which wouldn't prevent you from tying up other loose ends.) Overall, a lot of fun, clever, well crafted, and just a really good additional adventure for a spellcaster that has completed the NWN Official Campaign (OC). Haildodge, thanks very much for the time and effort that went into this.
Players, do read the first part of the readme TXT file before playing, just to make sure you are properly prepared for the adventure. _________________________ - Invisig0th
Posted by Mirgalen at 2007-02-13 16:19:26 Voted 6.00 on 11/15/08
As a pure RPer what I would expect from a Mage module would be the opportunity to learn a few new spells (e.g. walk in a wizard's library) as I do not buy scrolls. According to the readme I need to cast a couple of spells my character does not have yet.
Posted by mremustard at 2006-10-10 12:32:15 Voted 10.00 on 10/10/06
I had a *lot* of fun with this module! I particularly like using magic for non-combat activities. I wish there were more wizard-centric modules like this.
Posted by resistorman at 2006-02-14 22:31:07 Voted 7.00 on 02/14/06
Good fun, but hinging the whole end on a spell I may or may not have is a definite drag. This game should be labeled for wizards only.
As it turns out, I had a scroll for magic dispel, but would not have been able to complete the game as a sorcerer if I hadn't. This would have been a 9 if a rod or scroll had been available. Of course, a wizard wouldn't have this problem.
Posted by Calgach at 2006-02-08 10:02:04 Voted 8.25 on 02/08/06
I hope 8.25 is not considered a bad vote, I wanted to vote but didn't want to hurt the rating with what I consider to be a more rational 'compared to mods X Y and Z' type vote. There is so much rateing inflation now I can't seem to give a really meaningful vote without the risk of making enemies :-( .
Posted by Calgach ( 69.194.xxx.xxx ) at 2006-02-08 09:53:39
I played this last night because it was listed in Hugie's Class Specific Mod list on the NWN forums.
It was ok, it was playable with only one glitch I can think of and that might have been due to the fact I am using patch 1.67 beta 1.
So, on the up side this was a servicable mage mod, it played quick and didn't have any tedious parts parts.
The down side is that there just wasn't much to it in terms of story or plot. It was very strainght forward and while there were some puzzles they were not very many and they were not very deep, I can only recall one real puzzle and it I was able to get on a second try (I'm still not sure that puzzle worked right in fact, I think my first attempt made more sense than the one that worked).
Would I recommend it? Sure, for a quick hack n spell romp, why not?
Just uploaded version 1.3. It still only requires path 1.62, but I did a test run-thru with 1.66 patch as well. 1.3 includes some script/dialog fixes from the DM Version of the Mod.
Re: PRC. I don't think this module is PRC compatible. In particular, I think the PRC overrides the default spell scripts in order for Caster Level to work with the new classes. Since this module overrides dispel magic scripts (in order to allow for enhanced dispel magic functionality), there is likely a conflict.
Posted by Anonymous ( 24.8.xxx.xxx ) at 2005-07-24 21:18:39
This is a fun mod but nearly broken at the end. At least with the PRC, my Eldritch Knight 8/Wizard 5 was unable to dispel the final portal. I lucked out and managed to get a Rod of Reversal to work...after multiple reloads.
I'm not sure if this was an effect of the PRC or something else, but once I tried to cast a dispel spell, I would get a consistant message of "The Dispel attempt failed, you cannot succeed using this spell." This occurred for normal dispel, greater dispel and also the Rod of Reversal if I cast a dispel on the portal first.
If that end had worked seamlessly then this would be a great mod. Its still fun.
Posted by magus77 at 2005-05-08 04:46:00 Voted 9.25 on 05/08/05
Played your mod, and enjoyed it. If you are interested, here some comments:
Pros: Intelligently written, graphically beautiful, map notes, good sound and music, believable and logically consistent story. (The last two are not always the case, if you look at the OC *grmbl*)
Cons: XP is not given out, if the user manages to reach an objective. At the end 5000 XP are given at once, this is dicouraging, especially because the fights bring nearly no XP. Fighting is not hard, but one would like some small reward, for example after solving some puzzles, and so on. This is different to the usual practice and lead me to think I had done something suboptimal.
The earth elemental is nearly unusable because it is a pain while following, it gets constantly stuck. Not your fault, but annoying.
The added limbo level is nicely done, but seems to be senseless. The philosophical dialoges with the hermit are fun and typical for a mage, as it is typical for a mage (in my book) to be nosy enough to step into the portal. But there should be some objective, or at least - see above - a XP reward.
While the story is nice and original I wished for more dialogue, and more options: All mages are dead or missing is a bit thin. I wanted to talk to the priest, but all I could tell him was that Soren died, he did not even ask why and how...
If one could save one of the wizards, or at least find out what happend (like the golem lady, where I found hints), this would be even better.
Well - the module get 9.25 from me, I enjoyed it very much. Thank you!
Posted by Xiphias at 2005-02-24 16:39:54 Voted 9.00 on 02/24/05
Posted by Brandiles at 2005-01-24 12:34:00 Voted 8.50 on 01/24/05
I just finished this module and thought it was a lot of fun. Definitely underrated. It had some nice touches, and the combat was well balanced and enjoyable for my brand new wizard. It had an interesting story too. More detailed comments can be found along with my vote. Thanks to haildodge for the great time!
Posted by Brandiles at 2005-01-24 12:27:25 Voted 8.50 on 01/24/05
This is an underrated and overlooked module. Chaos at Mageholm is the first module that I’ve played that requires you to play a spellcaster. However, one should be clear that it does not do for spellcasters what Rick Burton’s Paladin Trilogy did for paladins, or Kale’s Rangers did for rangers. What it does do is provide a fun adventure that is customized and well balanced for spellcasters. You do not start out as a young wizard under the expert tutelage of a master, learning the ropes of your profession. Instead, you enter the story as an accomplished wizard and come to help a young apprentice wizard with a disaster at the young mage’s stronghold.
I played a fresh wizard that I allowed the module to level up to lv13, as well as outfit with 50,000 gp automatically. I found the story to be good and generally a bit mysterious, at least at first. You arrive at the mage’s “school” to find it under siege by Slaads. Most of the instructors, priests, servants, and apprentice wizards are dead. Your job is to first figure out what happened, and then solve the problem and rid the place of monsters. There aren’t really any grand surprises, but it’s engaging and interesting.
The henchman is excellent. As a level 10 wizard, he can take care of himself, and does a good job of helping against the tide of chaos. He will use ethereal visage and other defensive spells to good effect, and as a result I died more often (two-three times) than he did. He will also use summon creature with high frequency, so if the two of you use your summons, you’ll have two tanks to hold off the baddies. The only problem with him is that since he does use all these defensive spells, it sometimes takes him a few rounds to enter the fray. This is more a drawback of nwn than of the module. I didn’t experiment with asking him to cast his own spells…maybe it would be possible to order him to cast his spells immediately after resting. Anyway, besides being a decent combatant, the mage also provides good dialog and serves as a good companion throughout the module. He often volunteered knowledge or opinions on our course of action.
There were no rest restrictions, aside from not resting near enemies. While some might frown on this, I thought it worked well in the module. There’s enough baddies that you do have to rest every few battles to replenish your spells. Having some sort of additional restriction would probably be more annoying than anything else. Having to hunt down a nearby baddy so that you can rest was difficult enough at times, especially when you’re really low on spells. I know folks will say “that’s what scrolls and wands are for,” but those cast at such low levels that they’re barely effective against these slaads.
Combat started off moderately easy, and progressively got more and more challenging. You generally fight slaads, but it is still quite varied. You sometimes fight them solo, and sometimes they are in very large groups. It is not uncommon to encounter 5 or so slaads at once, who will immediately summon additional allies, making for a battle against 10 opponents. Area of effect spells, especially improved or maximized fireballs or icestorms work great (and are a lot of fun!!), as do spells like fear or cloudkill. There are four varieties of slaads that you will encounter in this module, and each has different strengths and weaknesses. Furthermore, there are times when you will encounter slaads fighting other foes, all of which will also be hostile against you. Finally, there are occasionally some clever tricks and traps you’ll encounter that may surprise you, not to mention put you in a bad spot real quick. Generally, I thought combat was well balanced and a lot of fun.
There are a variety of nice touches that do make this seem more like a spellcaster mod than just another hack and slash. There is a special “summoning stone” than will summon an elemental of your choice to assist you in your fights against chaos. There are a variety of fun gadgets and wizardy sorts of things, including a scrying stone (is there a function for this?) and lots of golem parts. It may(??) be possible to make your own golems here, but I didn’t have any crafting points and didn’t experiment the materials I found laying around. Would be really cool if that were possible. The author also makes good use of some spells, especially dispel magic, at various points in the mod. I also liked that you had a lot of decisions in terms of how you went about accomplishing the side quests. For example, one quest asks you to recover a particular tome. When you find it, you can of course take it to the fellow who wants it. But you can also decide to keep it yourself and perhaps learn from it (not really…but you can roleplay that your character does, and perhaps makes a career change because of it), which provides a nice roleplaying possibility for my chaotic neutral wizard.
I did have a few suggestions for improvements:
* I made the mistake of not having greater dispel in my spellbook before leaving the inn. I had to use the workaround you posted on the vault to create a greater dispelling scroll so I could finish up. If a spell is that essential for the completion of the module, I’d strongly recommend placing it somewhere in the module. True, this might allow a rogue with high Use Magic abilities to complete this module, but it would still require skill with magic and therefore would enforce that this was a spellcaster module.
* In general, I found what loot there was to be of good quality. However, I was hoping for a bit more in the way of custom wizard or sorcerer equipment. For example, a custom cloak (you have plenty of robes), belt, boot, ring, and/or helmet would all be very welcome.
* At first, I thought the use of random voices in the tavern was a nice touch.. But after about 5 seconds of hearing them yell “yeah,” “right!”, and whatever else, I actually found it more annoying than anything. I’d much rather just have pop-up text above their heads indicating that they’re talking…or, perhaps, some sort of other more “white noise” sounds of chatter playing in the background.
* I found that the xp granted for this adventure was a bit on the low side. Quest rewards at the end seemed fine, but the monster xp was very minimal. My wizard did not gain a level in this module. I’d expect that after 3-4 hours of play (which is what it took me), not to mention the completion of a major adventure, I’d gain a level, or maybe two.
* It would be nice to have an option to save your character at the end of the module. Or perhaps this was possible if you tried to leave the inn? I didn’t try that. But I do prefer a tighter ending in that sense.
* Spoiler follows!! While the conversations with the henchman were interesting enough, I would recommend that he have more of a reaction when he discovered that his fellow apprentices and instructors are transforming into slaads. He was pretty passive when we walked in and took out his old master.
* Spoiler follows!! Unless I didn’t grasp what was going on, I thought there was one striking inconsistency. The pyromancer wizard was supposed to be female, but the slaad version of her depicted itself as a male. I guess I expected that she’d maintain her form while trying to deceive us.? Or was that not really her, but just a random smart green slaad? I loved the deception though, it made for a tough fight.
* Spoiler follows!! There is never any explanation for why we didn’t seem to be affected by the slaad disease, even after we’d been injured by the slaads.
Overall, I found this to be a solid, fun little module. It was nice to play something that was clearly designed with spellcasters in mind, rather than the typical “fighters will have the easiest time, but spellcasters should be ok too!” sorts of modules. I will have to check out some of the other offerings from this author!
Posted by dvir at 2004-11-25 08:48:41 Voted 8.50 on 11/25/04
Posted by brocoons at 2004-10-14 20:48:02 Voted 7.00 on 10/14/04
Posted by cobracommander at 2004-08-14 13:02:09 Voted 9.00 on 08/14/04
Posted by romanandrey at 2004-07-19 20:30:19 Voted 8.00 on 07/19/04
Posted by tanstaafl28 at 2004-07-19 17:49:00 Voted 8.00 on 07/19/04
This mod was very enjoyable to play. If there is one thing we need more of, its mid-to-upper level mods, and casters seem to get neglected quite often. Somedays I feel witty, others foolish. Then there are the days when I feel witty AND foolish.
Posted by tanstaafl28 at 2004-07-19 17:36:45 Voted 8.00 on 07/19/04
This mod is delightful for the mid-level caster. It is engaging, varied, and requires problem-solving skills. It is also short enough to knock out in an evening of one is so inclined. Any missing details or bugs are so minor as to make them difficult to spot. The storyline holds up rather well. Some sort of sequel would be great!
Posted by Impera at 2004-07-19 11:47:00 Voted 8.00
you can choose some of the levelup modules - it is possible to adjust your level there and to pick some items. I remember "halls of advanced training" as an example. You can also use console commands but it is a bit more complicated :)
Posted by Dwayne at 2004-07-17 14:14:00 Voted 8.50
My son is interested in playing this module but the only mage he has is 20th level. Will the encounters adjust for level or will he have to wait and play it later if he has a mage of 13 to 15 level sometime in the future?
Posted by Anonymous ( 67.126.xxx.xxx ) at 2004-07-17 13:40:00
Uploaded a version with a fix for the Death Armor potion bug raised by Dwayne.