Solasta: Crown of the Magister

Solasta: Crown of the Magister

Moathouse on the Border
20 Comments
onealone 10 Jun, 2023 @ 4:58am 
I've been looking for mods by Zappastuff here and on Nexus and cannot find them. It seems a mod required by other modules called DM Pro is even not in the Workshop or Nexus.

It's possible I am flubbing up the search parameters. Any help appreciated.
Phase 12 Dec, 2022 @ 6:57am 
A very well written and designed adventure. Quite interesting and fun. Thanks for making this!
BigRowdy 15 Nov, 2022 @ 8:20pm 
Oh really. I did not take time to read. Excellent because I downloaded that mod as well.
Silverquick  [author] 15 Nov, 2022 @ 8:11pm 
No this one should work as norrmal, though in truth it was incorporated into Ruins of Ilthismar already so unless you're looking for just a short module. you could just as well do the full thing.
BigRowdy 15 Nov, 2022 @ 7:39pm 
Does this require an update because of the base game update
Silverquick  [author] 27 Oct, 2021 @ 1:15am 
I will definitely be doing that unclesporky.
For one, I will no longer have to use the Merchants Mod. I can just add them in directly from the DM. There are other things that will be added as well, once the DM Upgrades are released.
unclesporky 26 Oct, 2021 @ 5:54pm 
If this is to be the start of Ilthismar, I would rework it to incorporate whatever new features coming Nov 4 would apply, otherwise it may feel outdated and less engaging by comparison to later modules.

However I feel it may hamper Ilthismar to start that campaign separately at level 4, because to people who didn't play Moathouse you have that awkward burden of creating characters and manually leveling them to 4 from the main menu (which took me too long to figure out how to do), and then they start with no money or resources.
Silverquick  [author] 23 Oct, 2021 @ 12:47pm 
Thank you,
And your criticism is valid, but its the only way to do height differential in that tileset so it couldn't be avoided.

That said... this module is the kickoff module to the new Lost City of Ilthismar Campaign that I'm currently designing for the release on the 4th for the DLC. I still haven't decided whether to incorporate it directly into the full Campaign. I may depending on feedback. But also wanted to account for players who have played it already and want to use their exported characters.

If I incorporate it, it would be a full level 1-12 Campaign. If not it would be a 4th-12th level campaign with this module as the prequel.
unclesporky 23 Oct, 2021 @ 12:37pm 
Mini-review: a great classic-feeling dungeon that was well designed. Great wilderness area that had well defined different zones to it. Love the sewer passages that have plants up on the ledge both for atmosphere to keep you from climbing up there. I like that you embedded torches inside the walls to add ambient light here and there...just wish they didn't show up with alt. :)

I feel like in this game the walls can be a little too high to make the kind of narrow rooms and corridors of this module comfortable. You do your best with what you have but it's often harder to see what's going on than I would like.
Cold_Blood_au 20 Sep, 2021 @ 4:20pm 
Thanks for the tip
Silverquick  [author] 18 Sep, 2021 @ 12:56pm 
Note: Those gray walls in the cabin are not actually "walls" they are empty space.
Silverquick  [author] 18 Sep, 2021 @ 7:57am 
Well I'm assuming you're talking about the Cabin in the forest tileset. There is a prop in there that when placed against or on a wall will allow you to move another prop like a table directly into it. So you lay down the placeholder prop, then move your table on top of it, then remove the placeholder tile. Doors, just spin it around to the opposite direction and it will plug the doorway.
Cold_Blood_au 18 Sep, 2021 @ 7:33am 
Hi Silver love your series. Question im designing my own level and i cant get any of the tables or boxes in the huts to sit next to the wall or have the doors fit properly. Are you having this issue or have you had it and is there a fix??
Silverquick  [author] 15 Sep, 2021 @ 1:48pm 
Added some medium armor to the beginning stash.
Silverquick  [author] 9 Sep, 2021 @ 1:48pm 
Well thank you for playing, I'm glad you enjoyed it and I hope one day to be able to do that full thing.
Tabarkus 9 Sep, 2021 @ 7:23am 
This one was great! My first time playing D&D back in 1981 was in the Moathouse; this was a nostalgic return.
Silverquick  [author] 4 Sep, 2021 @ 8:12pm 
Well I'm glad you guys are liking these. I hope you continue to enjoy them.
Nadir 4 Sep, 2021 @ 4:25pm 
Thanks for the effort appreciated
Silverquick  [author] 4 Sep, 2021 @ 11:15am 
Quick fix: One Area transition in the Moathouse Villa became disconnected, reconnected and re-uploaded. Will affect and correct your saved games as well.
Silverquick  [author] 3 Sep, 2021 @ 4:53pm 
This module is a spinoff of the Classic D&D module Village of Hommlet: Moathouse.
The dungeon layer is as close as possible to the original.

Again special thanks for Vincto and SimulationCommander for playtesting and spell checking.

If you have any questions or get stuck please post here and I will answer.