Solasta: Crown of the Magister

Solasta: Crown of the Magister

Investigating the Kult of Kuthulu
21 Comments
tcpipnut 1 Mar @ 9:34am 
Thank you for the excellent short module! I took a few breaks during my playthrough and completed it in just under three hours. I had recently finished the NWN: EE version of "N1 - Against the Cult of the Reptile God" (which was fantastic!) and was looking for a short Solasta module to play. This was perfect. I started at level 1 and ended at level 3 with a Fighter, Cleric, Ranger, and Sorcerer.
Cervando  [author] 10 Feb @ 8:19pm 
Thanks taoistarts. I did intend to expand this into a series of interlocking modules, but instead I used my next, competition-enty module to inspire a campaign, as it felt more original than this one. I have started it, but it's some way from being finished, as I had another large campaign the go.
Cervando  [author] 10 Feb @ 8:15pm 
Thank you very much WalterJabsco. I had fun creating it, even though it was rushed due to the competition deadline and my other commitments.

I have a couple of other modules up and I have two huge levels of a campaign that is on hold, due to burnout and lack of time.

I was a beta tester for the game, involved mainly with the player creation tools and TA were absolutely amazing at listening to our feedback and suggestions. However, the testing and judging of Sir Madnesses later competitions, in which I had to test over 30 modules burnt me out. Sadly with work I have less free time than I did, but I hope to finish my campaign eventually.
Cervando  [author] 10 Feb @ 8:07pm 
Thanks 空.明. As it was created as a very small dungeon for s competition I had to keep it brief, but at the same time I did try and make it unique. It was written a long time ago, before many of the recent changes, and had I made it more recently I would have incorporated more checks for sure, but as Sir Madness will tell you, I was rushing to get this finished by the deadline.
taoistarts 22 Jan @ 4:25am 
Very enjoyable. Great dungeon design. I loved every bit of it. Any plans on doing a follow up? I'd love to continue this story and see what other devious designs you can incorporate.
WalterJabsco 7 May, 2024 @ 2:43am 
A fun quick module. I really liked the dungeon setup, it was much more interesting than most others. I will definitely be looking to play your other modules. Great job!
空.明 9 Jan, 2024 @ 8:46pm 
only one feedback though, I feel there is a missed opportunity here to incorporate more ability checks like perception, nature etc. I think allowing the party to pick up clues like footprints or breathing around the corner etc rewards good team design. :)
空.明 9 Jan, 2024 @ 8:45pm 
I really LOVE this campaign! I started with a new level 1 squad of four, a theifling leading 3 halflings and it was a lot of surprises and fun. I love how you manage the levelling of the campaign where we get to spend significant time at level 1 before moving to level 2. Those fights at level 1 were my most memorable. I like that you also designed for louder approaches or stealth approach. The dungeon design is atmospheric and a lot of heart. I played on authentic and LOVE it! Are you making more adventures?
Cervando  [author] 23 Jan, 2023 @ 9:16am 
Hi Mirrored Way. The guideline was for starting levels, depending on the players experience. It's designed to be for more experienced players, so for them level 1. For very new players,I would suggest level 3, as some fights can be tough and I used some tricks to provide surprises for those not paying attention. I personally think most players can manage starting at level 1on authentic difficulty. For instance, when I entered it in for a competition, the YouTuber Sir Madness TV struggled with the puzzle room, although others haven't, and he stumbled into the boss room without realising I had placed an illusionary wall, getting wiped out in the process, as he hadn't paid attention to the clues, nor rested and prepared beforehand. I have changed the puzzle room, so there is an alternative escape route for those unable to solve the puzzle. The vast majority of feedback form Discord and playtesters has been very positive. I hope you like it.
LaughingThunder 22 Jan, 2023 @ 2:34pm 
When you say "1 to 3," do you mean that the starting level is 1 and expected ending level is 3?
Cervando  [author] 30 May, 2022 @ 4:07am 
Hi Barden, good question, I thought I had included it in my description, I will add it. It's designed for a party of level 1 to 3.
Barden 29 May, 2022 @ 5:12pm 
What's the starting level?
Cervando  [author] 21 Nov, 2021 @ 2:51pm 
Ah I got you. Yes the Acolyte spells can target through the illusionary walls, as can any ranged attack, yours or theirs, but I guess it is a nasty surprise if you aren't expecting it. Note, the gap is only 2 squares wide, as the rest of the illusionary wall is still in front of the walls either side of the secret door. So you can use the other room to hide from acolytes and they will be forced to enter that room in order to target you as unlike the lightning bolt, they cannot target through regular walls.
phillberrie 20 Nov, 2021 @ 7:18pm 
The lightning bolt with its defined area effect was fine, if unexpected. It was the spells with the Wisdom-based saves that require the target be seen that the lesser acolytes were throwing that I was a bit surprised at them being able to cast through the illusion. No big deal, but my retreating back into the outer room didn't benefit my characters as much as I thought it should.
Cervando  [author] 20 Nov, 2021 @ 4:26pm 
Hi phillberie, From the games point of view, the illusionary wall doesn't exist and so everyone can move, sight and fire through it. It's a trick in connecting walls that I exploited. Normally you cannot place them end on end nor freestanding like I did. However, the final room mobs only spawn when you enter, to prevent them joining in the previous fight. Furthermore, note that regardless of the presence of the illusionary wall, certain spells, such as lightning bolts, can pass right through any object, including regular walls, so even if you retreat out of the final room, the boss can still target you through the walls. That is assuming your characters have been seen and are not stealthed or invisible. Apparently TA are aware of this bug, but it would require a huge fix, as they would need to change the parameters of every object in the game to prevent this.
Cervando  [author] 20 Nov, 2021 @ 4:23pm 
Meant to say that until you solve the puzzle room, the final room has a secret door behind the illusionary wall which is why you cannot see or enter it. Once the door is opened, the gap reveals part of the final room as a visual clue to support the previous clues given in the puzzle room.
phillberrie 19 Nov, 2021 @ 2:55pm 
Hi. Just realised I didn't answer the question in your post, and 'yes' I did sort of stumble through the wall. I could see the room was there, but couldn't see how to get into it. I clicked inside the room thinking that the game might be smarter than I was and the characters just walked through the imaginary wall and immediately found themselves in combat.

One thing I did think was a bit strange was that the bad guys were able to cast spells that rely on site through the illusory wall, so my retreat to a more defensible position didn't work too well. Is the illusory wall one-way?

Cheers.

Phill.
Cervando  [author] 18 Nov, 2021 @ 3:38pm 
Hi phillberrie,

Did you stumble through the 'wall' like Sir Madness did after you fight his namesake?
phillberrie 16 Nov, 2021 @ 11:23pm 
Hi Cervando.

I play ironman, so beating the final boss will have to wait until I send in another group :-)

The only suggestion I can make is perhaps some hints about the nature and numbers of the final boss fight might be a good idea...

I suspect if my group had been fully rested they might have been able to win, but they were pretty much out of everything when they stumbled into that last room.

Still enjoyed the dungeon though.
Cervando  [author] 16 Nov, 2021 @ 9:33am 
Thank you phillberrie. Hopefully you beat the boss on your reload. I don't think the fight is too hard, albeit Sir Madness wandered into the room by accident and promptly died as well, mainly as he hadn't rested and was both injured and used many of his spells etc. Any feedback is welcomed.
phillberrie 15 Nov, 2021 @ 10:57pm 
Despite dying right at the end. I thought this was a great dungeon.