Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Kehallos Aug 24, 2021 @ 1:05pm
Camped for the Night - resting between Dungeon Maker Dungeons
I've made a simple mod/dungeon to ensure that characters adventuring through Dungeon Maker dungeons can always heal up and start their next adventure with full health and basic potions.

I had a nasty shock when I realised I was starting a Dungeon with a nearly-dead party after they had emerged from a previous dungeon mush battered! So, I made this:

Camped for the Night: <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2584003127">https://steamcommunity.com/sharedfiles/filedetails/?id=2584003127 </a>

UPDATE:

This now includes:
* Five merchants, covering all group types
* One camp fire
* A small herb patch and a little Magnesium "quarry" to give you the ingredients you require for the lowest-level healing potion
* Some free rations (in the tent by the campfire)

(The updated version (November 10th) no longer supports the Dungeon Maker Merchants mod, as this is no longer needed to get merchants working. So, no other mods are required. Should work for everyone.)

The aim is to ensure that if you are adventuring through Dungeon Maker dungeons, you can always heal up and start your next adventure with some basic potions - it isn't intended to be a source of endless buffs!

If there is anything else that folks think I should add, let me know and I'll update the mod accordingly.

Thanks!

K
Last edited by Kehallos; Nov 10, 2021 @ 11:31am
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Showing 1-6 of 6 comments
Ommamar Aug 24, 2021 @ 9:06pm 
Cool.

I personally always go back and rest at the last campfire before I exit a module just to avoid this from happening. I also choose to have a ranger or greenmage who can cast goodberry so I am not dependent on rations to use the long rest. The ability to craft the low level potions is a nice touch that could open up for more parties to be viable.
Kehallos Nov 10, 2021 @ 11:27am 
As the devs have now added merchants to the dungeon editor (yay!) I've updated this to include all five merchant types. So, all goods can now be traded here between adventures without the need for any extra mods.
magritte Nov 10, 2021 @ 12:34pm 
Would this work between different levels of the Caer Falcarn dungeon? I'd given up on finishing the Lower Necropolis because I've hit an encounter that's too hard for a fourth level party with no magic items or potions...because I have no wizard or sorceror, I can't identify anything.
Ommamar Nov 10, 2021 @ 12:38pm 
Originally posted by magritte:
Would this work between different levels of the Caer Falcarn dungeon? I'd given up on finishing the Lower Necropolis because I've hit an encounter that's too hard for a fourth level party with no magic items or potions...because I have no wizard or sorceror, I can't identify anything.

You can select any of the modules that have the different levels to start at but you would have to level up characters to play those specific modules if you wanted to skip ahead in the module order.
magritte Nov 10, 2021 @ 4:21pm 
Originally posted by Ommamar:

You can select any of the modules that have the different levels to start at but you would have to level up characters to play those specific modules if you wanted to skip ahead in the module order.

So I'd have to finish Caer Falcarn but I could go there between Caer Falcarn and Dun Cuin. Well, it at least gives me a reason to try to finish C.F. Maybe I can get past this encounter if I lower the difficulty.
Kehallos Nov 10, 2021 @ 4:58pm 
Originally posted by magritte:
Would this work between different levels of the Caer Falcarn dungeon?

I can't comment on Caer Falcarn specifically, as I'm not familiar with it. But I guess that depends whether you are playing a single campaign/adventure, or individual dungeons. Within a campaign, I don't think you could teleport out and back again, but between stand-alone dungeons, sure.
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Date Posted: Aug 24, 2021 @ 1:05pm
Posts: 6