Solasta: Crown of the Magister

Solasta: Crown of the Magister

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M0 Moathouse on the Border
File Size
0.102 MB
Sep 3 @ 3:53pm
Sep 15 @ 1:48pm
2 Change Notes ( view )

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M0 Moathouse on the Border

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Moathouse on the Border
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This is the beginning adventure to a new campaign.

This module is for 1st or 2nd level characters and is about 4-5 hours long and will get them to around 3rd or 4th level.
NOTE: This module makes use of the Merchants Mod by Zappastuff, if you have this mod, you will be able to use merchants, but if you don't you can still play through it anyway.

Traveling as guards on a merchant caravan, you sought passage to Grimhaven, a small town on the edge of a large forest, where tales of strange goings-on and rumors of an old evil again rising have piqued your interest. Merchants traveling to the area have sought mercenaries for hire to defend against increasing bandit attacks. It was the perfect opportunity for your band to cut its teeth and test your skills before arriving in Grimhaven.

You didn't have long to wait, as the caravan was attacked shortly after leaving on the journey. Though you managed to fend off the bandits, several of the wagons sustained heavy damage. After another five leagues, the caravan had little choice but to stop to repair the wagons.

The merchants have asked you to scout the nearby forest for danger while they make repairs. They inform you that straight ahead is a long-empty cabin that should be scouted for supplies, and to be wary of the lake to the east, as an ogre has been known to frequent nearby. Also of interest is an old abandoned moathouse previously garrisoned by the former lord of the area.

You prep your gear in preparation for an expedition to... the Moathouse on the Border.

NOTE: Special thanks to Vincto and SimulationCommander for playtesting this module.
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Silverquick  [author] 15 hours ago 
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 22 hours ago 
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] Oct 23 @ 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 Oct 23 @ 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 Sep 20 @ 4:20pm 
Thanks for the tip
Silverquick  [author] Sep 18 @ 12:56pm 
Note: Those gray walls in the cabin are not actually "walls" they are empty space.
Silverquick  [author] Sep 18 @ 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 Sep 18 @ 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] Sep 15 @ 1:48pm 
Added some medium armor to the beginning stash.
Silverquick  [author] Sep 9 @ 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.