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BUT...
... the nasty little surprise in the lowest level did !
Very good module, let's go on to the night raid
Any info on if this would be fixable or not would be nice. Enjoying this campaign otherwise.
Once again, the mapping is stunning. They say the devil is in the details, you must rule hell by now ! Never had so much pleasure exploring in solasta. Not even the official campaigns are so well designed. Every corridor, every room looks perfectly organic and with purpose. Like theses places had a past and our characters disturb the dust of what's left of it.
The encounters are very cool and challenges changes very intelligently, with very different arenas.
What a delight.
Thank you for your exemplary work.
It was a fun experience though.
Seeing as he just single-handedly wiped my team, I think I'm going to move on to other adventures. Your series was my first non-official delve into modules. Good times! Thanks for making it.
I'd forgotten the exact nature of the trap and didn't want to look it up, but this module made me grin a LOT.
I just re-created Slave Pits of the Undercity for Talespire for online D&D play, and this was a LOT like it.
Been re-creating Secret of the Slaver's Stockade as well. My favorite module of the olden days by a lot.
(cont.)
Again pretty high on loot, everyone in my party now has three attuned items at level 6, but likewise it seems balanced for it. The map design was quite good again, as well.
Recommended custom module!
But I see a problem (outside of typo's). A2 Assault on the Slave Lords is 'pose to be for lvl's 4-5. I'm using my lvl 4 characters that I finished A1 with.
BUT the very first thing this module does is give you XP and level all the characters to lvl 5.
So if it's for 4-5, and the first thing it does is level you to 5th, then why say it's for 4-5 if you are forcing 5th level characters right off the bat?
The stirges in A2 cause Doomblade Cut on a successful bite but there is no way to remove it and the PC isn't given a Con save each round as they should be per 5e rules.
If the Con save can't be added, then could you make it removable by at least one of the following: Lesser Restoration, Cure Poison, Cure Disease. I have tried those all and none work.
Thank you for such great work and I can't wait for Against the Giants!
Not crucial, as there is enough stuff to loot everywhere
Wait... a troll ? Was there a troll somewhere ^^ ??
Ok give me a sec Ahriman.
EDIT: Ok Ahriman, the placeables have been moved and its been pushed again. Just hit the FROM DISK and it will fix your saved game.
In the sewers there is a large group of orcs with the shaman at the end, however they cannot be engaged because the path to them is blocked by the 'vines'.
Temple now includes the Troll that pops out of the offering box, per the original.
Also now includes the actual Slave Pits in the Classic Module which could not be put in prior.
And I share your pain with the RNG.
The idea behind the optional encounters is indeed to be able to come back and beat them once you're 5th level if you cannot beat them at 4th level.
That said its an optional encounter so you can just avoid it if you don't want to take it on. But its great exp.
I'm not so sure you'd have liked the Basilisks though as the original encounter though. That's basically 2 saving throws vs Petrification from each party member per round. Someone is going to fail, and be turned to stone.
I read the 5E version of them and its a lot nicer than 1st Ed version as you get a second save on the next round to avoid it being perminent. But still... likely by probability, you'd lose someone, because you won't take both of them down in 1 round.
At least with Ghouls they have to hit you first before you need to make a saving throw. Basilisks do not.
the first Ghoul encounter you are talking about, is only 8 Ghouls. BUT... originally in the module they are waiting in the caved in room above, and they jump on top of the party after you've already entered the room. So you start the encounter surrounded. I had to improvise of course, and create little alcoves to hide them in and see if you walked into the trap, but in your case you retreated through the door to choke point them, which is a valid strategy.
The only one changed was the Ghouls in the ruined courtyard area. That is originally supposed to be a pair of Basilisks, However that is a much more deadly encounter than the Ghouls, and I don't have a Basilisk in the toolset.