New Module: Crypt of the Wight King

Silverquick
Level 6
3 weeks ago (edited)

Its a 5th-7th level module, using the Dungeon Creator. 

Basically you'd tracked all those Wight Team encounters you see in game back to the source of the Wights. The module is more difficult than the original Solasta Campaign as the numbers of bad guys are increased in comparison. 

https://www.nexusmods.com/solastacrownofthemagister/mods/33?tab=files

Here are the things you need to know before you begin...

This is the first module I've done with the Beta Toolset for Solasta, which is in early access at this time.

Download the file and place it in this directory
C:\Users\(user name)\AppData\LocalLow\Tactical Adventures\Solasta\UserContent\Locations

Start up your Solasta Game and select New Adventure>Campaigns>User Campaign>change. You should see the module Crypt of the Wight King listed there to select. You can then add characters.

This module requires the characters you use to be 5th-7th level.
So you will have to go into your Character Vault, select the characters you want to use and select the Level Up button and continue leveling them to 5th, 6th, or 7th level depending on what level of characters you wish to take through.

The initial area is the Base Camp, I have left many of the items you would have in the original Solasta Campaign at these levels in a Chest next to the resting point. BUT they will have to be Identified so bring a character capable of identifying magic items if you wish to use them. I have also left Rations in the Chest so you can take a Long Rest and Prepare Spells as your characters are likely to have auto selected spells at this point.

This module is tested with 5th level characters, but if you want an easier challenge you can select 7th level characters to use as well.

Recommend at least 1 Cleric or Paladin for the Class Choices as this adventure is heavily against undead. But there are certain areas that you may need a Thief or someone with the background of Lowlife to get through but those are the optional areas. Rations are scarce so a class that can either Create Food or cast Goodberry will also be helpful.

Playtime is around 1 hour and 15 minutes.

Leave any Feedback of bug reports Here or on the posting itself. 

3 weeks ago

I enjoyed it, no bugs. Might put some more arrows in the starting chest

 is my only suggestion.

IXI
Level 9
3 weeks ago

The module is more difficult than the original Solasta Campaign as the numbers of bad guys are increased in comparison. 

so the number of bad girls are the same? are there any sarcophagi in your dungeon? how about sarcophagals? 


yellow flower of courage

Silverquick
Level 6
3 weeks ago

Lol!!

Silverquick
Level 6
3 weeks ago

I enjoyed it, no bugs. Might put some more arrows in the starting chest

 is my only suggestion.


Thanks for the feedback, I will definitely look into more arrows. 

Silverquick
Level 6
2 weeks ago

Oh for those who get stuck... 

The answers are often hidden behind the Mausoleums. Find those, you find the secrets. 

2 weeks ago

Thanks for the really good instructions (on Steam as well). I finally got started with it a couple of days ago, but just made a LV5 party and beat the first battle. I liked how it started a bit suspensefully. Now thinking of playing more today. 

I'm playing on Scavenger mode for now, but I've been playing on Cataclysm on the OC. Anyway, I got a little too excited and fireballed up the first wave of enemies, but I'm wondering how much I should rest to get the proper experience. I usually don't spam rest too much on the OC, but it sounds like the base camp is designed to be used a few times. What do you recommend?

Silverquick
Level 6
2 weeks ago (edited)

Use the base camp as much as you want, in all of them there is another camp further on if you can find it. 

Its kinda like D&D, you can leave the dungeon and go back to your base camp or a resting point, but technically in D&D you leave the dungeon whenever you do and go back to base camp, so I left it at the entrance there

What you can't do, is for example like in NWN where you could just squat down right there on the spot.

But the base camps further in are always hidden behind either a crawlspace or secret door or a place that would be considered safe from monsters. That's the only real requirement is Rations and a safe, out of the way place. 

Eventually the initial one gets pretty far away the deeper you go. 

EDIT: As for the location you're in, from a Test standpoint they are based on one Fireball per room, to extend your spell usage before resting. In a nutshell the large encounters were tested with multiple tactics and spells. So... optionally you can use Cleric's 3rd level spell Spiritual Guardians in place of a Fireball along side a Wizard Flaming Sphere, so you don't have to go through 1 encounter, then rest, then 1 encounter, then rest. etc. The other is to Use Turn Undead to split the Monsters and take them on at your leisure. Conserving your spells will get you further in and Rations are limited. 

Depending on which Secret Door or Crawlspace you find... it could either go like this... Large Encounter>Large Encounter>Medium Encounter>Small Encounter... or Large Encounter>Medium Encounter>Small Encounter... or Large Encounter>Medium Encounter>Large Encounter>Small Encounter. 



Silverquick
Level 6
2 weeks ago

Oh yeah... and trust me... you won't have to play on Cataclysm in any of my Modules. 

2 weeks ago

Cool, I'll try to get back in there soon, after I get thru some work. Will rest a bit liberally and see how it goes.

Have you played Cataclysm much? I posted about it on the subreddit, but I'm totally stuck at the Crown Room fight. Lol.  You kind of need some ace tactics to survive, unless you really cheese it. Or you need to level up more thru random encounters.

Silverquick
Level 6
2 weeks ago

No I really don't, its too artificial for me, 

Also, jacking up monster hit points ends up making magic pretty useless. The magic is designed against the current level of hit points of the mobs, and unlike with melee, its not endless. The point of using specific spells is because they are supposed to have a great affect on target as a game changer. But that becomes pointless once you jack up the hit points of monsters. 

There are many ways to make things more difficult than just HP and attack, and it makes the game artificial, like orcs with 100+ hit points. Where you're going... that's an orc?  Seriously?

When you do that soon you end up not really playing D&D at all, but rather some generic RPG that has no relation and it really starts to feel like it after a while. 

1 week ago

Philosophically, I totally agree with you. I liked the encounter model they used in NWN, where it chose the makeup of the encounter based on your level. If they had something like that, and the difficulty level changed the formula, making it a certain percentage more difficult based on the number and type of enemies you face, that would be ideal. Like, for example, a 4 Sorak encounter would have an extra Sorak or two on Scavenger, and then a boss type as well on Cataclysm. If the AI gets a little better each difficulty level, that's nice too.

Balance-wise, it does ruin a lot of spells and tactics. For example, most saving throw-based spells and effects are not as good, and you end up focusing a lot on AC and causing disadvantage by dodging, etc. It does make your tanks very one-dimensional, which is disappointing. A cantrip like fire bolt does help wizards stay relevant to a point, but the balance is different for sure. Wizards do have utility spells though that come in handy, like Dancing Lights and Fly, etc.

That said, it's actually a lot of fun even if it's not really D&D. It's like a puzzle trying to see how to beat the game even when they're cheating. I'm learning more about some aspects of the game because I need to adapt, and what I'm finding is that I'm screwed in the harder battles unless I place my PCs in the best possible places. I'm liking the tactical challenge of it at the moment, but at the same time we can at least be glad the DM allows for tougher battles at normal D&D rules, as you have been doing with your mods.

Silverquick
Level 6
1 day ago

Well on the lighter side Blackguard, 

I do like the idea of the enhanced AI for spellcasters, the current default AI for spellcasters in kinda lacking. I think they need to do a better job on that one. You can't just have an NPC running around casting nothing but Chilling Touch when they have a full arsonel of other spells.