RELEASE: Ruins of Ilthismar Campaign

Silverquick
Level 14
4 weeks ago

Background:

The caravan you are traveling on is attacked, leading to an impromptu exploration of an old abandoned Moathouse. There you encounter an shadowy group serving a mysterious 'Master', and unearth a strange map to an unknown destination. The fallout from the confrontation sends you on a fantastic journey to an ancient lost city preserved in time by unknown magics.What happened to this city, and why did it disappear? And who is this mysterious 'Master' that dwells there now?

https://steamcommunity.com/sharedfiles/filedetails/?id=2645808195

NOTES:

This Campaign is the sequel to the dungeon module Moathouse on the Borderlands and incorporates it. It is a campaign that takes characters from level 1 to level 12. Estimated 30 hours of play time and as extensive as the Official Campaign.


Ruins of Ilthismar Campaign:

- Total of 45 Maps taking characters from level 1 to level 12.

- Sequel to Moathouse on the Border and can use Exported Characters from that module with gear and levels.

- Beautifully crafted areas, dungeons, and towns.

- NPCs with dialogue and interlude cutscenes

- Merchants for gear and selling

- Caravan system for transport within the Ruins.

- Customized monsters, NPCs, and Journals,

- Intense combat taking advantage of all party abilities.

- Recommend a balanced party.

- No Mods required


BALANCED PARTY DEFINED AS: (One of each of the following 4th Edition Terminology)


Defender: The Tank or heavily armored character who stands in front with a lot of hit points and AC. Generally this is read as a Paladin or Fighter usually in Plate with Sword and Shield. Or Life Domain or War Domain Cleric. Though I hear the new Barbarian Stone Path may work here. Life Domain Cleric gets Heavy Armor Feat for free, and can be combined with Lawkeeper background for Martial Weapons. Battle/War domain can cast with weapon in hand, but does not have heavy armor only Medium (Aka Half Plate + Shield)


Striker: The high single target damager. This is usually defined as Ranger, Rogue, or Greatsword Spec Paladin (Smite + Followup Strike Feat and Two Handed Fighting Style). But could include the New Barbarian class as generally Barbarians can put out significant single target damage.


Controller: Battlefield controller defined as Area of Effect Specialist, whether that be a Nuker style mage like a Shock Arcanist, or a Disabler style Mage like the Green Mage. Classes that fit this bill include Wizard, Sorcerer, Battle Cleric, Elemental Cleric, or the new Druid Class with correct spell selection that allows it.


Healer: This is going to be either a Cleric or Druid, as no other class can do it. And in Lost City of Ilthismar, you’re gonna need healing. Strongest pure healer is the Life Cleric. But all of them can still do the job.


You will need someone who can unlock chests and doors, so make sure you’ve got either a Rogue or another class with the Lowlife background.

Silverquick
Level 14
4 weeks ago

Oh forgot to Mention, No mods needed to play this. 

Maasq
Level 2
3 weeks ago

Excellent. Off to download and play this!

Arasaka
Level 2
3 weeks ago

Just finished the Solasta campaign so I grabbed this from the Steam Workshop. Looks good!

I noticed your back catalogue has some Classic module inspired entries. As a old-school D&D player I am also of a mind to bring these classic modules into 5e. So this campaign will be part adventure, part tutorial so I can see how it's all put together and what you can do.

Recreating an old SSI Goldbox or something would also be an interesting challenge - Solasta feels so similar to them. I'd love to see those classics brought into 5e too. Probably thinking too ambitiously though.

Anyway, thanks for putting these classic-inspired modules together - I'll have to check these out!

Silverquick
Level 14
3 weeks ago (edited)

Just finished the Solasta campaign so I grabbed this from the Steam Workshop. Looks good!

I noticed your back catalogue has some Classic module inspired entries. As a old-school D&D player I am also of a mind to bring these classic modules into 5e. So this campaign will be part adventure, part tutorial so I can see how it's all put together and what you can do.

Recreating an old SSI Goldbox or something would also be an interesting challenge - Solasta feels so similar to them. I'd love to see those classics brought into 5e too. Probably thinking too ambitiously though.

Anyway, thanks for putting these classic-inspired modules together - I'll have to check these out!


Honestly I do want to do PoR and the others, I think I can definitely do them justice. 

That said... the other classic modules in my catalogue are going to be updated over the next week or so. I've spend this weekend monitoring my Module Posts for Ruins of Ilthismar to make sure there were no bugs I missed that kept people from playing through, 

But once I'm satisfied everyone will be alright, I'll be Updating those older modules to the new Campaign and tools we now have available after the Patch. So they will also have Merchants and things like that. Plus instead of like 3-5 different individual pieces haivng to be downloaded they will be a single module post and a single file. Eventually I will also combine the Entire Slavers series into a kind of Scourge of the Slave Lords conglomerate. 

So good things in the future. 

Thank you for playing and I hope you enjoy your time in them. 

Maasq
Level 2
3 weeks ago

I'm looking forward to the campaigns, Quicksilver. I've read good things about them, but packaged up with a town and merchants - they will be brilliant. Keep up the good work!

Arasaka
Level 2
3 weeks ago


Honestly I do want to do PoR and the others, I think I can definitely do them justice. 

That said... the other classic modules in my catalogue are going to be updated over the next week or so. I've spend this weekend monitoring my Module Posts for Ruins of Ilthismar to make sure there were no bugs I missed that kept people from playing through, 

But once I'm satisfied everyone will be alright, I'll be Updating those older modules to the new Campaign and tools we now have available after the Patch. So they will also have Merchants and things like that. Plus instead of like 3-5 different individual pieces haivng to be downloaded they will be a single module post and a single file. Eventually I will also combine the Entire Slavers series into a kind of Scourge of the Slave Lords conglomerate. 

So good things in the future. 

Thank you for playing and I hope you enjoy your time in them. 

Appreciate your hard work and will definitely wait for the campaign packs/updates. I would love to see a full Scourge of the Slavelords series.

I'm glad to see that I'm not the only one thinking of how the SSI games could be done in Solasta, I think they would be great.

IXI
Level 14
3 weeks ago

starting playing it and it is fun, one question, are all of the magic items pre-identified ? if so i might make an new party,i have one character there only for identification spells and i'd rather replace it with a different character


yellow flower of courage

Silverquick
Level 14
3 weeks ago

No not all of them are, there are some, 

I tried to at least account for parties without a Wizard, but the deeper you go, the more you will need it. Because the identified items all tend to be the lower powered ones with the exception of the crafted ones. 

That said a lot of the good weapons will need to be crafted. 


Rufus
Visitor
3 weeks ago

Hello i got stuck in the second area where you are supposed to find something to unlock the giant door in the underground ruins. I can't find the thing i am supposed to find. I looked everywhere and i now i am stuck.

Can you tell me what i need to do to proceed with the campaign pls ?

Silverquick
Level 14
3 weeks ago (edited)

That's not actually a door to progress, 

If you're at the door in the Cellars, that is only a connector point to the Mansion in the Eastern Valley and cannot be unlocked from that side. The holder of the Scroll of Unlock that unlocks it, is actually in another zone entirely. Its a connector point for fast travel from the Mansion in the Eastern Valley. 

So you'll have to go back above ground and find your away around to unlock it. 


[spoiler]






If you're talking about the Northern Gate from the Inner Valley of the Eternal (same zone as the Orc Villa), that can only be unlocked by the Wand Key you will find in the Academy in the Southern Valley. But that will open the doorway to progress to the end so you'll want to make sure you've explored the Western Ruins Outskirts, Southern Valley, and Eastern Valley before actually opening it. [/spoiler]


Rufus
Visitor
3 weeks ago (edited)

mmh i explained myself poorly. i am not that far into the game yet.I left town with the expedition funded by Demitrius Wilkers, the caravan took me to a forest area, in this forest area I found 3 doors that lead underground. Two of these doors are connected so that if you enter from one you come out of the other.

The third door leads to this area Demitrius mentioned we need to find the stone of passage but i can't find it q_q

P.S. i am level 4 if that helps


Silverquick
Level 14
2 weeks ago

Oh I see, ok well... 

You need the Star Gem of Ilthismar to open the door to get into the Stone of Passage. 

Check the Merchant to make sure you didn't accidently sell it to them. Its on Cressa The Black's Desk in the Catacombs in the Initial Ruins entry you're in. 

You're in the building with the Stone of Passage in that Picture you linked. 

Silverquick
Level 14
1 week ago

Ruins of Ilhismar now at 1100 Subscriptions and 38 Ratings on the Workshop. 

Thank you all for playing and enjoying it so much. I have never had a module rise this fast with this many subscriptions or Ratings in such a short period of time. 

IXI
Level 14
1 week ago

great game so far, where do you want bug reports?  the magic dice that cast bless once a day have only worked once.  it says 24 hours cool down but i've had several long rests since my first use?


yellow flower of courage