Solasta: Crown of the Magister

Solasta: Crown of the Magister

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The Settlement
   
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Content Descriptors: General Mature Content
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4.750 MB
29 Mar @ 2:54pm
7 May @ 12:36pm
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The Settlement

Description
A short trip into Bernie's World. A hiring agent in the capitol city of Holloway alerted you to a notice of work in the far north. Unsure what to expect, but with few other prospects, you make the journey north eager to start a new chapter of your life.

THIS IS STILL A WORK IN PROGRESS. Two of four planned chapters should be fairly bug free. Chapter 3 may end abruptly.

Synopsis: As an untested company of adventurers, you respond to a notice for hearty pioneers to help tame the wilderness in a remote settlement. Eager to prove yourselves, you head north into the unknown.

Details: This is a short campaign, my first attempt, based on the world and some of the characters of a novel I have been writing on and off for the last decade. Its origins were for a pen and paper D&D campaign that never came to fruition. Solasta was a good place to finally do something with it.

Scope: Starting at level 1, there should be enough content to advance to at least level 6 with ten or more hours of game play. Being my first campaign and learning how to use the DM along the way, the plot is fairly linear. I hope to expand and continue the campaign in the future.

Difficulty: The encounters are designed to be challenging for a well-balanced party (tank, area of effect/controller, healer, ranger/rogue). There are a few skill challenges requiring perception, history, and intimidation/persuasion. Followers are available at certain points (and recommended).

Recommendations: A few dialogs and a future plot use non-Common languages. Having a character that speaks other languages would be useful. Having a ranger/rogue that can deal with traps, locked doors/chests, and follow tracks would be useful.

DLC/Mods: Requires all DLC. No Mods were used.

Content Warning: In addition to the violence associated with a harsh fantasy world there is adult language and themes of a sexual nature and possible scenes of implied sexual violence.

Miscellaneous:
• A wand of identify is available to purchase early on.
• Crafting of consumables (potions, arrows/bolts) is available. Harvestable components are plentiful. Recipes and components for armor and weapons are NOT implemented at this time.
• Custom weapons (purchased or via quests) and improved armor (as found loot) become available as you advance.
• Conversations have consequences. Ending dialogs on a negative outcome could jeopardize further progress or effectively end the campaign.
• Some NPC dialog has hints: (+) positive outcome (?) lore (-) negative outcome.
• Text of banter NPCs with more than one line of speech end with “…”
• World map is implemented and enabled after approximately level four, but there is no content and few locations at this time.

There is a debug dialog and chest of loot for testing purposes on one map and some buttons on various buildings in others. These are not intended to be used during a regular play-through and they will be removed. Pushing the buttons could affect your progress.

Acknowledgements: Inspired by the campaigns of Artyoan Thanks to Rivfader for SCHelper which I used to construct some merchant inventories and clean up loose ends. Thanks to Knuckledragger, Defilade, and Gunfighter11 for testing and encouragement.
8 Comments
GregMahn  [author] 9 Apr @ 8:02am 
Thank you for your very detailed and thorough feedback. I will work on bugs as suggested, but unfortunately, this is not high on my priorities right now. Since this was my first attempt at using the DM, I started changing/improving things as I learned how it worked. There are probably some inconsistencies as a result. The quests/events after the orc quest are still very much a work in progress. The pieces are there, but there are probably many things that need work. I thought everything up to concluding the orc quest was solid, but I will take a look as time permits.
eod_dad 7 Apr @ 5:54pm 
Forgot to add: When Historian Albrecht sent us up to get the key, there's no key in the closet. I think that's because in the quest step prior, "Return the Rubbings and Crown," he took the rubbings and crown and sent us for the key but the Return part never completed and still shows as active. I'm guessing it was supposed to spawn the key?
eod_dad 7 Apr @ 11:46am 
Finished this today, enjoyed it, and gave it a tentative thumbs up for a work in progress. Party of four, using UB.

I don't know how much work you want to put in this with Solasta II on the horizon but I'll start with bugs, then things I liked, and finally things that aren't my particular cup of tea.
eod_dad 7 Apr @ 11:46am 
Bugs:

1. Valerie didn't remove pelts when I turned in her quest. I happily sold them for gold but I don't think that's intended behavior.
2. Mathias' quest for eight spider silk didn't remove silks either.
3. Speaking of Valerie, I persuaded her to sell me her items for the pelts and 500 gold, even though I only had 24 gold on me. She took my 24 gold. Probably need a dialog check that greys out the 750 and 500 gold options and instead says, "I'll come back later when I have enough," or some such.
eod_dad 7 Apr @ 11:45am 
4. Mathias' Coyote quest didn't complete in the quest log even though he said it was complete and started me on the next quest. I had to complete it with the in-game debugger.
5. Starting a fight in the dialog with the Thugs by the docs near the brothel doesn't actually trigger a fight, they stay green. ("Get 'em boys!!" ....collective shrug)
6. During the first fight in the orc event, the cut scene dialog with Mathias triggered after killing the second orc shaman even though the fight was still in progress.
7. There's no dialog from Issac to go see Granny Smythe after the rescue. I figured she was next since she was standing right there.
8. In Reunite With Ivetta, it doesn't tell you where in town she is. There's only a few places to check, but still.
eod_dad 7 Apr @ 11:44am 
Things I liked:

1. The orc sequence stood out as good story telling, a heroic call to action, and a sense of urgency. Would have love to see more of that in the rest of the story.
2. Multiple travel paths between load screens as they became available, but I wish they were more consistently implemented.
3. Fast travel, although honestly for as little as the other locations were fleshed out it kinda felt like they should have just been included in the settlement. I do like that fast travel gives a legitimate opportunity to craft.
4. Weapons were very good without being overpowered. Just +1 to hit/damage but the extra effects and secondary damage types really made them fell like something special.
5. The herb bag was great, but by the time I got it I honestly had gathered more herbs than I could use.
6. The availability of NPC help for the tough fights, and in ways that make sense in the story.
eod_dad 7 Apr @ 11:43am 
Not my cup of tea:

1. Fetch Quests.
2. Killed some pests for me? Great! Now go kill some more.
3. Merchants that buy your stuff at different rates. Feels bad when you find one later with much better rates after you already sold hard won expensive items for a fraction that you could have got.
4. Excessive use of ambush spawn mechanics. A few are good to keep players on their toes but this felt like four out of five encounters were ambush/spawns.
eod_dad 7 Apr @ 11:43am 
Suggestions:

1. If a fight can be avoided by speech skills, it should also award XP. Yes it's easier but you don't get loot either.
2. There should be a warning to not attempt the crypts prior to level 5. Maybe don't make the brown brothers available until then.
3. Crafting.... needs work. If I hadn't added recipes via UB I don't think I could have crafted anything beyond potions and ranged ammunition. Even with UB recipes I could only craft a few +1 armors and weapons due to almost zero crafting gems provided or found.

Good luck and looking forward to the rest of the adventure.