Solasta: Crown of the Magister

Solasta: Crown of the Magister

The Purple Wolf
203 Comments
sheva_75 26 Oct @ 7:59am 
@Frattaglia ok thanks
791537942 26 Oct @ 3:46am 
大地图没有显示克雷登希尔村
Frattaglia  [author] 26 Oct @ 1:16am 
@sheva_75 it's outside town, you have to access the world map from the town gates (have you translated the campaign with UB?)
sheva_75 25 Oct @ 10:39am 
Main road is all i know about, but cant enter another map from here
sheva_75 25 Oct @ 10:36am 
Im in the sewers and roach is talking about a orcs camp, there is no where to be find what i see... if not somewhere else in town..? I cant find any hint where it is at all
Frattaglia  [author] 22 Oct @ 7:26am 
@mnduerrs last time I answer.

Take the Redcap. It is a random creature I found flipping the Mordenkainen book. It has this ability:
Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Now, explain to me how this is functionally different from a melee attack with +50 to hit, that forces a dex save to negate the effects (yes, I know the attack can crit, and messes with abilities like vicious mockery. Not perfect).

Does dragon breath have a chance to miss, in TT?

This is why I asked if you found creatures that do not force a save, to negate or to halve. *That* would be a bug
mnduerrs 22 Oct @ 4:22am 
@Frattaglia holy crap, you still keep avoiding my point. Stop talking about saves, as if that's what enemies with a +50 to hit bonus are doing. No creatures in the pen and paper game have a +50 to hit bonus, because that means unless a character has a 70 AC there's no chance they are going to miss. Auto hit attacks don't exist in any iteration of D&D because it takes the fun out of rolling dice to see what happens. There's a massive difference between what you're claiming you're trying to do, and what you actually did. Since you seem to be missing my point again and again, I'll say it again: no creature in any official publication of D&D has a +50 to hit. Yet just about every fight of your campaign past Act 2 has several enemies with an attack with a +50 to hit bonus, and only a few of them are swarms. That is buh-roken mechanics. Understand now?
Firfurz 21 Oct @ 4:42am 
Absolutely EXCELLENT and extremely recommendable campaign. One of the best I have played, both here and IRL.
Kustomrig.fi 20 Oct @ 10:08am 
Fantastic campaign, perhaps best there is
Frattaglia  [author] 20 Oct @ 9:01am 
@mnduerrs what? Give me an example of a creature that does not force a save. Swarms excluded
mnduerrs 20 Oct @ 4:16am 
@Frattaglia the key component you're missing there is "Save or..." Saves allow the PC to roll something that they have a chance of success at. What you've built here allows ZERO chance for success. There is nothing, ever, in any iteration of the paper published game that doesn't allow the player characters a chance to succeed. Nothing. That is what is childish and lazy. I understand you were constrained by the digital system, but taking away any chance that the characters have to succeed is childish, adversarial, and in my opinion lazy DMing.
Frattaglia  [author] 19 Oct @ 3:22am 
@mnduerrs of course everybody is entitled to their opinion.
As I explained several times in the past, excluding swarms (6 creatures on a total of over 230, a rendition of Pathfinder's official swarm subtype), all the other creatures with an excessive to-hit bonus are there to simulate attacks and abilities that target saves. It's not perfect, but the only way to do so in the dungeon maker.
Most of the creatures you'll meet in the campaign are reskins of published creatures like rutterkin, scarecrow, aberrant cultist, duergar despot, fraternity of order law bender... And to be honest, many of them are *tamer* than their published counterparts, who tend to drop their terrible, adversarial, lazy and childish abilities on the whole party through aoe.

Some of the most iconic monsters are able to use save-or-suck or save-to-halve abilities at will. Nice to know that dragons, beholders and mind flayers are the creatures who destroy the integrity of the rule system :cozycrashfish:
Fonzosh 18 Oct @ 12:38pm 
Forget the last commentary from me. Went through everything again and found it.
Fonzosh 18 Oct @ 12:35pm 
Stuck, please help
So, Im in the astral plane and has to take over a destillery for the witch harbour master. I Enter the destillery, kill everyone and goes back to captain scapegoat and he says "Finish your businees here and I take you were you want to got". Ive got nothing else to do there. No one to talk to (all dead) and no chest to open. Ive take the black candles and everything is empty. What should I do?
mnduerrs 17 Oct @ 12:50pm 
There are a lot of things about this campaign to like, but the one thing I cannot stand, that seems like a dedicated part of every fight after Act 2 starts, are the number of enemies that have a static +50 to hit. No, I'm not making that up. There are enemies in just about every fight, sometimes multiple enemies, with a bonus to hit that guarantees they can't miss. That is absolutely terrible, adversarial DMery. Making enemies unable to miss, completely destroys the integrity of the rule system for the game. Take a look through any Monster Manual for any iteration of the table top game, you won't see one creature that has an attack that is guaranteed to hit 100% of the time. It is completely childish and lazy Dungeon Mastering to send enemies that can't miss at the PCs. There are so many better methods to build fights that create tension.
Fonzosh 12 Oct @ 6:30am 
I love all your maps and hope for more. Found a small bug in this one (Ill let you now if I find more) The Ambush site on the way to the hidden librare has a chest (the one behind the boulder pile) that is unreachable)
Would also like to have craftable throwing axes and javelins. Can find every craft available the proble is there are no primed javelins and throwing axes (and no recipe to craft them yourself).
archerguy 5 Oct @ 11:32am 
@frattaglia you are AWESOME! Thank you. This DLC is awesome in every way. Thank you.
Frattaglia  [author] 3 Oct @ 1:29am 
@archerguy sorry I missed your message.
Another user asked for the straight answeer, I provided it as a comment on the image in the guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3476404206&insideModal=0&insideModal=1

Do you need anything in specific?
archerguy 29 Sep @ 6:23pm 
@frattaglia how do I send you a message? I would like some help with that cypher please.
Frattaglia  [author] 25 Sep @ 2:32pm 
@Nobody don't worry, these rooms are just silly interactions to set the mood. Don't you feel stronger, after pushing around all these boxes? :steammocking:
Nobody 24 Sep @ 9:29am 
I just started this and it looks very interesting. I loved the thief training area, however, I am not sure what I was supposed to do in the fighting training area? I moved the boxes,once each, and .. nothing happened? or did I miss something?
Frattaglia  [author] 23 Sep @ 11:51am 
@archerguy Sorry to hear, I Hope you are enjoying your travels nonetheless, feel free to drop a line of you ever find yourself Stick

@bebiaco thanks mate :steamthumbsup:
bebiaco 21 Sep @ 3:47pm 
Just finished the adventure. Wonderful campain, great story, hard decisions, nice puzzles, challenging fights - thank you so much!
archerguy 21 Sep @ 9:36am 
This DLC is amazing which the exception of the cypher and the 4 digit lock box. I spent over 3 hours of trying to figure it out. Act 2 - looking for the 3rd key. I did research another 3 hours trying to find the answer. Overall, while it is an awesomely made dlc, I just cant figure the color coded cypher.
Frattaglia  [author] 7 Sep @ 10:19pm 
@HaleMary don't worry you can and will get back. Furthermore, library levels stay accessibile even after reaching the main goal, to close secondaries and whatnot
HaleMary 7 Sep @ 2:18pm 
Really enjoying this so far! I'm on level 2 of the library and can't get out of the hermetic section. Is that intentional? It looks like the only way forward is to go down to level 3, but I don't want to do that because I haven't done most of level 2 yet. Is there a way to open the door to the hermetic section from level 3?
Frattaglia  [author] 1 Sep @ 12:12am 
@phoenixfighter09 that's definitely intentional.
Were it possible within the DM, she would have been "neutral", in the sense that she should be trying to destroy everyone and everything in the room, so this is another case of "doing the best we can within the limitations of the tool".

Tips for fighting her: don't.
phoenixfighter09 31 Aug @ 7:13am 
Not that far in yet but I've found a decently sized bug, and I don't mean the spiders. In the Credenhill tower I triggered Nezbal's 'distraction' but she's on the hostiles team and attempting to murder me through a wall. Might want to tag her as friendly unless that's intentional and she would try to kill you after asking for your help.
SirTorgus 23 Aug @ 2:22pm 
Finished last week and just want to say - GREAT JOB! Really well done on the plot line, custom monsters, pathing for different endings, dialog, etc.. Absolutely loved the campaign!
CallMeBlue 20 Aug @ 2:40pm 
Hmm. OK, I'll look around there some more. Thanks!
Frattaglia  [author] 19 Aug @ 5:20am 
@CallMeBlue have you confronted your Doubts in the section about the nature of the soul? There should be a chest there with a surprise that avances the main quest
CallMeBlue 18 Aug @ 3:25pm 
Hidden library: been all the way to the bottom and back out, and got all the other books, but did not find Advanced Golemizing. Coincidentally, in the Halfling Lit section there is a bugged chest with "unknown content" that I can't access even while standing right next to it. Could that be the location?
Frattaglia  [author] 17 Aug @ 10:23am 
@TaraTara ah yes. That's the first level, doors open after you find 2 buttons beyond elementals whirlpools
TaraTara 17 Aug @ 8:01am 
Ok figured it out. The cape lets you talk to the fire elemental and can get him to move.
TaraTara 17 Aug @ 7:56am 
Ok, so I have the Blessed Asbestos Cap. Not sure what to do with it? I'm not sure what level Im on. And I cant really see past the locked door
Frattaglia  [author] 17 Aug @ 6:07am 
@TaraTara the hidden library is full of elementals and locked doors... Which level are you exploring? What can you see around the doors?
Ossie1972 17 Aug @ 2:00am 
@TaraTara check your inventory. You may have picked up an item that wasn't what you thought
TaraTara 16 Aug @ 10:32am 
Hey, I am stuck at the library looking for the Advanced Golemizing book and the book for the main quest. I assume its behind the locked door near the elementals, but I am unsure how to open it.
SirTorgus 12 Aug @ 5:14pm 
NVM - I figured it out using the color coded cypher - nice!
SirTorgus 12 Aug @ 5:06pm 
Stuck in Dragonspear Castle - can't find the 3rd key - assuming it's in the locked box that requires a 4 digit code and have no idea where to find the 4 digit code... think I cleared everything including all of Nezbal's 'children' dragons...
Ossie1972 7 Aug @ 4:23pm 
@Frattaglia - ahhh - so that sewer grill opens up after you first get refused at the main gate, and once you trigger one of the two ways to get inside the main gate, it closes again?
Frattaglia  [author] 7 Aug @ 2:14am 
@nadavi that's correct, the entrance is not the exit. There is a button in the room where you find Margarethe, at the back, it opens the last set of doors in the main room.

@Ossie1972 raccoons are not fond of jumping into sewers if they can avoid. The option to use the sewers opens up after you are first bounced at the main doors. Yes, the "secondary entrance" is actually the demons' cesspool. I wouldn't want to wade in that, too...
Ossie1972 6 Aug @ 4:17pm 
@nadavi I remember this - from memory the exit is there but no icon on the map. Try checking both where you entered, and the "end" of the dungeon where the quest resolved. You should find a spot where the cursor changes to the gear wheel, even if not marked
nadavi 6 Aug @ 1:51pm 
I can't get out from the tomb of thalorel
The "Save Margarethe!" objective is marked as completed, and now it says I need to "Return to Dean Proudbeard," but I'm still stuck inside the dungeon with no way to exit or fast travel out.
What can I do?
Ossie1972 4 Aug @ 4:28am 
@Frattaglia hmmm. I found the vent but it wasn't active, the obelisk next to it simply said (paraphrase) "We don't want to go in there". Unless there's another vent somewhere - this one was just outside the SE corner of the town walls
Frattaglia  [author] 4 Aug @ 12:11am 
@Ossie1972 well yes, but actually no dealing with the devils lets you in from the main doors, there is a third way to access the fortress via the good old sewers, it lets you bypass that part but the demons inside aggro on sight. The entrance is not obvious, outside the town walls
Ossie1972 3 Aug @ 4:18pm 
@Frattaglia do you mean if I had sided with the devils in the inn, there would have been a separate entrance? I ended up killing them & satisfying the gatekeeper, so I entered through that main entrance
Frattaglia  [author] 3 Aug @ 5:22am 
@Ossie1972 if you mean the Vaelshadow fortress, that is just a secondary entry you could have used to access the area, you lost nothing of relevance.
Glad you enjoyed, thank you
Ossie1972 2 Aug @ 4:29pm 
Finished! Enjoyed this one a lot - thanks. Final comment is in the final palace, I could never get past the locked door in the east corridor off the entry. There was also another dungeon entrance right up in the far northeast of the palace level map, which I could never get to
Frattaglia  [author] 2 Aug @ 4:41am 
@Ossie1972 Ok that's WAI, but you raise a fair point. I added a bit more banter to the Concordants and a line about taking the book very quietly to make it sound more reasonable

@Rosy/Darsio found and squished in v 1.23

thank you guys :steamthumbsup: