Solasta: Crown of the Magister

Solasta: Crown of the Magister

The Long Departure
49 Comments
Lninefingers  [author] 20 Aug @ 9:53am 
@seangeno The "perfectly shaped pearl" found in the Mausoleum is what Forley wants. I don't remember creating a custom emerald of any kind. Either way, its the pearl that works. Strake manor comes much later. The update is being worked on currently. I'll put it in big bold letters at the top when its done =)
Lninefingers  [author] 20 Aug @ 9:50am 
@Dareshiranu Try leaving the town through the north exit, it should take you to the world map. Let me know if the mountain pass is available for travel. If not, please let me know.
seangeno 19 Aug @ 6:38pm 
I might take a break and watch for an update. Amazing undertaking, L9
seangeno 19 Aug @ 6:37pm 
I love this but can't get past the 'starting area'. never could find a gem for forley - he didn't want the nice emerald? so i misty stepped over and knocked down the log myself . . . now my tiefling fiend warlock and yarwick can get to the dock - but not lycus. Is that the only thing holding me up? also cant get into the manor - is there a Bag of keys somewhere?
Dareshiranu 19 Aug @ 2:59pm 
Well, that was a nothingburger. I resolved the Caglio/Spider scenario, siding with Caglio since I'm a Warlock and felt some camaraderie. Got a troll heart for the witch from him and now have no more quests within or without the town to do. No escape for me alas. It seems the end of the line unless I'm supposed to save before trying something and doing differently - like side with Spider. I applaud those who've managed to surpass my seemingly feeble progress. I'm going to bag it and try doing something else with a single character, that at least looks to be fun to try.
Lninefingers  [author] 19 Aug @ 11:37am 
@Dareshiranu The Caglio/Spider scenario has to be resolved to move on.
Dareshiranu 18 Aug @ 2:28pm 
I'd add that I've played RPG's paper and PC, since they've existed. So I'm not a stranger to a lack of handholding. But when the default tools available in the interface fail to provide information, like using the Alt key to find things it does become a bit... tedious to just wave my cursor around hoping I get a response. I have a high rez ultrawide (G9), it's easy for things to escape my notice despite my best efforts given the real estate I deal with.
Dareshiranu 18 Aug @ 2:24pm 
Can someone at least give me a clue about how I can get out of town? I've, as I said, gone to the brothel and caravan then returned. But have no other destinations available and nobody I talk to gives me any further goals. I suppose I could backtrack and see if something turns up. But currently I feel like I'm spinning my wheels. Otherwise it's conceptually intriguing, at least.
Lninefingers  [author] 18 Aug @ 2:06pm 
@Darishiranu Without spoiling everything, its difficult to say the why/when of every locked door. In the case of Caglio and Spider, they each have their personal vaults or stashes. Depending how you go about resolving that scenario you will either access one or the other, or possibly neither. I believe that scenario has seven different variations IIRC.
Lninefingers  [author] 18 Aug @ 2:04pm 
@pbalfe Hey thank you. This definitely needs a polish and update. One that is forthcoming...eventually. Leaving out the quest log was purposeful, but I may include it. I grew up playing rpgs without quest markers which forced the player to pay closer attention, so I do occasionally don rose-colored nostalgia glasses. I know I rest in the vast minority of players who prefer that.
pbalfe 18 Aug @ 4:35am 
Love the concept of this. Well designed but man, I really miss the quest logging. I have to constantly go back to the dialog log to see what I was told. Also - the maps do need a bit more markers.
I also have the money bug. Painful even with one person party. Tried fixing it but no joy at all. Might be worth checking on the solasta discord if it can be checked.
But despite those comments - I love the imagination and the fact you've done something really different with a one party campaign. Fair play
Dareshiranu 17 Aug @ 7:03pm 
I'd add that there's an impassable door in the jail/fight club your character originates in, two really to the same area. they lead to a room that exists and an exit down if I'm not mistaken. That's a fair amount of backtracking if I do find a key.
Dareshiranu 17 Aug @ 7:01pm 
I would add that I have no way to get into the Sorcerer's lair for Spider, since he didn't give me a key to either door that is locked and won't be picked. I suspect that's the thread that will lead me further from the town, though I can't verify it, of course. I originally just accepted his first offer, then after discovering the un-openable doors and reading through the thread found the tidbit suggesting that holding out for more $ yielded a key as well, so I reloaded my save, I only use one per game, and tried that to no avail. Fortunately I'd saved before meeting Spider, I'd not seen the bartender, the sole shaded area in the tavern until I went behind the bar and found him. At least a modicum of progress, alas no farther.
Lninefingers  [author] 17 Aug @ 11:51am 
As for the impassable doors, I think it comes down to personal preference in what you like in an rpg. Going back to the very first Zelda for NES I've always liked coming across blocked or locked places early and wondering how or when they will be accessed. My general rule of thumb is if I don't find a way in within a reasonable amount of time, I move on and save it for later. More often than not they are accessible later on either through the story or by coming across an item or key.
There are contextual clues for some: Yarwick mentions that Strake Manor is locked. He also tells you need a boat to continue from the starting area. I may delineate between doors that are locked from the other side from those that are locked with a special key in the update.
Lninefingers  [author] 17 Aug @ 11:50am 
@Dareshiranu The money bug seems to be connected with reducing the party size to 1 and I am unsure if it happens to everyone. Strangely the money still seems to counted internally without it showing. Money isn't an issue in this campaign regardless as you are only purchasing for one.
Dareshiranu 17 Aug @ 9:02am 
Also, oddly, I can't accumulate money. It's not a problem, because at least in the first town I can buy things without paying for them. It's quite strange and I can't account for it.
Dareshiranu 17 Aug @ 8:59am 
I can't begin to imagine how you players get as far as you do. I get stuck in all sorts of places. I'm currently in the first city. I got to the brothel and caravan and solved those, but going back to town I'm at a dead end as far as I can tell. Most frustrating. I realize it's not a finished module, but considering how little chatter there is I do find myself puzzled. The preponderance of impassible doors from the beginning when you can tell there's stuff beyond is a little much too. I never can tell if it's content for the future or stuff I have to come back to when I find something, or if I simply overlooked something. I wasted lots of time with the Snake river boat issue too, because I just didn't get a blue spot or doorway indicating a transit existed. I walked up and suddenly it worked. I certainly felt foolish then. Started covering more bases at that point I'll tell you.
Lninefingers  [author] 30 Jul @ 12:51pm 
@Eiggy Hey thanks!
Eiggy 30 Jul @ 12:26am 
Excellent solo module!
dantastic 8 Jul @ 2:15pm 
Finished with the final battle pushing my PC to 19th level (307,200 EP). Very fun and entertaining module, with a LOT of variety in game maps, encounters, towns and dungeons. My biggest gripe is probably my own fault--I compulsively cleared ALL of the targetable brush in all the forest maps, which was a LOT of tedious clicks (but they occasionally paid off with loot or access to new areas). I was happy to have never had a companion or follower in my charge die (I had 14 party members for the final fight, including 2 wolves and 2 forest spiders that I picked up in the very first map. All survived! ) I look forward to playing this again once it has been updated to include the tweaks, corrections, more balanced combat and access to new areas that appear to be in the works. Thanks for making this, Lninefingers--it was just the break I needed this Summer.
Lninefingers  [author] 8 Jul @ 1:14pm 
@dantastic He's a hard worker! I'll add to the fix list.
dantastic 7 Jul @ 6:00pm 
Lninefingers--I just found something you'll want to fix: Stanchion will hand out unlimited Cinders, if you click on him more than once after giving him the ancient rusted sword.
dantastic 6 Jul @ 5:07pm 
Lninefingers. Interesting! I did discover Umaro had reappeared back in his quarters in Farshale, so I could say my goodbyes. Leopold is just gone, now. I miss Quothe the Raven the most, as his flight, range and decent attacks made a difference in several battles. Umaro and Leopold just weren't around long enough to have been useful. Quothe didn't stay with Elodin after the initial conversation with the Queen, which is a shame if he was Elodin's animal companion. Back at the Manor, I ended up siding against the Black Dragon, as it seemed way more in character with a monk PC, despite me as a player wanting to find (and take, and use or sell) everything that can be put into inventory;-)
Lninefingers  [author] 6 Jul @ 2:35pm 
@dantasic Strake and its consequences are going to be tinkered with somewhat. But the result of helping one side over the other doesn't necessarily entail equal outcomes. But yes, more will be coming on Dragon's Rest.
The problem with "large" companions crept up later on. I did all of the level design before implementing characters. Later, there's a quest involving a giant joining the party. When you enter a cave, the game deletes him about half the time. Since I couldn't predict when or how often it would happen, I changed it so that he doesn't enter the cave at all, just waits outside for the party to finish. I don't know why Leopold sometimes de-spawns while crossing entrances/exits, but Umaro is labelled as "large" so crossing the threshold of any exit/entrance creates a chance for deletion. [spoiler/]
dantastic 5 Jul @ 1:21pm 
Some Qs about the optional content in Strake Manor (and beyond): 1) The entrance to the manor (after unlocking the doors) appears to curtail who can enter In my case, Leopold and Umaro consistently get left behind (and lost forever) when using this area transition. 2) Aid the dragon and you get the rewards for the dragon egg and a named weapon right away; you get all the gear carried by the hunters and you get all the treasure in the Dragon's Rest area . All that versus if you side with the hunters you earn just the rewards in the back room that are available either way--with no apparent access to Dragon's Rest. Does that choice pay off later on, with the Dragon Hunters eventually joining you in Dragon's Rest perhaps? Hard to make a choice based on what I currently know. BTW a fight with Malkoth (sp?) woud be a hell of a thing--I couldn't aggro any of the dragons, even after dropping the Eye.
dantastic 4 Jul @ 12:32pm 
Heh. In case you were wondering, yes, my Way of Freedom Monk PC (bonus flurry attacks, enhanced dodge) has some extra, extra cheese: Bugbear race (+2 ST, +1 DX, natural lunger, stealth proficiency), with Astral Form fighting style (extends unarmed reach), and Baleful Scion feat (extra damage + regen on some hits). The natural lunger somehow stacks with Astral Form (but not other extended reach feats), so she can hit opponents that are 3 cells away (even vertically). I'm sure THAT's not intended! I usually prefer Ranger/Rogue builds, but this has been a really fun one. Took Lawkeeper background so she can use martial weapons like the Lightbringer Longbow I just had her buy. Pretty OP, even without the extra, extra reach.
dantastic 4 Jul @ 11:55am 
@Lninefingers. Authentic mode with some custom difficulty changes: Deadlier AI and Autorevive are enabled; +1 to Ally Saves, Attack Rolls, and Ability Checks; no other Battle changes from the default ones.
I made it through to Farshale without losing anyone, then experienced the party composition change you referred to. I reloaded at that point so I can still take the current group back to the Manor now that I have a key. I was lucky with the Respite encounter since I had the whole party stealthed and waiting by the door once I found it was locked. I had my Monk walk back to ask about it, and so every enemy locked on to her (21 AC and could tank a few hits each round--I forgot to have her equip a ring that would've helped too). She was able to stun a few opponents in the first round, and with 5 or 6 allies with advantage from stealthed range attacks, we whittled them down and won the encounter with no losses. I didn't see the hooded man until it was all over.
Lninefingers  [author] 3 Jul @ 1:38pm 
@dantastic I can almost know without looking what I did by how you described it. I set the hostile/friendly sequence in that dialogue tree but not the other, (the one where you attack without cutting him free first) should be an easy fix. Sheesh, you collected them all huh? What difficulty are you playing on? I can say without spoiling your party composition will change soon. You are probably one of few very people who noticed Warren's good luck stone. I seed all sorts of details like that in most of my campaigns (less so in this one) but its mostly just to amuse myself.
Lninefingers  [author] 3 Jul @ 1:32pm 
@Cheese Thank you. Noted. I believe it contains Bard related stuff. So unless you are a bard, you aren't missing much.
dantastic 3 Jul @ 11:44am 
@Lninefingers. May be a small bug in the Troll Village. Leopold becomes hostile (but doesn't attack until the Trolls go gown), despite the dialog mentioning he'd be on our side in the fight...but that was when I hadn't arranged to free Umaro by clicking on the chains before the battle. I reloaded and clicked on the chains first, then initiated conversation with Grimlock, and then Leopold stayed friendly for the fight AND Umaro and Leopold BOTH joined the party. Whew! So now my party has grown to 15 members in all just before I leave this map for the Bridge. When I found Warren's Luck Amulet, I was hopeful that I'd find some of his Menagerie--that was a nice bit of foreshadowing for this sequence!
dantastic 2 Jul @ 10:56pm 
@Lninefingers: I can confirm @Cheese's report. There's a chest in the Drake Cave that highlights, but can't be targeted for opening, regardless of positioning.

Now that I have added Dalena and Garret in with the group, I'm up to 13 in all;-). How many more companions are there to be found in the Pass?
Cheese 2 Jul @ 10:31pm 
there's a loot spot in the area in front of the young black dragon in the "drake cavern" area, cant interact with the spot though, i think the chair that's in front of the table is preventing you from interacting with it.
dantastic 2 Jul @ 5:39pm 
@Lninefingers: Never mind--they were in the very next location--the Western Ruins. So my party currently has, including Elodin and "Quothe (the Raven)", 11 members to keep in line;-) Now back to the Foreman's Stash and then to give the Burning Stone to the alchemist who mentioned wanting it. No unresolved quests after that--onward!!
dantastic 2 Jul @ 12:03pm 
@Lninefingers: I haven't deliberately skipped anything and I don't recall those names. I scrolled back through my Adventurer's Log but there's no mention of Elodin or Vagus. Which map (on the world map) are they found in?

Also, I'm curious about alternative endings to the Caglio scenario. It appears possible to have stealthed back out of the house entrance with the potion, without engaging with Caglio--what would Spider's reaction have been in that case?
Lninefingers  [author] 2 Jul @ 8:55am 
@dantastic Forley and Poe were supposed to disappear after that whole event. Definitely a mistake I made somewhere in that sequencing. I never expected anyone to keep the doggies alive through the mountain pass, certainly. I never did in my test runs. Foreman's stash is locked by a specific key. Did you skip the Elodin/Vagus scenario? The key is located in that map.
The Spider/Caglio scenario I believe has six variations in its resolutions, which I decided to make even more complicated depending on whether you rescued members of Spider' crew back in the giant cave in the wetlands. For now, I'll go with what you said: his potion addled brain as the story reason, until I update.
dantastic 1 Jul @ 10:24pm 
@Lninefingers: My monk PC has found +2 gauntlets and the ki focus amulet, so he's doing fine equipment-wise so far. Hopefully the +2 AC bracers will drop at some point, moving forward.

The only area I can't access so far as I work through the pass is the Foreman's Stash. The door mechanism nearby won't activate, so I had to move on.

So far I haven't lost any of the NPCs or hench-critters in my party. It was nice to have some animals join up even without animal empathy. My current party consists of two forest spiders, 2 wolves, the dwarf couple, a dragonborn fighter and my rogue buddy. Some encounters are more challenging (especially when AOE spells are getting cast). I'd rather reload a battle than lose Rafe or Lycus--they are both good boys! Very useful during the earliest levels and even up through the town quests.
dantastic 1 Jul @ 9:57pm 
Lninefingers: As I play through, I'll let you know if I spot anything that doesn't make sense within the game, hopefully without revealing major spoilers:

One example is Poe being alive back in the Brothel after he and the Watchmen had been killed out in the garden.

Also, Spider repeating his reward dialog offering up to 800 gold after you talk with him again following completion of his quest (not an exploit--no actual reward given other than the initial 400 gp plus the storeroom key). You can keep collecting keys through this dialog, too;-) That potion really did mess with his memory!

While not necessary at all, it would be nice to tell off the "nice" guy who gave you the free brothel invitation, when you return to town.
Lninefingers  [author] 1 Jul @ 10:39am 
@dantastic An update this weekend could be a possibility if I slog through the languorous tedium of testing battles over, and over, and over... For example, siding with the goblins against the orcs is supposed to be the more difficult choice, but it's still pretty easy if you nuke the orc shaman with the Yhelek, the goblin shaman. The update will increase that difficulty.
I'm glad you are doing a monk run, I still haven't done one. Adding the gauntlets and Ki necklaces was a late edition that I could have easily forgotten. You may meet some of the missionaries again, depending on certain choices. It's interesting that you had a ominous feeling. I try to leave quite a bit open to the players interpretation. But I made this campaign to be scenario based than pure story based, differing from my last one. I have few more ideas kicking around that have to with the missionaries.
dantastic 30 Jun @ 9:32pm 
@Lninefingers: Actually, I was remembering 5 ki points, not 5 levels. I only reached midway to 5th level for my Monk PC on the 1st map. Reached 5th just before the Cave Giant fight. Other feedback: So grateful that an early chest had +1 gauntlets! Also, I appreciate that we are able to complete all the orc AND goblin quests before the gate gets opened--I thought each one was pretty well done, and varied in interesting ways. I thought the Missionary's reference to reading the pamphlet during rest at the camp they were so nice to provide sounded ominous, so I ended up retreating to the previous map to rest--in hindsight that was completely unnecessary, but not a big deal. Still having a blast with this fresh take on Solasta content. When do you anticipate another update?
Lninefingers  [author] 30 Jun @ 3:25pm 
@dantastic Thank you and noted. I'm going to change the boat sequence in the next update. Having the party actually carry the boat is impossible with the campaign editor, I'll think of a better, more clear work-around later.
Strake manor and the way inside are both optional. The way inside comes up much later in an optional area. Sounds like you are exploring everything, you'll know it when you see it. Same goes for the amulet, although that is miss-able due to a binary choice. It's more for people who want an undead army rather than traditional party members. 5th level is about right, your main levels up quickly seeing as they are the only one who gains experience. Honestly your main will become a little overpowered to compensate for party members who die along the way. It's not as balanced as well as it could be yet. Next update will improve balancing.
dantastic 30 Jun @ 12:53pm 
@Lninefingers. I scoured the Mauseleum for the Amulet of Lethay and couldn't find anything. Did I overlook a crawlspace or secret area or something where it was meant to be found? Or is the Lethay Obelisk something I can come back to later if the amulet is something that turns up later? I also couldn't enter Strake Manor. Although there seems to be a teleport circle(?) behind some vegetation-covered doors, it didn't activate for me or trigger any message. Is the manor accessible at this point in the game? Otherwise, I can't find anything else to do on this map. I'm 5th level. Is that about right? Thanks for your help--I'm enjoying the single-PC experience a lot. I'm really glad you made this unique module and look forward to completing it.
dantastic 30 Jun @ 12:53pm 
@440Stainless. Same thing happened to me. It appears that if the wolves are in your party and can't cross with you, the conversation fails to trigger. When I deselected them so that just Yarwick and my PC were selected, the conversation fired. It's not obvious that you are carrying the boat downstream to the other dock, but when you go there from this point, an exit area is present.
Lninefingers  [author] 28 Jun @ 7:45am 
@440Stainless - If you hop over the tree to the dock where the boat is a message should pop-up. After, go to the northeastern dock to leave the area.
440Stainless 28 Jun @ 3:10am 
was playing tonight first time. quest where you get the boat seems to have failed. other guy kicked down the tree and then nothing. no way to advance
jeff 18 Jun @ 4:22pm 
@Lninefingers. I kept most of them alive. Karsa, Umaro, Leopold (who also disappeared :-( ), Tilgrim, and Illgrid (sp?).
Lninefingers  [author] 18 Jun @ 1:49pm 
@jeff Kudos for keeping him alive all that way. Definitely an error on my part. I probably tangled up he and his wife's variables somewhere and will look into it. Can you say, if any, who else survived the trip to Farshale?
jeff 18 Jun @ 1:08pm 
A cool concept. I am having a lot of fun (just got to level 11). I think there is an error in Farshale Castle, though: Telgrim was alive when we entered the castle, but he does not show up in the room, and his wife says he died. Thanks for the adventure!
Lninefingers  [author] 16 Jun @ 9:48am 
@charles_watkins And here I thought people knew me well enough by now... (kidding of course)
Added.
charles_watkins 15 Jun @ 10:30am 
How about some details on the adventure? (See other listings) Eg. What level do you reach?