Solasta: Crown of the Magister

Solasta: Crown of the Magister

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The Dimwood
   
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4.813 MB
6 Nov, 2021 @ 6:18am
24 Mar, 2023 @ 5:07am
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The Dimwood

Description
BACKGROUND: In a part of the forest of Colthannin lies an area with old and dark trees called the Dimwood. Rumors of great riches hidden in old sylvan elven ruins spread over the wood have brought you in a camp run mostly by a group of elves and dwarves. What kind of mystery you will solve, what kind of loot you will gain?

NOTE: The Dimwood is a living sandbox project. I will add content also in further updates, in old and new zones. So keep a look for them. This might be also related to the possibilities of the DM maker tool (and my personal experience with it). Take care in this open world you can run with a low level party into high level encounters.

Because I am not a native english speaker, take wrong wording or grammar as some kind of local accent ;)

If you find bugs (technically or storywise) feel free to report them to me. Any kind of (constructive) feedback is welcome :)

This campaign is for characters who start on level 1 and 2.

HINT: Sometimes it makes sense to talk to NPCs again after completing some tasks.

UPDATE: I have started to update the areas with the more advanced quest system. Because it is a little bit time consuming the game is still in a hybrid state with old and new parts. There might be still some bugs within these quest, so feel free to tell me.

Yes and let me say thanks to some things which make the DM's live easier (and which you might find as some Easter Eggs in this mod): The Donjon RPG homepage, The Epic NPC Man, the Bardcore Music Scene and Lord British for Ultima III.
50 Comments
Zoli 16 Dec, 2024 @ 8:39am 
Thanks for the answer. I found some poles in the camp, but only the models, the auto recognition didn't play. Maybe the issue is with the 41th version of UB, I read some complaints about item activation.
Tscharod  [author] 16 Dec, 2024 @ 12:30am 
The poles should be found automatically when you just get close to a stack of logs in the camp. Unfortunately I was not able to put some sparkling effect or so on this log pile.
If you have finished all quests in the camp, the doors will open
The lizards are similar to the poles, you can not find them by the usual glowing sign, they will pop up automatically when you search the map in the north of the Dimwood start camp. I did not want to solve this quests by this "get an item" thing, but I fould also no solution to put another grapical indicator on the map which shows only up when the quest is triggered.
Tscharod  [author] 16 Dec, 2024 @ 12:30am 
Thank you Zoli, I appreciate your feedback. And I agree, some parts of the campaign could be worked out in a better way. They were first time created, when the DM tool did not offer all options as it has today. I tried to repair some things, but in the end it became only a patchwork. I know, there are also bugs in some parts, which came up when the DM tool was updated (mostly graphically). For this reason, I have decided better wot work on a remastered version of this campaign then trying to fix this old one. It is only real life delaying this work.
Zoli 15 Dec, 2024 @ 6:17pm 
Part 2
I don't really need answers, I had my fun to this point anyway. Dungeon crawling is not my genre, but I enjoyed yours. I also liked the amount of magic items.
I would properly name the breastplate of Argon, not just a +1 breastplate.
Zoli 15 Dec, 2024 @ 6:17pm 
Part 1
I have mixed feelings about this campaign. I liked some elements, especially the dungeons, but other aspects are very rough.
-For example, there was a hint to ask Thonia or something for help, I think she is in the inn, but everyone has a "guest" nameplate, so how would I know who to ask? At least those who have lines should have names. That includes Milo, he should have a proper name. On the other hand, sometimes this is good, like when we fight a certain important mage. We don't know their name, so it's better if their nameplate is simple.
-The poles for the camp are nowhere to be found. This is just a nonsense quest anyway.
-Finding lizards is a similar case. I fought the spiders a long time ago, I checked some places, I don't see the usual glowing sign of interaction. It's not fun to spend more time looking.
-There is a quest in the camp to search the northern regions, but the gates are closed. This must be a bug.
stainman 21 Nov, 2024 @ 5:42pm 
I have spoken several times. Will try again. Thanks.
Tscharod  [author] 19 Nov, 2024 @ 2:38pm 
Hi stainman. Have you talked with the people in the camp more then once? Some could change the dialogue. And the thief is outside the camp.
stainman 19 Nov, 2024 @ 6:11am 
Hi. Completed set up the camp except for find the thief, I happen spoken to everyone and need final evidence. Cant find it.
Tscharod  [author] 19 May, 2023 @ 8:48am 
Look out for log piles in the camp. If you get close to one, you will trigger the quest milestone automatically. The doors open later after finishing some quests.
rlglea3 19 May, 2023 @ 7:51am 
I'm having issues with the Set Up the Camp questline. (1) Where are the poles? Cannot find them anywhere on the map or nearby maps. (2) Investigate orc activities in the north; both doors are locked and cannot be opened. Any ideas?