Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Morrows Deep (6-Man Party Version)
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1 Apr, 2023 @ 10:45am
30 Nov, 2024 @ 7:42pm
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Morrows Deep (6-Man Party Version)

In 1 collection by Artyoan
Artyoan's Campaigns
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Description
The Rundown: This is Morrows Deep rebalanced and retooled for a six man party. It is intended to be played using the Unfinished Business mod and setting the party size to six.
-To change party size go to Gameplay > Tools > Adventure > Override party size to 6
-Link to the mod itself: https://github.com/SolastaMods/SolastaUnfinishedBusiness

Substantial changes have been made to the campaign including:
-Every encounter contains more enemies
-The original Morrows Deep has 154 custom monsters, this has 229
-Some areas have additional prop changes

Morrows Deep original 4 man version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914649745

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The recently established trade city of Morrows Deep has been locked away from outsiders for unknown reasons. Your party has escorted a caravan across the badlands seeking entry, only to be denied. As a region known for old remnants of manacalon civilization buried below its surface, you will brave the underworld to solve this mystery.

Details: This is a full campaign and is a 'soft' sequel to The Forsaken Isle (link down below). You do NOT need to have played that campaign in order to follow the story here, but there are recurring plot elements, some returning characters, and it will be a better experience overall. The player party is an entirely different set of characters starting at level 1.

Link to The Forsaken Isle : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867325315
Link to The Forsaken Isle (6 man version) : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942835978

Duration: Should last roughly 50 hours on average. A lot of content is optional. (If you are playing on harder difficulties, this may take considerably longer)

Levels: Starts at level 1 and ends at level 15 depending on optional content completed.

Difficulty: The difficulty is intended to be moderate (on authentic). Anyone looking for a seasoned challenge should try Scavenger difficulty or higher. Since this requires the Unfinished Business mod, using the capabilities of the mod are expected. Many of these are quite powerful options.

Suggestions: A balanced party is likely best but nothing is necessary. I would strongly advise at least one high ac tank character (sentinel fighting style works excellent for them as well) and taking increased defensive options from spells/feats/subclasses for all characters. Another highly durable melee character and/or summons to hold the line is also a good idea. Buffing spells such as bless or debuffing/control spells like blindness, dread omen, and hypnotizing pattern were very valuable in my personal playthrough as well. Some decent ranged damage capability is also recommended. Be prepared to make use of consumable items. Good party synergy will go a long way.

Special Considerations:
-A wand of identify is available on vendors and one found in exploration.
-A periapt of the master enchanter (enables crafting if attuned) is available on a vendor as well.
-Crafting is fully implemented but isn't necessary
-There are numerous custom weapons
-There are several side quests
-Charisma skills like persuasion, intimidation, and deception are used throughout the campaign
-Save often, especially prior to entering teleporters
-This can be played without UB for a super hard difficulty if desired

Known Bugs:
*If you are playing multiplayer, if the ending lore on leaving the final area does not properly transition you to allow for exporting characters, try saying 'No' on the prompt. If that doesn't work, going through on single player, saving, then loading up back in multiplayer will work. Its a base game bug for any exit that has lore text attached.*

Mod.io version: https://mod.io/g/solasta/m/morrows-deep-six-man-party-version

Enjoy.
139 Comments
Artyoan  [author] 1 Jun @ 5:44am 
Unfinished Business has an option to set a keybind which allows you to teleport the entire party to the party leader. I think it is now in the actual Solasta settings menu, possibly in the keybinds section. You can use that to get the other two to join the party.

I'm not sure why it would do that as I did check the entrance last night and it does have two extra cells away from the door to provide clearance for six party members. Weird.
johndewitch 31 May @ 10:01pm 
I went to the sewer entrance by the inn and went down and back out and that worked fine but when i went back to the door to the Noble District same thing, only the first four party members were moved into the district.
johndewitch 31 May @ 9:54pm 
It's not disallowing it, it only moves the first four party members into the district and leaves the last two party members outside the door.
Artyoan  [author] 31 May @ 9:12pm 
@johndewitch, it isn't allowing a transition to a new location? How is it stopping you?
johndewitch 31 May @ 9:00pm 
Well this is discouraging. Im at level six and for some reason the door to the Noble District will only let 4 party members in. No problem with any other doors or transitions until now.
EzuTheDarkLord 29 Apr @ 9:28pm 
thank you
Artyoan  [author] 29 Apr @ 6:50am 
@EzuTheDarkLord, the key for the sewers can be found in the lower southwest part of the sewers beneath Morrows Deep. Should be on a dead body near where those orcs were, tucked into a corner.
EzuTheDarkLord 28 Apr @ 2:59pm 
good day, so I am doing the bell and the trough quest, trying to find the key and have killed everything down there and opened all the chests, I can't find anything else to interact with and still don't have the key for the sewer doors, Help?
Artyoan  [author] 11 Mar @ 1:49pm 
Should be at least one square you can stand on that allows misty step to work. I accounted for that in future dungeon design in Grave Rush and Red Crow (mostly) but even those aren't foolproof if there is any other area close by and locations are only able to be giant squares which doesn't help in preventing it.

Also, the units didn't do it to me in testing multiple times. I only found it was possible by the final boss of morrows deep being reported as teleporting behind locked doors.
BoogieMan 11 Mar @ 1:29pm 
I tried misty step, it didn't have enough range, unless one of the setting in unfinished business lowers it.

As far a LOS ignoring teleporting enemies, the only reliable way to prevent it is dungeon design itself, they need to be in a room at the end of a hallway without neighboring rooms, so they can't do it at all.