Solasta: Crown of the Magister

Solasta: Crown of the Magister

Morrows Deep
400 Comments
Artyoan  [author] 1 Aug @ 8:27pm 
No problem, Waves. The transition point there isn't the easiest to see. The outdoor locations within the dungeon maker don't have the greatest assets to mark transitions. Mostly caves but the paths leading out of a forest area never look quite like a proper path. :steamthumbsup:
Waves 1 Aug @ 8:12pm 
Ah, we managed to skip that transition point! Thank you so much, sorry for the dumb moment. Also, love how well you wrote that party's dialog, maybe too good lol... :stress:
Artyoan  [author] 27 Jul @ 7:20pm 
She won't be behind a locked door, just within a cabin. Look for a transition on the northern side of the Eastern Forest zone and the cabin is close by after entering a new area.
Artyoan  [author] 27 Jul @ 7:18pm 
If you've met her before then the quest should be started after her initial dialogue. There is a Cabin in the Woods area just north of the Eastern forest. It's a different location but accessible on the north side of that forest (which is the starting zone area). She is within the cabin, alongside a few other NPC's that travel with her.

The quest is called The Bearer of Bad Tidings.
Waves 27 Jul @ 7:03pm 
We are going to check out the Eastern Forest and ensure that we've gotten things started, thanks!
Waves 27 Jul @ 6:52pm 
@Artyoan, (Thank you for the swift response!) Was she the one behind the locked door in that building away from the merchants outside Morrow's Deep? Is there supposed to be a flag or event or action prior to her appearing in Northern Highlands?
Artyoan  [author] 27 Jul @ 6:38pm 
@Waves, after speaking with Maribeth initially she should then be found in the Northern Highlands and on the eastern side of that large graveyard there (also south of where the halcyon rose was). Icons for her (and her entourage) should also be visible on the location map if she's present.

Once spoken to there, she should move again to that room with the portal that won't work. Once spoken to there again, the portal will be active and the large room in the center of Legion's Respite will be accessible.

So her quest sequence should go: (1) Start quest at the cabin north of the Eastern Forest. (2) Speak to her in the Northern Highlands, (3) Speak to her in Legions Respite
Waves 27 Jul @ 6:29pm 
Hi, thank you building these - my Dad, my son, and I are having a great time playing together. I have a question in the 6-player version, not seeing Maribeth on the map with Brunard and the graveyard, is that considered the Northern Highlands? We found the halcyon rose. Saw the prior comments about teleporters in Legion's Rest, having trouble accessing rooms in the center of the map... the portal in that SW room is active, and takes us to a Resting Room, and a portal that does not take us anywhere, so we are only able to return. (two small portals, one works, and one large portal. .
Artyoan  [author] 14 Jun @ 6:41pm 
Hi Spicy Camel! Level 3 sounds right for the area beneath the abandoned keep there in the starting forest. They are fairly tough fights and I think Morrows Deep is likely the hardest of the three story-based campaigns I made. Once you get to level 5 in the Goblin Nest, it is smoother sailing I think.
Spicy Camel 14 Jun @ 1:22pm 
Hi Artyoan!
Revisiting this campaign again and I'm a bit curious what was an 'intended' order of fights early on.
I feel like I might be doing something wrong as all the encounters down the sewers seem tough for level 3 party. Or maybe its just me and should have picked more early game focused characters.
GregMahn 22 May @ 4:31pm 
Thanks for checking. We will make the Spellweaving vendor the first stop once we get into the city.
Artyoan  [author] 22 May @ 10:38am 
Can confirm that a spellbook is on the Spellweaving vendor. Should be first thing in the list.
Artyoan  [author] 22 May @ 7:33am 
Thanks Greg. I've actually heard of that reported before, possibly a dungeon maker issue as I'm not sure if it happens in the official campaigns. No idea of the cause unfortunately. I'm not 100% sure a vendor has it in the city but I'm fairly positive someone does. I'll check later today.

You could potentially download the json file from mod.io and then add in a book in a treasure, change the version, and it will update even if you started on steam. I've used that to fix some people's campaigns when weird stuff occurs.
GregMahn 21 May @ 8:58pm 
Had a very weird problem that was not really a campaign/scenario issue, but there was no way to resolve it. For reasons unknown to us, our party's wizard's spell book disappeared. He was not able to level up once it was gone. We have not made it into the city yet and none of the merchants in the caravan camp carry spell books. Don't know if it is worth updating one of the merchants, but just letting you know. We are hoping one of them in the city has one so our wizard is not stuck. Unfortunately, we also did not have any save files before the glitch occurred. BTW, this is our third play through of this campaign. Love your content!
Artyoan  [author] 7 May @ 1:28pm 
Thanks for playing it, bubbyman347. :steamthumbsup:

Good to hear, Czechurself. ;)
bubbyman347 7 May @ 12:41pm 
Awesome mod really enjoyed it thank you soo much
Czechurself 2 May @ 6:30pm 
@Artyoan sry just realized I didnt come back.

Found it thanks for the help! These maps are amazing!
Artyoan  [author] 27 Apr @ 3:29pm 
Thanks thalura. Glad you both enjoyed it.

If you're interested in finishing the sidequest then it should go as follows: Starts with talking to Maribeth and company north of the starting forest (which you would have already done). Then they are found again in the graveyard in the northern highlands north of Morrows Deep and north of the noble district. After talking to them there, they should move down into Legion's Respite and a portal is activated there after talking with them again.
thalura 27 Apr @ 2:43pm 
Just finished the adventure with my friend. we enjoyed it a lot, thank you.
A lot content, great story. The zones were well made, had their logic and coherence.
Only sidequest we didnt finish was the girl to find, at the end we still had one door which we didnt manage to open.
Artyoan  [author] 15 Apr @ 7:19pm 
Thanks Czechurself. :steamthumbsup: In the basement area beneath the keep, you can crawl under the walls on the south side and the key is within loot in that area. Should also be a shortcut ladder to back outside nearby.
Czechurself 15 Apr @ 7:14pm 
I absolutely adore this mod so far.

Help! I cant find the Key to the Keep I assume is needed to get to Dax

Any hints on where it is?
Artyoan  [author] 24 Mar @ 10:21am 
Thanks kevwelch. Good to hear. :steamthumbsup:
kevwelch 24 Mar @ 8:49am 
Just finished, and that was a BLAST! Great battles, tough but winnable. Solid story threads. Very well rounded.
Artyoan  [author] 19 Feb @ 1:49pm 
Thanks, GeneralMalaise. :steamthumbsup: Solasta 2 doesn't yet have a dungeon maker announced but if it does and it's in decent shape, I will almost certainly be making something there too.
USAF-GeneralMalaise 19 Feb @ 1:32pm 
Thank you for making these! Had a lot of fun but struggled in one of the crypt areas :) Cheesed it with a particular sword effect and pressed on. Hope to see your work in Solasta II
Artyoan  [author] 2 Feb @ 5:03pm 
@bubbyman347, thanks. :) Glad you're enjoying it.
bubbyman347 2 Feb @ 4:49pm 
Having a great time with this Artyoan thank you so much !!!
Artyoan  [author] 13 Jan @ 6:36am 
Thanks taoistarts. Glad you enjoyed it. Most of the reason I chose to have encounters be more evenly high in difficulty and enemy number is due to long resting never being restricted, which would be easier to tamp down on in a ttrpg environment. The logic being that those easier fights end up being speedbumps that don't necessarily cost resources since resting is a loading screen away. I chose to try to make every fight potentially meaningful in the sense that it could go sideways but I do agree that your critique is the other side of the coin on that decision and fights can potentially become a slog.
taoistarts 13 Jan @ 4:40am 
Thank you for a great mod. This is very fun and playable. Better than most. My only critique is pacing. When every fight is a slog because so many creatures have resistance and there are many many creatures , then nothing stands out.

I've been running TTRPGs for decades and a valuable lesson I learned was to vary the pacing. have a couple easy fights that don't chew a lot of resources, but maybe have interesting terrain features to exploit. Or a single interesting ability to contend with. Then later stack a few of those things together. Then finally hit em with the kitchen sink. Point is, when every fight has a lot of enemies and they all take a lot of beating to take them down then the whole things becomes a bit of a chore. My critique is only about how to take it to the next level for engagement. If you vary the pacing then when a momentous fight happens the reward of survival feels more satisfying.
Artyoan  [author] 8 Dec, 2024 @ 11:24am 
Thanks Big Blob Chinny. I agree about Legion's Respite, though I was conflicted as to how to handle it. I left areas open so that players could explore as they please but that particular area almost guarantees a reload if you go inside at the earliest opportunity. I tend to shy away from direct DM warnings about area levels but it might have been better to lock the area away until later on or to possibly make it post-story content.

One of those 'I want a special big dungeon' things but awkward fitting.
BIG BLOB CHINNY 8 Dec, 2024 @ 11:07am 
Just finished the campaign, really enjoyed it. Great writing/story and challenging combat encounters. Only criticism would be to make it more clear that Legion's Respite is intended as an endgame dungeon ( Maybe you could discover the key to it along with a note on the body of Caradus, explaining he wanted to look there for his book? ). Was quite frustrating trying to make a run through there when I first discovered it, and by the time the final act gets rolling you don't really have a good stopping point to go back there.
Artyoan  [author] 28 Nov, 2024 @ 11:21am 
@Sourkebab, you can find Dax below the fortress in the middle of the starting forest area. In the sewer area, he is on the west side behind two locked doors. The key is found down there as well, under a crawl space and within some cages.

The note from the Witch is referencing the Forsaken Isle party having trounced everything that was on the isle. So it was an island in which a plague ravaged it once, and then the player party ravaged it yet again. She regards the FI party as particularly dangerous.
SourKebab 28 Nov, 2024 @ 10:06am 
just reached morrows deep, i still haven't met this dax guy tho, did i miss his encounter or something? can't seem to find him in the abandoned keep. oh and one other thing, i might have misunderstood some lines, but when you met the witch on the catacombs, she gave you a note telling someone not to pursue the 4 individuals, does that mean it's our old party from forsaken isle? and by graveyard on top of another means they're dead or maybe something like they're dangerous?
Artyoan  [author] 9 Nov, 2024 @ 9:06pm 
Should be in the northern woodlands, I believe in the far northeast section. A bed of flowers somewhere there that should be interactable, but won't show on the map.
Blackbriar60 9 Nov, 2024 @ 9:03pm 
Where is the flower for KIss for a Rose? Is it in the Northern Woodlands? If so I did not find it
Blackbriar60 4 Nov, 2024 @ 7:14pm 
that worked. Thank you
Artyoan  [author] 4 Nov, 2024 @ 6:53pm 
@blackbriar60, try pressing the button again. Then everyone stands on the teleporter at the same time and should work.
Blackbriar60 4 Nov, 2024 @ 6:44pm 
Teleporter in the Manor not working? I clicked the switch and got the Hums to Life message and fought the mobs. Went to the TP and nada. can't open the last door.. Seems broken
Artyoan  [author] 2 Nov, 2024 @ 6:27am 
@jamesmcleod_euph, that teleporter is part of a quest line and won't activate without advancing it. The quest starts with Maribeth in the cabin area just north of the starting forest location. Then she is found in the graveyard just above the Legion's Respite. After talking to her in both locations, she will be by that portal.

Good to hear. Glad you're enjoying it. :steamthumbsup:
jamesmcleod_euph 2 Nov, 2024 @ 4:11am 
In Legion's respite I have one of the teleporters not working, and it;s stopping me, I think, from getting to the final location. Am I missing a required item or anything?

This is by far the best custom campaign I've played, thank you!
crimanysakes 17 Oct, 2024 @ 5:05pm 
@Cathral - this is a problem with the base modules as well. It's an issue with AOE especially, it doesn't get stopped (often) by objects if there is terrain on the other side. Really annoying.

Some times it happens with targeting as well (which *normally* works as expected). I do wish the folks at Tactical Adventures would release some updates to the game that fixes some of these glaring issues that have been exposed in the last 3+ years. This is such a superb 5E game that just needs finishing tweaks (that UB doesn't have access to).
lovemachine44 17 Oct, 2024 @ 11:16am 
Oh ok, good to know, ty!
Artyoan  [author] 17 Oct, 2024 @ 10:42am 
@lovemachine44, those are supposed to open the nearby doors on either a pass or fail. But it's a bug related to UB and seems to be fixed in the next patch. Not being able to open those doors won't break the campaign, but other routes will need to be taken to to get to the rest of the cathedral. Those also seem to be the only roll activators affected.
lovemachine44 17 Oct, 2024 @ 10:39am 
What are the columns inside the Buried Cathedral supposed to do? I'm using UB and when I checked on one it made me do a strength saving throw, I passed, nothing happened, and then I got an instability warning. After making a branching save and backing out I tried the other pillar and got the same warning, though this time I failed the saving throw . Nothing happened either time, so I'm not sure what they're supposed to do.
Cathral 7 Oct, 2024 @ 10:01am 
Sorry I disagree. I was on top of a tower in the bandit area by the crossroads at the start of the game. Enemy scouts were shooting my players on top from the ground lvl with the characters back from the edge. I tried to return fire and get the cannot see target. I have also had a Dryad hit me with a spell when my character was behind a wall with no line of sight.
Artyoan  [author] 7 Oct, 2024 @ 6:42am 
Gonna disagree with you there, Cathral. Some assets having wonky features that allow firing through them is unfortunately something we can't affect but line of sight is entirely consistent. Solasta even provides a nice LOS line before moving to a spot to see what can be seen and what can't. If an enemy can shoot through something, so can the player.
Cathral 7 Oct, 2024 @ 5:30am 
The biggest issue with this mod is the line of sight is Terrible. Enemies can shoot you through objects (Been shot through a tower) and yet return shots the characters have no line of sight so there is no consistency. From the very beginning your up against creatures with multiple attacks with your lvl 1 characters. I like the look of the maps but authentic mode with the enemies advantages with terrain spoil what would be a superb mod
Artyoan  [author] 2 Oct, 2024 @ 7:19am 
Thanks fish soup. I did make The Red Crow as well which is a soft follow up to this campaign too, if you're interested in more Solasta. :steamthumbsup: Glad you enjoyed it.
fish soup 2 Oct, 2024 @ 7:09am 
After finishing this mod, I personally have a high opinion of this mod.

The mod's combat and terrain design is excellent, and many seemingly impossible battles can rely on tactics and terrain to win. I still use Cataclysm Mode and 27 point talent, but most of the battles are one-pass. The most impressive battle was the first fight against Orcs and the Orc Chieftain , both of which were very interesting due to the excellent terrain design.

The plot of the mod is also very careful, it can be said that in addition to the absence of story animation, other aspects are much better than the crown of the Master
Artyoan  [author] 2 Oct, 2024 @ 6:02am 
That area was intended as an optional side path for exp mainly. Not a big deal to not do it at the appropriate level but it was somewhere to go if the main path was still troublesome or just to find in exploration.