Solasta: Crown of the Magister

Solasta: Crown of the Magister

A Business for Monkeys
104 Comments
Frattaglia  [author] 15 Mar @ 2:45am 
@Venom_coceT I don't think I'll ever come back to deliver a true 6-men version of these campaigns, I'm currently working on another that is taking the best part of a year.
In any case, everything is playable with 6-men parties.

About difficulty, this campaign is not overly punishing, but it can have spikes here and there. I usually like to play 5-men on scavenger, and I find this campaign just a bit on the easy side, so feel free to ramp up a notch
Venom_coceT 14 Mar @ 12:30pm 
6 man party version when? Or difficulty settings recomendations?
Frattaglia  [author] 13 Mar @ 9:41am 
@DrFate Heya.
The puzzle is in 2 parts:
Minor spoiler: you first have to play the correct triad on the organ and "lock in" the keys - there is an hint in the journal you find in that area, then you have to look for plates on the ground (press alt in case) and keep your pcs on each of them
Major spoiler: The solution is the major triad of B flat (Bb D F)
DrFate 11 Mar @ 1:36pm 
I am having trouble with the organ. Any suggestions?
Frattaglia  [author] 25 Feb @ 12:45am 
@Kosocku thank you, fixed in current release
Kosocku 23 Feb @ 4:46pm 
I think I may have found an unintentional exploit: I'd originally missed why the Monkeys would want to be in groups of 3 when they learn to be flat, so I'd tried to learn it again, which gave a wonky answer. After trying a 3rd time, I one again got the message I was expecting, but I also got the 750 xp a second time. Not sure how many times in a row it would work, as I don't want to over-level myself
Frattaglia  [author] 17 Feb @ 12:15am 
@RESPIRE FUNDO ah I see.
Group teleporters like these work just like map exits. When playing with 5 or 6-men parties, you need to use the pause tech to progress.

Just put the first 4 PCs on the teleporter (the round decoration on the floor, just before the stairs), pause, then move the 5th and 6th pcs from behind the group to the opposite front side.
Unpause, they will start moving together and for a brief moment all your pcs will be on the tele and it will activate
RESPIRE FUNDO 16 Feb @ 10:08am 
note, i am using a mod, the Unfinished Bussiness and i thinking a party with six characters is the reason for the performace problem, i will try later play with four
RESPIRE FUNDO 16 Feb @ 10:07am 
The portal entrance in the Kitchen's room seems broken, after i press the button and pop up the message, when i go to the location the portal simply doesn't work. I step and step in that freak over and over but nothing happens! I like the campaing (especially the Crown of magister reference) but this portal is a broken horse for me...
Frattaglia  [author] 16 Feb @ 2:27am 
@RESPIRE FUNDO let's try, it could be something else...
I will use the names of the waypoints on the map so you can retrieve them in-game.
If you are talking about the button on the wall of "Jokar's private room" inside the dungeon, it opens a secret wall in the "kitchens", close to the dungeon's entrance. There you will find stairs for the lower level, activated by a teleporter (just step on it)

The other possible option is the floor plate in the lower level of the dungeon (no waypoint here), it just opens another secret door just nearby

If your problem is getting inside the dungeon from Jokar's house, the entrance is deactivated and you should interact with the torches in the hidden room to solve a puzzle


If any of these seems broken, just let me know
RESPIRE FUNDO 15 Feb @ 8:45pm 
I have a problem... When i sided with the Franzig, it says to go and kill Jokar, but the dungeon seems... not working? I found a buttom on a room but when i think the exit is the portal on ground, is don't activate!

I don't know if the reason is because i am dumb, probably, but i wish some help if is possible.
Frattaglia  [author] 27 Jan @ 12:31am 
@Kosocku I know it's a long shot, but have you tried talking with the "pigs"?
If you did, and you found Armand's body and now you need to find his killer, don't worry, that will come up in the course of the campaign
Kosocku 26 Jan @ 7:23pm 
Am I just an idiot? Or did I do something wrong/out of order? Playing "Business of Monkeys" and doing the "Find Armand" quest. Found Armond, found the 3 skill checks, and the next is supposed to be in a certain direction that you just came from. Problem is, I can't find anything at in that area that further's the quest. I've been in that area, cleared everything (including the 2 exits available from there), but can't find anything pertaining to Armond. Any suggestions?
Frattaglia  [author] 6 Jan @ 7:19am 
@dantastic

1) if you mean the stairs between The Pit and the "Main floor" of the prison, you lost nothing :steamhappy: I just put a couple of locked doors there from the main floor to block players wandering around, but there is literally nothing there

2) the optional dungeon can be accessed from the snow map you have to pass through before reaching the prison, the one where you find the escaped prisoners and have to decide which side to help. You have to explore the map a bit, but the quest doesn't trigger if you didn't complete the "planar diplomacy" quest almost at the start of the adventure, in the Northern Farmlands

Thank you again
dantastic 4 Jan @ 8:23pm 
Hi, Frattaglia,

I just finished aBfM--quite an enjoyable adventure! I'm ready to move on the the sequel through the portal on the map. A couple of things I wasn't able to do:

1) I was unable to access the Prisoner's Entrance portion of the Prison. It had locked doors with no obvious way to unlock them. Every other set of locked doors in the Prison I could eventually unlock, so I'm wondering what I missed there.

2) I don't think I ever came across the optional dungeon that was supposed to be DLC sized. If I did, I didn't recognize it for being that. Can you share in spoilers where I should have looked?

Thanks!
Dan

P.S., I really appreciated the method for releasing the Wandering One from her captivity. It was a highlight of the campaign for me;-)
dantastic 2 Jan @ 8:35am 
Ah, my mistake. I just checked and when trying to break the telescope, got a message that that's not needed now, so I see that all is WAI, here. Thanks! Now...Onward!
Frattaglia  [author] 2 Jan @ 1:21am 
@dantastic

thanks a lot!
Now, for the Palace of Visions: no, it is not the optional dungeon... it is an alternative dungeon you are required to clear if you side with Jokar in the Colonho questline. I understand you sided with Franzig and cleared the basement of Jokar's house instead

At that point of the main quest, you shouldn't be able to break that particular item... if that's the case please lmk, you probably catched a corner case
dantastic 1 Jan @ 10:47pm 
Hi, Frattaglia,

I'm enjoying aBfM a lot and really appreciate the creativity that shines thoughout this campaign, so far. I'm about to leave Colonho for the ciphered "LSSPSAI" location , and wanted to say I'm glad you gave choices to select from because I could still figure out the pattern correctly despite not understanding the "vocal birds" clue until afterwards--then it was an "oh of course!" moment.

Before I leave town, I'm considering breaking a certain item in the Palace of Visions. Is this perhaps how to access the 100% optional dungeon you mention in your description? I'm curious how long this excursion will take, because I'm also hot on the trail of Oz and want to complete the tasks entrusted to my party by the Constable.

I'm really enjoying the detective/mystery aspects of your plot--you've made a campaign I'm enjoying way beyond what I was expecting based on the 6-7 Solasta campaigns I've played so far. Well done!
Frattaglia  [author] 13 Oct, 2024 @ 6:34am 
@Xe-N-on thanks for your feedback and all. Really appreciated
Xe-N-on 12 Oct, 2024 @ 11:17pm 
As a piece of constructive feedback, I’d suggest reviewing the difficulty of some encounters to better account for bad luck or non-optimized party setups. Although you described the campaign as mid-easy, certain fights can feel quite challenging under these conditions, especially without reloads.

For a more authentic tabletop-like experience (no reloads), you could consider balancing a few encounters accordingly, or maybe mention in the campaign description that while the difficulty is generally mid-easy, certain fights may be tough for non-optimized or poorly equipped groups. Tools like encounter calculators for D&D 5e (e.g., this one) can be helpful for fine-tuning.

Thanks again for all your hard work—I really appreciate it!
(2/2)
Xe-N-on 12 Oct, 2024 @ 11:17pm 
Hi, it's me again! Thank you for your detailed response and for your amazing custom campaign. I’ve just finished Colonho, and I have to say, the level of detail you put into it—occasionally even breaking the fourth wall—is truly impressive. The result feels highly polished and professional.

Since I’ve experimented with the Solasta dungeon editor myself, I know firsthand how much work goes into scripting, especially given the limited options for complex interactions. (In my memory, the NWN2 editor was much more user-friendly.)

Regarding the challenge I ran into, I should mention that I’m using a non-optimized party with buy-point stats:

Half-Orc Fighter (Commander)
Half-Elf Druid (Circle of Balance)
High-Elf Wizard (Court Mage)
Halfling Bard (College of Lore)

(1/2)
Frattaglia  [author] 11 Oct, 2024 @ 1:23am 
@Xe-N-on

- If for any reasons the dryads come back in counterspell range, you can always bait out the counter with a lvl1 spell like fog cloud or guiding bolt
- At this point you are 3 vs 1 with the bulette, you can either hard-cc it and finish the dryads or go for attrition. Fighter/paladin dodging with shield of faith as a frontline, or a bard viciously mocking it (it has 1 attack per turn) will greatly increase survivability


It's definitely not easy and it may take a couple of tries, but I replayed the encounter this morning with a lvl 3 party with starting equipment and I've almost pulled it off on the first try (dryads dead, bulette down to red but it passed an INT save on the debuff and rolled 3 crits in a row :steamsad:)

2/2
Frattaglia  [author] 11 Oct, 2024 @ 1:22am 
@Xe-N-on it is definitely one of the most difficult encounters in the module, and one of the few that require a bit of preparation

My usual "vanilla pregens" run is over 1 year ago now, but I remember beating it with this strategy (I am sure many other players found more efficient ways to solve it, but that's how I rolled):

- Spread out - if you turtle up you're dead. Stealth helps a lot
- Dryads are there to be a nuisance, they have to be separated from the bulette. A good way is to send out someone to harass them in melee (rogue or monk works wonder here). As soon as they are engaged, they will try to cc the harasser and walk away, which is exactly what you want (they'll be out of range for counterspell)
- someone will have to facetank a bulette dive. There are spots (e.g. behind the broken furniture, over the scaffold) where it can't teleport so your casters can be placed there. A familiar (if you have UB) is well spent as a target

1/2
Xe-N-on 10 Oct, 2024 @ 1:12am 
As a D&D tabletop player and former DM, I find some of the encounters to be excessively difficult. I'm still in Act 1, but facing a Bulette (CR 5) along with two Badlands Dryads (CR 2) seems overwhelming for a party of four level 4 characters—especially when your main damage dealer is a spellcaster who gets counterspelled by the Dryads. Was this encounter specifically designed to wipe the group?
jeff 20 Sep, 2024 @ 6:47pm 
Ah, Thanks for pointing out those features.
Frattaglia  [author] 20 Sep, 2024 @ 12:42am 
@jeff Oof, sorry mate.

Silver lining: you are playing with UB, so you can flag to enable CTRL-SHIFT-T and CTRL-SHIFT-R to teleport your party where you need.
You can find the flags under gameplay/interface IIRC
jeff 19 Sep, 2024 @ 11:08am 
I am running a 6 PC party and two of my party got left behind getting to the Diamond Queen room, so now I can't move forward. :-(
Frattaglia  [author] 3 Sep, 2024 @ 11:37pm 
@Tuck Davis thank you my friend

Yes, there are not many magic items in act 1, but a few here and there are definitely present. For example the caves in the eastern hills have some named items and random magicals hidden in chests.
On the topic of backpacks, there are a few hidden around in act 2/3, and a dedicated vendor once you reach Colonho (early act 2)

About flying: that's sadly a bug of the dungeon maker. Rule of thumb is that if a walking PC has to jump, fly over is impossible. This means that flying is extremely useful, but just for reaching high ground, bypassing difficult terrain or traps, or the random puzzle that requires to overcome cages (there are none in this campaign IIRC).
This bug also impacts flying npcs, for example there is an area in early act 2 that is clearly designed to provide an encounter (the secondary path through the swamps), but I had awkwardly to move it ahead because the mobs just couldn't move around
Tuck Davis 2 Sep, 2024 @ 2:21pm 
The only person in my group (Paladin,Hunter,Mage,Monk) who is able to really carry much is my dwarf and even she is quickly overloaded cause of the heavy armor she wears. Even being only mildly overloaded (medium bar) she is slowed down to 4 movement in combat because small creature ~ it is kind of a deal breaker and I considered stopping to loot at all.

The second issue is flying, I don't know if it is a restriction of the world builder but I thought nothing about dumping my wizards physical stats for him being bookish and I knew he would be able to fly pretty quickly - but flying doesn't get you anywhere really, all gaps and obstacles for ppl to jump are not made so you could fly over them so every time there are such 2 spaces he gets incapacited (after he stopped flying cause while flying he can't jump at all)

Greets Tuck

2/2 cause steam won't alow long posts.
Tuck Davis 2 Sep, 2024 @ 2:20pm 
Hey Frattaglia, I'm currently playing through the campaign and have to say the story is really nice but mechanically I got a couple problems, it seems this adventure is very sparse with magic items,

I am currently in act2 with my group and only found one armor peace that could be counted and nothing to attune to. Even the vendor after act 1 for preperation of act 2 only sells basic stuff, so it makes kind of sense that there are not even backpacks to be found that would ease up things.
seangeno 26 Aug, 2024 @ 5:22pm 
Sr. Frattglia, No worries at all. Thanks for the response. I figured as much.
I had my barbarian and druid invisible by my sorc. and long range scouting
but got 'seen' by bugs. But the two of them won that fight with the other two pcs
just passing turns from across the board at entry point.
Then all 4 hit the hag et al. from both sides and finally just shot the bears and wolf
from across the water - after having snuck by them.
Fun Times :-)
I'll go back to re-do that bit gladly. Nice work. Enjoying it.
Frattaglia  [author] 26 Aug, 2024 @ 12:58am 
@seangeno sorry I was away travelling... I am afraid you messed up the order of the quest (my mistake, it was one of the first quests I've created and I may have not considered certain aspects :steamfacepalm:). Sorry about that

I will try and build a fix, but i am afraid you may be past that with your last savegame. I can only suggest you to reload an earlier save (eg when entering the area) and do the encounters in the right order (wolves first, hags later). TBH I'd cheat them
seangeno 25 Aug, 2024 @ 8:50am 
...was there more than one green hag? what am i missing?
seangeno 24 Aug, 2024 @ 6:39pm 
I did do the encounters in a strange order . . .
seangeno 24 Aug, 2024 @ 6:35pm 
Slaying in the east. 4th lvl. Defeated all incl green hag but still quest log says I still have to . . .
No exit to be found. Not much blank on map - corners. . . any help?
OrangePeelPanda 10 Jul, 2024 @ 6:56am 
didn't understand what you said and spent another hour running around before figuring it out. this part is super not intuitive to me and makes no sense, just about gave up.
Frattaglia  [author] 10 Jul, 2024 @ 12:23am 
@OrangePeelPanda
you need to open the Main Gates on the Main Floor. You need 2 key items, which are actually both pendants, the "golden keystone" dropped by Ozmilla during the fight with the Constable and the "jade keystone" dropped by the Master of Palace in the Office of the Master of Palace, in the Main Floor. You must have killed them already to open the way to the noble floor. I used the exact labels you can find on the level maps for reference. Once you get to the main gates with the keystones, you should look for a dialogue trigger "A door needs a key, or two" which will open the doors
OrangePeelPanda 9 Jul, 2024 @ 11:31am 
I just defeated the person with the constable, sorry i don't remember the names becuase they're all Oz. Then we went to her room and supposedly got a map to go somewhere- but there's no where to go to seek the baron, I walked all the way back down to the collapsed tunnel part of the castle but there's no baron.

the prison section door is still locked and I think that's the only part I haven't gone? I looted everything and there's no key.
Frattaglia  [author] 9 Jul, 2024 @ 6:09am 
@OrangePeelPanda it depends what you mean with "the end"
if you just dealt with Ozmilla, you should leave the prison by collecting a double set of keys (you should have them already, Milla has one) and interacting with the main doors located on the main floor of the prison (there is an interactive panel in the guards post besides the door), then talk to the Baron outside and exit to the world map for a new location where you'll find the portal

if you've dealt with Ozmilla's master already, yes it is basically the end. You just have to interact with the portal stone after the deed is completed to trigger the last exit
OrangePeelPanda 8 Jul, 2024 @ 6:55pm 
Playing co op and got to the end where we are supposed to find a portal and go back to baron but nothing is there walked all the way back through the dungeon and didn't see him. is this basically the end?
Frattaglia  [author] 10 May, 2024 @ 12:37am 
@Brightsoul that is WAI, there is a resting point just a bit forward.
The first hunting areas are designed to be self-contained, returning to the inn ends this phase of the campaign. you will find resting areas and basic merchants also in eastern and southern areas
枕头同学 7 May, 2024 @ 3:29am 
Indeed, I use Chinese, and using machine translation can sometimes be very funny because it may not accurately capture the context or idiomatic expressions. Although I generally understand the intended meaning, when it comes to slang, I might be completely clueless. However, this mod is really interesting, and I truly appreciate you creating and sharing it.:steamthumbsup::steamhappy:
Frattaglia  [author] 6 May, 2024 @ 10:21am 
@枕头同学 this is... unexpected, I hope you manage.
Some time ago I had a partial run with automatic translation in my native language (Italian).
I found no issues, but seeing how my (fairly broken) English got misinterpreted was hilarious...
I guess you had a good laugh or two while playing it in Chinese (I think) :steamhappy:
枕头同学 6 May, 2024 @ 2:35am 
"I'm stuck at the last step, where I should see a new destination on the world map, but I don't. It's also possible that using a community mod for translation caused this issue. However, when I tried using the original English version, the new destination appeared as expected. Thank you very much for your help. I'll continue playing in English.
Frattaglia  [author] 6 May, 2024 @ 12:19am 
@枕头同学 here is what is supposed to happen when you visit Greenhaven:
- speak to the Constable to report the results of your mission. It will enable an exit
- when you leave the building, you should see an info panel, then you should find yourself in the Greenhaven offices again
- speak to the Constable again. She will have 2 other NPCs with her this time and will give you the next mission
- Leave the building. You should see the world map, and scrolling to the left there will be a new destination (Colonho)

Is this what happened to you? Which step are you stuck on?
枕头同学 5 May, 2024 @ 5:29am 
Dear author, hello. I'm sorry, English is not my native language, so I can only communicate with you using translation software. I would like to ask, after reaching level 5 in your mod, when I go to the police station to turn in the mission, the next chapter is not unlocked, and there is no new destination on the map. What should I do?
Frattaglia  [author] 3 Apr, 2024 @ 12:28am 
@shalinoth removing a couple of comments for spoilers - sorry about that, but I'm happy you (or your party ;)) managed to find the solution of the riddle

the cypher says: "plus 2 'vocal' birds" and "minus 4 'consonant' monkeys". If you get the 'consonant' part, it should be easy to relate 'vocal' to 'vowel' (or so I hope)
shalinoth 2 Apr, 2024 @ 2:54pm 
I'm at Courier of Bad News, "Find Your Destination On A Map" but I collected maps earlier, and there's no blue exit from here to World Map anymore, except the boat to cave exit. I have the Cypher already. Reading the 'Capital' letters doesn't seem to give any clarity.
thumper33 31 Mar, 2024 @ 2:25pm 
OMG, how did I miss that? LOL
Frattaglia  [author] 31 Mar, 2024 @ 1:33am 
@thumper33 there is a door behind the throne in the room where you find Ilael's remains. The key is the same you received from the Young Baron. Go through that door and you'll find the family temple, there is a "secret" (not really secret) passage in there