Solasta: Crown of the Magister

Solasta: Crown of the Magister

A2 Assault on the Slave Lords
53 Comments
Millesabords Apr 16, 2024 @ 10:17am 
You begin lvl 5... you explore a LOT, fight a LOT, some encounters easy, some others exhausting your HP and ressources. Good to know that the mobs don't like the flaming sphere so you can channel them. After a while, you wonder why your characters don't progress. Even the last vilain (OMG, what a fight !) didn't help to get you to the 6th level.;
BUT...
... the nasty little surprise in the lowest level did !
Very good module, let's go on to the night raid
Silverquick  [author] Aug 26, 2023 @ 8:09am 
Unfortunately no, its just the way Solasta Works, Any custom items and quest items are removed from inventory by the game when the character is exported.
motorheadmikeny Aug 25, 2023 @ 5:41pm 
Absolutely loving this series. Played the original module ages ago. Great work! Question: is there any way to keep the Greatsword of Lightning?
Umrhedar Apr 17, 2023 @ 11:16am 
Finished it yesterday. Was a blast again. Especially the trader at the start :D I again cleared everything and made a ton of gold ;) Also had fun with the encounters. The "sad" part was, that my learned recipes were gone, also an unequipped magic weapon. Had fun with my battle cleric and his guardians in combination with my bards thunder spell, wiping whole groups at the start of the battle. "Chainlightning" from my sorcerer was fun to, especially casting through walls :D
firelilly Apr 11, 2023 @ 5:29pm 
Brilliant sequel to A1, fights got much more challenging and the explorable area nearly doubles. Easily took me 8 to 10 hours, I tend to creep and try to search everything and everywhere. Take my points, awarded.
coldsundaze Mar 28, 2023 @ 11:11am 
One issue, which I'm not sure if it's a bug in Solasta or just this campaign, I got a Greatsword of Lightning in A2. When I complete the campaign and update my character, the weapon dissappears. Occurs both when equipped or stored in inventory.

Any info on if this would be fixable or not would be nice. Enjoying this campaign otherwise.
Wildust Mar 23, 2023 @ 3:00pm 
FA-BU-LOUS
Once again, the mapping is stunning. They say the devil is in the details, you must rule hell by now ! Never had so much pleasure exploring in solasta. Not even the official campaigns are so well designed. Every corridor, every room looks perfectly organic and with purpose. Like theses places had a past and our characters disturb the dust of what's left of it.
The encounters are very cool and challenges changes very intelligently, with very different arenas.
What a delight.
Thank you for your exemplary work.
Insufferable Smartypants Jan 20, 2023 @ 3:25pm 
How interesting! I love it.
Silverquick  [author] Jan 19, 2023 @ 5:55am 
That's his brother mentioned in the journal in the first module. If you search his desk in the end, you'll find out Lady Almalphia wasn't his intended target... it was you.
Insufferable Smartypants Jan 19, 2023 @ 5:10am 
Fair, but I killed him in the first module. Why's he back again? :-D

It was a fun experience though.
Silverquick  [author] Jan 18, 2023 @ 11:42pm 
Oh yeah that's a Werewolf, you need magic weapons to beat him or use the scroll in the chest prior to him
Insufferable Smartypants Jan 18, 2023 @ 7:51pm 
(part 2) If I had any criticism of this module at all, it would be the difficulty scaling. It goes from super-easy to near impossible very quickly and without warning. Specifically, that guy from the Crown campaign that's immune to all damage types? I wish you would stop using him. He wasn't good in the crown campaign, and it makes less sense that he keeps showing up in the previous module and this one (and I assume the NEXT one).

Seeing as he just single-handedly wiped my team, I think I'm going to move on to other adventures. Your series was my first non-official delve into modules. Good times! Thanks for making it.
Insufferable Smartypants Jan 18, 2023 @ 7:51pm 
You might have mistyped that. It SEEMS like a pretty authentic re-creation of Slave Pits of the Undercity. Like... to the point where I entered the room with the slaves in the upper floor and said "Wait... I remember this! This is a trap!"

I'd forgotten the exact nature of the trap and didn't want to look it up, but this module made me grin a LOT.

I just re-created Slave Pits of the Undercity for Talespire for online D&D play, and this was a LOT like it.

Been re-creating Secret of the Slaver's Stockade as well. My favorite module of the olden days by a lot.

(cont.)
Silverquick  [author] Dec 15, 2022 @ 8:32am 
Well you might, this specific PnP D&D module is actually Secret of the Slavers Stockade. And one of the monsters in the module is a Troll, It is designed as close to the original as possible.
Bakedtoast Dec 15, 2022 @ 7:02am 
It looks like this is the only module in your A-series campaign that requires Lost Valley DLC. Is there any way around this for players like me who don't have the DLC? Or am I going to have to skip this module of the campaign?
Imban Dec 6, 2022 @ 12:52am 
Followup to A1 Haunted Keep of the Slavers. I'd finished A1 at level 4 and was automatically levelled to 5 at the start of this, which made the first many encounters fairly trivial, as they were against a lot of low-level fodder enemies, and my party was replete with area-of-effect attacks to quickly zero their numbers. ...and then I got to the basement levels, where I ran into all manner of nasty jerks and ended up barely pulling it out in a few of the fights on the 2nd and 3rd basement levels.

Again pretty high on loot, everyone in my party now has three attuned items at level 6, but likewise it seems balanced for it. The map design was quite good again, as well.

Recommended custom module!
Airveen Nov 13, 2022 @ 11:11am 
Hey @Silverquick. I'm really enjoying the modules, thanks for putting all the time and effort into them. I am a bit stuck though on this one. I feel like I've covered the entire map at all levels but I know I'm missing something somewhere (otherwise I'd find the Lady I need to rescue and finish it). There are several red buttons to interact with. One I can't seem to reach (shows an arrow with a red X). The rest appear to not do anything (click, run around to see if something changed, click the next one, etc.). Any help would be appreciated. If you need more info, I can try to provide details.
TacoSauce Oct 22, 2022 @ 12:16pm 
First let me say I love love love what you've done with this modules. Sooooo cool. I love them.

But I see a problem (outside of typo's). A2 Assault on the Slave Lords is 'pose to be for lvl's 4-5. I'm using my lvl 4 characters that I finished A1 with.

BUT the very first thing this module does is give you XP and level all the characters to lvl 5.

So if it's for 4-5, and the first thing it does is level you to 5th, then why say it's for 4-5 if you are forcing 5th level characters right off the bat?
drlloyd11 Oct 13, 2022 @ 11:28pm 
@silverquick Doh! Makes sense.
=JpS=Red5 Oct 12, 2022 @ 10:04am 
@Silverquick, Thanks, I missed the entire orc room. lol.
Silverquick  [author] Oct 12, 2022 @ 8:37am 
Its just a sign that tells you that's the room where they receive the slaves.
drlloyd11 Oct 12, 2022 @ 5:28am 
I hit the button and it just says "<receiving>" over and over. What does that mean?
Silverquick  [author] Oct 9, 2022 @ 10:23pm 
Its the button in the Orc Room
=JpS=Red5 Oct 9, 2022 @ 9:07pm 
I am stuck. I defeated the ghouls and basilisks in the third area , but there does not appear to be anywhere to go after that. I backtracked to the second area and coul dnot find an alternate path. What am I missing?
Brightsoul Oct 7, 2022 @ 3:07pm 
I found a work-around for the Stirge problem. After stirge combat if a player has an unremovable Doomblade Cut then a Short Rest will remove the debuff without killing the player.
Brightsoul Oct 7, 2022 @ 2:40pm 
Great modules! Fantastic work. I'm enjoying playing them through sequentially.
The stirges in A2 cause Doomblade Cut on a successful bite but there is no way to remove it and the PC isn't given a Con save each round as they should be per 5e rules.
If the Con save can't be added, then could you make it removable by at least one of the following: Lesser Restoration, Cure Poison, Cure Disease. I have tried those all and none work.
Thank you for such great work and I can't wait for Against the Giants!
rjshae Jun 24, 2022 @ 3:20pm 
If you go in through the well passage then back out through the main gate, the events don't trigger in the right order.
Millesabords Jun 12, 2022 @ 2:52pm 
Hi ! I enjoyed this episode a lot. You lose your recipes between each episode, so you're not able to craft anymore. I was glad to make my +1 ultra heavy plate armor for my paladin (who can carry that), in the first scenario. But after this, even if you buy a prepared armor from the merchant in the third one, you won't be able enchant it.
Not crucial, as there is enough stuff to loot everywhere
Wait... a troll ? Was there a troll somewhere ^^ ??
Silverquick  [author] Jun 4, 2022 @ 4:17pm 
Yeah Lost Valley because of the Troll in it.
Rob Jun 4, 2022 @ 3:53pm 
Hey, had a ton of fun with A1 but with this one it says "missing DLC content"? are there any necessary DLC's to play this?
Dewclaw May 13, 2022 @ 4:24pm 
Thanks for all you do. Great work!
Silverquick  [author] May 13, 2022 @ 8:20am 
Ahh more of the new placable changes issues,
Ok give me a sec Ahriman.

EDIT: Ok Ahriman, the placeables have been moved and its been pushed again. Just hit the FROM DISK and it will fix your saved game.
Ahriman May 13, 2022 @ 2:51am 
Hello there,

In the sewers there is a large group of orcs with the shaman at the end, however they cannot be engaged because the path to them is blocked by the 'vines'.
Silverquick  [author] May 2, 2022 @ 1:08am 
Updated it with the new things available in the Tilesets.

Temple now includes the Troll that pops out of the offering box, per the original.
aussiehelaman Feb 12, 2022 @ 4:18pm 
This was amazing!!! Big thanks.
Meepichi Feb 9, 2022 @ 8:51am 
I probably should've commented right after finishing the module as I can't remember specifics now but I can definitely say it was another solid adventure that I thoroughly enjoyed. :)
Silverquick  [author] Dec 25, 2021 @ 10:17am 
Fixed multiple issues with Slave Pits not despawning mobs or spawning guards. You may see an update to your saved game when you start it. Select the From Disk option to receive the changes as it will correct your saved games.
Silverquick  [author] Dec 3, 2021 @ 9:54pm 
NOW UPDATE with the changes to the new Toolset. There are now actual Slaves to rescue and with the new Tilesets, I was able to build the Outer Temple and Courtyards to specs with the original map for Slave Pits of the Undercity.
Also now includes the actual Slave Pits in the Classic Module which could not be put in prior.
wojorider Aug 17, 2021 @ 7:10am 
Quick question: If there any downtime in a town with a store, so we can sell/use the loot from the first scenario? Or do i have to find a different mod???
Silverquick  [author] Jul 27, 2021 @ 10:01pm 
Thank you Meepichi,
And I share your pain with the RNG.
Meepichi Jul 27, 2021 @ 9:57pm 
An excellent and challenging module. When rng isn't playing nice it can be a real pain but over all quality work. I can't wait to see what you can do when they give you more to work with. Keep up the great work! :)
Silverquick  [author] Jul 21, 2021 @ 10:35am 
That said, its good to see you noticed that regarding the 4th level party vs 5th level.
The idea behind the optional encounters is indeed to be able to come back and beat them once you're 5th level if you cannot beat them at 4th level.
Acadiantri Jul 21, 2021 @ 7:38am 
Just for fun, I tested the front entrance with a 4th level party. Very difficult without good AOE damage spells. Then retested with a 5th level party. Trivial. Aside from the OG in the temple area, no real problems. You should replace that HP in that area with an EP. The HP AI is just useless. He just stood there, casting cure wounds on himself after the rogue's sneak attack, and waited for the pally to finish off the orcs.
Silverquick  [author] Jul 19, 2021 @ 10:15am 
Oh yes, by the way Acadiantri I did take on that encounter a good 6 times when play testing. I found the best way to take it on was to take it on from the North, Where you can choke point the Ghouls. in the first wall and rubble choke point. Optionally your cleric can turn undead causing about half of them to flee. Or you can wait while the rest sweep the right side and bunch up, then fry them with an upcasted burning hands or Thunderwave. Or optionally plug that route with a Flaming Sphere.
That said its an optional encounter so you can just avoid it if you don't want to take it on. But its great exp.
Silverquick  [author] Jul 19, 2021 @ 9:14am 
That would soo be nice Acadiantri, I hope they do put those in.
I'm not so sure you'd have liked the Basilisks though as the original encounter though. That's basically 2 saving throws vs Petrification from each party member per round. Someone is going to fail, and be turned to stone.
I read the 5E version of them and its a lot nicer than 1st Ed version as you get a second save on the next round to avoid it being perminent. But still... likely by probability, you'd lose someone, because you won't take both of them down in 1 round.
At least with Ghouls they have to hit you first before you need to make a saving throw. Basilisks do not.
Acadiantri Jul 19, 2021 @ 9:10am 
Would rather have faced the two basilisks. Maybe someday. I heard that the full bestiary has giants in it! Hope that we get those soon.
Acadiantri Jul 19, 2021 @ 9:09am 
The 8 ghouls was fine. I charged in there. It was the mass in the courtyard that I didn't like. That's where I retreated to the chokepoint.
Silverquick  [author] Jul 19, 2021 @ 8:16am 
Now to go into it further,
the first Ghoul encounter you are talking about, is only 8 Ghouls. BUT... originally in the module they are waiting in the caved in room above, and they jump on top of the party after you've already entered the room. So you start the encounter surrounded. I had to improvise of course, and create little alcoves to hide them in and see if you walked into the trap, but in your case you retreated through the door to choke point them, which is a valid strategy.
Silverquick  [author] Jul 19, 2021 @ 7:45am 
Heh, sorry Acadiantri, but those encounters are quite literally directly out of the Slave Pits of the Undercity as written. They are official D&D encounters from the module.

The only one changed was the Ghouls in the ruined courtyard area. That is originally supposed to be a pair of Basilisks, However that is a much more deadly encounter than the Ghouls, and I don't have a Basilisk in the toolset.
Acadiantri Jul 19, 2021 @ 7:39am 
Started this, but your penchant for mobs of paralyzing undead made the first big fight difficult. Not difficult to win, just difficult to click through. Unless you want to be surrounded, best tactic is to retreat to the chokepoint. Only two can attack, but with a fourth level party, it's a slog to kill them all without using resources. Moreover, because only two can attack at a time, there's a noticeable lag for each of the others as they explore all possible paths to melee range. As a result, the fight is forty minutes of click, wait, wait, wait, click, wait, wait, wait, click, and so on. I found it so dull that I eventually quit the module. May restart at 5th level, but that'd probably make the fights generally unchallenging. The use of mobs of low-levels was cool to see the first time with the orcs and the badland spiders, but I hope that you find a new trick soon.