Solasta: Crown of the Magister

Solasta: Crown of the Magister

The Forsaken Isle (6-man Party Version)
240 Comments
Artyoan  [author] Aug 20 @ 6:36am 
@Vapore, you'll head to the sewers eventually but level 3+. :steamthumbsup:
Vapore Aug 20 @ 5:20am 
@Artyoan well i did say i was dumb. I actually didn't talk to elswulf. Was able to go through the gate now (after getting my ass kicked from the first encounter in the sewer. What level are you supposed to be for the sewer btw? enemies got like +8 to hit QQ)
Artyoan  [author] Aug 19 @ 7:35am 
@Vapore, what does the quest text say? Should just need to talk to Elswulf in the manor, then talk to the tavern owner inside the inn, and then the west exit should unlock.
Vapore Aug 19 @ 6:57am 
Alright i'm probably dumb but i'm stuck in the beginning...I can only enter the two manors, the tavern and the sewers...I'm supposed to be able to travel through the west town exit right? It's not interactable
Artyoan  [author] Jul 27 @ 4:09pm 
@LeonidasRey, glad you're enjoying it. When you say you've 'killed everyone' does that mean you fought the midwife and won that battle (which is optional depending on a prior choice) or that you've fought Thaefen/Eldon? A stairway leading down should be accessible after beating the midwife but after the final fight you need to go back upstairs and leave the same way you've entered the mirror.
LeonidasRey Jul 27 @ 11:35am 
Hi! What a great adventure. Thank you so much, I really enjoyed it!
I got stuck. After entering the midwife's room, I went to another map and killed everyone, but the door there doesn't open. Is there a switch I can't find?
Thanks for the help!
Artyoan  [author] Jul 5 @ 10:11am 
@DeTruWeaboo, not sure what would cause that but it would be either a base game bug or something related to Unfinished Business. I'd try just restarting the game and then seeing if that fixes the problem. If not, could possibly be a UB related setting recently changed?

No changes can be made to hit dice or resting systems from the standpoint of the dungeon maker though.
DeTruWeaboo Jul 5 @ 9:58am 
So I think I found a bug? Not sure whats happening but the hit dice are empty when I try to short rest and dont refill after a long rest.
Artyoan  [author] Jun 11 @ 3:09pm 
They are very good at hide and go seek.
[EMA]Sephiroth Jun 11 @ 3:02pm 
Really enjoying the enemies that appear out of thin air.
Artyoan  [author] Jun 2 @ 5:43pm 
Unfortunately any spells that are able to target a trajectory will go through walls and thats a problem with Solasta's baseline design. Only silver lining is that you can do the same thing, like using a cone of cold through a wall. Dragon's breath will do the same thing. It's silly and something we all hope they can get rid of for their sequel.
johndewitch Jun 2 @ 4:49pm 
So he can shoot straight through the stone wall just because two people are in a straight line? I'm in a corridor, he's around the corner, through a room around another corner and in another room. There's like 30-40 feet of stone between us and a bunch of orcs between me and him.. there's at least 5 orcs between me and the room he's in and another half dozen or so in that room. He's one-shotting my team, by the time i get to him i'll have half a party if i'm lucky. I don't understand how he's shooting through that wall.
Artyoan  [author] Jun 1 @ 9:33pm 
If you're level 3, you can gun for the shaman with ranged but in general, don't line up for him. The shaman will usually not cast it if he can't get at least two people in a straight line. If you're not level 3, there is enough exp to be that prior to the fight, which is highly recommended.
johndewitch Jun 1 @ 6:58pm 
OK, how is an Orc Shaman throwing lightning bolts through 30-40' of solid rock and one-shotting my casters. How am I supposed to be able to fight this when he can throw through solid rock before i can even get line of sight on him.
Artyoan  [author] Apr 17 @ 7:49am 
Thanks Oltex. Any other components you find missing would be welcome. I don't think I ever revised the vendor lists for this one after more were made available in PoI so wouldn't be surprised if some are missing. Only red crow and grave rush were more thoroughly done and actually shared some vendors via export/import in the DM.
Oltex Apr 17 @ 7:38am 
Replaying with a different party and noticed, on the exotic artifacts vendor, there seem to be all the pelts EXCEPT badlands ape. Have a recipe for Boots of First Strike but no ape pelts to craft it.
CavityCommunion Feb 14 @ 8:19am 
@Artyoan ok, thank you.
Artyoan  [author] Feb 14 @ 6:27am 
@CavityCommunion, they do not. The scavenger functionality isn't possible to use in the dungeon maker, unfortunately.
CavityCommunion Feb 13 @ 8:46pm 
Does Forsaken Isle or your other created campaigns use scavangers like the base game?
Artyoan  [author] Feb 5 @ 6:39am 
Thanks Executor888. The main downside of 6-man adventures will always be the time commitment. Especially for Solasta since the animations are quite slow and movement is sluggish. UB can speed things up considerably but it's still long and that feature doesn't work for multiplayer. In the end though, I found I like six man combat more than the four. :steamthumbsup:
Executor888 Feb 4 @ 11:44pm 
Good adventure! I've played many Solasta campaigns and like to play on Scavenger difficulty. I did the same with this one and it was the first time I felt like I had to really try to win, which made for some pretty exciting moments. I do have to admit that while having a lot of enemies in an encounter adds a layer of fun and difficulty, it did make combat feel slower and more monotonous at times. Regardless, I still had fun and I look forward to playing your 6-man versions of Morrow's Deep and The Red Crow.
Artyoan  [author] Jan 25 @ 12:04pm 
@geolas, yes, those are associated with quests and at the time I chose to block them off so as to not break sequences. The path opens up after certain variable triggers. I'd prefer the waypoint not appear at first either but those aren't capable of being activated or deactivated.
geolas Jan 25 @ 11:34am 
is it normal that the witch hut and unkown cave are inacessible when first encountered?
Zengine Jan 17 @ 8:49pm 
Really enjoyed the run until we got down into the crypts and sewers. Bunches of shamans who cast lightning bolts through ranks of my toons even through thirty feet of solid stone and earth starts to get frustrating after a bit. I can suspend disbelief for trolls. Shamans with X-ray vision and stone-penetrating spell attacks, not so much.
db_galvan Jan 2 @ 12:57pm 
Story was great until the Lysander battle. The cubes constantly hurling AOE spells that do 30+ damage to everyone every round decimated my party by the 3rd round 4 times in a row. Up until then it seemed pretty promising. There is just no way a party of that level even with constant healing or trying to tactically spread out would be able to survive that. I guess I could cheese and turn down the damage but that just seems lame to have to do that. Ah well. On to the next Solasta adventure.
The Mad Catter Nov 20, 2024 @ 4:11pm 
I spoke too soon. It would appear Wooden Shield is it's own item and I can't find more than the one my Druid came with. Ah well.
Artyoan  [author] Nov 20, 2024 @ 4:06pm 
The Shield recipes are now in the base DM as selectable. Lots more were added in the Palace of Ice patch too. Probably worth revisiting recipes/merchants in the future on a replay. They even changed the base item costs after this was published, though it sounds like it didn't kill the economy that badly.

I try to be fair with ambushes. :steamthumbsup:
The Mad Catter Nov 20, 2024 @ 4:00pm 
Or near enough that it won't matter. Loving this adventure btw, your encounter builds have made sure I don't just rush in blind, though it threw me off a bit in the beginning when I'd investigate a chest and suddenly there were enemies everywhere. :-P
The Mad Catter Nov 20, 2024 @ 3:58pm 
Probably an issue with Unfinished Business, I'm assuming it adds a bunch of crafting elements? Thankfully as long as I can get a wooden shield I should be able to make what I need.
Artyoan  [author] Nov 20, 2024 @ 3:47pm 
Checking my list, there is no shield recipe in this one as a hand placed drop, nor the primed shield. I don't remember if the recipes were absent in the DM when I initially made it or I just decided not to put them in.

There is a shield +1 on the special armorer and another one to be found. As well as a shield +2 is capable of being found as well.
The Mad Catter Nov 20, 2024 @ 3:31pm 
My Kingdom for a primed shield or primed shield recipe. :-P
Artyoan  [author] Jul 6, 2024 @ 6:39am 
If you have a good way of dealing ranged single target damage you can possibly harass that shaman into just healing itself. Also avoiding lining your party up can keep it from mowing too many down with lightning if it does cast it. Feedback has been that the six man campaigns are harder than the four man original versions.
Vitão SKINS Jul 5, 2024 @ 8:16am 
Thanks, I'm using the right mod! Also my friend holy shit that Shaman fight was insane lol. I'm playing on Scavenger and I'm going to restart my run with a new party because it made me see that mine sucked ass. I've really enjoyed it so far, fun and challenging.
Artyoan  [author] Jul 3, 2024 @ 8:31pm 
@Death Korps, if you've subscribed to this then when you choose an adventure it should say (6 man party version) in the title. You could unsubscribe to the four man version too. Then when you select for a new adventure, this is the only version that should be present.
Vitão SKINS Jul 3, 2024 @ 2:36pm 
Artyoan, how do I know if I'm really playing the 6 players version? I choose it and as of right now the two encounters that I've faced against the orclings and the wolves didn't have more enemies than the 4 players version =/
Artyoan  [author] May 29, 2024 @ 2:38pm 
Thanks Player 1. They are a rowdy bunch down in that crypt. Especially so at those settings. :steamthumbsup:
Player 1 May 29, 2024 @ 2:28pm 
Just wanted to pop in and say thanks for an excellent adventure. Running on a custom difficulty (double health on enemies, +1 to their attack rolls, 120% damage dealt but +1 extra feat on starting characters), and the combat feels awesome. Just got out of a nail-biting fight with the undead in the crypt - every character went down at least once, and we barely scraped through.

You really took the baseline game and made it shine - thank you!
Artyoan  [author] May 26, 2024 @ 6:36am 
Thanks twitch-Khaddy42. The saves are probably too high as that has been some consistent feedback. Also, that the ending handful of battles were too easy (but not the final battle). Eventually I'm going to replay all three six man campaigns and fix some stuff, as well as some rebalancing. The other two campaigns don't have saves bumped up as much.
Khaddy42 May 25, 2024 @ 2:15pm 
Finally finished!! 69h playtime ... nice :D

Great Campaign, thank you!

One thing was annoying:
- Most enemies had such increased +wis, int, cha saves, that "cc spells" were way less effective than raw damage. Some enemies had like 6 wis, but got wis save +8 ... so wtf.

Final fight was a great challenge though :D
Thank you for the campaign!
Khaddy42 May 21, 2024 @ 12:59am 
Thank you!
Khaddy42 May 21, 2024 @ 12:59am 
ohhhhhhhhhhhhhhh
Yeah it is that. Damn we had a good rogue and ranger and picked every lock xD
Artyoan  [author] May 20, 2024 @ 12:15pm 
@twitch-Khaddy42, if its a button that doesn't appear to do anything it is likely a button that opens a door that was already opened through some other means. Like picking a lock versus misty stepping through and hitting the button.
Khaddy42 May 18, 2024 @ 8:49pm 
Okay, what are the RED BUTTONS in the sewers for?

We are level 13, probably almost at the end of the campaign, found a few secret rooms here and there. But we never figured out what those buttons were for. Indulge us please! :D
ksfeeman May 16, 2024 @ 5:30pm 
I figured it out. I had to delete the Forsaken Isle Folder. Now it works. Thanks.
Artyoan  [author] May 12, 2024 @ 8:43pm 
@ksfeeman, no idea for that one. Only suggestion I could make is to do a verify integrity check on steam for Solasta. Could be corrupted save or character files possibly too. Haven't heard anyone having that issue unfortunately.
ksfeeman May 12, 2024 @ 8:40pm 
When I try to save the game, it goes all funky and won't let me, it like freezes up going to the save screen. Any help/suggestions?
Artyoan  [author] Apr 11, 2024 @ 10:14am 
Thanks lord_tsarkon. The DM is limited with regard to 'ambush' fights. The enemies will just appear (though I try to give hints usually that such a battle may occur) and aren't capable of being set as a stealthed unit prior to spawning. Same with enemies that can appear mid-battle as they also need line of sight to join an ongoing fight. So some less than desirable circumstances for certain encounters that I've set as an ambush. Most fights still allow for the player to get the drop on them though, at least with a stealthing party.
lord_tsarkon Apr 11, 2024 @ 9:20am 
Want to say so far a great campaign( just hit level 8 in the wizard mansion with his key to unlock the doors and fight his “pets” he left there). We are 3 players playing 2 characters each and it’s a blast. We knew this was hard so we changed the mod to allow a feat and ability score every 4 levels and get a feat at level one. This really helps balance out your character build. We also grabbed one magic item per character at start of the game. Even doing this we stayed on authentic I believe because monsters are pretty powerful and plenty. If you play any flying characters( fairies) from the mod a lot of the flying monsters ( fey eagles) will attack them more often it seems. Having an high AC tank( cleric, paladin or even a stone barbarian) will help also. Range weapon will help a lot as well. Had a few times the enemies just all appear around us even when stealthing but I think that’s More Solasta programming.
Khaddy42 Apr 2, 2024 @ 2:55am 
Oh we are playing on 'scavanger' and our party is not optimised, as everyone made their character on their own with standard array.

Our rogue tries to stealth and scout, but then our dwarf charges in and initiates combat while our cleric is picking plants and needs 2 rounds of sprinting to catch up.... I think I can see why we need a long rest after every encounter ...

Its tough but fun, though we had a few reloads because we ran out of revivify scrolls. (In the main solasta campains revivify scrolls just felt like sell items, HERE they are actually needed and useful. I like that)

Anway, great work, we are lvl 6 now and hoping to hit 7 next weekend :)
Artyoan  [author] Apr 1, 2024 @ 8:14pm 
Long resting can really depend on the group. During testing I tend to shoot for long rests every 2-3 encounters, but I also have the benefit of knowing what is coming so it isn't entirely natural.

If it's too much then I always encourage people to consider turning down the difficulty as nearly every enemy in all my campaigns are custom versions with higher stats all around. So even the default 'authentic' difficulty is going to be harder than official campaigns run.

A more experimental party composition might find authentic to be pretty tough.