Solasta: Crown of the Magister

Solasta: Crown of the Magister

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A Song for the Crossroads
   
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7 Dec, 2023 @ 9:55am
5 Feb @ 5:03am
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A Song for the Crossroads

In 1 collection by Frattaglia
Campaigns I liked a lot
9 items
Description
*Your enemy finally falls, and a suspicious portal opens in front of you. It's your only way out, so you grin your teeth and jump in... Will you survive the dangers of your new, weird home? And will you ever come back to Solasta?*

A Song for the Crossroads is a complete campaign module for levels 10-16 (19 if playing modded). It is the story-driven sequel of my previous campaign, "A Business for Monkeys", also included in this release.

Even if the story begins right after the end of the first installation, it is not required to have played it to fully enjoy this module - you'll just have some mild spoilers, and you will not recognize some cameos and the backstory of your starting equipment.
And if you want to play (or replay) A Business for Monkeys... it is included in this campaign, so you can go seamlessly from level 1 to the cap

A Song for the Crossroads is designed and balanced for a standard party of 4 PCs, but it is fully playable with larger parties.

It requires the Lost Valley and Palace of Ice DLCs


# KEY HIGHLIGHTS #

- Story driven campaign with focus on player decisions
- Based on an highly customized rendition of the Outer Planes (detailed in the "A Primer to the Planes" discussion)
- Difficulty is mid. You won't need a minmaxed party, but do not expect to steamroll everything
- Skills, alignment and even class matter (but none is required)
- Overarching story with 5 different endings and a final state linked to your choices
- A very basic faction system, mostly for roleplaying puropses
- Includes a world map, but no random encounters (all my homies hate random encounters)
- Includes crafting, you should be able to craft many different items

- Requires assets from The Lost Valley and Palace of Ice DLCs

WARNING: this campaign contains foul language, sexual innuendos, gratuitous violence and depictions of suicide.
It also involves political statements, planar lingo, breaks the 4th wall here and there, and contains an inane amount of quotes from real-life. Players discretion is advised


# ASFTC IN NUMBERS #

- 20 to 25 hours of content
- 30 playable areas
- over 50 custom items, weapons and armor included
- over 80 dialogues
- over 160 custom monsters and NPCs
- 5 different endings
- 3 joinable factions (mostly for roleplaying reasons)
- 0 (zero) random or filler encounters. No getting ambushed by wolves in the forest for you, mates
- as usual, uncountable typos. Be lenient ;)



# FINAL WORDS #

I really hope you enjoy your escapades in this campaign.
aSftC is a love project, started from the idea of "digitizing" a PnP module I wrote MANY years back for the original Planescape setting.

Since it is mostly story-driven, most of the work may remain under the hood (diverging paths and so on...), but I can assure there was *a lot* of work involved.
Also, this campaign is a delicate machine. I *think* I tested most of the corner cases, but IF SOMETHING BREAKS FOR YOU, PLEASE LET ME KNOW
Popular Discussions View All (2)
4
16 Feb @ 12:10am
Bugs & general issues
Frattaglia
43 Comments
Frattaglia  [author] 24 Apr @ 3:10am 
@charles_watkins happy you enjoyed the campaign (and props for siding with *that* gal... :steammocking:)

About 6-man parties... if you may, do you remember where you found issues in transitions? I played all of the campaign (from lvl1) with 6-men and found no particular issues, there should space for the pause-tech around every area exit
charles_watkins 23 Apr @ 11:30am 
Yow! Can't believe I missed that. <slaps forehead> Anyway it was still a good fight and a great wrap up to a glorious campaign. I'd started Jesting Monkeys with a party of six but ran into teleport problems and had to abandon. This time with a UB crew of Warlock, Arcane Archer, Ranger, and Sorcadin I played all the way through with only a few redos and had a good time.

I have nothing but praise for the design and rendering of this campaign. I thought the puzzles were just fine and the humorous touches were not overdone. The varied environments were splendidly laid out and the transitions were clear. Overall five stars. Hope there's another one some day.
Frattaglia  [author] 18 Apr @ 12:10am 
@shalinoth Oooh you found a good one, that is just a mini quest with no real impact, but...
there is a storage room behind an hidden door in the Crumbling Stronghold (the Troll's quest). The sister spawns only if you have activated the related quest
shalinoth 15 Apr @ 7:59pm 
Separated Sisters. I've been to every location on the world map and cannot find the missing sister.
Frattaglia  [author] 31 Mar @ 1:29am 
@shawndyk don't worry, you are not alone. No need to reset the map, the puzzle auto-resets each time you fail (but zaps you just once). This is by far the most complex puzzle in the module. I was really on the fence about committing to it, I hope my hints shed some light on it

The only element you have to work with is the lever panel inside the hut, no need to light / extinguish torches... but the torches are the key to solve the puzzle.
Each one has the same element next to it... in two cases it is upright, in the others it fell down.
Now you just have to identify the first torch and the others will present in the right order. Then you have to move the levers in accordance to the status of the "other element"... or the opposite?

Or else, you could just brute force it. Permutations of "two up, two down" are just a few, and you get zapped for the first mistake only (I try to be not a monster :))
shawndyk 30 Mar @ 2:35pm 
Can I get some help with the puzzle for the Jones dungeon? Is there a 2nd half of the note someplace (besides the one in the outhouse). After I fail, do I need to exit the map and re-enter? I'm flummoxed!
ResumeMan 25 Mar @ 4:28pm 
@rustythorn - I boosted both XP gain and difficulty, and actually made it to lv20 before the final sequence. With the increased difficulty settings it was definitely still challenging.
Frattaglia  [author] 24 Mar @ 6:28am 
@rustythorn you are correct. Since there is no way for us to assess the actual level of the party, the module is balanced around lvl 16. It would be otherwise punishing for those playing unmodded
rustythorn 23 Mar @ 9:59am 
when you say "levels 10-16 (19 if playing modded)" is there enough XP to reach 19th level but if you don't have the mods it will cap at 16? if so how do you handle game balance? do the 16th and 19th level characters face identical combats?
Frattaglia  [author] 23 Mar @ 7:05am 
@ResumeMan yes, this is one of the cases where you can fight different enemies, it depends on the answer you gave to Zortaynus in a previous dialogue. You told him that "the bearmen helped you for nothing"