Solasta: Crown of the Magister

Solasta: Crown of the Magister

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A Song for the Crossroads
   
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7 DIC 2023 a las 9:55
26 AGO a las 8:27
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A Song for the Crossroads

En 1 colección creada por Frattaglia
Campaigns I liked a lot
12 artículos
Descripción
*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
Discusiones populares Ver todo (2)
4
16 FEB a las 0:10
Bugs & general issues
Frattaglia
57 comentarios
Younitea 2 SEP a las 21:23 
Hello, just finished my run through over the course of 42 hours. I have to say damn was this filled with spell casters.

In actual thoughts, I really enjoyed playing through and seeing just how cohesive the story was. From starting as investigators to changing the very fabric of a plane, loved it all. I also loved the humor of it all, from the undead "entertainers" to the silly remarks and comments of the party, just great.

I ended up playing with UB, but only turning on advancement beyond lvl 16, and 9th level spells, everything else was vanilla. I have to say I think I really needed that extra health and spells. I struggled in some fights and had to reload a decent bit. I have a tendency to clump, and walking into some of the later fights vs multiple back to back cones of cold or gravity slams just killed me.

Gave it a thumbs up and would recommend.
Frattaglia  [autor] 26 AGO a las 1:02 
@Hystorm sorry I was away travelling. I guess you are talking about the Kzar's house in Colonho. You just have to find out what's the owner's favorite color and reproduce it with the lamps.

which is the name of his dog. And the color of his clothes. And his favorite fruit
Hystorm 17 AGO a las 16:52 
I give. Whats the answer for the 5 color lamps?
Gwydo St. Clair 12 AGO a las 4:58 
Thank you. It was that last... "step" that I missed the first time.
Frattaglia  [autor] 6 AGO a las 6:30 
@Gwydo St. Clair you have to "keep the cage shut"
there are 4 iron doors in that room, you have to close all of them (actually, putting a PC in front is enough) and keep your PCs there.
Gwydo St. Clair 5 AGO a las 4:58 
In the Requiem for a Dealmaker, in the room after the bird in the cage, there don't appear to be any exits. It's got the two hags, the bulette, the succubi, and the Mech.
Any recommendations or thoughts on what I missed for how to proceed?
rustythorn 15 JUL a las 13:45 
ok thanks, the statues are now saying something different than they where before, not sure what we did to make that happen. sally fo-, sally for-, sally forth
Frattaglia  [autor] 15 JUL a las 0:04 
@rustythorn don't worry there is nothing mandatory hidden behind skill checks that players may fail.
Did you check the statues in the small library (and the nearby chest) and/or the engine in the Cog room? These will open the hidden door
rustythorn 13 JUL a las 20:15 
i think our group is stuck we cleared out the REALM OF THE DEALMAKER but we can't find an exit? we did fail some skill checks, a couple of investigations and it looks like there might be two not just one secret door in the TOTALLY SUPERFLUOUS CORRIDOR
Frattaglia  [autor] 2 JUN a las 23:04 
@Lepersmythe thanks mate, I'll release a fix asap