The Red Crow (6-Man Party Version)

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Author: Artyoan

Last revision: 16 Mar at 17:30 UTC

File size: 14.04 MB

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Description:

The Rundown: This is The Red Crow rebalanced and retooled for a six man party. It is intended to be played using the Unfinished Business mod and setting the party size to six.
-To change party size go to Gameplay > Tools > Adventure > Override party size to 6
-There is a setting just below that to ‘Allow all party members on narrative sequences’ which I recommend checking.
-Link to the mod itself: https://github.com/SolastaMods/SolastaUnfinishedBusiness
-If you enjoy six man parties, please consider a donation to UB, as it enables modules like this (and the others) to be well worth making. I personally find six man combat to be more interesting than four man combat, even if it is substantially lengthier.
Link to the original The Red Crow: https://steamcommunity.com/sharedfiles/filedetails/?id=3074665840

Summary: The Roaming Boar Tavern has burned to the ground. Your party was there. Drunk. The cause of the fire eludes you. Perhaps the fault was yours. Perhaps it wasn’t. But to escape the confines of a jail cell, you are enlisted to serve during a time of war between the Snow Alliance and Gallivan.

Details: This is a six man version full campaign and is a sequel to The Forsaken Isle and Morrows Deep, with a new party starting at level 1. I strongly recommend having played both of the prior campaigns before playing this one as the spoilers are very heavy, especially for Morrows Deep. If you don’t care about the story elements then have at it.
Link to The Forsaken Isle – Six Man version : https://steamcommunity.com/sharedfiles/filedetails/?id=2942835978
Link to Morrows Deep – Six Man version: https://steamcommunity.com/sharedfiles/filedetails/?id=2956040726

More details:
With the release of Palace of Ice I wanted to use the new capabilities it provided.
-The world map is implemented.
-World Map travel encounters are set but a base game bug prevents them from happening once the party reaches level 5.
-Once reaching the first major city, I strongly recommend using the Slow travel options on the world map until you are level 5 at least. You can be level 5 before leaving the city as well. Being ambushed at level 4 by these custom encounters can get fatal quite quickly. They also can’t be properly tested until the base game bug has been fixed, unfortunately. If UB or Tactical Adventures are able to fix this bug then they will be live immediately.
-All new locations are used.
-Companions come and go, sometimes with the option to take them. Not taking them will make the difficulty considerably harder in the areas they are available. Companions that stay for multiple battles are capable of being killed permanently. There are less companions used in this version than in the four man version.

Duration: 50+ hours if all content is done. (If you are playing on harder difficulties, this may take considerably longer)

Levels: Starts at level 1 and ends at level 16 or at level 19 if you increase the level cap with UB. I recommend increasing the cap.

Difficulty: The difficulty is intended to be moderate (on authentic) though feedback has always been that the six man versions are a notch or two harder than the four man originals. Try scavenger or above if you’ve got an optimal party or are bringing your A-team. If you want to try experimental parties or are looking for an easier time just involving a six man party, do not be afraid to turn the difficulty below authentic.

Suggestions:
-A balanced party is strongly recommended.
-Having one high armor class character with another that can get high AC (with a shield or through reactions/spells) when needed is recommended.
-Any melee units should be able to take a hit and have some moderate armor or be able to enter and leave battle with relative ease. A lot of custom melee weapons have conditions on hit that can potentially give disadvantage, banestruck, blind, etc to an enemy. Melee weapons tend to have stronger conditions than ranged weapons to offset increased risk.
-Have at least one heavy hitter ranged unit. There are a lot of new flying enemies from PoI
-Having at least one character that can lock enemies down in recommended.

Special Considerations:
Unlike my prior campaigns, there are a few instances where multiple battles are required with no long rest. These don’t come til the second half of the campaign.
-A wand of identify is available on vendors and one found in exploration.
-Crafting is fully implemented and highly encouraged, though not necessary. I probably made and used well over 40 potions of heroism in testing.
-There are 65 custom weapons
-There are several side quests
-Charisma skills like persuasion, intimidation, and deception are used throughout the campaign
-Some classes and most character backgrounds have some special dialogue and content
-Save often, especially prior to entering a full party teleporter
-This can be played without needing Unfinished Business for an alternative to cataclysm difficulty with a four man team

Mod.io version: https://mod.io/g/solasta/m/the-red-crow-six-man-party-version

Please report any bugs/misspellings that you find.

Enjoy