The Settlement
A short trip into Bernie’s World. A hiring agent in the capitol city of Holloway alerted you to a notice of work in the far north. Unsure what to expect, but with few other prospects, you make the journey north eager to start a new chapter of your life.
Synopsis: As an untested company of adventurers, you respond to a notice for hearty pioneers to help tame the wilderness in a remote settlement. Eager to prove yourselves, you head north into the unknown.
Details: This is a short campaign, my first attempt, based on the world and some of the characters of a novel I have been writing on and off for the last decade. Its origins were for a pen and paper D&D campaign that never came to fruition. Solasta was a good place to finally do something with it.
Scope: Starting at level 1, there should be enough content to advance to at least level 12 with twenty or more hours of game play. Being my first campaign and learning how to use the DM along the way, the plot is fairly linear. There are four distinct chapters and several side quests.
Difficulty: The encounters are designed to be challenging for a well-balanced party (tank, area of effect/controller, healer, ranger/rogue). There are a few skill challenges requiring perception, history, and intimidation/persuasion. Followers are available at certain points (and recommended).
Recommendations: A few dialogs and a future plot use non-Common languages. Having a character that speaks other languages would be useful. Having a ranger/rogue that can deal with traps, locked doors/chests, and follow tracks would be useful.
DLC/Mods: Requires all DLC. No Mods are required. Unfinished Business was used to used to build maps and increase the NPC pool.
Content Warning: In addition to the violence associated with a harsh fantasy world there is adult language and themes of a sexual nature and possible scenes of implied sexual violence.
Miscellaneous:
• A wand of identify is available to purchase early on.
• Crafting of consumables (potions, arrows/bolts) is available. Harvestable components are plentiful.
• Recipes and components for armor and weapons ARE NOT implemented at this time and probably will not be.
• Custom weapons (purchased or via quests) and improved armor (as found loot) become available as you advance.
• Conversations have consequences. Ending dialogs on a negative outcome could jeopardize further progress or effectively end the campaign.
• Some NPC dialog has hints: (+) positive outcome (?) lore (-) negative outcome.
• Text of banter NPCs with more than one line of speech end with “…”
• World map is implemented and enabled after approximately level four, but there is no content and few locations at this time.
There might be some debug activators for testing purposes, some buttons on various buildings. These are not intended to be used during a regular play-through and they will be removed. Pushing the buttons could affect your progress.
Acknowledgements: Inspired by the campaigns of Artyoan Thanks to Rivfader for SCHelper which I used to construct some merchant inventories and clean up loose ends. Thanks to Knuckledragger, Defilade, and Gunfighter11 for testing and encouragement.
Required DLC:
These DLC should be installed in order to use this item.
Solasta: Crown of the Magister - Supporter Pack
Solasta: Crown of the Magister - Primal Calling
Solasta: Crown of the Magister - Lost Valley
Solasta: Crown of the Magister - Inner Strength
Solasta: Crown of the Magister - Palace of Ice
Revisions:
Old revisions of this mod are available below. Click the link to download.