Solasta: Crown of the Magister

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Vanphil

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frattaglio

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About this mod

A Business For Monkeys is a complete Campaign Module for character levels 1-10. Features a story-driven overarching campaign, over 100 custom monsters and NPCs, and uncountable dialogue lines.

Requires The Lost Valley and Palace of Ice DLCs

Permissions and credits
Mirrors
*** Check out the sequel: A Song for the Crossroads (includes this campaign too...)***


*You are a group or recruits, sent by your boss, The Constable of Greenhaven, to investigate on a shady competition organized by a secretive group: the Jesting Monkeys.

Monsters and foes roaming through the countryside will be the last of your problems as you collect clues and interact with peculiar characters.

Will you be able to shed light on the mystery surrounding the Jesting Monkeys?*

A Business For Monkeys is a complete Campaign Module for character levels 1-10. Features a story-driven overarching campaign, over 100 custom monsters and NPCs, and uncountable dialogue lines

It is designed and tested for 4 PCs, but it should work without issues for larger parties



# KEY HIGHLIGHTS #


- Story and dialogue driven campaign
- Lighthearted and full of puns, until it's not. Then it is again. Then it's not. Yeah, it can be surprisingly dark
- Difficulty is mid-easy. My goal was to make it enjoyable also in Story Mode...
- Skills, alignment and even class matter! I provided at least a check for any not-mechanically-relevant skill, Animal Handling and Performance included (but Medicine is still a trap)!
- Some choices and dialogue options are available only to specific alignments or classes (but none is required)
- Overarching story, divided into 3 Acts, with open finale
- Impossible to experience 100% of the content in one playthrough: includes alternative dungeons, story-defining choices, even the chance to totally botch a main quest!
- Includes a 100% optional dungeon: it's like a free DLC on top of the free campaign!
- Includes a world map, but no random encounters (all my homies hate random encounters)
- Includes light crafting options, you should be able to craft poisons, potions and scrolls mainly
- Uses 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, breaks the 4th wall here and there, and contains an inane amount of quotes from real-life. Players discretion is advised



# aBfM IN NUMBERS #


- 35 areas, including all the available scenarios
- 40 quests (5 main that define the overarching story)
- Almost 50 custom items - most of which are documents, but also story-related unique equipment
- Over 80 dialogues
- Over 130 between custom NPCs and monsters you'll love to hate - Beware: only because it *looks* like something straight out of the base game, it doesn't mean it will *behave* like that
- Only 3 "filler" encounters, out of over 100, not directly related to a quest
- 1 dialogue so full of moving parts (choices, variable tests, player roles...) that I had to divide it in 4 least it made the game crash :|
- An insane amount of jokes, some of them may even be good
- An insane amount of typos - English is not my first language, if you find something egregious please let me know
- 3 months from the basic outilne to release


# TRIVIA #


- During the campaign you'll find 2 recurring NPCs that actually were PCs in the original playthroughs of my PnP module. Solasta just doesn't like latecomers, or when you split the party
- I couldn't resist to add 2 easter eggs: one is loot, other an hidden quest. Happy hunting!
- I have a favorite class, and I think it shows :)



# FINAL WORDS #

I really hope you enjoy your escapades in this campaign.
aBfM is a love project, started from the idea of "digitalizing" a PnP module I wrote some years back.

What I learned with aBfM? First of all, the complexity was higher than expected.
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

Then, I learned that I *love* to write stories and dialogues, in some cases also designing locations.
Encounters? Meh - as a PnP DM that believes "combat must be story-driven, monsters have HP as long as they are interesting", I feel really limited by the fixed structure of a video game.
Do you like what you see and love designing locations & encounters? Drop me a line!