recursal/Fanatic-Fandom huggingface dataset:
Expedition to the Grand Crevasse

> A sudden earthquake opened an enormous rift in the earth, sinking the town of Grimshaw with it into the fissure, and strange creatures have emerged from the crevasse and are terrorizing the surrounding villages. Creatures no one has seen before.
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> Strange ancient ruins have been unearthed near the top of the Grand Crevasse with routes and pathways out into the crevasse itself.
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> The local towns and villages have become so concerned they have agreed to finance an expedition... an expedition to the Grand Crevasse.
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> Your party has taken up the offer, and agreed to be a part of the expedition. They have also asked you find the source of these strange creatures and if possible find the town of Grimshaw or what remains of it and rescue any survivors.
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> Setting up a base camp in an old Tower a short distance from the ruins, your party sets off on the expedition...
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> ...The Expedition to the Grand Crevasse.
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## MORE INFORMATION ABOUT THIS MODULE

For 3rd or 4th level characters.

If you complete this Dungeon, go ahead and export your 7th level characters and try the next one in the series: Halls of the Ogre Lord.

This adventure is for characters levels 3rd or 4th. Take a 3rd level character for the intended difficulty, a 4th level for lower difficulty. This will take characters all the way to 7th level. You may use any one of a number of other creators modules to gain 3rd or 4th level and export those characters to play in this one with proper gear.

WARNING: Drop any keys that may be on your character from previous modules in the initial entry chests. You may accidentally open a door too early and break your playthrough, because I cannot remove the keys from other dungeons that may be used in this module currently in the Dungeon Maker.

Using the level up feature in the character vault essentially gives you a character level, but not the exp to go with it. So that character will still have to gain the exp from 1st to 2nd to 3rd, etc before their current exp bar will gain experience for the next level, and you may not reach the levels intended for the later encounters in the Dungeon.

Playtime for this dungeon is around 4-6 hours depending on player.

NOTE: This story is unrelated to the Solasta and may have different interpretations of the way their world building has established in their story.

It is strongly recommended you play Classic Tabletop adventures with 'Deadlier AI' enabled in your game options. The default setting for AI greatly reduces the monster use of abilities, limiting the encounter challenge. Encounter balance will be at its best for a points-buy party on Authentic with Deadlier AI.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Expedition to the Grand Crevasse
Vel Bring Em Back

* Difficulty: very hard
* Feature: lots of content on a large map
* Loot: very rewarding
* Focus: tactical combat
* Maps: 1

Your adventure begins when the Duke's children are kidnapped...

A combat heavy, story light, single map spanning character levels 1 through 7.

The combat in this map is intense and challenging. It's intended for a balanced party including a fighter, healer, and damage dealer.

Be sure to loot and leverage what you find. Take advantage of the environment to win battles. If you can't win a fight, explore another path. If you can't unlock a door, find the key.

This map is intended for experienced players. If you're having trouble with the combat challenge in this map, you can adjust the game difficulty settings to make it a bit easier. Learning all the ins and outs of combat in Solasta is part of the fun though!

Hope you enjoy the challenge!

Steam workshop item

https://steamcommunity.com/sharedfiles/filedetails/?id=2609672812

Install guide

https://steamcommunity.com/sharedfiles/filedetails/?id=2611152183
Tomb of Heroes

> Two days ago, a massive earthquake shook the region. Afterward, travelers spoke of a mysterious door that revealed itself along a mountain path.
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> What is hidden within? Treasure? Ancient lore?
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> Or perhaps, something far more sinister.
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## MORE INFORMATION ABOUT THIS MODULE

Level one party.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Tomb of Heroes
One Night Campfire

This script modifies a Long Rest to only be useable one time. The variant shows how to apply the script to only one specific campfire, while all other Long Rest interactions on the map perform normally.

## Code

One Long Rest is allowed on the map.

```
 function on\_long\_rest(gameGadget, userGadget, actors)

 name = userGadget.UniqueName
 globalVarName = name .. "RestCount"
 restCount = GetIntVar(globalVarName) + 1
 SetIntVar(globalVarName, restCount)

 if restCount > 1 then
    Message("DEBUG", "on\_long\_rest: MAX 1 rest achieved. No more rests avail. " .. name)
    return false
 end

 return true
 end

```

## Variants

One Long Rest is allowed on "Campfire2", but any other Long Rest actions are permitted if initiated at a different gadget.

```
 function on\_long\_rest(gameGadget, userGadget, actors)

 name = userGadget.UniqueName
 globalVarName = name .. "RestCount"
 restCount = GetIntVar(globalVarName) + 1
 SetIntVar(globalVarName, restCount)

 if (userGadget.UniqueName=="Campfire2" and restCount > 1) then
    Message("DEBUG", "on\_long\_rest: MAX 1 rest achieved. No more rests avail. " .. name)
    return false
 end

 return true
 end

```

## Help

All Lua scripting is contained within **mapname.lua** and is specific to each map. Remember to remove DEBUG messages when you have finished testing.
Vel Leverage Remastered Campaign

> Vel Leverage Remastered brings new high level content to the Leverage campaign taking you from Level 1 to 12 with 5 new maps (11 total), new story, new monsters, and new NPCs.
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## Installation Instructions

Subscribe on Steam:

https://steamcommunity.com/sharedfiles/filedetails/?id=2661853825

GOG / Gamepass:

https://solasta.mod.io/vel-leverage-remastered

Installation guide:

https://steamcommunity.com/sharedfiles/filedetails/?id=2649886730

No mods, no DLC required. Updating your official Solasta client to the latest patch is required.

You can find the latest installation guide on Steam. Be sure to grab updates and load "from disk" (not "from save") to play the latest version.

## Summary

Leverage Remastered brings new high level content to the Leverage campaign taking you from Level 1 to 12 with 5 new maps (11 total), new story, new monsters, and new NPCs.

Your epic tale starts when your party is hired to find a stolen magic locket...

Recommended starting level 1. Difficulty is Vel Hard. Focus: combat, exploration. Story: linear but you can go back.

NOTE: if you played the original Leverage collection, a shortcut to the new level 10-12 content is in the first map NW corner.

## Screenshots

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Solasta: Vel Leverage Remastered Campaign
Gaming Table

This script simulates random party members rolling a d6 and announcing their result. There is a banter response depending on the roll they made.

Aka Paladin Test.

Attach it to a Lore Interaction on a suitable table Ornament.

## Code

```
a=Utils.Random(1,7)
roll[1]="Damn I roll like a paladin."
roll[2]="Not a paladin."
roll[3]="Not a paladin."
roll[4]="Not a paladin."
roll[5]="Not a paladin."
roll[6]="I win!"
Locals.GetNumber("rand")
Locals.GetString("react")
Locals.SetNumber("rand",a)
Locals.SetString("react",roll[a])
1

```

## Additional Notes

Use the following in Speech:

```
**I rolled a {rand}. {react}**

```

## Help

All Lua scripting is contained within **mapname.lua** and is specific to each map. Remember to remove DEBUG messages when you have finished testing.
Castle of the Goblins

> You are new adventurers on your way to the city Clamfurth. Your way leads through a deep forest.
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> On your way you see some crates, looted and empty. Nearby lay some dead horses. Footprints lead into the forest.
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> As brave adventurers you follow these footprints until your group finds a big building, like an an old castle. You can see some lights inside the building but the door is open.
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> You enter it carefully.
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## MORE INFORMATION ABOUT THIS MODULE

The adventure is a dungeon castle designed for a full party of level 1 characters and will get you up to level 4 (if you explore everything).

It has a playtime of approximately 2 hours.

You should be careful and use surprise attacks or it will be really challenging.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Castle of the Goblins
Halls of the Ogre Lord

> An escaped dwarf slave returns to town with stories of an Ogre Lord who has taken over the ancient Halls of Evarlith. The ancient Dwarven Halls were long thought lost, until now.
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> The dwarf also told tales of a Mystic Rune held by the Ogre Lord himself that he keeps locked away in a hidden vault. He claims this rune belonged to the old Dwarven King Under the Mountain.
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> After hearing tales of your past exploits he begs you to retrieve the rune for him, promising piles of treasure stored in the old dwarven vaults.
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> With the information he provided, you have found the secret way into the Halls of the Ogre Lord where the dwarf managed to slip away and tunnel out.
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> Now, all you have to do is get your hands on the Secret Rune in the Ogre Lord's Vault and escape.
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## MORE INFORMATION ABOUT THIS MODULE

Beware, this dungeon is designed on the old classic modules of the Against the Giants series, but redone with Ogres. Some of the encounters are almost directly out of the module itself. Combat is incredibly hard in places and you will be greatly outnumbered. Bring plenty of force multipliers, and make heavy use of fireballs.

This dungeon was designed for the exported characters from Secret of the Black Flame and is balanced according to the items, exp and gear obtained in that module. It is the 3rd Dungeon of the Series.

1. Temple of Evil on Witch Mountain (Characters to 5th level)
2. Secret of the Black Flame (Characters to 7th level)
3. **Halls of the Ogre Lord** (Characters to 8th level)

Have now created an Alternate Campaign path to level characters to 7th through this Dungeon Module series: Expedition to the Grand Crevasse.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Halls of the Ogre Lord
Monster Spawns With Warning

This script triggers when a monster spawns and creates an interactive window with message.

## Code

> utils.message("The kraken has been unleashed!"," Hurry to stop the beast before it eats the villagers!")
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## Additional Notes

The first comma-separated variable is the window title, followed by the body text.

## Help

All Lua scripting is contained within **mapname.lua** and is specific to each map. Remember to remove DEBUG messages when you have finished testing.
Kingdom of Gallivan

## Geography

   Gallivan sprawls across vast areas of plains, arable lands, and was largely spared the geographic upheavals of its western neighbors during the Cataclysm.

Its most notable feature is the great river that rises in the marshes of Olme Fen flowing down the eastern borders of the kingdom until it joins with the Falafyn and hence to the Southern Ocean.

Historically, access to the river has contributed to the great concentrations of trade, industry and commerce flourishing along its banks.

## Kingdom of Gallivan

The Kingdom of Gallivan is located to the east of the Principality of Masgarth. It’s a home of a variety of races, but most of its inhabitants are halflings; the ancestral homeland of marsh halflings, Olme Fen, lying to the northeast.

The kingdom takes its name from the Gallivan, or Ash River, which brings most of the kingdom’s wealth through trade. After the Cataclysm, the Imperial province of Gualafyn collapsed into a patchwork of small city-states as local warlords vied for power, but they soon realized that their only hope of survival lay in unity. The King of Gallivan is not a hereditary ruler, and upon his death the nobles will meet to choose a successor from among themselves.

## Tower of Knowledge

The Tower of Knowledge is represented on the Legacy Council, and after the Guild of Antiquarians it may be the most learned organization in the world.

## Sources

General credit to https://solastacrownofthemagister.fandom.com/wiki/Kingdom\_of\_Gallivan

1. ↑ 1.0 1.1 Dev Diary 47 https://www.solasta-game.com/news/47-lore-chronicles-the-eastern-realms
Pakri

The goddess of law and knowledge; patron of judges, lawyers, teachers, librarians, and scholars.

## Followers

### Oath of Devotion

The “classic” paladin is clad in bright armor and fights for justice, virtue, and order, following the path of honor, courage, faith, and chivalry. Such paladins worship either Pakri, the goddess of the law, or Maraike, the patroness of healing and mercy.

Paladins of Pakri are vigilantes first and foremost, seeking to punish lawbreakers and support those who maintain order through the land. Followers of Maraike are healers and providers of comfort for the weak and the poor.

Their powers make them perfect fighters of evil, and the undead, and protect them from the dark powers of their enemies.
Paladins of Pakri are vigilantes first and foremost, seeking to punish lawbreakers and support those who maintain order through the land.

## Sources

1. ↑ Dev Diary 27 https://www.solasta-game.com/news/27-paladins-rangers-of-solasta-archetypes
Contribute to this Wiki

The Solasta Dungeons Wiki was created to help players find great D&D adventures quickly. We showcase the best and most popular adventures to promote Dungeon Maker content and its community.

Every adventure here has been playtested to ensure all players have a great experience when playing Dungeon Maker content. Players assume:

* Bug-free encounter spawns, interactables and traps
* Minimal typos and language errors
* Ability to play with different party compositions

Players should be confident of quality when they download a collection from this wiki.

## New Creators

Welcome to the community! If this is your first time writing adventure modules, or maybe just your first time creating D&D adventures with the Solasta Dungeon Maker, you'll find support, advice, and eager playtesters (future fans) here to help you.

Playtesting is core to creating great adventures. How does your adventure work if no party members can cast Identify? What about if there is no Rogue, but just a Lowlife Ranger in the group? Join the official Discord to engage with the community and get feedback on your module.

### Solasta Discord

* #dm-tool-chat

The most active channel for creators and mod writers to share ideas and help. Ask in here if you have encountered a problem, or just want to share ideas and get inspiration. The future of Dungeon Maker content for Solasta is born and nurtured in this channel.

* #custom-dungeons-only

This channel is the best place to announce your module and attract playtesters to provide feedback as you tune and tweak your creation.

### Community Guides

The community guide to Creating User Modules has introductory videos, as well as the essential Dungeon Maker Handbook. There are more advanced sections that expand on the topics introduced in the DMH, including creating linked adventures and campaigns.
Vel Explorer Campaign

> The Vel Explorer Campaign is an exploration focused Solasta adventure carried by an epic, original story and interspersed with tactical combat. This open world is for everyone, from casual players to hardcore\*.
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## Installation Instructions

No mods, no DLC required. Updating your official Solasta client to the latest patch is required.

You can find the latest installation guide on Steam. Be sure to grab updates and load "from disk" (not "from save") to play the latest version.

## New in the Vel Explorer Campaign

* Higher level maps for levels 10 - 12, for a total of 23 maps progressing from level 1 to 12
* 3 different endings to the campaign
* Prelude town: Greenbrooke Village
* NPCs with dialogue
* Merchants for gear and selling
* Late game fast travel portals, easily get to areas you missed after you finish the main story
* Unique named enemies/monsters
* Exits marked on the map; Exits now tell you where they go

## tl;dr

* Campaign: Vel Explorer Campaign
* Difficulty: normal\*
* Feature: non-linear “open world” exploration
* Loot: modest
* Focus: exploration
* Maps: 23
* Playtime: 10 to 30 hours

\* Some optional areas are very challenging and intended for experienced players. You’ll know them when you find them!

\*\* Vel Explorer is a repack of Vel Wanderer with lots of new content and quality of life improvements. If you’ve already played Wanderer, you can continue your campaign with the separate release “Vel Wanderer L12 Continued,” or you can start anew with Vel Explorer for a better gameplay experience.

## Screenshots

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Vel Explorer Campaign
Lost City of Narog

> The ancient city of Narog, lost to time, has been found. Radulf of the Bladefang Tribe has used the power of the Holy Axe to gather many giantkin to his banner. It is also rumored that many beasts and even humans have answered his call. Radulf is consolidating his power and destroying any towns or settlements within his new domain.
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> The fledgling village of Dagger Shore lies within this domain and has recently been having their supply shipments intercepted by raiding goblins under orders from Radulf. In order for Dagger Shore to continue its expansion these raids have to be stopped.
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> Gorim Ironsoot has asked you to destroy the goblins and return any supplies you can find...
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## MORE INFORMATION ABOUT THIS MODULE

This campaign requires Dungeon Maker PRO for advanced custom content. Install Dungeon Maker PRO shows a first-time user how to do this in ten minutes.

It is strongly recommended you play Classic Tabletop adventures with 'Deadlier AI' enabled in your game options. The default setting for AI greatly reduces the monster use of abilities, limiting the encounter challenge. Encounter balance will be at its best for a points-buy party on Authentic with Deadlier AI.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Lost City of Narog
Sample Reference Document for Beginners

```
\ This template illustrates a simple Design Reference for creating a module
\ It assumes a simple story of Beginning, Middle and End section
\ In the Map Design two sample encounters are shown per section

# Story Outline

## End

> Starting Level of Party:
> An average encounter will be a total CR = Party Level
> Expect 4-5 encounters of a similar difficulty before a Long Rest

# Map Design

### Section End

#### Key/Unlock:

> Big monster drops key to final Exit room

```
Secret of the Black Flame

> After preventing the resurfacing of the Temple of Evil on Witch Mountain, your team heard tales of a secret treasure vault in old Baron Dalius's abandoned keep. It was said something went wrong with the Baron's family and they mysteriously vanished without trace.
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> Over the years several others have taken up residence in the old keep, but none have stayed for long. Villagers even tell of an evil cult that once dwelled there that kidnapped their children and brainwashed them into the cult. The latest was a very powerful mage looking for the secrets of summoning a very powerful being, but one night, a strange magical explosion made of black flame consumed the keep and no one has heard from the mage since.
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> Local rangers say an orc warband has occupied the keep now, but no one can confirm.
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> One thing they all confirm though.... the Baron was known to have a hidden treasure vault that was impenetrable and no-one was ever able to open it. But with the Baron's family gone, the secrets are gone with them.
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> But his treasures... are all still there.
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## MORE MEDIA

Secret of the Black Flame 1stSecret of the Black Flame Level One PlaythroughSecret of the Black Flame 2ndSecret of the Black Flame Level Two Playthrough
## MORE INFORMATION ABOUT THIS MODULE

This Module is designed to be used for your EXPORTED Character from TEMPLE OF EVIL ON WITCH MOUNTAIN and for character levels 5th-7th. I do not recommend starting with a fresh 5th level character as you will not have the magic items/armor you gained from the module. This one can be pretty hard in points and you will be greatly outnumbered.

This module uses all the new triggers available in the release Dungeon Maker and just like in Crypt of the Wight King, many of the secret doors are hidden well, and difficult to find.

NOTE: Crafting is the in the game, and you can find and craft multiple magic items.

If you complete this dungeon, then export your characters and check out the sequel: Halls of the Ogre Lord

Post any questions or difficulties if you get stuck below.

It is strongly recommended you play Classic Tabletop adventures with 'Deadlier AI' enabled in your game options. The default setting for AI greatly reduces the monster use of abilities, limiting the encounter challenge. Encounter balance will be at its best for a points-buy party on Authentic with Deadlier AI.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Secret of the Black Flame
Haunted Keep of the Slavers

> Chapter One
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> Goblin raiders have attacked the surrounding villages, capturing many from villages around the area. The latest raid took sixteen, some of whom were your relatives. Desperate to get your family members back, you banded together to form a hunting party to hunt down the goblins and rescue them.
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> You've tracked the goblins to the old haunted keep of the Rodemus family, a noble family overthrown by a peasant revolt. No one speaks of that time, and there were only rumors of a great evil infecting the noble family that had to be put down.
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> You stand within the entry of what is left of the old Keep of Rodemus, two doors lead out of the entry hall. The left door has a faded sign that says Armory and Barracks, the sign on the right door has long since faded away.
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> You cautiously move forward...
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## MORE INFORMATION ABOUT THIS MODULE

This module is for 1st or 2nd level characters and is about 3-4 hours long and will get them to around 4th level. It is the precursor to the Assault on the Slave Lords module.

Haunted Keep of the Slavers is based on the old Haunted Keep sample module in the original Erol Otis drawing Basic D&D handbook of 1st edition also known as the Red Book.

It is strongly recommended you play Classic Tabletop adventures with 'Deadlier AI' enabled in your game options. The default setting for AI greatly reduces the monster use of abilities, limiting the encounter challenge. Encounter balance will be at its best for a points-buy party on Authentic with Deadlier AI.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Haunted Keep of the Slavers
Principality of Masgarth

## Geography

   The Principality of Masgarth claims the lands east of the devastated remains of the Manacalon Empire, now a dangerous and unpredictable zone known simply as the Badlands. To the north lies the territory of the Snow Alliance, and important trade routes.

To the east lies the Kingdom of Gallivan, which traditionally has strong ties to Masgarth, and to the south is the New Empire, with whom relations are more complex.

Access to the treasures of the Manacalon ruins in the Badlands remains this regions most prized commodity.

## Principality of Masgarth

Called simply “the Principality” by its own people, this land is centered around the great city of Caer Cyflen, where the Legacy Council is based. The Principality commands the Copperhead Road route through the mountains to the Badlands, which is by far the easiest and safest route known. This has given the Principality a strategic position and the potential for a virtual monopoly on Manacalon antiquities, which has drawn covetous glances from its three neighbors.

For centuries, a fragile balance was maintained by skilful diplomacy, as no one neighbor dared try to conquer the Principality for fear of reprisals from the other two. When the Copperhead Road was discovered, the Legacy Council was founded to ensure that all of the Eastern Realms had equal access to recovered antiquities and ancient knowledge. While the Council is made up of delegates from scholarly institutions, it is no accident that each delegation comes from one of the four Eastern Realms, and it is well known that their respective governments take a keen, if unofficial, interest in their doings.

The current ruler of the Principality is Her Royal Highness, Princess Ceiwad Silverflower. Descended from the Imperial governors of the province, she is young and considered flighty by some; fortunately, she is served by a Privy Council of experienced and capable officials, which does not bother her with the petty details of day-to-day government.

## Circle of Danantar

The Circle of Danantar was created in the Principality of Masgarth as a school for adventurers, out of a minor magic school from the Old Empire. It has a reputation for toughness and practicality, which contrasts with the more scholarly outlook of some other factions.

The Circle is better known for training spellblades than for serious scholarship. The Princess herself is an enrolled member of the Circle and sits on the Legacy Council as a member of its delegation, but her membership is a matter of courtesy rather than merit.

## Sources

General credit to: https://solastacrownofthemagister.fandom.com/wiki/Principality\_of\_Masgarth

1. ↑ https://forums.solasta-game.com/forum/solasta-dev-stream-july-27th-kickstarter-goodies-update
2. ↑ 2.0 2.1 Dev Diary 47 https://www.solasta-game.com/news/47-lore-chronicles-the-eastern-realms
3. ↑ https://solastacrownofthemagister.fandom.com/wiki/Circle\_of\_Danantar
Ruins of Ilthismar

\* \* AVAILABLE NOV 4 \* \*
**The Primal Calling DLC is available on November 4th. Wishlist it to push Solasta up the Steam charts for maximum coverage!**

## The Ruins of Ilthismar

### Nexus Mods

Nexus Mods

**The Badlands caravan you are traveling on is attacked, leading to an impromptu exploration of an old abandoned moathouse. There you encounter an shadowy group serving a mysterious 'Master', and unearth a strange map to an unknown destination.**

**The fallout from the confrontation sends you on a fantastic journey to an ancient lost city preserved in time by unknown magics.**

**What happened to this city, and why did it disappear? And who is this mysterious 'Master' that dwells there now?**

## More Information

The first complete campaign available from Silverquick celebrating the Dungeon Maker upgrades in the Primal Calling expansion. The mysteries first explored in Moathouse on the Border now continue in this full-length campaign.

Visit the town of Grimhaven where every resident may be hiding a sinister secret, the mysterious and bewildering Stone of Passage, the sprawling villa of a tyrant orc mercenary, and many other lushly-created zones on your way to the Ruins of Ilthismar and the climactic finale.

Along the way you'll encounter devious enemies and fiendish traps, discover ancient secrets, and if you survive; face your ultimate challenge.

Features include:

* Town with interactable NPCs and Merchants
* Phased quest progression
* Custom monsters, NPCs, Lore and magic items

This campaign will require a well-balanced party. Seriously.

It is strongly recommended you play Classic Tabletop adventures with 'Deadlier AI' enabled in your game options. The default setting for AI greatly reduces the monster use of abilities, limiting the encounter challenge. Encounter balance will be at its best for a points-buy party on Authentic with Deadlier AI.

## More Information

Silverquick's old school experience shines through encounters and scenarios that salute classic D&D modules. Look out for homages to Forgotten Temple of Thurizdun, Pool of Radiance and Dwellers of the Forbidden City.

## Sources

Credit for module Cover Art remixed from Tom Prante under Creative Commons Attribution-Share Alike 3.0 License.

> NEED HELP WITH EXPORTING CHARACTERS?
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> KNOWN PROBLEMS AND FIXES
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Solasta: Ruins of Ilthismar
Snow Alliance

## Geography

   The north is a wide belt of craggy, snow-capped mountains and dark woodlands of conifers, larches and other sturdy species that manage to thrive in the cold. The ancient Stone Alliance territories claim all the mountains, and the ores beneath, either as their own, or in oft-debated pacts with the denizens of Borealis, their western neighbor.

To the south lie the Marches, a lawless zone of orc tribes and mercenary bands, and the Principality of Masgarth. All trade to the east travels through the Kingdom of Gallivan to Olme Fen, the halfling heartland, and the Forest of Colthannin.

The Snow Alliance is a powerful trading source for furs and lumber, but the ores of the dwarven mines are their most characteristic export.

## Snow Alliance

Exceptional in that it was never conquered by the Manacalon Empire, the Snow Alliance is a loose confederation of small mountain cantons. While they are quick to unite in the face of any external threat, each community maintains its own traditions, rules its own lands, and minds its own business. Its nominal capital is at Valkarokkupun (*White Rock City* in the snow dwarf dialect), where a council of elders meets on an occasional basis to discuss matters of mutual interest.

The Alliance was founded long before the Cataclysm, when the Snow Dwarves forged an alliance with Sylvan Elves living on their territory; the two races sharing a common love of life in the wilderness. During the rise of the Manacalon Empire, the Snow Alliance of dwarves and their Sylvan neighbors repelled the Empire’s forces and remained independent.

The society of the Snow Alliance is clannish but egalitarian. All are treated equally under the law, regardless of race, birth, or other factors. Wealth is respected as a measure of success, but personal ability and integrity are respected more. Snow dwarves form the majority of the population, followed by humans and sylvan elves: other races are rare. When humans first arrived shortly after the Cataclysm, they settled the majority of their population in Borealis and south of the Badlands, and are considered numerous in the Snow Alliance. They brought with them the knowledge of how to build, farm and survive without access to arcane magic, and in those turbulent times were mostly welcomed.

## Guild of Antiquarians

The Snow Alliance is home to the Guild of Antiquarians, a scholarly organization dedicated to recovering and studying the remains of the Manacalon Empire and pre-Imperial times. Under the leadership of Chancellor Hertha Gormsdottir, the Guild has become a respected member of the Legacy Council.

Notable Antiquarians:

* Hertha Gormsdottir, Chancellor
* Heironymus Shearwater, Loremaster

## Sources

General credit to https://solastacrownofthemagister.fandom.com/wiki/Snow\_Alliance

1. ↑ https://forums.solasta-game.com/forum/solasta-dev-stream-july-27th-kickstarter-goodies-update
2. ↑ Dev Diary 32 https://www.solasta-game.com/news/32-the-orcs-humans-of-solasta-reddit-ama
3. ↑ 3.0 3.1 Dev Diary 47 https://www.solasta-game.com/news/47-lore-chronicles-the-eastern-realms
Gwydion's Folly

> A mysterious white-haired wizard with a seemingly bottomless coin pouch has employed your party for one purpose:
> To find out what happened to his old friend Gwydion.
>
>

## MORE INFORMATION ABOUT THIS MODULE

This is a story campaign, through and through. All three levels have to be subscribed for it to work. Once you have all three, make sure you select Gwydion's Folly pt. 1 and click PLAY in the Dungeon Maker.

Start with your favorite 1st level party, levels will be gained as you progress. Enjoy 😉

> NEED HELP WITH EXPORTING CHARACTERS?
>
>

> KNOWN PROBLEMS AND FIXES
>
>

Solasta: Gwydion's Folly
Pursuit of the Slave Lords

> Chapter Four
>
>
> With the Slave Pits and Stockade now destroyed the Slavers have retreated back to their secret base in the Badlands. The Lady Almalphia and her alliance, using the information you gained from the Stockade have managed to disrupt and uproot the entire network.
>
>
> Only one thing remains... the final destruction of the Slave Lords and their hidden base. You cannot allow them time to rebuild their network or the whole nightmare will start again. Using the Map you obtained in the Stockade you set off into the Badlands.
>
>
> But to reach their hidden base you will have to journey deep into the Badlands, through the Forest of the Crimson Spiders to find the Caverns of the Remorhaz, and it is hatching season for the acidic Crimson Spiders.
>
>
>
> You stand at the edge of the forest, in preparation for the perilous journey ahead...
>
>

## MORE INFORMATION ABOUT THIS MODULE

This module is the 4th in the series bringing characters from level 7 to level 10 and the final confrontation with the Slave Lords. The last two modules, Assault on the Slave Lords and Stockade of the Slave Lords were spinoffs of Slave Pits of the Undercity and Secret of the Slavers Stockade.

The final module is a deviation from the original storyline since the last two cannot be done in the current toolset as Assault on the Aerie of the Slave Lords is a city adventure and In the Dungeons of the Slave Lords requires you to be stripped of gear before starting. But I have managed to keep with the theme, just had to link it to the Official Campaign instead.

It is strongly recommended you play Classic Tabletop adventures with 'Deadlier AI' enabled in your game options. The default setting for AI greatly reduces the monster use of abilities, limiting the encounter challenge. Encounter balance will be at its best for a points-buy party on Authentic with Deadlier AI.

> NEED HELP WITH EXPORTING CHARACTERS?
>
>

> KNOWN PROBLEMS AND FIXES
>
>

Solasta: Pursuit of the Slave Lords
Technical Notes

## KEYS

> Currently keys that drop in user created dungeons are not removed after use. This can cause problems if the party then plays another dungeon that uses the same key. Remember to drop all keys from previous dungeons before you start a new one.
>
>

## EXPORTING CHARACTERS

> Once you leave the final Exit Point in the module, you will get the Game Over screen.
>
>
> At the bottom of the screen there are buttons to "UPDATE CHARACTER" and "CONTINUE"
>
>
> But this does not always work instantly. You usually have to click the buttons... wait a few seconds... THEN hit continue.
> You may have to restart the Game for them to appear.
>
>
> If you do not want to save updates to your characters, for example in a rogue-lite gameplay style, you can simply hit CONTINUE and your characters are not changed from when you started the adventure. Exp, character advancements, and items will NOT be saved.
>
>
>
>

## KNOWN PROBLEMS

> Due to a Solasta export bug there is a possibility that exporting characters with the light spell active on a weapon will hamper the exporting process. Make sure to Short Rest once to get rid of the light spell on your weapons before Exporting your characters.
>
>
> Avoiding the Export Bug
>
>
> Just make sure to...
>
>
> 1. Short Rest to remove the Light Spell from any weapons or items....
>
>
> 2. Export the characters...
>
>
> 3. Restart the Game
>
>
> The characters should then appear in your screen and be selectable.
>
>
>
>
Maraike

The goddess of life and death, the patron of healers and embalmers, and the embodiment of universal duality. Traditionally, she is the wife of Arun.

## Followers

### Oath of Devotion

The “classic” paladin is clad in bright armor and fights for justice, virtue, and order, following the path of honor, courage, faith, and chivalry. Such paladins worship either Pakri, the goddess of the law, or Maraike, the patroness of healing and mercy.

Followers of Maraike are healers and providers of comfort for the weak and the poor. Their powers make them perfect fighters of evil, and the undead, and protect them from the dark powers of their enemies.

### Clerics of Maraike

The divine domains of the clerics of Maraike are Life and Oblivion:

* The Order of Life Regnant travels the land as healers and defenders. They worship the healing, motherly aspect of Maraike.
* The Order of Oblivion is an order of avengers and embalmers. Where evil tries to prevent the cycle of life and death, the Order ensures that the culprits are dealt with, and their undead victims returned to rest.

## Sources

General credit to https://solastacrownofthemagister.fandom.com/wiki/Maraike

1. ↑ Dev Diary 27 https://www.solasta-game.com/news/27-paladins-rangers-of-solasta-archetypes
Remote Controlled Plate Activator

This script disables a Plate Activator. You need to find the remote trigger, then stand on the Plate Activator.

## Code

**Plate Activator 1 with Gadget**

```
a = Locals.GetNumber("touchTorch")
Locals.SetNumber("touchTorch", a+1) >9

```

**Remote Activator Plate**

```
a = Locals.GetNumber("touchTorch")
Locals.SetNumber("touchTorch", a+10) >9

```

## Help

All Lua scripting is contained within **mapname.lua** and is specific to each map. Remember to remove DEBUG messages when you have finished testing.
Vel Escape From Solasta Campaign

> A level 1 to 12 campaign in a fast paced handful of hours. This combat focused roguelite adventure has you running for your life. Sprint or marathon? Escape!
>
>

## Installation Instructions

No mods, no DLC required. Updating your official Solasta client to the latest patch is required.

You can find the latest installation guide on Steam. Be sure to grab updates and load "from disk" (not "from save") to play the latest version.

## Description

A level 1 to 12 campaign in a fast paced handful of hours. This combat focused roguelite adventure has you running for your life. Sprint or marathon? Escape!

Starting level: 1 or 2.

Combat difficulty: moderate to Vel Hard.

Playtime: speed run 2 hours, normal 5h, completionist 12h.

Each challenge map is more difficult the longer you linger but the rewards greatly increase when you explore. Short rests could get you killed or get you the best gear.

Tip: You can exit during combat. Escape!

## Screenshots

> NEED HELP WITH EXPORTING CHARACTERS?
>
>

> KNOWN PROBLEMS AND FIXES
>
>

Solasta: Vel Escape From Solasta Campaign
Caer Falcarn

> Sent to investigate caravan raiders by Coparann, adventurers enter the Abandoned Mines of Caer Falcarn.
>
>
> Unknown dangers await.
>
>
>
>

## MORE INFORMATION ABOUT THIS MODULE

Level one party.

Caer Falcarn was released by the developers as part of the Dungeon Maker upgrade that included Steam integration, and showcased many new features now available.

> NEED HELP WITH EXPORTING CHARACTERS?
>
>

> KNOWN PROBLEMS AND FIXES
>
>

Solasta: Caer Falcarn
Сен-Ань

## История

В далеком прошлом город-призрак. Все жители покинули свои дома — причина так и не была установлена. Со временем тут снова появилась жизнь, на данный момент только самые старые вспомнят историю основательницы, ну и она сама.

> И вот вижу поселение, тогда-то я ещё не знала, что город покинули все жители. Подхожу к воротам, а там все та же табличка деревянная «Добро пожаловать в Сен-Ань».
>
> — Гертруда Сильван «История города-призрака»
Всадники Сторон Вики

**Добро пожаловать на Всадники Сторон вики!**
Это онлайн-энциклопедия о «Всадники Сторон», куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите **"Править"** в верхней части любой страницы или **"Создать страницу"** в меню рядом со счётчиком статей.

ТЫК СЮДА

## Описание

История о группе людей с разных сторон света, которым пришлось объединиться по разным обстоятельствам, а также о приключениях и проблемах, которые встречались на их пути.

История создаётся группой друзей в формате текстовой ролевой игры.

## Навигация

PlaceholderСтатья о АндресеАрмин.pngСтатья о АрминеPlaceholderСтатья о ЖаклинPlaceholderСтатья о МаркеPlaceholderСтатья о НаимеPlaceholderСтатья о Филле

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Tactical Adventures Campaign One

A complete campaign for levels 1-9, by Tactical Adventures. A well-balanced party will be required.

# Modules

1. Caer Falcarn
2. Dun Cuin

You can download all the required modules in this Campaign Collection

# Information

> TA published these adventure modules to celebrate the launch of the Dungeon Maker, and its subsequent upgrades.
>
>
Главные герои

В начале пути было только два героя, которые встретились по несчастливому обстоятельству. **Армин** и **Марк** должны были бежать с Севера. По пути они встретились с госпожой **Жаклин** и способным неудачливым парнем **Андресом**. На выезде с портового города они спасли восточного принца **Наима**, а так же **Филла**.
Армин

## Внешность

Армин невысокого роста, худощавого телосложения. Черты лица азиатские, голубые глаза и бледная кожа. С рождения темно-коричневые волосы, которые в подростковом возрасте стал красить в черный. Чаще всего завязывает их в хвост, стричь отказывается.

> Что за вид! Я о тебе забочусь! Так бы и отрезала эти патлы!
>
> — Мать Армина

В одежде предпочитает то, что сможет подчеркнуть фигуру, любых цветов и фасонов. В путешествие отправился в льняной рубашке, бермудах и в удобных кожаных ботиночках. Часто на нем можно встретить множество украшений и аксессуаров, неизменным остаются кольца на большем и указательном пальцах левой руки и два кольца на среднем пальце правой руки. В ушах по два прокола, мечтает о пирсинге языка.

## Характер

Что сразу бросается в глаза, так это то, что Армин очень легко располагает к себе людей, он никогда не покажет на лице, что на самом деле думает о человеке, особенно если ему что-нибудь от него надо. У него за спиной много разных историй и знакомств, поскольку в голове часто гуляет ветер а на любое предложение он привык отвечать "да".
Le désert de Bossa

Le désert de Bossa est un immense désert coupant la Palé de Rohir, il est bordé à l'est par la mer Yusulf et à l'ouest par la mer Hulamas. Désert de sable à l'est et désert sec à l'ouest, il est une barrière naturelle qui divise les deux continents. Source de mystère à l'époque de sa traversé par les Rothariens, la légende de la vallée rouge est aujourd'hui résolue.
Modern AGE Ita Wiki

**Benvenuto su Modern AGE Ita Wiki!** Questa è la wiki italiana dedicata al gioco di ruolo da tavolo Modern AGE, una delle incarnazioni del sistema AGE (Adventure Game Engine) di proprietà di Green Ronin Publishing. Il gioco è pensato per supportare campagne ambientate nell'era odierna, ma può in realtà funzionare in qualsiasi periodo che vada dall'era d'oro della pirateria al futuro prossimo, passando per l'età vittoriana e le due guerre mondiali. Anche il genere può variare a seconda delle tue necessità: si può scegliere tra il realismo crudo, il genere pulp, l'eroismo cinematografico, o un misto dei tre, e ci sono persino regole alternative per provare a dare dei tocchi horror alla tua campagna.

Siccome non esiste un'edizione italiana ufficiale dei manuali di Modern AGE, alcuni dei termini usati su questa wiki sono tradotti in maniera arbitraria. Per evitare confusione derivante da questo, il nome di ogni regola ed elemento di gioco verrà dato anche in inglese.

## Indice degli Articoli

#### Regole e risorse

1. Creazione del personaggio
	* Guida alla Creazione del Personaggio
	* Origine e Ceto *(Background)*
	* Professione *(Profession)*
	* Aspirazione *(Drive)*
2. Regole principali
3. Opzioni per i personaggi
	* Qualifiche di Caratteristica *(Ability Focuses)*
	* Talenti *(Talents)*
	* Specializzazioni *(Specializations)*
4. Equipaggiamento
	* Armi *(Weapons)*
	* Armature *(Armor)*
	* Veicoli *(Vehicles)*
	* Attrezzatura *(Adventuring Gear)*
5. Prodezze
	* Prodezze per Poteri
6. Poteri straordinari
7. Il Game Master
8. Padroneggiare il regolamento
9. Avversari
10. Ricompense per i giocatori
11. L'ambientazione di gioco

## Prodotti Ufficiali di Modern AGE

Modern AGE Basic Rulebook, il manuale baseModern AGE Companion, il manuale d'espansioneModern AGE Enemies & Allies, il manuale delle creatureModern AGE Game Master's Kit, che include lo "schermo del master" e altri accessoriModern AGE Threefold, un'ambientazione e un'avventura che attraversano molte dimensioniWorld of Lazarus, una complessa ambientazione distopica per Modern AGEModern AGE Feral Hogs, un'avventura tragicomica piena di maiali mutantiModern AGE Missions: Warflower, un'avventura anacronistica che rivela il pieno potenziale del gioco
Arcano della Guarigione

*(Healing Arcana)*

Talento di Potere Arcano.

La tua magia può ricucire ferite e persino rivitalizzare i morenti.

* **Novizio:** Ottieni due incantesimi di grado Novizio appartenenti all'Arcano della Guarigione.
* **Esperto:** Ottieni un incantesimo di grado Esperto appartenente all'Arcano della Guarigione. Ottieni anche la qualifica di potere Intelligenza (Arcano della Guarigione).
* **Maestro:** Ottieni un incantesimo di grado Maestro appartenente all'Arcano della Guarigione. Puoi anche scegliere una prodezza per poteri che potrai eseguire spendendo 1 PP in meno del normale quando userai incantesimi appartenenti all'Arcano della Guarigione.

# Incantesimi dell'Arcano della Guarigione

## Tocco Guaritore *(Healing Touch)*

**Requisiti:** Arcano della Guarigione (Novizio)

**Costo:** 1–3 PE

**Tempo:** Azione maggiore

**Tiro Necessario:** 10

**Prova:** Nessuna

Il tuo tocco incanala energia verso il soggetto per guarirlo e rinforzarlo. Puoi scegliere di spendere fino a 3 PE quando lanci *tocco guaritore*. Per ogni PE speso, il bersaglio recupera 1d6 punti di Salute. Puoi lanciare *tocco guaritore* anche su te stesso.

## Rinascita *(Revival)*

**Requisiti:** Arcano della Guarigione (Novizio)

**Costo:** 5 PE

**Tempo:** Azione maggiore

**Tiro Necessario:** 14

**Prova:** Nessuna

Il tuo tocco aiuta a restituire la vita ai caduti. Un personaggio morente che tocchi dopo aver lanciato *rinascita* con successo recupera immediatamente una quantità di Salute pari a 10 + la sua Costituzione + la tua Volontà. Essendo che i personaggi morenti non possono usare azioni, non puoi lanciare questo incantesimo su te stesso.

## Aura Guaritrice *(Healing Aura)*

**Requisiti:** Arcano della Guarigione (Esperto)

**Costo:** 3–9 PE

**Tempo:** Azione maggiore

**Tiro Necessario:** 15

**Prova:** Nessuna

Ondate di potere curativo s'irradiano da te, assistendo gli alleati nelle tue vicinanze. Scegli un numero di soggetti che non può superare il doppio della tua Volontà, e che devono essere tutti entro 10 iarde da te. Ognuno dei soggetti che hai scelto recupera 1d6 punti di Salute per ogni 3 PE che hai speso (fino ad un massimo di 3d6 punti di Salute per 9 PE). Puoi scegliere te stesso come uno dei soggetti.

## Ristoro *(Restoration)*

**Requisiti:** Arcano della Guarigione (Maestro)

**Costo:** 15 PE

**Tempo:** 1 minuto

**Tiro Necessario:** 17

**Prova:** Nessuna

Restituisci la salute ad un personaggio gravemente ferito, anche se questo incantesimo ha bisogno di 1 minuto per essere lanciato ed è perciò più utile all'infuori delle scene d'azione. Devi rimanere adiacente al soggetto per tutto il tempo del lancio. Se superi la tua prova di potere, il soggetto recupera una quantità di Salute pari alla tua Volontà moltiplicata per 10.
Oofstreet Wiki

**Oofstreet Wiki**
Come one, come all to the Oofstreet Wiki! This wiki was made to be an easy-access reference sheet to the lore of our lovely server so you don't have to be so confused the next time the universe is in danger!

This is a *wiki* so you may edit articles as you please, so if anyone misses anything, or you just want to add your own piece of lore... feel free to do so! **Everything on this wiki is canon**. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Categories

Characters

Groups

Events

Locations

Species

Misc.