New Dungeon Maker Module: Secret of the Black Flame

Silverquick
Level 10
1 month ago (edited)

RELEASE of SECRET OF THE BLACK FLAME

(NOTE:You must Subscribe to Secret of the Black Flame 1, 2, 3, 4, and 5. It is all ONE module, if you do not do this, you will not be able to move back and forth between floors. START with the 1st Dungeon on the top of the list in your dungeons listing, the game will automatically transfer you between all levels of the keep when you hit a transition)

Workshop Release found Here...
Secret of the Black Flame 1

Secret of the Black Flame 2

Secret of the Black Flame 3

Secret of the Black Flame 4

Secret of the Black Flame 5


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. 


BACKGROUND:

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. 

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. 

Local Rangers say an Orc Warband has occupied the Keep now, but no one can confirm. 

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. 

But his treasures... are all still there. 


ADDENDUM: Post any questions or difficulties if you get stuck below. 

Silverquick
Level 10
1 month ago (edited)

NOTE: If you are one of the people who already played Temple of Evil on Witch Mountain during the Beta of the Toolset, I know Some of you played it multiple times and may not want to do one more. Crypt of the Wight King on the Nexus Vault has over 400 downloads.

I'll give you the treasure listings from Temple of Evil on Witch Mountain that this module is balanced on...

Boots of Elfkind

Longsword +1

Full Platemail

Half Plate +1

Ring of Poison Resistence

Handaxe +1

Shortsword +1

20 Arrows +1

Shield +1

Leather Armor +1

Wand of Magic Missiles

Greatsword +1

Normal Longbow if you do not have one on your character

Just create your 4 characters, level them up in the Character Vault to 5th level, create a single room dungeon with a Chest and Campfire, place some rations in the chest, and all of the above items, then start the module with your 4 level'd up characters and dispurse those specific items among them. Then leave via the Exit and it should allow you to EXPORT your character back to the Vault.

Once you hit the Update Button on the final screen after going through the exit... you may have to wait a few minutes for the update to take. I know sometimes it would not work for me so I literally had to go out and have a smoke, then when I came back and hit the continue it would eventually export the characters and I could hit continue. 


You can then start Secret of the Black Flame with your leveled up and properly equipped 5th level characters. 

Silverquick
Level 10
1 month ago

Added basic play video for 1st floor, and walkthrough to 2nd level of upper Keep, which is crucial for obtaining a Key Item needed to get into the Vault on the lower floors. 

https://youtu.be/WuhBZTzUsi8

1 month ago

I am completely lost and have no idea what I am doing downloading/subscribing to these modules.  I just recently played through your Temple of Evil on Witch Mountain and am looking to continue my adventure by now playing through Secret of the Black Flame.  

My problem most likely stems from the fact that I have the GOG version of Solasta.  I downloaded Temple of Evil from Nexus mods but now with Secret of the Black Flame these modules are hosted on Steam.  When I subscribe to all five modules nothing happens.  Nothing gets downloaded to my PC.  Please assist me in my ignorance.  It is possible for me to play these modules given that I have the GOG version?  Am I missing some obvious step?

1 month ago

Disregard.  I just went to Nexus mods and did a search for Secret of the Black Flame and was able to download the modules from there.  

Silverquick
Level 10
1 month ago

Yeah I did just recently throw that up there too. 

Speaking of which I should probably get the New Updated Halls of the Ogre Lord up on the Nexus too. I just released the 4 Floor version of it on the Workshop. The one on the Nexus currently is the old one with only ONE floor from the Beta Toolset before release. 

So I'll be sure to get the Final Module of the series up there too for you and for GoG users. 

1 month ago

Just finished Halls of the Ogre Lord.  I must say I had a great run through all of the adventures leading up to this point.  Now that I've reached the end, I feel myself wishing there was more.

With a current level cap of 10 and my characters being only level 8, it would seem that there's still room for at least one more story in this campaign.

Great job, by the way.  I really appreciate all of the work you put into making these adventures for us.  I can't wait until they expand the functionality of the Dungeon Maker tools.  

Silverquick
Level 10
1 month ago (edited)

Thanks Dalmar, I'm glad you enjoyed the Campaign. 

To be honest I am not sure what to do about a Final Module in the series. There isn't much for Final Levels to build with in the Dungeon Maker at present (ie 9th-10th level) that wouldn't look really contrived. 

So I'll have to think on the final module of the series a bit. 

Still thanks for playing the Entire series from Temple of Evil through Secret of Black Flame through Halls of the Ogre Lord. 

I am glad you really liked it and that I could actually build a good campaign you enjoyed. 


Gromm
Level 5
1 month ago (edited)

The passage in the caves (module 4) is just unfeasible! 

There are at least 20-25 orcs in the village, and no way back to avoid it.

Did I miss something ?


(and moreover I play without wizard, so no AOE)


EDIT : I found !!!

Silverquick
Level 10
1 month ago

Heh, yup, you can avoid the Orc Camp if you're not equipped for it. 

I see you found it. 

That said its great exp so it is worth it to take it on rather than avoid. 

Gromm
Level 5
1 month ago (edited)

Heh, yup, you can avoid the Orc Camp if you're not equipped for it. 

I see you found it. 

That said its great exp so it is worth it to take it on rather than avoid. 

Is it really possible to beat the camp ?! I had a look into it (thanks to invisibility potion), and I don't believe it is possible !!

Maybe with 2 invisible wizards and AOE (fireballs) ??

But my team is less powerfull here (compare to official campaign) : no crafting, few magical items, no vendors ...  

1 month ago


Is it really possible to beat the camp ?! I had a look into it (thanks to invisibility potion), and I don't believe it is possible !!

Maybe with 2 invisible wizards and AOE (fireballs) ??

But my team is less powerfull here (compare to official campaign) : no crafting, few magical items, no vendors ...  

I played through all of these adventures from start to finish with a pretty standard party:

Ranger
Battle Cleric
Wizard
Rogue

Beat the Orc Camp the very first time.  Yes, I used AoE spells. I've found that all of the encounters built into these adventures can be beat if you use proper strategy.  

Silverquick
Level 10
1 month ago (edited)

Heh, yup, you can avoid the Orc Camp if you're not equipped for it. 

I see you found it. 

That said its great exp so it is worth it to take it on rather than avoid. 

Is it really possible to beat the camp ?! I had a look into it (thanks to invisibility potion), and I don't believe it is possible !!

Maybe with 2 invisible wizards and AOE (fireballs) ??

But my team is less powerfull here (compare to official campaign) : no crafting, few magical items, no vendors ...  


Yes actually, 

First of all you have good position where you are. That's a great established choke point, though... you have to plug that chokepoint so they can't come around you. You can fight them one on one through that chokepoint and still win assuming you can keep yourself healed. But it will be a LONG fight since you can only use Single Target Combat. That's the downside to playing an all melee party... however... there are two more strategies... actually 3. 

There is also a hidden crawlspace to the right of that Front gate entry that you did not find. It is less defensible, but better positioning if you have a Wizard. 


With Wizard Strategy: 

At this point your Wizard should be 6th level, he will have 3 Fireballs. From the Gate entry that you've chosen, you use cautious mode to get as close as possible before hitting pause. Sneak your Wizard just through the gate and cast your first Fireball into the area around the Fire. That will take out approximately 12-15 Orcs right off the bat. Then move him back behind your fighters at that point where the Orcs will begin stacking up in that Gateway area, You can then use Shatter, or Fireball as they stack up in greater numbers wiping out another 8-10 each round. 

The real problem comes when the 4 Orc Berserkers, Orc Shaman, and 6 Ogres come running from the Back area. But you have at least 2 rounds before to wipe out the small fry. But they are large creatures, and they will not be able to stack up in any real numbers behind that gate. So your fighters can wipe them out one at a time. 

If you use the Crawlspace, this becomes even easier. As you can use multiple Fireballs as they come in to wipe out the numbers in one shot, as they come within Range. Again the real problem is the Orc Shaman who can cast Lightning Bolt and light up your whole party, but he generally won't do that if the Ogres get to you first and are blocking the way.


With Cleric Strategy

Stick to the Gate Choke point, and cast Spiritual Guardians, which is a damage field that does 2d8 points of damage per round to anything within 2 spaces of the Cleric. It has a chance to one shot a 15 hit point Orc... but on average it will do 9 points of damage each round. So Orc will only last 2 rounds max. It also means your Fighters who are also 6th level and have 2 attacks will be killing multiple orcs per round. If you have Wizard on top of that, with Fireballs, well... you can see how easy this fight becomes with the both of them Plus the Fighters/Ranger/Paladins. 


Gromm
Level 5
1 month ago (edited)

I had found the small passage on the right from the beginning (I played more than 200 hours  on Solasta, so I got used to inspect everything before launching myself to the assault ;) ).

And I also tried from this place, hoping to welcome the orcs one by one when they crawled under the passage. Unfortunately, they go around very quickly, and moreover the archers manage to shoot through.==> I am quickly invaded

Frankly, without a wizard, it's a bit of a suicide. It would be very different with a potion of Invisibility  + AoE combo (spell & scroll) !

I tried the Cleric strategy also, but they were able to stop/break my concentration many times.


Edit: I'm playing in scavenger mode btw

Gromm
Level 5
1 month ago

@Silverquick : I just finished the mission. It was great, thank you very much for your work

I'm just a bit disappointed with the "last fight" : I was prepared for something a bit "epic" (with a big boss) ...

It was still great ... 

good job, thanks again