Hearkenwold

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Dorateen
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Re: Hearkenwold

Post by Dorateen »

The conversations were probably the most tedious part of this conversion. A lot of cutting and pasting. But it really made me appreciate how powerful the IceBlink conversation editor is, and IceBlink has more flexibility in this area. One thing with regard to conditional based dialogue options, in IceBlink, they only appear when available for the designated character and the player has to select them, which makes it feel more like that party member is interjecting. In KotC2, it is really just a list of the responses available based on the type of characters in the party. The end result is pretty much the same.
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Re: Hearkenwold

Post by youngneil1 »

Like a fine clockwork, Dorateen - very impressive. You have gone the whole distance and it is a pleaqsure to see Hearkenwold up and running on Nexus Mods (using KotC2). Big congratulations :) !
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slowdive
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Re: Hearkenwold

Post by slowdive »

Dorateen wrote: Mon May 03, 2021 1:54 pm The conversations were probably the most tedious part of this conversion. A lot of cutting and pasting.
I can probably make a conversion tool (like I did for NWN1 and NWN2) that converts the IB conversations to KotC2 format. I would just need to figure out the KotC file format and then it should be easy from there.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

slowdive wrote: Wed May 12, 2021 1:33 am
Dorateen wrote: Mon May 03, 2021 1:54 pm The conversations were probably the most tedious part of this conversion. A lot of cutting and pasting.
I can probably make a conversion tool (like I did for NWN1 and NWN2) that converts the IB conversations to KotC2 format. I would just need to figure out the KotC file format and then it should be easy from there.
Oh I don't think that's necessary. Just a minor gripe I had. I'm actually not a fan of automated systems, because doing it by hand gives me a chance to make corrections I might have missed, even working with convos I had written years ago. No doubt a tool like that would be helpful, I just don't think it is a priority.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

That was pretty easy. I added the "autumn" weather to the properties of a new area, and have a nice fog rolling in from the west with raindrops falling on the halfling's head. I can't wait to try the winter season in mountain areas, as well as the desert setting on the Asherim maps.

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These changes will be in the 198 version, when it's released.
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Re: Hearkenwold

Post by Pongo »

Looks good! Nice to see it works with map pictures as well as tiles
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

June Update

This is an important update as I have been working on the continuation of Hearkenwold in the IceBlink engine after a slight detour to make the module available for Knights of the Chalice 2.

The last thing I been building was the separate guild adventures available to the corresponding player classes. I have talked about before how it would be necessary for the player to join at least one of these guilds, for when the moment arrives to advance the central narrative. And this is why:

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Yes, the King is having a council and only highly respected individuals are allowed. Or at least characters who completed one of the guild quests. Each party member who has such affiliation will have the option to express their credentials and thus enter the council room.

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I am using some of the floor tiles from DungeonCrawl Soup that were made available and Pongo posted about in the other thread. I'm not sure if it is too much of a clash with the quality of the other graphics, but I think it looks nice.

Naturally, the new content I am putting together will feature new opponents to fight. Here is an example of a gargoyle mage, a monster with the toughness of a standard gargoyle, but the ability to cast spells on the party.

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The tricky part is going to be due to the module's non-linear approach to design. I want to be able to create challenging encounters for high level parties, but there will also be areas that mid-level characters could access as well. In the end, there will be a mix of both. And if powerful parties stumble upon weaker foes in some places, that is just the nature of growing strong enough to dominate the enemies.

I was still working with builds 198/199 up to this point. But I will grab the latest version of IceBlink so I can start working with more of the new additions. I did however copy over the two weapon fight traits. To showcase this, I had our party's paladin pick up the trait at sixth level and then equip a short sword in his off hand.

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I also started using the weather effects settings. Just the deafults, which seem perfectly suitable for the outdoor areas. I made a gif to cycle through a few different zones showing rain, snow and a sandstorm.

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The version of Hearkenwold that I upload next will be focused on continuing the main adventure path, as well as including one multi-level cavern dungeon. Again, some content will be exclusively post-guild adventures, but will then link up with the rest of the module. And other areas will be available to players who have not yet started the guild quests. I am hoping to finish by the end of the summer, although as always, these projections tend to slip away. I have so far created many of the outdoor maps and critical encounters. This month I started on the cave dungeon. If I can finish that, then it is only a matter of filling up the surrounding areas with content.
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slowdive
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Re: Hearkenwold

Post by slowdive »

Looks great! I think the new floor tiles fit just fine and look nice. The gargoyle mage looks tough. I think once we are able to add more smart casting (I don't think IB has it and IBbasic doesn't) that should add more complexity. Casters will be able to decide which of their spells would be most effective at the moment. The two weapon fighting for the Paladin looks good. Anyone can equip a second weapon in the off hand, but will take a huge hit to attack if they don't have a trait (light weapons also help). I love the GIFs (I need to learn how to make those). The weather system that Karl created is such a nice touch and looks wonderful as well plus all the animated tiles like water. It sounds like the progress on Hearkenwold is going well. Look forward to hearing more as things progress.
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Re: Hearkenwold

Post by cartons »

This is looking great! What levels do you expect a 6-member party would reach by the end of the next expansion?
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Thank you, slowdive and cartons.

Hard to say yet what final levels will be obtained. The most advanced character I have is a level 10 thief with 18,185 experience. This is after completing all the guild quests. It takes 22,000 xp to reach the next level. So I think for other characters, it will probably be around 9 and 10.
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Re: Hearkenwold

Post by Pongo »

Nice update! The Dungeon Crawl Soup floor tiles look great, and the weather effects are nice as well - I hadn't seen the sandstorm one before, it's pretty atmospheric.

I'm looking forward to trying to get the confidence of King Ravencrown. One of the things I particularly like about Hearkenwold is the way you're not thrust immediately into epic events, you've captured the fun of lower level adventuring and exploring really well. When I finally get to see the king it's going to be pretty satisfying - I'll feel like I earned it!
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Pongo wrote: Sun Jun 06, 2021 12:59 pm you've captured the fun of lower level adventuring and exploring really well. When I finally get to see the king it's going to be pretty satisfying - I'll feel like I earned it!
Thanks, Pongo. Low level D&D is something I enjoy, so it is fun building up those areas. It is interesting that after all the years working on Hearkenwold, the player will finally get to see and speak to the King for the first time.
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DorateenIceblink
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Re: Hearkenwold

Post by DorateenIceblink »

I had to register a new account, as the password somehow got changed and I couldn't receive any emails to reset the password.

In the meantime, I uploaded a couple of new videos showing some more combat from Hearkenwold in the Knights of the Chalice 2 engine. This one has the party fighting a trio of witches and their animal associates:

https://www.youtube.com/watch?v=ZAPXkjfAAok
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slowdive
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Re: Hearkenwold

Post by slowdive »

Saw both videos (since I subscribe to your YT channel) and they are great!

I think all the passwords are messed up at the moment. It may be a PHP version issue which I'll need to look into.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Thanks, I am back in now under the old account. So it was DorateenIceblink had a short run of just one post.

Glad you enjoyed the videos. I'll be posting an update for Hearkenwold in Iceblink next weekend.
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slowdive
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Re: Hearkenwold

Post by slowdive »

That’s great! I’ll try and have some bug fixes out before then… at least the crashing type as part of a hotfix.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

July Update

Last month, I was working extensively on the underground dungeon complex that will be the Khrystos Caverns. To give a little background lore, this is the cave system that the Dwarves of Hamhock excavated hundreds of years ago. They set up a mining colony here, not far from their Mountain Halls. However, it was these caves where they unwittingly awakened a demonic spirit, which sent fiery destruction upon the Dwarf-King and his people. And while over the centuries, the dwarves did win back their mountain halls, the caves remained infested with monsters, a stronghold of the enemy.

I am trying to capture the sense of twisting tunnels, and a menacing atmosphere. It is a cross between former dwarven territory that has been taken over and occupied by gargoyles and goblins. In terms of design, the caverns are multi-leveled with over a dozen interconnected maps. I'm balancing it around a 5th/6th level party again, but some fights especially with the new features, are possibly harder and could be fun for more advanced characters.

Here is a screenshot that shows some old statuary, and a not so pleasant well. A number of directions are available for the party to go from this location.

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One of the new monsters I am introducing is a Giant Lynx. It is a spell caster, and a beefy back up to more melee orientated enemies.

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As I have been working with build 200 of IceBlink, the critical hit mechanic is in. Always fun when our party does the extra damage. Not so fun, when an ogre smashes our paladin, as indicated in the combat log below.

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I have been merging a bunch of spells from the Proving Grounds test module, which are a much welcome addition. Working my way alphabetically, so I have gotten from Barkskin to Haste. Although I also added Vampiric Touch, because I really wanted that effect for a new creature. And I finally have Dimension Door as a special spell that only wizards can learn by completing a task.

I am also copying over the neat, more pixelated spell icons. Here is a look at a wizard's spell selection screen.

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And finally, here is the Entangle spell in action.

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Just to recap, the next release of Hearkenwold is built around two paths. There is the continuation of the main narrative, after the guild quests and kicking off with the King's Council. Then there is the Khrystos Caverns, which can be accessed at any time, although lower level parties should be advised to tread carefully this domain. I think I will have the Caverns complete this month, and then it is filling up the surrounding areas for more interesting exploration. The summer doesn't end until mid-September, so that is what I am targeting to finish this upcoming chapter of the campaign.
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Re: Hearkenwold

Post by slowdive »

This looks so good Dorateen. I'm sorry to hear about your Pali :lol: , but I guess it is only fair that they get luck sometimes too. The maze looks fun and I suspect I will get lost a few times :D . I'm not sure about the giant lynx, shouldn't we try talking to it first (I remember that cartoon from MM1 as well)? All the new spells and combat features will be very welcome. Do you have two-weapon fighting traits, light weapons, and finesse weapons set-up in Hearkenwold? If not, no problem, I can modify the relevant files after the next version of Hearkenwold is available. Yeah for September-ish.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Thanks, yes I have the two weapon fighting trait in. I still need to do the finesse trait and light weapon properties. I'm sure it will be no trouble, I just need to get around to it.
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Re: Hearkenwold

Post by slowdive »

Dorateen wrote: Sat Jul 03, 2021 3:59 pm Thanks, yes I have the two weapon fighting trait in. I still need to do the finesse trait and light weapon properties. I'm sure it will be no trouble, I just need to get around to it.
I was talking more about finesse weapons. Finesse weapons use dexterity instead of strength for the attack roll modifier. All items are defaulted to false, so you don't have to have any weapons use the finesse system if you do not want to use it. There is also the ability to have traits that allow you to use dexterity for attack and damage if it is greater than strength, but that ignores the weapon's finesse setting. So there are a few options depending on what you want to use.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

slowdive wrote: Sat Jul 03, 2021 5:04 pm I was talking more about finesse weapons. Finesse weapons use dexterity instead of strength for the attack roll modifier.
Yes! I went through the weapon list yesterday and set all daggers and rapiers to light and finesse. Those will make great off hand weapons now.
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Re: Hearkenwold

Post by slowdive »

Awesome! Who will have two-weapon fighting traits and at what levels? I also had a trait called "two-weapon defense" that increases AC when using two weapons, kind of a parry type thing I guess.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

What I ended up doing is this:

Thief and Ranger characters get Two Weapon Fighting (L1) at level 2 and Two Weapon Fighting (L2) at level 4.

They are are earliest, because I think these archetypes fit the concept of dual wielding most.

Fighters get the feats at levels 4 and 6, respectively. And Paladin gets it at 6 and 8.

Two weapon fighting is not available for Wizards or Clerics.

I have Two Weapon Defense in as well, and the traits follow the same structure for availability.
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slowdive
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Re: Hearkenwold

Post by slowdive »

That sounds great! I am looking forward to making another run through Hearkenwold with all the new features. I'll probably stream my play through since, so far for me, that seems to be easier to do than recording and uploading.
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Re: Hearkenwold

Post by Pongo »

Looks and sounds great, Dorateen. I like the idea of the dozen map interconnected maze - looking forward to exploring it. The tileset your using for the maze is really nice, the shadows on the wall tiles make them crisp and clearly differentiated.

I think I'll make a new party for my next playthrough, my all-dwarf party was great but would miss out on some of your cool new features. I now have a hankering for a dual wielding finesse rogue (and to shake up the rest of the party a bit!).
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Pongo wrote: Mon Jul 05, 2021 7:45 am the shadows on the wall tiles make them crisp and clearly differentiated.
Thanks, Pongo! The shadows are from the height mapping system in the toolset. On these 2D images, they are a big help to separate wall tiles and floor tiles. But it only works on the adventure maps, not on combat maps.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

August Update

It's the first of the month, and I have some new progress to report. I've been working on the Khrystos Caverns over the past several weeks, and it is just about finished. I'm happy with the way it turned out and it offers a nice tie-in with the Halls of Hamhock adventure. As I mentioned previously, these are the caves presently held by the Khrystos Horde, the enemy that has plagued the dwarves for centuries, in one form or another. A bit of exploration will also reveal some further insight about the larger conflict enveloping the Hearkenwold campaign.

Two combat screens display new monsters the party can hope to encounter. Spectral spiders inflict vampiric touch upon each hit, and the green slimes are deadly for their ability to cause disease. Not to mention, the slimes can't be hit by normal weapons.

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With the Caverns finished, I have to go back to the outdoor areas that the player must pass through to reach this destination. All the maps are in place and traversable, what remains is filling up the encounters and points of interest. One NPC is going to offer the party a chance to fight in an unusual dungeon. Another former guard of Relmfur who was stationed in Skardale will ask characters for help dealing with local problems.

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After all this fighting and adventuring, what could be better than relaxing in a comfy chair by a fireplace. Unless that chair happens to belong to a long-lived, powerful wizard.

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I just found that amusing, the way the halfling looks on the tile with the chair prop, and the NPC's reaction. Always room for some levity, even in the face of dire events.

One other aspect of the module I want to point out, the world map is coming together nicely. The new wilderness exploration will connect previous content with the Dwarf Village. So it is feasible now for characters to walk there on foot, although the other two means of transportation are still faster and safer. But it makes a location feel more grounded in the game world now.

I am hoping to have all this done by mid-September, or close to it. The next release of Hearkenwold should be pretty exciting with all the new features. Again, it won't be as large as everything up to this point in development, but rather continue to expand and make the overall campaign more robust.
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Re: Hearkenwold

Post by Pongo »

Looks great, Dorateen. Those Spectral Spiders look pretty nasty, especially as the party's starting position in that fight is not ideal for the squishies at the back. I see you've added in the vampiric touch spell as well... nasty!

You have the convos set up so that you can choose the character that responds - how have you done that, is it straightforward? I have some race/class triggered convo lines, but at the minute they get a bit lost unless you happen to have that character as the party leader (the party character icons are missing so you can't select which party member responds).
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

I find it pretty straightforward. I have the Party Chat Style checked under the Conversation Properties. For each race/class/attribute conditional always use -1 in the Parameter 1, this is what designates the specific character to be recognized. And to avoid the scenario where certain character types are not available in the party, I always make the first dialogue option a generic line without any conditional, so the player always has at least one option to click.
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Re: Hearkenwold

Post by Pongo »

ah, perfect - thanks. I hadn't realised that was what "party chat function" did. Makes sense!

Edit: works perfectly and has 100% made my day :)
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Re: Hearkenwold

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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Thanks, always nice to read about people enjoying the module. What I'm wrestling with right now is balance for higher level characters in an open world design. I think this goes for both systems, although KotC2 does give the player many tools (the different classes and abilities) to grow quite powerful. At the same time, I also want players to feel a sense of accomplishment where encounters that were tough with an earlier party, could be revisited and handle them better. As long as people are having fun, that's the most important thing.
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Re: Hearkenwold

Post by slowdive »

It is so hard to make a module well balanced. I tend to try for a challenging module/campaign that may take a couple "restarts" to fine tune your party. I don't want it to be too easy where it gets boring, but if it is too hard, people may give up. I'm okay with the less interested players giving up, but I don't want the interested players to get too frustrated. It is a balancing act.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Just for fun, I uploaded a video of when I made part of Hearkenwold in the FRUA engine. That was around 2015, so this is the first time I recorded anything from that design.

https://www.youtube.com/watch?v=H3r8If5s7Gw

This is the same encounter as the fight against the mummy and wraiths in the KOTC2 version, which I uploaded earlier in the year. I also wanted to compare how combat plays out in each engine. There are less options available in AD&D Gold Box games, but it can be just as dangerous due to the importance of winning initiative and powerful enemy abilities like causing fear, disease and level drain.

It's also fun to walk around Hearkenwold in first person perspective.

Just to follow up on the comments above, I think this goes to show how a mid-level party can enjoy challenging fights, but the same battle approached by higher level characters would have an easier time. The original IceBlink version of the module is more open, so it is conceivable a player could hold off and come back later if they found these undead too difficult.
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Re: Hearkenwold

Post by Dorateen »

I was testing build 203, and decided to upload a new IceBlink video.

https://www.youtube.com/watch?v=VxtbtckZZ-4

This one shows some of the weather effects as the party is exploring the wilderness and runs into a potential problem that needed to be eliminated. The content is a preview of the continuing adventure in Hearkenwold, and characters here are 8th/9th level, capable of handling such a threat.
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Re: Hearkenwold

Post by Pongo »

Nice - I really like those effects. Your use of fog is subtle, it makes it feel less static. It's a good touch.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Thanks, I like having the weather animations. I think it adds to the sense of adventure, braving the outdoors. Some of the settings include lightning strikes, which can be quite dramatic.
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Re: Hearkenwold

Post by slowdive »

I noticed that when going through the inventory to see the feathers, it seems that the yellow frame that is supposed to show which items are equipped is showing on all pages in the inventory and not just on page one. Another bug it looks like :P
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Re: Hearkenwold

Post by Dorateen »

I think that might have been a display glitch. Notice the pages jumped from 1 to 6, and the yellow frame carried over. I was testing just now, and when I went into the party inventory, the yellow frame did not appear on the top row of items. On the other hand, I think I have seen that behaviour before, so it could be something. Let me know if you are able to reproduce this bug.

edit: Correction, when I tested yesterday, I was still using the 200.1 version. The video is from build 203. So perhaps the issue popped up again in the latest build.
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Re: Hearkenwold

Post by Dorateen »

September Update

I am nearing completion of the next version of the Hearkenwold campaign, which will include all the new updates and areas. Last month I was working on the wilderness maps, featuring new points of interest between the Dwarf Village of Hamhock and the town of Burdun. These include:

A battle with giant leeches.

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An encounter with a colony of myconids

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I also have an arena like optional area, in another part of the gameworld, comprised of multiple levels for the party to fight through. These are populated by groups of monsters that will be seen for the first time, such as the many tentacled Wyndlass, who gets eleven attacks on its turn. Ouch.

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And powerful, dangerous items can be found.

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I have five of the levels complete so far, and that is halfway finished. So I should be done with this area by the end of September. By that time, all the rest of the content will be in place, and I expect to release the updated module shortly thereafter.

Here's one more screenshot from the Khrystos Caves. I just happened to like the possible directions available to explore, and the curiosity about what lies behind the next door. Even I forget sometimes, as the caverns stretch across dozens of maps, on multiple levels.

Image
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Re: Hearkenwold

Post by slowdive »

Looks great (minus the 11 attacks part :lol: )! Looking forward to the October-ish release date. Which version of IB will be packaged with it? Is Hearkenwold at a good place for me to start a Let's Play? So far, when I stream a play through, I often find engine bugs and they are recorded so I can make a note to go back and fix them :D
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Re: Hearkenwold

Post by Dorateen »

Thanks, slowdive. I have been mostly testing on build 200, which has been pretty stable. But I will probably post the module with the latest build, 203.

The version currently available to download doesn't have the weather effects and new spells yet, so it would probably be better to wait for the update next month. I want playing it to feel fresh, especially going through the existing content again.
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Re: Hearkenwold

Post by slowdive »

That sounds like a plan, I'll wait for the next update before starting a Let's Play. I still need to finish up the General Caster AI in IBbasic and add it to IB as well. I also hope to have some of the bug fixes on the todo list done as well by the end of the month.
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Re: Hearkenwold

Post by Pongo »

The Khrystos caverns sound great - I love a big dungeon map. Look forward to exploring them, and dodging the Wyndlass - those eleven attacks do some proper damage!
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Re: Hearkenwold

Post by Dorateen »

Thanks, Pongo. I'm pleased with the way the Khrystos Caves turned out. It's one of those dungeons made up of interconnected maps, so the player never sees the whole layout in one glance. That might be a little disorientating at first, but is designed to create the sense of being lost while exploring underground tunnels.

Funny story about the Wyndlass. First time I recall fighting one was in Death Knights of Krynn. I don't remember if they were in other gold box games. But that thing scarred our party for life, just thinking about its never ending attacks on a character.
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Re: Hearkenwold

Post by Dorateen »

October Update

Finally, I have the next part of the Hearkenwold campaign available for download! The file can be found here:

https://neverwintervault.org/project/ic ... earkenwold

When I last left off, it was in August of 2020, and I had just completed the sixth guild adventure, the one for wizards. Now players can advance the main narrative arc once events in Skardale have transpired, and as long as one party member belongs to a guild. This will open up new, dangerous areas on the map. But there are also new wilderness locations, ranging between the Dwarf Village and the town of Burdun. The Khrystos Caverns can be discovered, awaiting exploration by a daring band of heroes. In particular, this dungeon was designed for a range of 5th to 8th level characters. Some things lurk in the darkness that are best left undisturbed by weaker parties.

On the engine side, this update includes the weather effects that are animated on outdoor maps. There are some new spells, new weapons and items, and of course new monsters to fight.

Here is one example of an encounter with the characters:

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I also have an updated image of the overworld map, showing how the individual maps connect together. Some of the new areas are only accessible after the council with the King. However, there are other new places the player can reach before those events.

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Next week, I am going to start back on the conversion of the new content into the Knights of the Chalice 2 module. I anticipate that will take a few months. The updates will continue as the module progresses further.
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Re: Hearkenwold

Post by slowdive »

This is great! I am almost finished adding the last parts to IBbasic from my todo list and then I will focus on IB. I will want to add some of the IBbasic features to IB before I start my Let's Play of hearkenwold like the new Caster AI, more save slots, d20 screen, and maybe the encumbrance system with option to place items in containers.
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Re: Hearkenwold

Post by Dorateen »

Thanks, slowdive. Sounds good. I'll want to catch any bugs that might come up in the meantime, and when there's a new IceBlink build I will post that to the Vault.
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Re: Hearkenwold

Post by Pongo »

Awesome, well done! Good excuse for a proper replay. This time with a party that doesn't just consist of dwarves. :) I have a few updates of content to catch up on this time, my last full playthrough was about two years ago I think.
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Re: Hearkenwold

Post by Dorateen »

Thanks, Pongo. I am hoping that a new run will feel like a fresh experience for anyone who played the content previously.
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Re: Hearkenwold

Post by Dorateen »

Halloween Update

This update will suffice for November as well. Since I have begun working on the conversion of the latest build of Hearkenwold into the Knights of the Chalice 2 engine, I just want to post some initial screens. I am going to try to finish by the end of this year so that I can return to IceBlink in 2022. Yes, there is still more of the adventure to play out, as the campaign continues to expand.

Back on page 15 of this thread, I posted an image of the party arriving at the council room of the King. For comparison, here is the same scene displayed in KotC2:

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One of the recent updates to KoTC2 allows builders to choose a color/tint setting on individual maps. The values by default are keyed to times of the day such as morning, evening and night. Here I used this on a map the party has arrived on at twilight. I also use the Night setting in a couple of other places, and in the new cavern dungeon, which is pretty cool as it simulates the semi-darkness of those underground areas.

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Finally, here is an encounter appropriate for the season:

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This is all content already present in the latest IceBlink version available for download. Now it is a matter of reconstructing everything in the other toolset.
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Re: Hearkenwold

Post by slowdive »

Looks great Dorateen! The tinting feature is a nice addition. When do you think KotC2 will be officially released? Are there any tools you would need to help with the conversions from IB to KotC2 (image or data conversions)?
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Re: Hearkenwold

Post by Dorateen »

He just released version 1.19 to backers last week. In the update he said the official release could be December, or January at the "latest". The developer did call the first module Augury of Chaos "content complete", so he is just preparing to get it on steam/GoG for the release. I would love to have the full Hearkenwold module available if that's true. I guess we will see.

As far as conversion, it is pretty straight forward, I don't think any tools are necessary. In fact, it gives me a chance to review the material again and I have caught a few small typos, which I've corrected in the IceBlink version.
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Re: Hearkenwold

Post by slowdive »

December/January release for KotC2 sounds great! I use GOG so that is good he is releasing it on GOG. I'm hoping to have IBbasic ready for an official release in November. It is pretty much done for what I wanted in the initial release. I just need to play test it a bit more since I added the 3d/first-person view system added back in.
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Re: Hearkenwold

Post by Pongo »

Looks great Dorateen! I had a look at your current KotC2 version a while back and enjoyed it, it's a great engine. Have you added extra content like dialogue options for the additional races/classes etc available in KotC, or is it best to generate a party around the ones available in IB? I didn't get far enough to check really. In any case, I'm going to stick to iceblink for my next run through - need to get that party rolled. :)
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Re: Hearkenwold

Post by Dorateen »

Pongo wrote: Wed Nov 03, 2021 10:16 am Have you added extra content like dialogue options for the additional races/classes etc available in KotC
A few here and there, but it is still mostly built around the core IceBlink races and class. If a player wants to use more exotic party members like half salamanders and psychic warriors, they are free to do so. These characters can still get dialogue responses based on attributes and alignment.
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Re: Hearkenwold

Post by Dorateen »

I have added a new video to showcase some of the content that will be in the next version of Hearkenwold for Knights of the Chalice 2. Of course, this is already part of the latest IceBlink build that is available for download.

Here, the party is making their way through the Ephghan Plains, when they are jumped by hostile warrior women.

https://www.youtube.com/watch?v=Tf2Yqu-z1c8
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Re: Hearkenwold

Post by Dorateen »

December Update

Here's just a few more screenshots of the conversion work I'm doing for Hearkenwold in the KotC2 editor. Again this exact content is currently present in the IceBlink version available for download. These screens are all taken from exploration of the dangerous Khrystos Caverns.

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Finally, I wanted to post this exchange, which made me laugh thinking about Pongo's recent comments about his sighing NPCs.

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I'm trying to get the KotC2 update finished this month, so then I can go back to IceBlink early in the new year.
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Re: Hearkenwold

Post by Pongo »

Good to see I'm not the only one with sighing NPCs!

I've just started a new run on Hearkenwold - I haven't played it for a couple of years so there's a load of new content I haven't seen yet. Looking forward to it! Last time I took a party of dwarves, but this time I'm going for a more traditional mix.
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Re: Hearkenwold

Post by slowdive »

Looking great! Sounds like you have the conversion process down pretty well if it only takes a month or so. Is everything done manually in the conversion? Is KotC2 tile based or are the maps a single image?
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Re: Hearkenwold

Post by slowdive »

Pongo wrote: Sun Dec 05, 2021 3:18 pm I've just started a new run on Hearkenwold - I haven't played it for a couple of years so there's a load of new content I haven't seen yet. Looking forward to it! Last time I took a party of dwarves, but this time I'm going for a more traditional mix.
Make sure to record it so we can watch :D
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Re: Hearkenwold

Post by Dorateen »

slowdive wrote: Sun Dec 05, 2021 3:21 pm Is everything done manually in the conversion? Is KotC2 tile based or are the maps a single image?
I would say it is a manual process, with a lot of copy and pasting. Yes, the maps also use a single image. The dimensions of tiles are 64 x 64. If you recall, the IceBlink tilemap maker used those same dimensions and I produced 1024 x 1024 maps for each area. I am able to take those original map files and upload them into KotC2.

Pongo, thanks, and no pressure! I know time is limited when you have your own project you are working on. I hope you enjoy the new content.
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Re: Hearkenwold

Post by Pongo »

I'll be playing it slowly over a few weeks I think - its a nice break from working on Pescua! I've only just cleared out the goblins and started heading east to the tavern, so early days. I just hit level 2 - Prayer looks like a great addition for my cleric, I don't remember that from last time. Its nice to try out two weapon fighting as well!
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Re: Hearkenwold

Post by Dorateen »

Pongo wrote: Sun Dec 05, 2021 4:20 pm Prayer looks like a great addition for my cleric, I don't remember that from last time. Its nice to try out two weapon fighting as well!
Yes, I added a number of new spells including Prayer. I perhaps should have made it available later, but then I guess the trade off is your character can only choose one spell on level up so you might pass on another selection to get a great spell like Prayer.
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Re: Hearkenwold

Post by cartons »

I've been itching to replay this over the holiday. Are we still expecting a definitive version to land within a few weeks, Dorateen?
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Re: Hearkenwold

Post by Dorateen »

cartons wrote: Thu Dec 16, 2021 5:23 pm I've been itching to replay this over the holiday. Are we still expecting a definitive version to land within a few weeks, Dorateen?
Hi cartons, the IceBlink version that is available now greatly expands the module. It advances the narrative past the events in Skardale and guild quests, and adds new wilderness locations. As well as using the weather effects system and the new spells.

What I'm looking to finish up in the next few weeks is the Knights of the Chalice version, which will include all this playable content.
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Re: Hearkenwold

Post by cartons »

Ah, thanks for clarifying! I'll go ahead and jump in.
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Re: Hearkenwold

Post by Dorateen »

cartons wrote: Fri Dec 17, 2021 2:42 pm I'll go ahead and jump in.
You should be able to copy the Hearkenwold saves folder into the newest module and continue with those characters, if you want. Unless you want to start with a new party.
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Re: Hearkenwold

Post by Dorateen »

Merry Christmas from Hearkenwold! Here is an animated gif showing the snow weather effect, just outside the Halls of Hamhock.

Image

Starting to really come down out there. They better let us in.
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Re: Hearkenwold

Post by slowdive »

Saw that on the Codex, very festive indeed and I do hope they open those super cool golden doors for us! Maybe there is more of that gold inside that they could spare :P
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Re: Hearkenwold

Post by Dorateen »

January Update

It's a new year, and I've just posted the latest version of Hearkenwold for Knights of the Chalice 2 on the nexus page.

https://www.nexusmods.com/knightsofthechalice2/mods/5

This brings both modules now into alignment. And here are a couple of more screenshots showcasing higher level content.

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Now the question becomes, where do I go from here with returning to the IceBlink engine. I've been giving the matter some thought, and while the obvious answer is to just keep building where the last update has left off, I also had the notion to rebuild the NWN2 module I made called "Edinmoor", and place it into the Hearkenwold campaign. It's an adventure designed for 7th to 9th level characters, if I recall, and I would have to make some adjustments to fit the custom setting. But the advantage is, the content would be able to be accessed by players at anytime as soon as they stumble across the associated areas. On the other hand, if I continue the main adventure arc, which I do have plans for, that represents content only available for players who have made it so far and reached that point. I also found that it feels a little linear to some degree, following the story branch. Where as an inclusion of Edinmoor into the campaign would just be more content as part of an open world. It also has the advantage of letting me work from a blueprint, a preexisting campaign that I have already finished, and would probably be something I can have out this year. But to continue the adventure into new areas, will likely take me longer, even though I have a rough outline about what I want to do.

So I haven't made a decision yet. I will most likely being fixing bugs over the next couple of weeks. But I think by the end of this month, I'll have a firm idea about the direction to take Hearkenwold. Of course, I would appreciate any feedback: would players want to have new adventure available sooner, which their party can tackle as soon as they are ready? Or would it be better to keep pushing the main narrative forward?
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Re: Hearkenwold

Post by slowdive »

Congrats on the KotC2 update! I for one would love to see Edinmoor incorporated into the Hearkenwold campaign so I would vote for that option. I remember well when it was released for NWN2 and I believe you had a turn-based version as well, right? I did create an import tool that imports a NWN2 module (also imports an IB module) into IBmini, but I need to update it to IBbasic format. I could probably do something similar to IB if there was enough interest, but I know that you prefer doing it manually as this allows you to do checks and review the content in detail.
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Re: Hearkenwold

Post by Dorateen »

Good memory, slowdive. I had been playing around with a turn-based mod for NWN2 and was attempting to use it in what would have been a sequel called "Sons of Edinmoor", but that project didn't get too far.

Another consideration is for the past few weeks I had been testing battles against much more powerful enemies, which can be brutal in KotC. It is fun, but I find 7th level encounters to be more of a sweet spot I enjoy for D&D. So I'd welcome the opportunity to go back to that scale of difficulty. I'm leaning closer to having a look at Edinmoor as a keep and surrounding areas that would be placed on the eastern fringes of Hearkenwold, near the mountains.
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Re: Hearkenwold

Post by Pongo »

Well done Dorateen! I'm always impressed with how quickly you make progress, given you're building in two separate engines.

I haven't caught up with the new content yet, but for what its worth I'd also vote for Edinmoor to build on the open world feel.
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Re: Hearkenwold

Post by Dorateen »

Thanks! Edinmoor it is, then. One final consideration for me was that the keep of Edinmoor functions as a settlement of sorts, with merchants to interact with and new leads for the player to follow, or not, if they choose.
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Re: Hearkenwold

Post by Dorateen »

I'm in the middle of a blizzard today, so I decided to upload a new video of Hearkenwold in Knights of the Chalice 2. This one is from the paladin guild adventure, where the party will run into a rival party of gnolls.

https://www.youtube.com/watch?v=0ald_amEnrM

I will post an IceBlink update about the Edinmoor content next week.
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Re: Hearkenwold

Post by slowdive »

Great video! That was a tough battle and one of the nastier gnoll encounters I've seen. Stay safe in that blizzard and I hope the power stays on.
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Re: Hearkenwold

Post by Dorateen »

Thanks, slowdive. All good here.

The key to how that encounter plays out comes down to initiative and party positioning. Some of the gnolls can cast web and stinking cloud, and if they can get those off before the player has a chance to move, it is pretty much game over.
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Re: Hearkenwold

Post by Dorateen »

February Update

As promised, I've been busy working to convert the Edinmoor module I made for NWN2 into new content available in Hearkenwold. I had started building Edinmoor shortly after finishing the Storm of Zehir expansion, and one of main objectives was to dig into the new party chat style conversations. As I have been working through these dialogues and how they were constructed, some of them go fairly deep with branching options based on character attributes, and they can take encounters with NPCs into wild directions. I even started to wonder what I was thinking, when the first chat with a local merchant could cover a variety of topics.

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The original Edinmoor adventure was designed for a 7th level party and finishing around level 9 or so. In Hearkenwold, it will be accessible much earlier, leaving it up to the player how far they want to investigate leads and if they can handle the dangers. For example, the wolves near Edinmoor are of the Dire variety.

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Here is a first look inside the keep, also referred to as Edinmoor Court. The place is described by the locals as a "lyrical" hold, a settlement welcoming of artists and musicians. Of course, the hook for the adventure suggests something sinister has happened disrupting the peace.

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Another merchant is a tailor who sells fine clothes. I've had to stock his inventory with suitable merchandise, although most adventurers would probably not be interested in the selection. Still, these outfits could be a viable alternative to wizard robes, until such characters find something better.

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And one more screenshot, this has a couple of new enemies: Dark Dryads with the ability to cast barkskin, and entangle as well as sleep.

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I will be trying to finish up by June in order to release the next version of Hearkenwold for IceBlink. I've got a few more dungeons and an outdoor area to build. Projecting to take about a month for each. As always, it is just an estimate, we will see how it goes.
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Re: Hearkenwold

Post by slowdive »

Looks like you are making great progress with Edinmoor already. I like the idea of lots of branching options as a player, but it is a ton of work as a builder :lol: My wizards will be happy with the robe selection there. I also like the idea of having the option to enter the Edimoor content a bit early, but I probably won't do that (just like I don't go down stairs in castle hearkenwold to visit that party :lol: )
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Re: Hearkenwold

Post by Pongo »

Looks great Dorateen! Looking forward to this. Those Dark Dryads look pretty nasty...

I just found the hook horrors on a fairly early map east of the castle - were they there in the last build? Wonder if I missed them. They made short work of my lvl3 party though ha, I'm not trying to get past them again until I have a few more levels under my belt...
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Re: Hearkenwold

Post by Dorateen »

Thanks Pongo! The hook horrors are part of maps that were added around the time I started on the guild quests, so it was a somewhat later build. Definitely an unpleasant surprise for a young party.

slowdive, hopefully it will be a risk reward type thing. There might be some early opportunities for characters to find interesting items, if they can survive.
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Re: Hearkenwold

Post by Dorateen »

March Update

I have been doing more work on bringing the Edinmoor adventure into the Hearkenwold campaign. I think I mentioned in the previous update, that the module was built around three dungeons, with outdoor locations between. Last month, I completed the first dungeon and now I am starting on some mountain wilderness maps. I don't think this will take much time, so I should be able to concentrate on the second dungeon later this month. However, it is the final culminating area of the game that will take the longest, so I still expect to finish by June.

I captured some new screenshots to share. The first is a battle with an enemy party, comprised of fighters and multiple spellcasters. To make this confrontation more tricky, the player characters begin up on a stage, and they will have to make their way down to get at the goons in the back.

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When coming across a door with a potentially nasty surprise behind it, a party member with low constitution can express hesitation. This sort of thing is one of the ways individual character personalities can manifest themselves in a group, chiming in with little comments. And sometimes, the words of a nervous elf might just offer advance warning.

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Finally, I've always enjoyed this exchange. It still makes me laugh. A dwarf merchant was attacked by treants, and he calls them "were-trees", like a shape shifting lycanthrope. Of course, our more learned wizard tries to correct him.

Image
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Re: Hearkenwold

Post by slowdive »

June sounds great! The encounter looks tricky with getting off the stage in single file. Also, making some good use of attributes and the party chat is great fun. silver should work just fine on those were-trees, I'll try it out just to verify :D
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Re: Hearkenwold

Post by Pongo »

Dorateen wrote: Sat Mar 05, 2022 3:43 pm
When coming across a door with a potentially nasty surprise behind it, a party member with low constitution can express hesitation. This sort of thing is one of the ways individual character personalities can manifest themselves in a group, chiming in with little comments. And sometimes, the words of a nervous elf might just offer advance warning.
Triggering convo options with low ability scores is a really nice touch! Having text that reacts to character weaknesses and not just their strengths definitely adds to the individual character personalities. Good stuff!
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Re: Hearkenwold

Post by Dorateen »

Thanks, Pongo. I think I have used Low Constitution the most as a way to simulate cowardly (or let's just say cautious) party members. In a few places, I have Low Intelligence options, because that's always fun. Oh, and lots of Low Charisma choices for characters who want to mouth off at NPCS or act generally unpleasant.

slowdive, Exactly! The party can still be targeted while they are up on the stage, so it might be risky to wait it out for the enemy to come to them.
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Re: Hearkenwold

Post by Dorateen »

Knights of the Chalice 2 releases officially on Steam and gog this Friday, March 25.

I have uploaded one more video to showcase the Hearkenwold adventure module. An encounter in the Dwarven Halls of Hamhock, when the party stumbles across a group of conspiring monsters.

https://youtu.be/MzrRohMFl1Y
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Re: Hearkenwold

Post by Dorateen »

April Update

I must have been motivated last month, because I was able to get a lot done in the recreation of Edinmoor as part of the Hearkenwold campaign. This includes two maps of mountain wilderness as well as the second dungeon featured in the adventure. I am starting on the concluding areas, but this will probably take some more time. I still aim to release the next version of the module by June, which gives me plenty of room for testing and tidying up loose ends.

This is a section of the tower known as the Soth Tarnel. It has been called a once mighty fortress that is now a tomb for the fallen defenders of a forgotten town. I also used the height mapping tool extensively, with some maps containing three layers. In the screenshot below, there is a sunken watery area, with stairs leading up and then another set of stairs approaching the door to the next level.

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The party will have to contend with Frost Giants for the first time. Pretty beefy enemies, that can hit often for a lot of damage, in addition to having cold immunity. At least they are vulnerable to fire.

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I thought this was pretty interesting. I created a trap that will cast Energy Drain if triggered, targeting the party for loss of spell points. Each character still gets a saving throw, but it could be a headache for clerics and wizards. Ideally, I would have liked to zap everyone's spell points like we have a gaPartyDamage script, but this works well enough.

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And here is a view of the mountain area I mentioned above. Referred to as the Canyon of the Dead. Not exactly a tourist attraction.

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As I have been doing with the previous module releases, once I finish Edinmoor and make it part of the Hearkenwold campaign in IceBlink, I will then resume copying everything over into the Knights of the Chalice 2 version. This will be like a stand-alone adventure, which a starting party could have the misfortune to stumble upon. Or the player could launch a saved game with mid-level characters and tackle the new content.
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Re: Hearkenwold

Post by slowdive »

Sounds like some great progress there! Are you using height maps for shading purposes or does it block movement as well? I haven't dug into that part of the code as of yet. I may need to have some toggles to use a more basic system or the more complex system as I try to debug some of the issues that are deeply rooted in the work Karl did and that I have a difficult time understanding and don't want to make worse :lol:

Frost giants, yeah! :D That should be fun... or not :lol:

I could add a "gaPartyEnergyDrain" script easy enough if you wanted that. It would just be changing the modifier in the "gaPartyDamage" to be "sp" instead of "hp". So copy/paste/edit kind of thing.

Looking forward to finding and exploring Edinmoor!
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Re: Hearkenwold

Post by Dorateen »

Thanks, slowdive! I like the shadow effect of the raised tiles, because on a 2d map, it helps distinguish walls from floors. However, the height mapping does have collision, and when you make bridges or balconies, players have to access those higher (or lower) tiles via a ramp or stairs. The one small glitch is that the height variance does not respect collision with regard to triggers placed on adjacent tiles. So you could be standing on a square of a higher height, and "bump" into the trigger on an adjacent tile even if it is a lower height. But keeping this in mind, I just avoid placing triggers next to the height map.

A gaPartySpellPointDrain would be perfect. Exactly like the damage script, except it would take a set amount of spell points, or random depending on the parameters, from all characters. I figured that would be simple.
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Re: Hearkenwold

Post by Pongo »

Looks great Dorateen, that's an impressive amount of progress! Soth Tarnel looks like it will be a fun challenge.
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Re: Hearkenwold

Post by Dorateen »

Thanks, Pongo. I was testing yesterday, and there are some fights I think can get pretty challenging. As is the nature of an open design, a big factor is the level of the party when they enter this area. No shame in characters finding themselves in over their heads and running off to come back later.
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Re: Hearkenwold

Post by Dorateen »

May Update

I am in the middle of finishing up the Edinmoor adventure, which will soon be incorporated into the Hearkenwold campaign. The final dungeon is being built, and if the party can escape, I'll have a few NPCs they can converse with and get some additional dialogue. At that point, it is just epilogue type stuff and testing, running through encounters from start to finish. I am planning to release the new version of the module by June.

Here, the characters get an explanation about the nature of the Anvil of Time:

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This is a dungeon constructed of interconnected maps, and multiple levels. There are some unique features to the area, as the screenshot below shows.

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Naturally, there is going to be some fighting. Although there are opportunities for the party to avoid combat, sometimes depending on choices they have made. But when diplomacy fails, you end up in a brawl with winged lizard-like monstrosities. I gave them enough spell points to cast a barkskin spell on their first turn (+4 AC) and then they attack four times per round.

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Here is a look at a new type of ammunition, with a thematic flare. Because these arrows trigger an AoE spell upon hit, they are best used situationally so as not to catch other party members.

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If everything goes according to schedule, the next post will be about the release of the module for download. Again, Edinmoor works as a stand alone adventure, which the player can stumble upon if they are launching a new game from the start. Or loading up an existing save, characters can try to tackle the new content as a diversion.
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Re: Hearkenwold

Post by Pongo »

Looks great! Good to hear you're still on track.
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Re: Hearkenwold

Post by Dorateen »

Thanks, Pongo! I'm working on the final level of the dungeon. Most of the conversations are finished. Just a few more fights/encounters, and I should be good to go.
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Re: Hearkenwold

Post by Dorateen »

June Update

I have a new version of Hearkenwold available to download. This now contains the Edinmoor adventure as part of the campaign.

https://neverwintervault.org/project/ic ... earkenwold

This still uses version 203 of IceBlink, so players with the engine already downloaded only need to copy and replace the Hearkenwold module folder from the new compressed file above. Saved games will carry over as well.

Edinmoor is optional side content the party can stumble upon whenever they wish, and should they choose to follow the threads of exploration. There is no overarching quest in the main campaign to visit Edinmoor, it is only tangentially connected to the rest of the story (At least on the surface level. There might be deeper implications down the road.) but a couple of NPCs who can be found elsewhere in Hearkenwold will make an appearance. Like this one:

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I also made a change to the Amethyst Road, which runs through the Village of Hamhock and up to the Dwarven Halls. Using the excellent Dungeon Crawl Soup tiles made available, I swapped with this darker shade of purple.

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Finally, as mentioned, starting a new game players will have to travel a bit to find Edinmoor, and should probably have a few levels under their belt. Those who have already ventured in Hearkenwold, a point of reference is the Slaughtered Lamb Tavern near the mountains, and moving directly west will open up the new maps.

Here is the updated world map that shows how additional overland areas connect.

Image
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Re: Hearkenwold

Post by Pongo »

Good stuff! Its awesome to see how this is coming together. Look forward to continuing my playthough and now exploring Edinoor.
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Re: Hearkenwold

Post by slowdive »

Yeah for the June update and the new version of Hearkenwold. I guess I didn't get IB v204 done in time for the recent release, haha. Maybe IB v204 will be ready for the next release of Hearkenwold though :D which I assume will be some time after KotC2 receives the Hearkenwold update as well.
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Re: Hearkenwold

Post by Dorateen »

Thanks, Pongo and slowdive.

The moment build 204 becomes available and I have a chance to test it, I will release a new version of the module, even if it does not add any new content.

Right now, I am working on the KotC2 Edinmoor conversion, and plan to finish by end of summer. Then I will be working in IceBlink again with fresh ideas. I'll write more about it in July.
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Re: Hearkenwold

Post by Dorateen »

July Update

After the recent release of Edinmoor in Hearkenwold, I have been working on building this new content into the Knights of the Chalice 2 version of the module. I've got nearly all the maps loaded into the campaign. Now I just need to finish conversations, and encounters, which of course includes creating new creatures and items. Projection for release remains end of summer.

Here are two screenshots that show how Edinmoor Court appears in the KotC2 engine:

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There was an update to Knights of the Chalice previously, which added an alternative dialogue interface. Rather than having NPC or narrative text on top, and Player responses on the bottom of the screen, this merges both into one text box, as shown in the first example.

I am using the token display of characters here, which is always an option for the player. The module is still designed with the original Knights of the Chalice sprites in mind, and this is toggled back with the option to display characters as animated sprites.

In June, someone did a very extensive playthrough of Hearkenwold and helped me with a lot of useful information. There will be fixes and improvements in the upcoming KotC2 release.

Finally, to return to this to IceBlink, I have given thought about where I will take the adventure in the fall. One of the objectives will be to continue the main arc, with the party pursuing leads that were introduced if they had made it to a certain cliffhanger encounter. However, I was looking at the map, and I would also like to expand the outdoor areas along the River Astar. This will likely require the party to gain access to a boat, and there already exists a boatman NPC who can help the heroes from Hearkenwold. Of course, they will probably have to do something for him first.

But that will be for another day, and another update.
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Re: Hearkenwold

Post by slowdive »

Looks and sounds great! It also sounds like you are making good progress and maybe slightly ahead of projected schedule. I like the new conversation layout. Is it a module setting or a player setting for choosing the convo layout?
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Re: Hearkenwold

Post by Dorateen »

The conversation layout is an option in the main menu, under Display Options. It can be toggled between the two by the player, at any point during the game. It also affects the big image narration screen as well.

Regarding progress, if I wanted to be optimistic, I think I could finish by the end of August. But some of the branching conversations are quite long (KotC2 does not have the feature to link to previous nodes, like IceBlink or Neverwinter Nights) and I want to leave enough time to complete everything. If I go three weeks into September, it's still the end of summer!
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Re: Hearkenwold

Post by Dorateen »

August Update

I am in the middle of finishing up the Edinmoor conversion into the Knights of the Chalice 2 engine, and just uploaded a new video to give a peek at some of the upcoming content. Here, the party is making their way through a Villa/Estate of a minstrel, and run into some of his unfriendly associates. The battle did not go well on account of the enemy spellcasters getting their turn before our cleric could silence them or even finish them off. Still, our paladin was able to pull out a win as the sole survivor, but the casualties were high.

I would have re-fought this encounter, however I think it serves as a good demonstration of what the enemy AI is capable of, if not kept in check.

https://www.youtube.com/watch?v=RxY0MVKqe9U

In addition to new content for Hearkenwold, the Knights of the Chalice 2 engine has been getting numerous changes by way of class upgrades to Barbarians, Rogues and Monks. These have been incorporated into the module, so in the next version, enemies of such class types will be tougher.
Here are a couple of screens from elsewhere in the module showing barbarian bugbears that now have access to "Spirit Animals" (a feature that grants different special abilities) and have a sonic breath weapon.

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Finally, one of the puzzles that appears in the Augury of Chaos module is a type of coded message. The kind where you have to figure out what letter of the alphabet a rune represents, and try to solve it. Sometimes the player gets a couple of words as a starting point, and you can work it out from there. I was able make use of this in the upcoming Ednmoor adventure, where a particular document was written in code. It will be up to the player to figure out the message.

Image

Edinmoor should be complete in the next few weeks, although I still need to do some testing. And there are other fixes or improvements to the Hearkenwold module I am adding after receiving great feedback from players. So I am still aiming for an end of August release, but if it happens to slip into early September, that still counts as summer!
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Re: Hearkenwold

Post by slowdive »

Looking great! That was a funny video. The casters were not messing around :lol:
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Re: Hearkenwold

Post by Dorateen »

Thanks, slowdive. I should mention that of course, all this content is in the IceBlink version of the module already. It is interesting that the IceBlink counterpart of the mages also have web, stinking cloud and fireball in their spell selection. Or at least they should. I will make sure to check that.
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Re: Hearkenwold

Post by Pongo »

Loved the video! Those spell casters were proper nasty. I enjoy all the race/class specific convo options you add in as well, helps set a good tone for the adventure.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

Thank you, Pongo, I appreciate the feedback. I think the different character dialogue choices are a big part of the experience. Some times, they are just one-off comments, which help give a little personality to a party member. And in more drawn-out conversations, these options can lead to varied responses.
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Re: Hearkenwold

Post by Dorateen »

September Update

I just released a new version of Hearkenwold for Knights of the Chalice 2, which now includes the Edinmoor adventure. I also took the opportunity to make a lot of fixes and improvements based on feedback I have received. If anyone is has KotC2, the module can be downloaded here:

https://www.nexusmods.com/knightsofthechalice2/mods/5

A couple of screenshots featuring new interactions with NPCs.

Image

Image

At this point, I am ready to go back to working Iceblink. As I alluded to earlier, I need to continue the main adventure arc, which is definitely for higher level characters. And I will also add some other content as part of the larger map. I'm not certain how much I will get done this month, but hope to make at least a start, and have something to show in the next update.
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Re: Hearkenwold

Post by slowdive »

Sounds great! I have been doing some coding on the weekends as time permits and streaming coding sessions on Sunday afternoons when I can. So some progress on my end, but slow :D
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Re: Hearkenwold

Post by Dorateen »

slowdive wrote: Sat Sep 03, 2022 3:54 pm I have been doing some coding on the weekends as time permits and streaming coding sessions on Sunday afternoons when I can.
I caught some of the coding stream on youtube. Always interesting to see. It's a good idea, I've often wondered what it would be like to make a video of building a module, the sort of under the hood work that goes on in producing content.
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Re: Hearkenwold

Post by Pongo »

Dorateen, I'm always impressed by how quickly you get content done, especially as I don't imagine copying the convos over is straightforward - this is looking great!
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Re: Hearkenwold

Post by Dorateen »

Thanks! Regarding conversations, the text itself is a simple matter of copy/pasting from one program to the other. But there are some things that require manual input, such as the conditionals for characters like [Intelligence] or [Dwarf] need to be inserted by hand, then there are variables needing to be set for those lines. So it isn't that straightforward.

But I can mention something funny and a little embarrassing: as I was finishing up the Edinmoor conversion, I just learned in the KotC2 editor there are commands to Create Label and GoTo Label, which are used to call back and reference lines in a conversation, especially long ones. I guess this is standard for coding, but I did not realize these commands existed, and they will make things a whole lot easier going forward!
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Re: Hearkenwold

Post by zach_holbrook »

Dorateen wrote: Wed Sep 07, 2022 5:34 pm But I can mention something funny and a little embarrassing: as I was finishing up the Edinmoor conversion, I just learned in the KotC2 editor there are commands to Create Label and GoTo Label, which are used to call back and reference lines in a conversation, especially long ones. I guess this is standard for coding, but I did not realize these commands existed, and they will make things a whole lot easier going forward!
Nice... I'd be lost without conversation links!
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Re: Hearkenwold

Post by Dorateen »

October Update

I have a big update to share, as I've started work on the continuation of the Hearkenwold module in IceBlink.

In planning out the next version to be released, I have three primary objectives:

1. I need to continue the main adventure past the climactic encounter the module presently builds up to.
2. I want to include a river adventure, with new maps along the River Astar.
3. I want to include a Psionicist themed adventure.

Advancing the central narrative will take me the longest to complete. It also means content for higher level characters, likely in the 10th and 11th level range. And of course, only players who have gone this far will even see how everything unfolds. It requires a bit more motivation to build in this direction.

In the meantime, I have been designing the river maps and encounters. These are more suitable to mid-level parties, and can be reached much sooner. The catch is, they need to discover a way to traverse these waters. Already in Hearkenwold there is a boatman, probably a good person to speak to.

Image

Now here is something I am excited about. I was playing around with the scripts to toggle the party token on the adventuring map. If the player is able to secure the boatman's services, and then choose to hop on the river, the token will be switched to a little river boat to move around the water squares. I love it! Here is an animated gif to give a preview:

Image

I have to mention, it is not exactly a smooth ride. Not all the water tiles are accessible, because those that border land need to remain unwalkable, like a buffer. The entering and exiting the river is conversation/script driven so it is not a seamless transition. This means there is a little bumping around the map as you move in a given direction. On the other hand, it also fits in with a rough wild river, requiring a boatman's help in the first place.

And I must not forget, where there are river adventures, there are bound to be sahuagin:

Image

For the past month, I have been setting up encounters and NPCs, which the party will get to meet as they explore the region around the River Astar. There is a little bit more to do in these areas, but I'm going to start on the Pscionist adventure in October. In Hearkenwold, Psionicists are creepy individuals who manipulate people's minds, so I am going for a horror atmosphere.

The idea to include this content actually came last year, with the release of Knights of the Chalice 2, which has its own dedicated Psionicist class (three to be exact) and the suggestion I include some kind of special guild content for these characters. Right now, I have them lumped in with arcane spell casters. But I did take that inspiration, and even make reference elsewhere in Hearkenwold to a seventh guild that was cast out because of their mind experiments. In the next version of the module in IceBlink, the party will visit a location and perhaps meet such a mentalist, who can offer an alternative path for wizard characters.

Finally, I mentioned the continuation of the overarching story arc will by far take me the longest. I do have design ideas sketched out, but it is a bit more free form. I'd like to be able to start this last part by the end of the year and going into next. If the past release schedule is any indication, I should have the new content included in the module by next summer.
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Re: Hearkenwold

Post by Dorateen »

November Update

For the past few weeks, I have been working on the new Psionicist adventure that will be built into the Hearkenwold campaign. I had hoped to have this knocked out in a month, but I fell a little behind schedule. The plan is to finish up this month and then I will return to the wilderness content I had been designing around the river areas. All of this should be completed by the end of the year. That will give me a fresh start in 2023 to begin the continuation of the main adventure arc, pushing the party deeper into the mess they've gotten involved in, should they make it that far.

Here is one of the new outdoor maps. I like the height mapping used to create a crag surrounded by water.

Image

As I mentioned, previously, the Psionic adventure will serve as an alternate guild quest for wizards in IceBlink, and has more of an atmosphere of horror. It should be disturbing at the least.

Image

Image
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Re: Hearkenwold

Post by slowdive »

This looks great and haunting. Will you be adding new psionic spells/traits?
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Re: Hearkenwold

Post by Dorateen »

slowdive wrote: Sun Nov 06, 2022 8:49 pm Will you be adding new psionic spells/traits?
Thanks! Unfortunately, at this time, I had not planned on new psionic spells or traits, although given the release schedule, I can probably work something in. I have to give that some thought. In the gameworld, Psionicists are wizards who have more of a focus in mental manipulation. In fact, there is already an order called the Mages of the Mind. So these would be individuals who take that particular study to the extreme.

In Knights of the Chalice 2, however, there is a dedicated Psionicist class, which plays different than traditional wizards, complete with their own specialized spellbook. Instead of selecting spells, they have a pool of power points to work with. It is really this adaptation, which led to some interest in creating an adventure tailored to these characters. Since IceBlink already uses a spell point system, it is not as easy to differentiate with other mages/clerics, at least in regards of mechanics.
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Re: Hearkenwold

Post by slowdive »

It should be interesting however you are able to fit it in to the story and within the restrictions of the engine. Looking forward to it.
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Re: Hearkenwold

Post by Dorateen »

December Update

For this month’s update, I decided to write a retrospective covering the ten years I’ve been working on Hearkenwold.

Part 1: Design Blueprint

This module is a project that goes back to the earliest Alpha build immediately following the successful Kickstarter for the Iceblink engine and toolset in November of 2012. I was very interested in the idea of a 2D/Old school platform for making party-based computer role-playing games (with turn-based combat!). So of course I wanted to jump right in and start working with the program, but what to build?

From the most basic level, the concept I had was about a group of friends or companions who would be staying as guests at a Castle. In fact, I originally called the project Castle Hearkenwold, before going with just the one name. And by “guests”, I meant the characters would be seeking shelter at the fortress after fleeing a horrific attack. That would serve as the hook for this adventure.

I should mention that at this time, I had been reading the 4th edition Dungeons & Dragons supplement called “Monsters of the Nentir Vale”. This is where I first encountered the name Harkenwold, although I would change to the more archaic spelling. The name resonated with me, and felt like it fit the medieval atmosphere I would be going for. This adventure would have no connection with the 4th edition content, it was simply the name as a starting point that would take on a life of its own. The same can be said of Kelton Manor, the feudal location that was the site of the attack, which was derived from Kalton Manor, again the spelling modified to something I thought sounded better.

Also around this time, I had a copy of the Pathfinder resource text called “NPC Codex”. This would prove to be in invaluable source of ideas for characters and adventures. For example, Corwyn Klas was the name of a sample first level fighter known as a superstitious mercenary. I would take the creative liberty of altering the name to Corwyn Khas, and made him into a grizzled commander of knights at the Castle, while keeping the superstitious personality trait.

And here it is important to recognize what Hearkenwold represents: a home brewed dungeons & dragons style campaign, where players could take a party of adventurers through an expanding game world and freely engage with a variety of content. Thus I had a library of role-playing resources available to add breadth and depth to the setting. At its core, the module serves as a kaleidoscope of separate adventures, woven together by an underlying thread. The Halls of Hamhock, the assorted guild quests, even the recently included Edinmoor, are all stand-alone adventures that could be fit into a greater backdrop.

Regarding that backdrop, or the background narrative, for this I went to a fantasy novel I had written while in college. It would become another cornerstone design principle for the module; that I would create a role-playing scenario set in the fictional world I had created. But rather than use the device of linear storytelling, the player would be given a great deal of agency to explore the world and follow up content in whatever sequence they wish. This is to underscore, the story exists as a stage, something part of the scenery, but not forcing the player down a particular road. Also a core element of the group dynamic is the use of the “party chat” style conversations that would be implemented into IceBlink. Inspired by the NWN2 expansion Storm of Zehir, this interface allows dialogue options to be flagged by conditionals such as race, class, ability scores, etc. displaying for only those characters accordingly.

To circle around again, I had made reference to both Pathfinder and 4th edition material. However, the vast amount of detail regarding locations, lore, characters and events, history and even cosmology, comes from the original fiction I authored many years ago. One NPC the party meets early is the Abbot Thespar Wordsmith, a religious authority figure who rules the city of Khyn. While he has some inspiration based on Claude Frollo from the Hunchback of Notre Dame, the character also has echoes of Silas Barnaby from March of the Wooden Soldiers. Thespar Wordsmith was written to be a staunch legalist, a miser for power who uses the law to secure his control in the Kingdom. I think the module truly picks up once the player reaches Relmfur and surrounding areas, and the conflict with Skardale. Those dramatic episodes bring the weight of the foundational fiction to the adventure.
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Re: Hearkenwold

Post by Dorateen »

Part 2: Early Stages of Development

Looking back at the actual construction of the module, the IceBlink engine has undergone many changes and versions over the past decade. Hearkenwold was started before we even had a tilemap maker, and when tile and token sizes were 50 x 50. Without many art assets to work with, I had opened up Paint Shop Pro and began playing with some of the built-in graphics. I already knew about the Forgotten Realms Unlimited Adventures (FRUA) hub, that would eventually become the source of almost all things art related, but at first I was only going to use the character icons. I did not even know about transparency and alpha channels at the end of 2012, although I would quickly learn how to use the .png optimizer to make proper images for IceBlink. I also had a library of fantasy and D&D pictures, which would serve for portraits.

I created the first map for Castle Hearkenwold using a 16 x 16 grid. This is because the computer RPGs I grew up with and loved often implemented uniform 16 x 16 maps. I wanted to recreate that sense of exploring a screen, searching for an exit to move onto the next connecting screen. Pool of Radiance is built this way, with the city of Phlan consisting of “blocks” or areas, which the party clears as they explore. Dungeons too, were all designed on 16 x 16 maps. Later on, the game Dark Sun: Shattered lands would feature areas that were connected by traveling from one screen to the next, not seamlessly, but by finding specific exit/entry points on the map. This approach appealed to me, and is what I have used for Hearkenwold. It makes for somewhat smaller, compact maps that can be filled with lots of content, and then stitched together to form a more massive world.

I also picked a marble border from the Paint Shop artwork, and used this as an overlay on the first map I designed. The idea was to replicate the stylistic frames that often divided the adventuring screen as part of the GUI in older computer games. Unfortunately, I did not factor in that the marble border in Hearkenwold took up 2 tiles on each side, thus rendering maps to 12 x 12 in practice. Still, those dimensions allows for a lot of content density on any given map and each one is a piece of a much larger puzzle.

The later development of the IceBlink tilemap maker was a big breakthrough for me. It allowed maps to be designed in this program first, and then imported into the actual toolset. It was from here that I started to move toward using all tiles from the FRUA (Gold Box style) catalogue, helping to create a little more artistic cohesion. As of right now, all the wall and floor tiles in Hearkenwold come from FRUA, with only a few exceptions, including some from Dungeon Crawl Soup, which also mesh pretty well with the 2d graphics. The IceBlink engine would get further refined to include “height mapping”, and animated props, even weather effects. All of this is now present in the current version of the module.

Initially, the first Alpha release of Hearkenwold was made up of three maps of the castle’s ground floor, and a few surrounding outdoor maps, including a goblin cave. The first quest of the central narrative was in place, but did not go much further. From there, I was looking to expand the map of the game world to the east. I was working from a hand-drawn map I had designed for the fiction I mentioned earlier, and the module would have the player starting in the northwest corner. The intention at this point was to add more “side-quests”, so the idea of optional content around a main story arc could start to take shape. More NPCs began to populate the slowly growing world, new monsters and a couple of new cave locations.

A year and a half after starting this project, I released a new demo, which now featured area music. I had received big help with the generous contribution from Islet Sound, who composed tracks that I would use throughout the module in wilderness areas and castles, and the familiar deep underground bass for any dangerous dungeons. Personally, I also selected a track to use in a couple of key locations, “Pat a Pan”, which is a medieval instrumental carol and has a nice adventurous flare to it. From there, I began putting together the city of Khyn and surrounding areas. When the next version of the module was released, it included a new music track by Islet Sound for the city.

Afterward, I began work on the Asherim content, a distant desert land that would later expand into a broader adventure, accessible to Paladin characters seeking guild membership. But the introductory areas were part of an abduction divergence, which would sidetrack the party. I recall at the time thinking this felt like an expansion to the module as it represented a new adventure isolated from the main quest. Of course, it would all come together as the campaign continued to grow. It was during this time that a new version of the engine was released called IceBlink 2 for the PC, while the Android version was in development. IceBlink 2 was a big step forward, bringing the module closer to its present form in terms of presentation and mechanics.

Kelton Manor followed, an important point in the narrative as its destruction was the catalyst for the entire adventure, and here the player would at last have a chance to visit this location of haunted ruins. By the end of September 2016, I was able to release an updated Hearkenwold for IceBlink 2, which included the Asherim and Kelton Manor content as well as other new scenarios. I had done a full playthrough of all the content at this time to test the new spells, character traits and leveling systems.
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Re: Hearkenwold

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(First two parts of this retrospective are on the previous page.)

Part 3: The Last Five Years and Beyond

Starting the new year in 2017, I prepared to work on what I would call Chapter III of the module. This would include the Fortress Relmfur and surrounding outdoor areas, as well as the city of Skardale. The content would emerge as a focal point of the adventure, making the investigation of Kelton Manor essentially a hook, leading up to more important events. How the party would reach this point, and how they resolve the conflict, would be left up to the player. It would be a very large update and add the Dwarven Village as well, as a prelude to the Mountain Halls, releasing in June of 2018.

Naturally, the next step would be to work on the Halls of Hamhock adventure. This was the first of several older NWN2 projects I had started or completed, which would find inclusion as part of the Hearkenwold campaign. Other examples are Broken Vessels and Places Deep that would be used as separate guild adventures, and the most recent Edinmoor. Interestingly, while going through the dwarven halls is optional for the player, there is quite a bit of lore tied up in this location. Bits of the game world’s history would be presented in pieces throughout the module, and this was one of those depositories. I would have a new version available halfway through 2019.

I then started on the guild quests, which were class specific, so there would be six in total. Working on one at a time, I would release subsequent updates to the module as each was finished. Beginning with the Cleric quest, followed by Ranger, and then the Thief adventure to kick off 2020. This was followed by the Paladin quest and a return to Asherim, while the guild mission for Fighters required new outdoor maps for the Ephghan Plains. Finally, by the end of August, I would have the Wizards guild adventure in place. These separate quests tailored to each player class would be critical to the ongoing continuation of the module. Another key design principle that went back to early development was the idea of one of the characters needing to fulfill conditions in order to meet the King of Hearkenwold and advance the main story arc.

Thus, the next module update I would make would do just that: allowing the party to join the royal council, as long as one guild member is present. And then taking the adventure past the events in Skardale, which would lead to a climactic confrontation. However, this would only open up a new path for the heroes who would be at a higher level by this time, should they choose to take up the challenge. At the moment, this is as far as the Hearkenwold campaign has reached.

Yet there would be still one more version released back in June of this year. Edinmoor is now part of the game world, providing some additional content to test players. It should be mentioned that throughout the development of the module, I had made partial conversions into the Dungeon Craft editor and the Forgotten Realms Unlimited Adventures construction kit. And of course, a thorough fully complete port as a Knights of the Chalice 2 adventure module. These escapades into different toolsets would often give me ideas that I would later incorporate into the definitive IceBlink version of Hearkenwold.

Moving forward, I am right now in the process of building new content, which will further the adventures of the party. As I wrapped up a Psionic-focused dungeon, it is something that will exist as a random location waiting to be explored, or an optional guild for wizards to join, while even tying into the main quest. There should be an update available later in the New Year.

Here are a couple of screenshots to end with, showing some interesting reading material the characters might discover. The stanza shown is one part of the poem.

Image

Image
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Re: Hearkenwold

Post by Dorateen »

If anyone is interested, I have uploaded a video of Hearkenwold from the Knights of the Chalice 2 version. This encounter comes from the recent Edinmoor adventure, also present in the IceBlink module.

Here, the battle map uses a Fog terrain feature that limits movement. Notably, the tactical five foot step is disabled, making it a big risk to move away from level draining undead. Our party's ranger took a beating here, reduced to 1 hit point.

https://www.youtube.com/watch?v=5NqQ18rqWEg
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Re: Hearkenwold

Post by slowdive »

I really enjoyed reading the history, development, and inspirations for Hearkenwold. Some of it I was already aware of, but some I had not heard before so it was an amazing read. Thank you for the write up and for sharing it with us! It is crazy to think that it has been 10 years already, it seems like it was almost yesterday :lol:
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Re: Hearkenwold

Post by Dorateen »

Thanks! I probably should have gone more into some of the different gaming influences, but I think I rambled on long enough. I'm glad you enjoyed the read. Ten years have gone by fast! Looking forward to the next...
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Re: Hearkenwold

Post by Dorateen »

Happy New Year from Hearkenwold

I did more work on the Psionicist adventure, as well as river encounters, during the last month. I've almost finished both, but there are still some details I will need to return to. One thing I added is a new location the player can find, if the party choses to get off the boat and explore along the shores of the river. I enjoy off the track diversions like this, that are divorced from the main campaign, just something that characters can discover on their own. There are some references to previous content, as the place is still firmly grounded in the gameworld. But it will be an optional area of interest for the characters.

One of the creatures that will be encountered elsewhere are a race of interdimensional bounty hunters. I try to avoid using uniquely Dungeons & Dragons monsters, but sometimes it is unavoidable given the material's strong influence. Here, I hyphenated them as Gith-Yanki, and they have their own lore as part of the Hearkenwold campaign.

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Here is a narration scene used as the party is sailing along the River Astar.

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And, as mentioned, if the player decides to pull into shore, then there is a chance of running into danger, such as river trolls. A character with high intelligence will point out that they are also known as Scrags.

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Another encounter has the party battle a number of different monsters, including Drowned Zombies. Their first action is to release a noxious stench in the form of a stinking cloud, which makes this a challenging fight.

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Now, into the new year, I must continue the main adventure path. Unlike the content talked about above, that can be reached really at any point in the game, the latter stage stuff obviously requires the player to have made a significant amount of progress. I also need to design encounters that will be appropriate for characters that will have completed some or possibly all of the guild quests. In the testing I have done, I am pushing 11th level. Although it is likely characters would stay around this range due to the way the experience table grows exponentially.

I have a starting point to work with, a not-so-friendly desert town. From there, the party will finally have a chance to continue their overarching mission. The target I have set for release is by June, but if I am realistic, I think some time during the summer is a reasonable expectation. All of this content will be available in the next version of the module.
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Re: Hearkenwold

Post by Dorateen »

I posted a new video from the Hearkenwold version in Knights of the Chalice 2. The latest update introduced a new feature, an additional combat maneuver that lets you attempt to throw an enemy. But first you have to make a successful grapple check. And then that character has to succeed a second check in order to throw. It took me a few tries, but our paladin was able to throw a bugbear to its death down a chasm, at the end of the battle.

https://www.youtube.com/watch?v=BJJ6j7zD5mY
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Re: Hearkenwold

Post by cartons »

Love the off-the-beaten path content!

I first encountered the Gith back in BG2, which opened up the universe of D&D planes to me. Hope to learn more about the inter-planeary lore you've developed for your world.

I should also mark it down every time I catch an old hymn reference, hah!
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Re: Hearkenwold

Post by Dorateen »

Thanks, cartons! Just a quick summary of how I am handling the Gith in Hearkenwold, they are half human/half demons from another dimension. Full demons use them as bounty hunters, and on rare occasions will send them into the world for some nefarious mission.

And yes, those scrags are a real piece of work. Good catch. I further expanded their taunt with a reference to Mystery Science Theatre 3K's "row your MURDER ashore", which itself is a riff on "Michael, Row your Boat Ashore".
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Re: Hearkenwold

Post by cartons »

Dorateen wrote: Mon Jan 09, 2023 4:20 pm And yes, those scrags are a real piece of work. Good catch. I further expanded their taunt with a reference to Mystery Science Theatre 3K's "row your MURDER ashore", which itself is a riff on "Michael, Row your Boat Ashore".
A man of taste and sophistication! 8-)
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Re: Hearkenwold

Post by Dorateen »

February Update

For the next part of the Hearkenwold campaign, I wanted to create the destination of a desert town called Sinestra. This is actually referenced vaguely, much earlier in the module, if the party has visited the Asherim content. One of the NPCs makes reference to a trading town with caravans. This is that town. It is always exciting to build that connectivity with previous areas or concepts.

However, the town itself is not that friendly. Another reason I found the idea of continuing the adventure from Sinestra appealing is because of the contrast of a heroic party (or at least considerably successful by this point) with an atmosphere of distrust and contempt. In other words, this town won't exactly welcome noble characters as such.

The map itself is laid out with buildings on the sandy dune tiles. Some buildings can be entered to open up larger maps to explore. Here are a few new screenshots.

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I am going back now to finish up the Psionicist adventure I started at the end of last year. I want to get this out of the way so I can turn all the focus on higher level areas beyond Sinestra. Although I still need to wrap up one location along the river, which I might get to in the next few weeks. Regardless, I want to have the module ready by the end of June. This means I will probably go as far as I can with the main adventure stuff and release what I have. This update will already contain a lot, so no sense dragging it out over the summer.
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Re: Hearkenwold

Post by Pongo »

Just catching up - I really enjoyed reading the retrospective a couple of pages back Dorateen! This really has been an impressive endeavor.

Also excited for Sinestra. I've always had a thing for desert adventures.
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Re: Hearkenwold

Post by Dorateen »

Thanks! Great to hear back from you. There is shaping up to be quite a bit of desert content, as this is an area the party has to contend with. It is fun working on thematic locations like this one.
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Re: Hearkenwold

Post by Dorateen »

I have the next monthly update for Hearkenwold coming out this weekend. But in the meantime, I just uploaded a new video for the Knights of the Chalice 2 version. The most recent build 1.57 added weather effects (rain, leaves falling, snow, etc.) and water animations. These elements are showcased as the party explores the map around a lake, and fights an Aboleth in the water.

https://www.youtube.com/watch?v=KmV57Ulsd-8
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Re: Hearkenwold

Post by Dorateen »

March Update

Last month was short but I was still able to finish off that Psionic adventure, which I had started at the end of last year. What I like about this particular content is that it serves dual purposes. The location could be somewhere for the party to explore, fight monsters and find treasure with the Guildmaster himself treated as an enemy. Or the characters might choose to ally with him, and join his exiled association. If so, it will open up a task just like the other guilds. And a wizard party member can return to learn their title based on current level.

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In addition, I completed a new cave dungeon that can be found while exploring along the river. Here is one potential problem the party might need to overcome. Note, a halfling could have been a way to circumvent this obstacle, but he doesn't seem happy about it.

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Here is a screenshot showing a battle with some Dire Rats. These are more advanced rats, and have the AI behavior to target characters with the worst armor class. They also have a chance to cause disease upon a successful hit.

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The good news, with this stuff out of the way, I can concentrate fully one the rest of the campaign over the next few months. I will be looking to finish up around June, holding to the release schedule I had intended.
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Re: Hearkenwold

Post by Dorateen »

April Update

Last month, I continued with an area that is designed for higher level characters, awaiting players who are able to follow the main adventure path this far. I do enjoy world building and expanding the larger game map, and can now introduce a region called The Wild Plateau. Its more scholarly name is Hathgar Wiles, which has been translated as "Wild Highlands". This is an unwelcoming environment that starts just south of the elven Serion Forest. A chain of mountains marches along the east side of the plateau, one so fearsome even the elves dare not name it. Even more inhospitable, a cluster of volcanos rise at the other of the plateau, known as the Daemon Cones.

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The region is the stage for warring factions of creatures including Mountain Lions. And the party is likely cross these blood thirsty beasts.

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There are also Pyro Snakes to contend with, an entirely different hazard for wandering characters. I recall first seeing these monsters in the Gold Box game Pools of Darkness. Here they make another appearance, although toughened up to challenge a more advanced party. Note that a ranger has the conversation option to correctly identify the creature as well as warn there will be extra fire damage when hit.

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I still have encounters to finish on these maps, and also as part of a cave system attached to the area. Something I have not talked about much, there is a broader, deeper narrative that is part of the Hearkenwold campaign, events taking place in the background. Some clues about the characters involved and the source of all this strife have been scattered throughout the module. But here, this is one of those looming moments where things get shaken up a bit. It is satisfying to see these treads of the underlying story come together.

However, in the meantime, I am going to spend the next few weeks starting a separate boat adventure. It is a multi-deck sailing vessel, which will be an alternative path for the player to explore. More on the later!
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Re: Hearkenwold

Post by Dorateen »

May Update

If nautical nonsense be something you wish, then this should be a good update.

I have completed work on a new location/adventure that will involve a voyage aboard The Crimson Cutlass. A mighty sailing vessel that can be found docked along the shores of the Sea of Venum. If an experienced party has progressed through the Hearkenwold campaign this far, they will just need to figure out a way to board this ship. Whether or not that is a good idea, will be up to the player to decide.

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The maps I created for the ship itself combine abstract design with following a reasonable schematic for a boat's layout. So there are multiple decks and sections to visit, as well as a soaring crows nest. When above deck, the weather effects will persist and you can watch the waves rolling by.

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Here is an example of using a "first person" backdrop image when the player is presented with some narration text. In these places, rather than just transition the party up and down the decks, I think it helps orientate the player and ground them in the setting, which is a ship in this case.

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Sailors are a superstitious lot, aren't they.

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Here's some equipment the party can be find. Might be helpful along this voyage.

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I don't want to give away if bad things will happen while on the Crimson Cutlass, but this is a role-playing game, so naturally some adversity should be expected. Specifically, in the form of a band of sahuagin marauders. These aquatic creatures make their appearance for the first time in the upcoming Hearkenwold release, and they are featured in several of the new areas. However, to keep things interesting, there are different enemy types that include sahuagin rangers, priestess and the large four-armed baron with four attacks.

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Over the next few weeks, I need to finish the Plateau caves I had started previously, as well as the last remaining parts of the desert town Sinestra. This is likely going to take me into June. But if I can get everything done and run through all the new content, then I should be able to post the updated module at the start of summer. Perfect time to hit the water.
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Re: Hearkenwold

Post by cartons »

I'll be there, cap'n!
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Re: Hearkenwold

Post by Dorateen »

cartons wrote: Thu May 18, 2023 8:04 pm I'll be there, cap'n!
Aye, hopefully the journey will meet expectations. I'm just finishing a few last things in the module, and aiming for a mid to late June release.
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Re: Hearkenwold

Post by Dorateen »

June Update

I should have the updated module ready in a couple of weeks. A few final things to take care of, and play through for testing. In the meantime, here is a video of the party sailing on the River Astar. The characters have already aquired a suitable boat, and the video picks up with the party on the water.

https://www.youtube.com/watch?v=pBLx-x4UMq4

Note, the encounter, can be avoided with a successful dc check.

The new content will include dozens of new maps, new creatures, both foes and friends to meet.
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Re: Hearkenwold

Post by Dorateen »

I have just posted the lates version of the Hearkenwold module, now available to download. The file can be found here:

https://neverwintervault.org/project/ic ... earkenwold

As always, if anyone has an existing saved game in progress, the Hearkenwold saves folder can be copied over and placed in the new saves folder. This is still using build 203 of the IceBlink engine, so for those who have been working with the latest build, only the module folder need be copied from the compressed file.

There are three primary purposes for this update as follows:
  • Continues the main adventure, introducing a new desert town called Sinestra
    Adds a Psionic themed adventure, which also functions as an alternate guild quest for wizard player characters
    New wilderness locations introduced along the River Astar with associated conten
t

Altogether there are dozens of new maps, enemies and items that further expands the campaign.

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I have also updated the world map. Empty white spaces have been replaced with a general terrain tiles, which represents what can realistically be expected to find in those areas. The framed, more detailed squares are the actual playable areas in game, including the new locations introduced in this update. The plan has always been to eventually fill the entire map with explorable content.

Image
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Re: Hearkenwold

Post by Dorateen »

I have just posted the latest version of the Hearkenwold module, now available to download. The file can be found here:

https://neverwintervault.org/project/ic ... earkenwold

As always, if anyone has an existing saved game in progress, the Hearkenwold saves folder can be copied over and placed in the new saves folder. This is still using build 203 of the IceBlink engine, so for those who have been working with the latest build, only the module folder need be copied from the compressed file.

There are three primary purposes for this update as follows:
  • Continues the main adventure, introducing a new desert town called Sinestra
  • Adds a Psionic themed adventure, which also functions as an alternate guild quest for wizard player characters
  • New wilderness locations introduced along the River Astar with associated content
Altogether there are dozens of new maps, enemies and items that further expands the campaign.

Image

Image

I have also updated the world map. Empty white spaces have been replaced with a general terrain tiles, which represents what can realistically be expected to find in those areas. The framed, more detailed squares are the actual playable areas in game, including the new locations introduced in this update. The plan has always been to eventually fill the entire map with explorable content.

Image
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Re: Hearkenwold

Post by Dorateen »

July Update

I am back working in the Knights of the Chalice 2 Module Editor, for the purpose of converting the most recent IceBlink content into that module. Looking back, I see that I did previously post progress in the other toolset here, and hopefully this should only take me about three months to complete.

Here are a few locations that I have started on. And of course, these are all presently available as part of the IceBlink campaign.

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This is a view of Edinmoor Keep. In the KotC2 version, there are now streaming banners to add to the pageantry of this court.

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What's cool so far, is that it looks like we will be able to get a toggle working, through script commands, to change the Party Leader's token into the river boat, when moving on the water. In Iceblink, this was very easy as there exists a script to change the image used for the selected character on the adventuring screen, back and forth. It will require some additional commands in KotC2 to get it working as intended, but we are getting there.

After I conclude this conversion, I will be back to working in the IceBlink toolset as more adventures await the characters from Hearkenwold.
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Re: Hearkenwold

Post by slowdive »

Looking great so far in KotC2. It is great that you were able to get a token swap working for the boat! The streaming banners look great too.
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Re: Hearkenwold

Post by Dorateen »

It's always great to get a little more animated props. Like how in IceBlink we have waves for water tiles, and also flame.
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Re: Hearkenwold

Post by Dorateen »

August Update

I have been continuing work on converting the most recent Hearkenwold content in IceBlink, into the Knights of the Chalice 2 engine. One of the new areas that I have gone on about is allowing the party to travel the River Astar by boat. This would mean switching the party leader into a boat token while they are on the water. In IceBlink, there was already a simple toggle to make this change. But for Kotc2, I had help from the developer to create new script commands that would change the Party Leader into the boat token, and then back to the character's original token when returning to land. To further complicate things, KotC2 allows the player to display characters as animated sprites. We have implemented an override function just for an instance like this, when I need the player to be represented by a token, and then it switched back to a sprite. All told, there is a lot more scripting involved, but it now works the same as in IceBlink.

Here is a video to demonstrate what happens when the party sails on the river and goes back onto land, only to run into an angry elf.

https://www.youtube.com/watch?v=sv4FEQEmAxQ

Another difference between IceBlink and Knights of the Chalice, is the presentation of NPC conversations and text interactions. In IceBlink, we have a separate interface that is switched to, so the main adventuring map is never seen during these interactions. It is very convenient for times when an NPC was not required to be physically placed in the game world. For example, in the city of Skardale, the player clicks on the many different homes throughout that location, and is taken to the conversation screen with the occupant. But In KotC2, this abstract approach could be a little jarring. So I am going through the citizen dialogues and now using the large display image to occupy most of the screen, with the text box below. Here are a couple of examples to show what I mean:

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It's definitely more stylistic, and helps ease the player back into the game after talking with these NPCs.

Anyway, I've got more work to do this month, and I should probably have the module conversion complete by the end of September. If all goes well, I can be working on the continuation of Hearkenwold in Iceblink this fall.
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Re: Hearkenwold

Post by Dorateen »

September Update

I am trying to finish up the most recent Hearkenwold conversion into the Knights of the Chalice 2 module.

I only have a couple of areas remaining to work on: the boat adventure aboard the Crimson Cutlass, and content on the region known as the Wild Plateau. There are some loose ends to tie up, and I will need to test everything. In the meantime, here is an example of one of the encounters in Sinestra. The map uses a fog terrain feature that limits mobility and targeting. It is a battle against fifteen kobolds, which includes spell casters, so they probably shouldn't be taken too lightly.

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And this is a kindly old granny the party can find in the forest.

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All of the above content is present in the IceBlink version of the campaign. I think I can have the Kotc2 version updated by the end of the month, or early October, which is what I had projected. Then I will write more about the next stages for the ongoing adventure.
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Re: Hearkenwold

Post by Articulatemis »

Can you message me the Lost Guardians sponsor name? I came across the NPC while doing the main quest but didn't realize that he would disappear after the dialogue, or that I would need to manually note his name to gain entry in the guild.
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Re: Hearkenwold

Post by Dorateen »

Articulatemis wrote: Sun Sep 24, 2023 5:43 am Can you message me the Lost Guardians sponsor name?
Hey Articulatemis,

I sent a message to you with the information.

Just a head's up, later on, I did include a couple of places in the module where the sponsor names are listed. I recognize that players might have missed the name from the initial dialogue.

Hope you are enjoying the module and thanks for playing!
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Re: Hearkenwold

Post by Dorateen »

October Update

I was able to release the updated version of Hearkenwold as an Adventure Module for Knights of the Chalice 2, at the end of last week. If anyone is interested playing the campaign for KotC2, it is available here:

https://www.nexusmods.com/knightsofthechalice2/mods/5

Here is a screenshot from the module.

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For fun, I wanted to share the same scene as it plays out in the IceBlink engine:

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Again, a difference in how the two versions are presented, in IceBlink conversations switch to a separate interface with the NPC portrait and the party characters selectable along the bottom of the screen. While KotC2 has a text box placed over the still visible adventuring map. Also note, in Iceblink, character responses for the dwarf and elf are only available by clicking on that party member. So there is no additional tag needed before the response. In Kotc2, these dialogue options (which do get different reactions from the Elf Captain, respectively) are more like a list that displays only if those characters are present in the party. I have maintained in doing this conversion project, that I love the combat and mechanics of KotC2, but I think IceBlink handles conversation interactions better.

One of the benefits of porting the module over is I can catch little things like typos that I missed the first time working in the IceBlink toolset. I have corrected a few of these that popped up.

Now, moving forward with the Hearkenwold campaign. The most recent update advances the main adventure path, and references the town of Saldanus as a desired destination. For the next content, I will be working on this location. Saldanus is an independent city-state outside the Kingdom of Astaria, where Hearkenwold begins. It is positioned on the coast, and its rumored riches make it a valuable target. There is quite a bit of history, which I won't go into just yet, but a local legend tells of the town's founding much like a Babel-esq story of hubris and powerful mages who would build a city that could reach the heavens. How much of this myth plays into the city's presents fortunes will have to be discovered.

This month, I am starting on the city maps. It will be laid out similar to Skardale, which was comprised of nine interconnecting maps. However, Saldanus is not exactly a place for the party to linger and shop and talk to a lot of NPCs. They will arrive at a tumultuous time, and there will be quite of bit of opportunity for fighting. Rather than trying to save the population, though, it is more likely the party just needs to get through the volatile streets.

I should be able to post some preliminary images as part of the next update.
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Re: Hearkenwold

Post by Dorateen »

As a special treat for Halloween, I have a new video of Hearkenwold from Knights of the Chalice 2, that shows a haunting encounter aboard a sailing vessel. Recently, we had new sound effects added for sea waves and wood creaking, which fit perfectly with this location.

https://www.youtube.com/watch?v=NpijmChtkas&t=99s

Also, the most recent update to KotC2 will allow the water animations to be resized. I can finally go back and adjust those on the maps that had water tiles.

This weekend, I will be making a post about new content being worked on in the IceBlink module.
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Re: Hearkenwold

Post by Dorateen »

November Update

As I mentioned previously, I am working on a new location in the IceBlink engine as a continuation of the Hearkenwold campaign. This is the port city of Saldanus, known for its rich resources and wealth. Anyone who has played through the module in its present form all the way to the end, will know the significance of the town. However, there are a few NPC interactions that have already alluded to the city.

Saldanus also has a founding fable, which tells how it was originally raised by powerful wizards seeking to reach the heavens. That is why it is constructed in the form of stepped tiers, leading up from sea level like a giant staircase. I'll share a snippet of the lore, likely to be discovered somewhere while exploring.

The third step, a level soaring one hundred and fifty feet above the sea, took the Folk but ten years to finish; just one decade until the last arches were raised and the eternal ascension continued. Then the Enchanters strode forward to celebrate their glory. Before them stretched the wide world blazing red in the glow of the setting sun. Nothing stirred down in the open land between the horizons, nothing that could hinder their boundless dreams. Very soon the mysteries of the universe would be theirs, secrets, which they alone could relish. Behind the Enchanted Ones, the Folk danced and feasted for on the morrow they would begin work on the next level. After that, a new plateau would be reached and then another; forever and ever without end. Each step following another, climbing, reaching, soaring, ascending... grasping for a higher reality that was only beyond the lip of the Next Step.

That was when the mountains fell.
 

Now this of course is only folklore and legend. It will be up to the party to discover if there are any grains of truth, or not. In the meantime, here is a glimpse of part of the city. One of the features of the map is that the elevated tiles representing building walls and roofs and be accessed and walked on.

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Here is a descriptive narration as the party transitions between the different tiers.

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And finally, this screen shows some combat with a half dozen black pudding. These dangerous blobs crawled out from the sewers. Nasty! It's also a tough fight, because the monstrous oozes are affected by very little and they can potentially paralyze a character on a successful hit.

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Speaking of the sewers, there will be a sprawling network of levels beneath the town as well. So while Saldanus will be the primary focus of the next update, it is a big city and will contain a lot of content to explore.

If everything follows the same release schedule as the past couple of years, I hope to have a new version of the module ready by June.
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Re: Hearkenwold

Post by Dorateen »

December Update

Heading into the end of another year, I am continuing the work on Saldanus, the city adventure that will be the focus of the next version of the module. At the moment, I am setting up encounters outside on the streets of town, which the party can freely wander and engage with. The intention is to balance content here for a party with level ten characters. Based on recent feedback from players who went through the Knights of the Chalice 2 version, 10th level seems to be where the current adventure leads to. That tracks pretty well with IceBlink, where the test party I am running has a level ten thief.

One of the things I like was a new encounter that gives the player a chance to pick up an Efreet bottle. This bottle can then be used to summon a mini-efreet as an ally in future battles. Where this comes in handy is the black pudding encounter I mentioned previously, against monsters who are resistant to almost all forms of damage... except fire. Because exploration of the city is non-linear, they party may or may not have this item at the time. On the other hand, if a player is having trouble with the black puddings, the efreet bottle will serve as a possible help to overcome the challenge, if it can be found.

Here is a screenshot of the fight with the efreet.

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And here is a later battle with Hill Giants, showing the summoned efreet. He's a little smaller since PC tokens have to be sized 100 x 100. But our new buddy here does cast fireball and flame fingers, which is nice. The bottle itself has 5 charges.

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Finally, here is a more seasonal screenshot showing the weather effect of snow falling. Saldanus is a northern clime location, so there will be intermittent snow showers while outside.

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After the encounters are set up outdoors, I am going to move into the buildings that are available for the party to enter. I am looking finish up with the underground sewer level, that will likely span the same amount of the exterior city maps. All told, Saldanus is going to introduce dozens of new explorable maps. I'm still planning to complete everything by June.
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Dorateen
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Re: Hearkenwold

Post by Dorateen »

I was stuck indoors yesterday due to stormy weather, and decided to record another video from Hearkenwold in the Knights of the Chalice 2 engine. This shows an encounter with orcs at a desert oasis. Dorateen had a bit of a rough time in this battle, but got the last laugh.

https://www.youtube.com/watch?v=4AS0JS5zD8c&t=54s

The scenario is part of the Asherim content that can also be found in the IceBlink module.
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Re: Hearkenwold

Post by Dorateen »

January Update

It is a New Year for Hearkenwold, and I am continuing work in the coastal city of Saldanus, with expectation of releasing updated versions of the module for both IceBlink and Knights of the Chalice 2, later in 2024.

By now, the party is probably thinking why did they even come to this place. Hopefully there will be enough points of interest as the characters further their exploration. One such location is a multi-level bell tower. This is what I have spent the past couple of weeks on. I plan to finish up this area and start building other interior maps for the rest of the month. I'd estimate that these buildings will occupy the first quarter, before turning attention to an expansive sewer level.

Here's a screenshot taken from the belfry.

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Previously, I talked about the target level for this content being around 10th level. The test party I'm running does have a level ten thief, and other players have reported reaching that level as well, in the KotC2 version. Interestingly, IceBlink uses an AD&D style staggered leveling system where different classes advance faster or slower than others. The thief I mentioned of course is the fastest to reach level 10. So in IceBlink here, I've actually got a mix of 8th and 9th level characters as well. But I think it is a decent measure of ability when crafting encounters.

I do want to challenge such experienced parties, so here is one optional fight for the characters to stumble across. It is a "wave" encounter with Lightning Bugs. Three monsters appear at the start of combat, and then three more arrive in Round 2. If the battle continues, another three appear at the start of Round 3. This can get quickly out of hand, and the party will need to take every bit a precaution and a little bit of luck to survive. Imagine the ignominy of dying to Lighting Bugs.

Here is a screen of the encounter set up:

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And here is the start of Round 2, where three more bugs show up, and half the party is unconscious and bleeding. Not good.

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The purpose of this fight, again, is to provide a challenge to test more advanced characters. The idea being, what doesn't kill them, will make them stronger. I want to make Saldanus a worthy destination for the party, as it also advances the main adventure.
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Re: Hearkenwold

Post by Dorateen »

February Update

During this short month I am working on the interior locations in the city of Saldanus. This is going to be the module's focus in the next version of the Hearkenwold campaign. Last time, I talked about a bell tower. And here is an inn available for the party to visit. It is called The Glittering Fountain, with carpeting awash in the color of the sea and mountain streams.

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Unfortunately for the party, there is a chance they can run into some unpleasant people. The enemy types in this encounter include fighters, magic-users and clerics. The map is also an example of a closer "zoomed in" look at what was the lobby area when the battle started.

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Elsewhere, I have been adding new tiles to the combat maps that take place upon building rooftops. The entry narration describes the tiles as an imbricate style, those with an overlapping wavy appearance.

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These tiles will be seen when the party climbs on top of a roof, and if they are lucky enough to get attacked up there. Maybe by manticores and their wizard riders. The screen below demonstrates the red tiles along the perimeter, while I kept the main area of the battle map the lighter shade of squares because it would be easier to view during combat.

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After spending the next few weeks on the indoor maps, I'm going to turn attention toward the sewer level that is planned. Since it will sprawl the same number of maps of the city, this will likely take me most of the spring to complete. I am hoping to have the module with Saldanus as a location ready by the end of June.
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Re: Hearkenwold

Post by Dorateen »

March Update

This year seems to be flying by fast. It's another month, and I am about to begin work on a sprawling sewer system constructed underneath the city of Saldanus. The adventure is the next destination of the Hearkenwold campaign, which I am hoping to have ready for a new release by the end of June. Last month, I was still setting up encounters inside the various buildings that are accessible. Here is one example of the party using magic to bypass an obstacle. Brute force is also an option, but mages seem to like a more refined approach.

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The dialogue option to choose either a fireball or flame fingers would only appear for a character who has those spells available. I like how this further individualizes the members of the party.

Here are a couple of combat screenshots. The first is with a wizard and his minotaur bodyguard, who also brought along a couple of gorgons. The gorgons have a hold spell used to simulate their petrifying breath attack. And the second battle is with a pair of weretigers, a new enemy appearing in the module for the first time. These creatures can cause disease on a successful hit.

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Somewhat of a short update, but I plan to have more to share next month. The sewers will be using a new tileset, and should be a location filled with interesting things to discover. Not necessarily a pleasant experience. If I can finish those areas by the end of April, I will still be going back to previous content to complete any areas left open. I would very much like to stick with the early summer release schedule.
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Re: Hearkenwold

Post by Dorateen »

April Update

I am excited to share some work on the Saldanus Sewers, which will be an extensive area that complements the city's multi-map exploration. It's interesting that I had not yet included any sewer maps anywhere in the Hearkenwold module, since it is a pretty standard environment encountered in most cRPGs. But now this will be a new thematic location for the adventure.

Here are some screenshots:

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The green rock walls are a new tile, and I use the green water squares to represent the slimy waters. There is also a dark green floor tile, but I went with the lighter stonework because of easier visibility and also to provide some contrast. Lore wise, Saldanus is an old and elegant city, so I can envision the original architecture would have been more pleasing. But now hundreds of years later, the area is marked with traps and secret doors to discover.

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There will be lots of nasty critters to fight too, including vampiric crocodiles. What is going on down in the sewers, anyway?

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This part opens to a large whirlpool waiting to suck the characters into who knows where. IceBlink comes with a height mapper in the toolset, allowing tiles to be raised or lower. Here, a spiral depression is created two levels deep, with a dark hole in the center.

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I am planning to finish the sewers this month. I just need to add the remaining encounters. Then in May, I will return to areas of the city that were left uncompleted. I would still like to be testing everything by June, and release the updated version of the module later that month.
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Re: Hearkenwold

Post by Dorateen »

May Update

So close, I'm almost there. I spent last month working on the Saldanus sewers, which will be a sprawling dungeon of interconnected maps. I only have a few last encounters to finish, but I also need to return to areas in the city above. Hopefully everything for this adventure will be completed by the end of June.

Some more screenshots. To begin with, the party will discover secret passageways as they explore the tunnels. In this instance, our thief notices something funny about an adjacent wall.

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Wandering into the control center of the sewer complex. Always an opportunity to break stuff.

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There will be strange or unexpected things found down here, like some valuable artwork.

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And here is a battle with an enemy party that includes an elven vampire.

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She has high initiative and was able to act first, using her turn to cast a summons spell, and plant a skeleton right between our wizard and cleric. Because characters casting while next to enemies causes an attack of opportunity, this is rather inconvenient.

I should have the sewers finished early in May, but I am going to be working on the remaining content at the same time. In this way, I plan to have everything tied together over the next several weeks. This should still give me enough time to run through the entire Saldanus adventure, and make the updated module available on schedule.
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Re: Hearkenwold

Post by Dorateen »

June Update

The next version of the Hearkenwold campaign is almost ready, I am hoping to have the module available to download by the end of this month. With the focus of the adventure turning toward the city of Sadanus, I've wrapped up the sewers and now I am finishing work on the last interior map locations. These will be buildings the party can enter and get into all sorts of trouble.

Here is one house that contains an unsettling discovery.

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In another house, the party meets this threatening wizard.

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A couple of screenshots from the following battle. This content is being designed for higher level characters, so enemies will hit hard and often target spellcasters or weaker characters. Our cleric was already knocked unconscious in the first round. Then the enemy wizard cast a stinking cloud, while our wizard counters with a fireball. Things get messy from there.

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I read a message a from a few weeks ago, that there was some trouble getting IceBlink or the Hearkenwold module to run. If anyone has technical issues or bugs to report from the current version downloaded from the neverwintervault, please let me know. This would be a good time to make fixes or correct problems, in anticipation of a new module file going up soon.
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Re: Hearkenwold

Post by Dorateen »

July Update

Just a quick post, to mention the release schedule for the next version of Hearkenwold is going to be pushed back a little. Had some things come up last month that took me away from time in the toolset. The module is still very much near completion. But I am also going to start working on the conversion to the Knights of Chalice 2 module. I think between the two, I can still have the IceBlink version ready later this month.

As soon as I have the file ready to download, I'll be making another post.
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Re: Hearkenwold

Post by Dorateen »

March 2025 Update

First update of the new year, and I think I have some good news. I have been steadily working to finish up the new content that will continue the Hearkenwold campaign. At the same time, since last July, I have been converting the new content into the Knights of the Chalice 2 engine. This has caused a longer delay than I would have liked, but I am approaching the end.

I think I can have the module updated by the end of this month, possibly releasing in April at the latest. Here are some new screenshots to share.

The maps for the city of Saldanus now include the red imbricate tiles to represent the roofs of buildings. I had posted last year that these were only shown along the edges of combat maps for roof battles accordingly. But I think it is good to feature on the exploration map as well.

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This battle introduces a new monster type: the Pheonix Harpy. They are much more dangerous than the regular harpies who join them. The party will need to have adequate fire protection, or deal with the Pheonix variant quickly.

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Here is a fight with five gargoyles, including four mages that are set up in the corners of the map. Meanwhile, an assassin seeks to make things difficult for party. With smart tactics, the heroes of Hearkenwold might prevail.

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Hopefully I will be making an announcement soon about the updated module available to download.
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Re: Hearkenwold

Post by Dorateen »

It has been for a while since I updated the Hearkenwold campaign. I finally finished the city of Saldanus, which is the next destination for continuing the adventure. The content is designed to test higher level characters, and the new module file is available to download here:

https://neverwintervault.org/project/ic ... earkenwold

This is still using the latest build 203 of the IceBlink engine. The compressed folder includes the full IceBlink and the Hearkenwold module. If a player already has been running build 203, then really you need only copy the Hearkenwold folder and place it in the modules folder. Existing saves are compatible, so a player can pick up again and access the new areas.

Here are some screenshots from Saldanus:

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Also, there is a big fix I needed to make to the Gust of Wind spell. The reflex saving throw was not being applied correctly, giving enemies no save at all. Now it functions as intended. Also, I changed the area of effect to a three square straight line. Here is an example of our party's wizard casting Gust of Wind at a couple of dumb duergar. The warrior makes his saving throw, but the sergeant was not as lucky and receives the prone condition for two rounds.

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From here, I am going to be working on a new dungeon that I will insert into the module. I'll have more information in a following update post. The idea is to include some higher level content that the player could access as a side adventure, since Saldanus was part of advancing the narrative. I don't think it will take me long, and then I will return to continuing the events of the main campaign.
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Re: Hearkenwold

Post by Dorateen »

May Update

More like end of May update, but the good news is I am nearing completion of new content that will soon be added to the module.

I am working on a new location, an infernal Salamander Temple. The area is annexed to an already existing dungeon. Anyone who has played the module far enough, will likely know where to find it. Otherwise, this is new content waiting to be discovered.

It is entirely under the category of side-quests, which I think is the life pulse of a computer role-playing game, fleshing out the gameworld and providing more rabbit holes for the party to fall down. In this case, since the last update was for higher level characters but only reached by following the central narrative, the Salamander Temple is meant for an advanced party, however the location can be reached at any time. As long as the characters are strong enough to survive.

Here are a couple of screenshots:

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In the above battle screen, a pair of salamanders are joined by their Azer buddies, those fire-based creatures that look like dwarves, but they're not dwarves. Still pretty tough, and can be dangerous when they gang up on a character in greater number.

This area goes quite deep, and right now I am putting together the lowest levels. I think I can finish the whole dungeon and release the updated module by the end of June. After that, the next work will be on continuing the main adventure again.
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Re: Hearkenwold

Post by Dorateen »

August Update

I have a new version of the Hearkenwold campaign available to download, build 203.5

https://neverwintervault.org/project/ic ... earkenwold

As before, this includes the latest version of IceBlink 203. Anyone who has already been using this build need only copy over the module folder.

Appropriate for the end of summer, the purpose of this update is to add a new multi-level dungeon to the adventure, the Salamander Temple. The area is annexed to an existing location. Players who have reached this far, will probably have an idea where the entrance is. Otherwise, it is now waiting to be discovered. Content is designed for a party of 8th level characters, but it is certainly possible to visit earlier, if looking for a challenge.

Here are some screenshots:

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I'm going to be recreating this dungeon in the Knights of the Chalice 2 version of Hearkenwold. When I return to work in IceBlink, the next stage will be continuing the adventure where the party can finally reach the Wizard Towers.
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