February Update
Happy to make the first official update for Hearkenwold on the new forums.
I have been busy hammering out the new adventure for the Thief Guild, and I'm on the last level of a dungeon complex. I think I mentioned before, I decided to use an old NWN2 module as a blueprint, one that I pretty much finished but never released. It was supposed to be part of a community project with different authors submitting individual adventures. However, that project fell apart, and I've had this module sitting on a backup hard drive since 2011. Until now!
As I was rebuilding it in IceBlink, I found it to be very appropriate for the thief class mission. Overall, it sort of has the feel of an asylum, with some NPCs that are lunatics and operating with their own agenda. I also made a little more use of skill checks here, owing to the fact this was originally created for the 3.5 D&D ruleset.
I want to point out, unlike the other two class-based content, this one will be completely accessible for all characters. With or without a thief in the party, and whether or not the guild sends you to this location. Nevertheless, I think a low level party will struggle if they come here too soon, and might put off until later in their adventuring career.
Here are some screenshots, including a new wilderness area that opens the way to this dungeon. I have been making extensive use of the animated waves prop on all water tiles throughout Hearkenwold. I think it enhances the area to be much more atmospheric.
In keeping with the idea of an asylum, this dwarf the party will meet is more like the beleagured warden.
Map features including a bridge, chasms, and an underground waterfall.
Some encounters will be possible to avoid if you have a thief in the party, and if the characters listen to him.
I know I have posted this deep fire beetle battle a few times. But it's a nice showcase of one of the new creatures this dungeon will introduce. And this time, I added the 50% fire resistance, as indicated in the newly implemented mouse over stat block.
All this only scratches the surface of the dungeon environment. Each level is constructed from multiple, varied maps packed with content. I should have everything done in a few weeks, and I think a release before the end of the month is very achievable. At that point, I will reveal the next class guild quest that I'm waiting to start on.