I'd like to share an update about some of the stuff I've been working on in the IceBlink engine for the continuation of the ongoing
Hearkenwold campaign.
There are three objectives that will form the basis of the next version of the module to be released:
- Continue the main adventure arc past the event where the current module ends
- Include additional wilderness content along the river
- Add a Psionicist themed adventure
Continuing the adventure, which the campaign is centered around, will require higher level encounters. And it will only be accessible to players who have persevered to reach that far. This part will also take me the longest to complete, as the party still has quite a journey ahead of them.
The river adventure, however, will be designed for mid-level characters and something players can interact with earlier. I also want to expand the map of the gameworld, building new areas that will extend the river further east. This is what I have been working on for the past month. The characters will now have the opportunity to travel on the River Astar, if only they can find a way to do it. Fortunately, this friendly looking gentleman might be able to help.
Now here is the neat part. The IceBlink engine includes scripts that allow the token representing the party on the adventuring screen to be toggled and changed into any image. In this case, if the player is able to secure the services of the boatman, the character sprite will be switched to a river boat, able to sail the waters! To demonstrate the party moving in "boat" form, below is an animated image. Check out the rain, and the little waves, which make an otherwise static 2d map more dynamic.
Finally, you cannot have a river adventure without sahuagin! Here is a battle with some of the aquatic monsters who have the party in a vulnerable position.
Looking ahead to when I recreate this content in Knights of the Chalice 2, I would probably transfer just the party leader when it comes time to enter the river tiles. If combat occurs, the full party will appear again on the separate battle map, and then transition to just the leader upon returning to the river tiles. This is because it is really best navigated by a single character sprite/token. As far as I know, the KotC2 Module Editor does not include a script to change the player to a token, even a specific token like a boat. I'll give this matter further consideration at that time.
As I mentioned, for the past few weeks, I have been concentrating around the river maps with other appropriate encounters. I still have a little more to do, but for the month of October I am going to turn toward the Psionicist adventure.
This was an idea that was suggested to me last year with the release of the Knights of the Chalice 2 version. It was requested the possibility of a guild quest for Psionicist characters. I like the idea, and in fact have already included reference to a once seventh organization that was cast out of the Sphere of Guilds because of their questionable practices and mind "experiments". The new adventure will take the party to a location where they can perhaps interact with a high ranking mentalist. Now in the IceBlink version, Hearkenwold does not include a specialized class for characters with psionic powers. So it will probably be an alternative path for Wizards to take, if they wish to pursue that route for a guild membership.
Lastly, I will approach the higher level content that advances the main adventure closer toward the end of the year. I am not sure how long all of this will take to put together, but going by previous schedules, I might have the new module ready by the summer of 2023.