Dorateen
Arcane
I'm back with a new report of progress for Hearkenwold.
To recap, I've been in the middle of working on the dwarven Halls of Hamhock, which is a stand alone adventure that will be integrated as part of the broader campaign. Here, the lower halls of the mountain represent a more crunchy dungeon crawling experience, with the Second Hall being an expansive level made up of over a dozen interconnected maps. It's an area featuring tricks and traps and sick encounters like this one, which introduces a new monster: the giant ogre. That ugly son of an unnamed goat in the left hand corner of the screen below has got 70 hit points, attacks twice for up to 25 damage, and has a little magic resistance.
Something neat is in the following screen, the tongues of flame on the floor are actually animated props, used for the first time in this module. In game, they flicker and wave back and forth, making the otherwise flat 2D map a little more dynamic. Also, as indicated in the message log, the party will take some damage if they walk on these tiles.
The enemy is all about this Hall, watching, waiting to pounce on the characters and initiate more glorious turn-based combat.
One might ask why go through the trouble to undertake such a dangerous mission. The answer is because of the new loot that can be found. It's always about the loot.
Finally, the lowest level will be the dwarven mines, plunging beneath the mountain in another maze-like series of passages that need to be navigated. Once I put this all together, I have to go back to tie up loose-ends, revisit content that was left unfinished, and generally polish the module. The future release for download will use an updated version of the IceBlink engine, as internally, we are on build 155. Targeting to have this completed by the end of June or thereabouts.
To recap, I've been in the middle of working on the dwarven Halls of Hamhock, which is a stand alone adventure that will be integrated as part of the broader campaign. Here, the lower halls of the mountain represent a more crunchy dungeon crawling experience, with the Second Hall being an expansive level made up of over a dozen interconnected maps. It's an area featuring tricks and traps and sick encounters like this one, which introduces a new monster: the giant ogre. That ugly son of an unnamed goat in the left hand corner of the screen below has got 70 hit points, attacks twice for up to 25 damage, and has a little magic resistance.
Something neat is in the following screen, the tongues of flame on the floor are actually animated props, used for the first time in this module. In game, they flicker and wave back and forth, making the otherwise flat 2D map a little more dynamic. Also, as indicated in the message log, the party will take some damage if they walk on these tiles.
The enemy is all about this Hall, watching, waiting to pounce on the characters and initiate more glorious turn-based combat.
One might ask why go through the trouble to undertake such a dangerous mission. The answer is because of the new loot that can be found. It's always about the loot.
Finally, the lowest level will be the dwarven mines, plunging beneath the mountain in another maze-like series of passages that need to be navigated. Once I put this all together, I have to go back to tie up loose-ends, revisit content that was left unfinished, and generally polish the module. The future release for download will use an updated version of the IceBlink engine, as internally, we are on build 155. Targeting to have this completed by the end of June or thereabouts.