Dorateen helped me with my problem. I forgot or never noticed that the two locked doors to the King's chambers in the starting castle have different messages, one saying "Until we have reason to be here, we won't be able to go this way" and the other "We definitely have no reason to be here." So I had taken to checking only the closer one to see if I could talk to the King yet.
I have finished all the content in the mod and it was all enjoyable. Though easier, there were still difficult enough battles toward the end. One or two reloads to beat, the perfect number. On my next play-through I'll look for difficulty settings that are a little tougher at high levels, but not too much. Or I could just stop returning to a campfire after virtually every single battle.
Things that don't seem to translate from the original IceBlink game to KotC:
- As far as I can tell, this mod never has a place where you can do crafting (hope I didn't miss it). So mundane weapons are never useful, ingots are vendor trash, and so on.
- KotC gives gems like diamonds only for selling; in this mod, they can show up in dialog (but I don't think they're required).
- The Skardale trainers didn't actually improve any of my skills.
- There is never actually any use for gold (I think because of the lack of crafting). So feel free to blow it on inns and coach rides everywhere.
- Because there is never a stretch more than maybe four battles where you can't save (and even then I was mostly just lost), you can safely discard every potion you ever receive. You'll never need to replenish your spell slots or health.
- Because you end up at level 9, you don't end up exploring the feat chains and bishop powers the way you do in KotC. Be selective.
I appreciated the variety of encounter design, for example beekeeping wizard with a swarm of bees. I didn't notice much synergy, like "this enemy causes bleeding and this one stuns you to let you bleed." I liked the little bit of story/imagination/fluff put before every one. For example, the gargoyle battles talking about how gargoyles spy on the dwarves disguised as statues, or describing them swarming down from rocky ledges where they were sleeping.
The guild quests are a capital idea and a great way to motivate multiple playthroughs. Is it true that because the mod ends mid-campaign, you'll never actually reach high enough level to do the wizard guild quest? Maybe if you played with a smaller party so the wizard got more of the XP? (I'm not sure if KotC works that way -- I always assumed a dead character meant experience lost.)
BlueSalamander's KotC engine really makes a great base for a mod, giving you ease of use for free. I remember how fun it was when I finally realized my Indomitable was vanishing earlier than it used to, because I put on a pair of Goatfoot boots that gave me -1 charisma. And all those other little bonuses you can eke out through smart play and good spell choices.
Because it's not a struggle to get through, I can definitely see myself trying Hearkenwold again with some "fun" characters of my own design. Overall this mod was an amazing free experience that adds a ton of value to the KotC purchase and a whole different play philosophy as well. Thanks very much Dorateen for the hours and hours of entertainment, and BlueSalamander for the engine to support it!