Rebirth (campaign scenario): Difference between revisions
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{{hero row|32, 50, 0|pink|mph={{mph|1|The Roots of Life}}}} | {{hero row|32, 50, 0|pink|mph={{mph|1|The Roots of Life}}}} | ||
{{hero row|40, 31, 1|red|Straker|Death Knight}} | {{hero row|40, 31, 1|red|Straker|Death Knight}} | ||
{{hero row|43, 30, 0|pink|Tarnum|image=Tarnum Barbarian|Barbarian}} | {{hero row|43, 30, 0|pink|Tarnum|image=Tarnum (Barbarian)|Barbarian}} | ||
{{hero row|61, 51, 0|pink|mph={{mph|1|The Roots of Life}}}} | {{hero row|61, 51, 0|pink|mph={{mph|1|The Roots of Life}}}} | ||
{{hero row|70, 39, 0|red|Nagash|Necromancer}} | {{hero row|70, 39, 0|red|Nagash|Necromancer}} | ||
|} | |} | ||
''Note: Your two most powerful heroes are carried over despite the map specifying your most powerful hero twice.'' | |||
==== Artifacts ==== | ==== Artifacts ==== |
Latest revision as of 22:12, 2 October 2024
Rebirth | |||||||||||
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Tarnum and his new Barbarian allies must now defeat the Necromancers to stop them from burning the World Tree. | |||||||||||
Victory condition: Defeat All Enemies |
Loss condition: Lose All Your Towns and Heroes | ||||||||||
Allies: | Enemies: | ||||||||||
Choose a bonus: |
Prologue[edit | hide | hide all]
Unnamed male historian: With the help of the Pendant of Total Recall, Tarnum opened up his mind and revealed his darkest memories to King Targor.
And Tarnum said, "I have spent centuries trying to redeem myself for these crimes. Don't follow my example!"
So, King Targor fell to his knees, immediately realizing that he had been wrong. But it wasn't too late to correct his mistakes.
Scenario[edit | hide]
Timed events[edit | hide]
Day | Title | Message |
---|---|---|
Day 1 | Day 1 | The courage of King Targor will be remembered for a long time. Alone, he went before the insane Ancestor, Vorr, and told him that his people no longer worship him. Targor, of course, hasn't returned and is presumed dead. His people have accepted my command and willingly join the fight against the Necromancers, who continue their campaign to destroy the World Tree despite the fact that Vorr has abandoned them now. |
Day 4 | Day 4 | Fortunately, we were able to get to this section of the World Tree before the Necromancers could burn it. Some sections have been scorched beyond repair, and there are rumors that the tunnels below these are even worse. I shudder to think of the extent of the damage they have done already - all because of my stupidity. I can only hope that the World Tree can heal itself after I've destroyed these cursed Necromancers. |
Day 7 | Day 7 | The Elven Druid, Nilidon, claims that a powerful combination artifact used to be down in these tunnels. It's called the Statue of Legion, and attracts more troops to your Stronghold. One of the advantages the Necromancers have always had over me has been their ability to recruit extra troops from those killed in battle. With the Statue, perhaps I can match them. Unfortunately, the Statue is no longer where it should be, and there is evidence that someone tore it to pieces recently. Only the Legs of Legion remain in the spot where the Statue once stood, guarded by skeletons. So, I ordered my scouts to search for the other pieces of the Statue of Legion and report back to me as quickly as possible. |
Day 12 | Day 12 | My scouts have sent their reports about the locations of three of the four missing pieces of the Statue of Legion. The Loins of Legion have been spotted to the distant northeast, not too far from a Library of Enlightenment. The Torso of Legion is to the north and west of our towns, near a School of Magic and a School of War, but Wraiths attacked my scout before he could reach it. And the Arms of Legion are located in a small cavern to the east. I know it well. Not only do Ghost Dragons haunt the tunnel to this cave, but the Arms are protected by Vampires as well. |
Day 18 | Day 18 | And finally, the Head of Legion has been discovered to the southwest, along with the only known Gold Mine in the area - an important find well worth the wait. As Nilidon explains, once I have all five pieces in my possession I should give them to a Hero who can remain inside one of my Strongholds, especially overnight at the end of each week. Enough troops should be attracted to the spot that I'll have no problem defeating the Necromancers. |
Day 23 | Day 23 | The Elf, Nilidon, saved the lives of me and my men today. We came across a small waterfall trickling from the ceiling into a large, cool pool. Our water supplies was already low and it was going to be several days before we got anything from the surface, so I ordered the men to drink their fill, water the horses, and collect some water for the road. Thank the Ancestors for Nilidon's Druid skills! The Elf's bond with nature must've alerted him, for Nilidon suddenly jumped forward as the first horse began to drink. He grabbed the creature's mane and dragged it away, warning us all that the water was poisoned. An hour later, the horse died, screaming horribly until I put it out of its misery. Nilidon found the source of the poison, a chest sunk in the shallow water. "I would wager this box once belonged to the Necromancers," Nilidon said as he pointed it out. "Treacherous cowards!" I cursed. Then I shook Nilidon's hand and said, "Thank you." |
Day 28 | Day 28 | Some misplaced patriotism inspire a group of younger Goblins to mark up the walls of the tunnels leading to the lower levels. Their heart might be in the right place, but if you're going to spread some graffitti at least know how to spell correctly. "BRABARIANZ RULE, DED GUYZ DRULE!" it read. They wanted to fly our banner over the Subterranean Gate, but couldn't find any proper flags so they improvised. The pink undergarments of an Ogress were used instead. |
Day 33 | Day 33 | I ordered the walls the Goblins vandalized to be cleaned, but apparently I was too late. I received a letter today from the Necromancers. Its contents were the usual demand for my unconditional surrender, but my attention was attracted by who it was addressed to. It began: "To the Bra-Barian Queen..." Needless to say, the Goblins responsible for this embarrassment have wisely been staying far away from me. |
Day 38 | Day 38 | Today, I received a glimmer of hope that the World Tree will be able to recover from the damage Vorr and the Necromancers have done. We heard the wailing of a pair of Wraiths in a nearby cavern and rode quickly toward them. By the time we got there, however, we found them attacking a fawn who had been grazing at lonely looking patch of grass. We were too late to save the deer, but I slaughtered the Undead creatures. The way they kill just to snuff out the life in something always turns my stomach. But as we climbed back onto our horses, I noticed a flicker of movement from the fawn. Its legs twitched. I would've dismissed it, except I noticed a faint glow surrounding the deer's wounds. Right before my eyes, the gashes in its flesh closed up, and then the deer took a breath, clumsily climbed to its feet, and ran off. I looked around at the tunnels surrounding me, and at that moment I finally understood the true power of the World Tree. |
Day 45 | Day 45 | We captured a Necromancer after a recent battle. It didn't take long for my Ogre Captain, Grumba, to convince the man to talk. The man couldn't provide any tactical information that I didn't already know about my enemy, but he did have one interesting piece of information. Apparently, Vorr has abandoned the Necromancers. They've called upon him for help, but Vorr hasn't answered. The Necromancers continue their destruction of the World Tree in the hope that they can cause enough damage to kill it before I manage to defeat them. So, for now I don't have to worry about Vorr. Although I wasn't looking forward to battling the insane Ancestor, it bothers me that he gave up so easily. What could he be up to now? |
Objects[edit | hide]
Events[edit | hide]
Location | Message |
---|---|
36, 6, 0 | This is the scene of a glorious battle. The bodies of several dozen Barbarians are strewn about, mutilated by the insane Ancestor, Vorr. Among them is King Targor, who left long ago to boldly redeem himself for joining Vorr's madness. He sought to battle Vorr, to stop the Ancestor's madness, but this proves that even without his worshippers Vorr is powerful beyond measure. You pause long enough to bury the dead, giving them the honor Barbarian warriors deserve. And you order some craftsmen to remain behind to carve a statue dedicated the Targor's bravery. |
Towns[edit | hide]
Location | Player | Type | Name |
---|---|---|---|
30, 49, 0 | Stronghold | - | |
43, 28, 0 | Stronghold | - | |
61, 50, 0 | Stronghold | - | |
70, 39, 0 | Necropolis | - | |
20, 52, 1 | Necropolis | - | |
40, 31, 1 | Necropolis | - |
Heroes[edit | hide]
Location | Player | Hero |
---|---|---|
20, 52, 1 | Nimbus the Necromancer | |
32, 50, 0 | Your most powerful hero from The Roots of Life. | |
40, 31, 1 | Straker the Death Knight | |
43, 30, 0 | Tarnum the Barbarian | |
61, 51, 0 | Your most powerful hero from The Roots of Life. | |
70, 39, 0 | Nagash the Necromancer |
Note: Your two most powerful heroes are carried over despite the map specifying your most powerful hero twice.
Artifacts[edit | hide]
Location | Type | Message |
---|---|---|
6, 17, 0 | Torso of Legion | The Necromancers have sent a horde of Wraiths to retrieve the Torso of Legion, but they're having a problem moving it from its present position. For now, they guard it as if they are waiting for something - perhaps reinforcements. Will you attack now, or wait until later when you have a larger force? |
21, 62, 0 | Head of Legion | Protruding from the wall of the cavern is the Head of Legion, an important part of the Statue of Legion. Chipping it from the wall won't be difficult, but a horde of Liches guard this piece. Will you fight them now? |
40, 38, 0 | Boots of Speed | As you approach the forest you notice a pair of boots that have been tossed away. When you approach to investigate, the ground suddenly sprouts a horde of skeletal hands. Skeletons claw their way from the ground and circle the boots. Looks like you won't get these without a fight. Do you want to attack the Skeletons? |
47, 46, 0 | Legs of Legion | The Legs of Legion are well guarded by lots of Skeletons. Your men want to do battle now, but then they always want to do battle no matter the odds. Do you think you're ready to attack? |
55, 26, 0 | Celestial Necklace of Bliss | You see a single corpse in the grass, something glittering around its neck. As you approach, you notice the glow comes from the Celestial Necklace of Bliss, a powerful holy artifact. And you also realize that the necklace killed its wearer, a Vampire foolish enough to try on the artifact. Before you can reach the Necklace, however, lots of Vampires spring from the trees to protect it - or are they protecting their dead companion? Do you want to battle them for the Necklace? |
58, 27, 0 | Arms of Legion | The Necromancers must know your desire to collect the pieces of the Statue of Legion because the Arms of Legion are well protected by lots of Vampires. Do you want to chance a battle with them now, or wait until you're stronger? |
66, 26, 0 | Endless Sack of Gold | An old woman sits in the middle of the path, holding a Sack of Gold. She is obviously blind, but hears you coming and calls out. "For a comfortable place to spend the rest of my days, I will give you this sack of gold," she says. You order some of your men to bring her to the nearest Stronghold and given the best room. |
67, 4, 0 | Loins of Legion | You watch for several minutes as a horde of Zombies dig a hole. Then they lift the Loins of Legion, drop it in, and fill the hole in. However, the creatures refuse the leave the area. Do you want to fight them so you can dig up the artifact? |
Epilogue[edit | hide]
Unnamed male historian: When Tarnum came across a tiny flower growing out of the cracked, scorched earth, he knew the World Tree would recover from the damage done by the Necromancers. But the insane Ancestor, Vorr, was still out there, no doubt as determined as ever to destroy the world.