Senseless Destruction

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1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
2. Gold Rush
3. Greed
1. Steadwick's Liberation
2. Deal With the Devil
3. Neutral Affairs
4. Tunnels and Troglodytes
1. A Gryphon's Heart
2. Season of Harvest
3. Corporeal Punishment
4. From Day to Night
1. Safe Passage
2. United Front
3. For King and Country
1. The Grail
2. The Road Home
3. Independence
2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
2. Shadows of the Forest
3. Seeking Armageddon
4. Maker of Sorrows
5. Return of the King
6. A Blade in the Back
7. To Kill A Hero
8. Oblivion's Edge
1. Culling the Weak
2. Savaging the Scavengers
3. Blood of the Dragon Father
4. Blood Thirsty
1. Crystal Dragons
2. Rust Dragons
3. Faerie Dragons
4. Azure Dragons
1. Razor Claw
2. Taming of the Wild
3. Clan War
4. For the Throne
1. Farming Towns
2. March of the Undead
3. Burning of Tatalia
1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
2. Cutthroats
3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
4. Falor and Terwen
5. Returning to Bracada
1. Target
2. Master
3. Finneas Vilmar
4. Duke Alarice
1. Harvest
2. Gathering the Legion
3. Search for a Killer
4. Final Peace
5. Secrets Revealed
6. Agents of Vengeance
7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
4. The Freedom of the Nix
5. In Search of the Horn
6. Treachery
1. Frontier
2. Heart of Water
3. Horn of the Abyss
4. All Hands on Board!
1. World on Fire
2. Beyond the Horizon
3. Dead or Alive
4. Tomb Raiders
5. Deus Ex Machina
6. Tarred and Feathered
7. New Order
8. Homecoming
5 - Heroes Chronicles Heroes Chronicles 5 - Heroes Chronicles
1. A Barbarian King
2. The Criminal King
3. Ultimatum
4. The War for the Mudlands
5. Siege of the Wallpeaks
6. Trapped!
7. Slash and Burn
8. Steelhorn
1. Cerberus Gate
2. The Boatman
3. Truth Within Nightmares
4. Twisted Tunnels
5. Jorm's Ambush
6. Old Wounds
7. The Queen's Command
8. Never Deal with a Demon
1. The Trouble with Magic
2. Walking on Clouds
3. Don't Drink the Water
4. Hard Place
5. The Secret in the Flames
6. The Magic that Binds
7. Birds of Fire
8. Master of the Elements
1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
4. Dragons of Rust
5. Distrust
6. Dragons of Gossamer Wings
7. Dragons of Deepest Blue
8. Clash of the Dragons
1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword

xxx Senseless Destruction Heroes Chronicles
2 Total Players / 1 Human Player
Underground enabled Size 1 (36×36) - S
Tarnum must defeat all of the Necromancers in the area. If Tarnum loses a battle the entire campaign will be lost. All Heroes will be restricted to level twelve, but Tarnum and two of his best Heroes will transfer to the next scenario.
Victory condition:
Defeat All Enemies
Loss condition:
Lose All Your Towns and Heroes
Allies: Pink Enemies: Red
Choose a bonus:
Start with +3000 Gold
Start with 20 Wolf Raider(s) at Tarnum
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Barbarian)
 2 strongest heroes
Max level:


Unnamed male historian: The Necromancers no longer fought amongst themselves. United, they continued their senseless destruction of the subterranean world. Wherever they tread, they left nothing but scorched earth and rotting corpses.


Timed events[edit]

Day 1 - Day 1
The Necromancers have unified under the Red Banner. Whatever disagreement had them at each other's throats before has obviously been settled, so I expect them to be a tougher opponent in the future.

They have also had the time to fortify these caverns. Garrisons block several of the narrow tunnels.

Day 3 - Day 3
Since we entered these deeper tunnels, my men have had several encounters with Orcs and Goblins from a tribe we don't recognize. In all cases, my men were attacked without question.

As if battling the Necromancers wasn't tough enough, now I have to worry about these Barbarians as well. I have given orders for my men to defend themselves when they are attacked, but to attempt to communicate with these strangers whenever possible.

Day 7 - Day 7
We surprised a small band of Orcs this morning. They were camped in a narrow portion of the tunnels, hoping to ambush all who pass. My force turned out to be much larger than they expected.

"Surrender!" I said. "There's no need to spill the blood of your own kind."

"You're not our kind! We are the Followers of Vorr, and blood is exactly what He wants!" shouted one of the Orcs.

The fools attacked even though victory was impossible. I admit, they died gloriously but it seems such a waste for these brave soldiers to throw away their lives.

Day 11 - Day 11
Fighting the Necromancers is easy compared to doing battle with other Barbarians. We now know that another tribe calling themselves the Followers of Vorr has joined forces with the Necromancers, and although they are our enemy it still feels wrong to kill our own kind.

I released a few Orc prisoners we caught a couple days ago so they can bring a message to their king, but as soon as I cut their bonds they tried to strangle me to death.

Since the Orc messengers were a failure, I sent a letter to the shaman asking them who this Vorr is.

Day 15 - Day 15
To my shock, Vorr is not a Barbarian chief as I suspected, but an Ancestor!

How could this be? How could one of the Ancestors be behind all this trouble?

One of the wisest shaman, an old man named Addar, brought this terrible news. Unfortunately, he couldn't explain why Vorr has teamed with the Necromancers to destroy the World Tree, but he could tell me a little about Vorr's rise to power.

In all the years I have dealt with the Ancestors as the Immortal Hero, I never heard the name Vorr.

I said, "I have never heard the Ancestors called by name. They have always been, collectively, the Ancestors, have they not?"

"True, but recently a brutal tribe of Barbarians from a land called Krewlod have turned one of their ancient kings into a war god, and they make sacrifices to him. They felt they needed a perfect leader to inspire them to greatness once again. Apparently, one of the Ancestors accepted this worship, drew power from it, and took on the form of this war god. He even gave himself a name - Vorr," said Addar.

Krewlod was a familiar name. It was the new name given to my homeland. Could this ancient Barbarian King have been me? Could my people be modeling their brutality after my own actions?

I dismissed the shaman, unable to continue this conversation right now.

Day 19 - Day 19
I rode up next to Addar this morning, finally prepared to face the truth of Vorr's origins.

"Shaman, tell me more about Vorr," I said.

"Well, in all the stories that I know, there is only one other Vorr - a warrior who lived in the early days of our people. With an axe in his hand, there was no force that could stand in his way. He had the strength of thirty men, and whenever he commanded an army victory was certain. Vorr also enjoyed the adoration of his people - perhaps too much.

"For years they praised him and gave him their love, until one year they grew bored. They turned their interests toward a young man who could run and swim faster and farther than any other. Vorr grew angry and jealous and challenged this young man to a race around the world. Granted, Vorr was very strong, but his power was on the battlefield. For a year and a day the two raced around the world, shoulder-to-shoulder the entire way until..."

"What?" I said.

"Just before they reached the finish line, the young runner pulled out in front. Vorr knew he had lost, so, he pulled out his axe and lopped off the young man's head right in front of everyone. A shameful end."

"What happened to Vorr?"

"He tried to win back his people's love by forcing them. He conquered them and became a much unloved king. He died bitter and old, and in his bed."

I didn't see how this Vorr could possibly be one of the Ancestors. Perhaps the name is a coincidence.

Day 23 - Day 23
I try not to let my troops see the doubt I feel inside.

I can battle Necromancers, even Barbarians if I have too, but an Ancestor? I know that one day I will probably have to face Vorr in battle, and when that day comes I will lift my sword and accept whatever may come.

Can I defeat an Ancestor in battle? I don't think so. But perhaps I can stop Vorr from destroying the World Tree.

Day 27 - Day 27
The Necromancers have an inexhaustible source of troops as long as their cursed magic can raise their own troops from the dead. I'm finding it difficult to keep up, so I've sent word to the surface asking for volunteers. Hopefully, they won't respond too late.

Day 31 - Day 31
My luck is holding! I received word that new volunteers have stepped forward to battle our enemy. Hopefully, these fresh troops will send the Necromancers running.
(31, 6, 0) Stronghold: Day 33 - Day 33
The troops have finally arrived, and are available for recruitment.

Creatures: 80 Goblin Hobgoblin Goblins and Hobgoblins, 40 Wolf Rider Wolf Raider Wolf Riders and Wolf Raiders, 20 Orc Orc Chieftain Orcs and Orc Chieftains, 10 Ogre Ogre Mage Ogres and Ogre Magi, 5 Roc Thunderbird Rocs and Thunderbirds



Location Color Type Name
2, 22, 1 Red Necropolis
10, 3, 0 Red Necropolis
11, 3, 1 Red Necropolis
24, 30, 1 Red Necropolis
31, 6, 0 Pink Stronghold
33, 28, 0 Red Necropolis


Location Color Hero
26, 11, 0 Pink Your most powerful hero from A Distant Cry scenario.
30, 13, 0 Pink Your most powerful hero from A Distant Cry scenario.
31, 7, 0 Pink Tarnum Tarnum the Barbarian


Location Type Message
21, 20, 0 Vampire Vampire "If you want to travel through our gate you must provide us with a small token of gratitude - your life!" The Vampires hiss and reach forward to take a nibble on your neck.
24, 14, 0 Hobgoblin Hobgoblin "We're so glad you came! There used to hordes of us, but we've been fighting for so long. Many died. Some of them even got back up and fought for those nasty Necromancers!" the Goblins say. They ask to join your forces.
25, 11, 0 Skeleton Warrior Skeleton Warrior "Burn! Burn! Let the World Tree burn!" cackle the insane Skeletons. "Death to all that lives!"
31, 17, 0 Vampire Vampire "You are most welcome to drain this vein of gold - after we drain your veins of blood!"

The Vampires attack!

33, 13, 0 Skeleton Warrior Skeleton Warrior "Death or Undeath! Soon, they will be the only choices!"

The Skeletons draw their rusty swords and attack with an insane ferocity.


Location Type Message
16, 22, 0 Ogre's Club of HavocOgre's Club of Havoc A great club rests on a rock in plain sight, but as you approach it you notice the shimmering forms of Wights hiding in the shadows. Obviously, the weapon is bait for their trap. Do you want to risk a fight with the Wights?

Guardians: 24 Wight Wights, 24 Wight Wights