Prisoner of Doom: Difference between revisions

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{{scenario
{{scenario
| scenario      = {{PAGENAME}}
| scenario      = {{PAGENAME}}
| description    = Bidley has to capture the city of Zargband in order to save the barbarians' prisoner. The maximum hero level cap is 12. After victory, Bidley will proceed to the next scenario in the campaign.  
| description    = Bidley has to capture the city of Zargand in order to save the barbarians' prisoner. The maximum hero level cap is 12. After victory, Bidley will proceed to the next scenario in the campaign.  
| underground    = enabled
| underground    = enabled
| num_play      = 2/1
| num_play      = 2/1
| size          = M
| size          = M
| source        = hota
| source        = hota
| victory        = get_town
| victory        = get_town2
| victory_hint  = {{town|Stronghold|noname=}} Zargand
| loss          = hero
| loss          = hero
| loss_hint      = {{Hn|Bidley|noname=}}
| allies        = {{teal}}
| allies        = {{teal}}
| enemies        = {{purple}}
| enemies        = {{purple}}
Line 15: Line 17:
| carry          = {{Hn|Bidley|noname=}}
| carry          = {{Hn|Bidley|noname=}}
| max_lvl        = 12
| max_lvl        = 12
| Cmap          =  
| Cmap          = [[File:Cmap hota tots 1.png|400px|Bidley is about to break a mysterious prisoner out of an anti-magic prison in Krewlod. He lacks the manpower to do it yet, so he must enlist the help of local barbarians.]]
}}
}}


__TOC__
== Prologue ==
== Campaign ==
{{cvid|HotA 1.7.0-Data-HotA vid-TERROR1-bik-TERROR1|thumbtime=0:01|float=left}}
=== Prologue ===
{{town|Cove|noname=}} Unnamed narrator: In the bards' legends, almost everything start with a hero sitting in a tavern. [[Bidley]] the pirate was doing just the same. The place located in a fishing town on a shore of a barbaric [[Krewlod]].<p>Who knew that a gossip with a drunkard will turn into a great adventure that will change the world? Nobody, of course. And definitely not [[Bidley]]. He was sitting and drinking cheap beer, listening to an old pirate tale about a prisoner who was said to be kept in a magical prison. [[Bidley]] thought that it was probably some powerful mage, probably from [[Bracada]]. He also thought that the generosity of such prisoner should be, well, generous.<p>Unfortunately, [[Bidley]] was not aware of the existence of [[Xanthor]], the well-known mage. [[Xanthor]] was not fond of pirates at all. The fate, however, sent [[Bidley]] to rescue his old nemesis. And this was only the beginning...</p>
[[File:Good1a (HotA).png|400px|thumb]]
In the bards' legends, almost everything start with a hero sitting in a tavern. Bidley the pirate was doing just the same. The place located in a fishing town on a shore of a barbaric Krewlod.<p>Who knew that a gossip with a drunkard will turn into a great adventure that will chagne the world? Nobody, of course. And definitely not Bidley. He was sitting and drinking cheap beer, listening to an old pirate tale about a prisoner who was said to be kept in a magical prison. Bidley thought that it was probably some powerful mage, probably from Bracada. He also thought that the generosity of such prisoner should be, well, generous.<p>Unfortunately, Bidley was not aware of the existence of Xanthor, the well-known mage. Xanthor was not fond of pirates at all. The fate, however, sent Bidley to rescue his old nemeis. And this was only the beginning...</p>
{{clear|both}}
{{clear|both}}


== Scenario ==
== Scenario ==
=== Timed events ===
=== Timed events ===
{| class="sortable wikitable" cellpadding=5px
{{TEheader}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 1 - Day 1'''
{{TErow| 1 | Day 1| [[Bidley]] disliked the shores of [[Krewlod]]--the stench of dirty [[orc]] and [[goblin]] bodies, their mumbo-jumbo tongue, their complete lack of any culture, their preference for brute force as the solution to any problem. He preferred the songs of [[Erathia]]n bards, the artwork of elven artisans, and the wines of [[Jadame]]. He had all of that back at home in [[Regna]]--contrary to the common prejudice which took [[pirate]]s to be nearly [[barbarian]]s. It is true that there are plenty of low-brow types among the young and the foolish, and plenty of his people who would easily be accepted in a company of [[Krewlod]] swashbucklers. But there are also plenty of intelligent and civilized people among the [[captain]]s and admirals.<p>[[Bidley]] left the [[Shark Chowder Inn]], musing. If that drunkard was right and the [[barbarian]]s had truly captured such a powerful [[wizard]], then the [[Bracada]] sorcerers would be very happy if he was rescued. And this would mean that the [[pirate]]s could not only expect a generous reward, but could also win the right to pillage ships near the shores of [[Bracada]]--so long as they didn't hurt the [[wizard]]s, of course. It was worth a shot.<p>The [[barbarian]]s were currently holding their [[Festival of Life (event)|Festival of Life]]. As a [[Regna]] native, [[Bidley]] could never really understand the celebration. [[Duke Boragus]] was dead, and the even crueler and shrewder young barbarian lord [[Kilgor]] was taking his place. [[Krewlod]] was always on the edge of anarchy, but right now it was closer than usual. [[Bidley]]'s fleet was far away, but he didn't have much need of it. Instead, he would gather some bold local fellows, capture one of the closest [[Krewlod]] forts, and assault [[Zargand]] from there. The motley tribes were busy cutting each other down for no reason at all; for a few coins, they'd be happy to attack whoever he told them to.<p>[[Bidley]] stopped a passerby, clearly not a local.<p>“Hey fella, where's the closest [[Krewlod]] army fort?”<p>“Straight north by the road,” answered the stranger laconically as he continued his journey.</p>}}
|-
{{TErow| 4 | Day 4| All in all, [[Bidley]] thought, he needed to hurry up. Sooner or later the news of their actions would reach the earwax-clogged heads of the local lords, and they would attempt to roust their unwelcome guests out of the area. But swift and determined actions would force those lords to surrender and to assist him in besieging [[Zargand]]. Of course, once [[Kilgor]]'s henchmen arrive, anyone who had helped him would be executed--but these [[barbarian]]s are so unprincipled, they're bound to pay for it sooner or later anyways.}}
| style="padding-left:7px; padding-right:5px;" | Bidley disliked the shores of Krewlod--the stench of dirty orc and goblin bodies, their mumbo-jumbo tongue, their complete lack of any culture, their preference for brute force as the solution to any problem. He preferred the songs of Erathian bards, the artwork of elven artisans, and the wines of Jadame. He had all of that back at home in Regna--contrary to the common prejudice which took pirates to be nearly barbarians. It is true that there are plenty of low-brow types among the young and the foolish, and plenty of his people who would easily be accepted in a company of Krewlod swashbucklers. But there are also plenty of intelligent and civilized people among the captains and admirals.<p>Bidley left the Shark Chowder Inn, musing. If that drunkard was right and the barbarians had truly captured such a powerful wizard, then the Bracada sorcerers would be very happy if he was rescued. And this would mean that the pirates could not only expect a generous reward, but could also win the right to pillage ships near the shores of Bracada--so long as they didn't hurt the wizards, of course. It was worth a shot.<p>The barbarians were currently holding their Festival of Life. As a Regna native, Bidley could never really understand the celebration. Duke Boragus was dead, and the even crueler and shrewder young barbarian lord Kilgor was taking his place. Krewlod was always on the edge of anarchy, but right now it was closer than usual. Bidley's fleet was far away, but he didn't have much need of it. Instead, he would gather some bold local fellows, capture one of the closest Krewlod forts, and assault Zargand from there. The motley tribes were busy cutting each other down for no reason at all; for a few coins, they'd be happy to attack whoever he told them to.<p>Bidley stopped a passerby, clearly not a local.<p>“Hey fella, where's the closest Krewlod army fort?”<p>“Straight north by the road,” answered the stranger laconically as he continued his journey.</p>
{{TErow| 8 | Day 8| Scouts report that [[Krewlod]]'s army holds multiple forts. One is located to the southwest, and the other to the northeast. The magical prison is in the northwest, but it would be foolish to approach it without a powerful army. One should also remember that this prison negates all magic.}}
|-
{{TErow| 11 | Day 11| [[Bidley]] had a strange dream last night. He dreamed that he was sailing across the sea, and could see through the water as clearly and distinctly as if he was looking over the horizon. He could also breathe underwater. What could this mean? Were these his nostalgic memories of the seas? Or was it merely a dream?}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 4 - Day 4'''
{{TErow| 18 | Day 18| A crewman ran to find [[Bidley]] in the morning, handing him a letter that had arrived late last night. The [[pirate]] was quite surprised--who would send him a letter? But after unwrapping the parchment, he recognized the familiar handwriting. It included only the following message:<p>
|-
“I have some problems. Your dear brother [[Jeremy|J]].”</p>}}
| style="padding-left:7px; padding-right:5px;" | All in all, Bidley thought, he needed to hurry up. Sooner or later the news of their actions would reach the earwax-clogged heads of the local lords, and they would attempt to roust their unwelcome guests out of the area. But swift and determined actions would force those lords to surrender and to assist him in besieging Zargand. Of course, once Kilgor's henchmen arrive, anyone who had helped him would be executed--but these barbarians are so unprincipled, they're bound to pay for it sooner or later anyways.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 8 - Day 8'''
|-
| style="padding-left:7px; padding-right:5px;" | Scouts report that Krewlod's army holds multiple forts. One is located to the southwest, and the other to the northeast. The magical prison is in the northwest, but it would be foolish to approach it without a powerful army. One should also remember that this prison negates all magic.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 1 - Day 1'''
|-
| style="padding-left:7px; padding-right:5px;" | Bidley had a strange dream last night. He dreamed that he was sailing across the sea, and could see through the water as clearly and distinctly as if he was looking over the horizon. He could also breathe underwater. What could this mean? Were these his nostalgic memories of the seas? Or was it merely a dream?
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 18 - Day 18'''
|-
| style="padding-left:7px; padding-right:5px;" | A crewman ran to find Bidley in the morning, handing him a letter that had arrived late last night. The pirate was quite surprised--who would send him a letter? But after unwrapping the parchment, he recognized the familiar handwriting. It included only the following message:<p>
“I have some problems. Your dear brother J.”</p>
|}
|}


Line 57: Line 43:
|-
|-
| style="text-align:center;" | 45, 36, 0
| style="text-align:center;" | 45, 36, 0
| style="padding-left:7px; padding-right:5px;" | Bidley notices the traces of numerous wagons: the fort must be close. The only thing left is to catch the guards by surprise.
| style="padding-left:7px; padding-right:5px;" | [[Bidley]] notices the traces of numerous wagons: the fort must be close. The only thing left is to catch the guards by surprise.
|}
|}


==== Towns ====
==== Towns ====
{| class="sortable wikitable" cellpadding=5px
{{town header}}
! Location
{{town row|49, 45, 0|teal|Cove}}
! Player
{{town row|2, 44, 0|purple|Stronghold}}
! Type
{{town row|3, 5, 0|purple|Stronghold|[[Zargand]]}}
! Name
{{town row|42, 28, 0|purple|Stronghold}}
|-
{{town row|66, 6, 0|purple|Stronghold}}
| style="text-align:center;" | 49, 45, 0
| style="text-align:center;" | {{teal}}
| style="padding-left:7px; padding-right:5px;" | {{town|Cove}}
| style="padding-left:7px; padding-right:5px;" | -
|-
| style="text-align:center;" | 2, 44, 0
| style="text-align:center;" | {{purple}}
| style="padding-left:7px; padding-right:5px;" | {{town|Stronghold}}
| style="padding-left:7px; padding-right:5px;" | -
|-
| style="text-align:center;" | 3, 5, 0
| style="text-align:center;" | {{purple}}
| style="padding-left:7px; padding-right:5px;" | {{town|Stronghold}}
| style="padding-left:7px; padding-right:5px;" | Zargand
|-
| style="text-align:center;" | 42, 28, 0
| style="text-align:center;" | {{purple}}
| style="padding-left:7px; padding-right:5px;" | {{town|Stronghold}}
| style="padding-left:7px; padding-right:5px;" | -
|-
| style="text-align:center;" | 66, 6, 0
| style="text-align:center;" | {{purple}}
| style="padding-left:7px; padding-right:5px;" | {{town|Stronghold}}
| style="padding-left:7px; padding-right:5px;" | -
|}
|}


==== Heroes ====
==== Heroes ====
{| class="sortable wikitable" cellpadding=5px
{{hero header}}
! Location
{{hero row|45, 48, 0|teal|Bidley|Captain}}
! Player
{{hero row|2, 45, 0|purple|Zubin|Barbarian|image=Zubin (HotA)}}
! Hero
{{hero row|3, 5, 0|purple|Tyraxor|Barbarian|image=Tyraxor (HotA)}}
|-
{{hero row|66, 7, 0|purple|Jabarkas|Barbarian}}
| style="text-align:center;" | 45, 48, 0
| style="text-align:center;" | {{teal}}
| style="padding-left:7px; padding-right:5px;" | {{H|Bidley|Captain}}
|-
| style="text-align:center;" | 66, 7, 0
| style="text-align:center;" | {{purple}}
| style="padding-left:7px; padding-right:5px;" | {{H|Jabarkas|Barbarian}}
|-
| style="text-align:center;" | 2, 45, 1
| style="text-align:center;" | {{purple}}
| style="padding-left:7px; padding-right:5px;" | {{H|Zubin|Battle Mage}}
|}
|}


==== Seer's Huts ====
==== Seer's Huts ====
{| class="sortable wikitable" cellpadding=5px
{{SorQheader}}
! [[File:Seer's_Hut_3.gif|30px]] 15, 35, 0 - Seer's Hut
{{SorQrow|seer=3|loc=15, 35, 0|quest=Defeat:<br>{{Cn|Dread Knight}}s at (12, 32, 0)</br>|rew=1500 {{Exp2}}|prop=Dread Knights are menacing the western region of this land.  If you could be so bold as to defeat them, I would reward you richly.|comp=At last, you defeated the Dread Knights, and the countryside is safe again!  Are you ready to accept the reward?}}
|-
{{SorQrow|seer=1|loc=15, 35, 0|quest=Defeat:<br>{{H|Jabarkas|Barbarian}}</br>|rew=25 {{Cn|Corsair}}s|prop=A band of corsairs is hiding here. Their leader is [[Jabarkas]], son of the late [[Duke Boragus]]. Now [[Jabarkas]] flies into wild rages all the time because of his father's death. The corsairs would like to find a new leader, but only if their old leader is defeated.|comp=[[Jabarkas]]'s army was defeated and he has been put to shame; he won't show his face again for some time. Are you ready to accept the corsairs into your army?}}
! Proposal Message
{{SorQrow|seer=2|loc=40, 38, 0|quest=Return with:<br>{{SmCost|vert=y|gem=5|g=2000}}|rew=2 {{Cn|Sorceress}}es|prop=Two sorceresses live here. They agree to join the army and back you up with spells--for a small fee, of course.|comp=Excellent! The sorceresses are ready to join your forces.}}
|-
{{SorQrow|seer=2|loc=67, 37, 0|quest=Defeat:<br>{{Cn|Mummy|name=Mummies}} at (70, 38, 0)</br>|rew=2 {{Ps|Knowledge}}|prop=A priest lives here. He tells you about a pack of troublesome mummies. He doesn't have the strength to expel them himself, so he asks you to destroy the foul creatures.|comp=The priest is grateful to be rid of the [[undead]]. He promises to share his knowledge with you.}}
| Dread Knights are menacing the western region of this land.  If you could be so bold as to defeat them, I would reward you richly.<p><center>'''Quest:''' Defeat the {{Cn|Dread Knight|name=Dread Knights}} at 12, 32, 0</center></p>
|-
! Completion Message
|-
| At last, you defeated the Dread Knights, and the countryside is safe again!  Are you ready to accept the reward?<p><center>'''Reward:''' 1500 {{Exp}} [[Experience]]</center>
|-
|
|-
! [[File:Seer's_Hut_1.gif|30px]] 15, 35, 0 - Seer's Hut
|-
! Proposal Message
|-
| A band of corsairs is hiding here. Their leader is Jabarkas, son of the late Duke Boragus. Now Jabarkas flies into wild rages all the time because of his father's death. The corsairs would like to find a new leader, but only if their old leader is defeated.<p><center>'''Quest:''' Defeat {{H|Jabarkas|Barbarian}}{{purple}}</center></p>
|-
! Completion Message
|-
| Jabarkas's army was defeated and he has been put to shame; he won't show his face again for some time. Are you ready to accept the corsairs into your army?<p><center>'''Reward:''' 25 {{Cn|Corsair|name=Corsairs}}</center>
|-
|
|-
! [[File:Seer's_Hut_2.gif|30px]] 40, 38, 0 - Seer's Hut
|-
! Proposal Message
|-
| Two sorceresses live here. They agree to join the army and back you up with spells--for a small fee, of course.<p><center>'''Quest:''' Return with 2000 {{Gold}} [[Gold]] and 5 {{Gem}} [[Gems]]</center></p>
|-
! Completion Message
|-
| Excellent! The sorceresses are ready to join your forces.<p><center>'''Reward:''' 2 {{Cn|Sorceress|name=Sorceresses}}</center>
|-
|
|-
! [[File:Seer's_Hut_2.gif|30px]] 67, 37, 0 - Seer's Hut
|-
! Proposal Message
|-
| A priest lives here. He tells you about a pack of troublesome mummies. He doesn't have the strength to expel them himself, so he asks you to destroy the foul creatures.<p><center>'''Quest:''' Defeat the {{Cn|Mummy|name=Mummies}} at 70, 38, 0</center></p>
|-
! Completion Message
|-
| The priest is grateful to be rid of the undead. He promises to share his knowledge with you.<p><center>'''Reward:''' +2 {{Ps|Knowledge}}</center>
|}
|}


==== Quest Guards ====
==== Quest Guards ====
{| class="wikitable" cellpadding=5px
{{SorQheader}}
! [[File:Quest_Guard.gif|30px]] 6, 11, 0 - Quest Guard
{{SorQrow|guard=1|loc=6, 11, 0|quest=Be:<br>{{teal}}</br>|prop=The guards here say they will only let those who fly the teal flag pass.|prog=The guards here will only let those who fly the red teal pass.|comp=The guards note your teal flag and offer to let you pass.  Do you accept?}}
|-
! Proposal Message
|-
| style="background-color:#f2f2f2; text-align:center;" | The guards here say they will only let those who fly the teal flag pass.<p><center>'''Quest:''' Be {{teal}} player</center></p></center>
|-
! Progress Message
|-
| style="background-color:#f2f2f2; text-align:center;" | The guards here will only let those who fly the red teal pass.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | The guards note your teal flag and offer to let you pass.  Do you accept?
|}
|}


[[Category: Campaign scenarios]]
[[Category: Campaign scenarios]]

Latest revision as of 17:04, 11 June 2024

Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.
Campaigns
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. Masters 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
Bidley is about to break a mysterious prisoner out of an anti-magic prison in Krewlod. He lacks the manpower to do it yet, so he must enlist the help of local barbarians. Prisoner of Doom Horn of the Abyss
2 Total Players / 1 Human Player
1
2
Size 2 (72×72) - M Underground enabled
Bidley has to capture the city of Zargand in order to save the barbarians' prisoner. The maximum hero level cap is 12. After victory, Bidley will proceed to the next scenario in the campaign.
Victory condition:
Capture Town: Zargand
Loss condition:
Lose Hero: BidleyBidley
Allies: Teal Enemies: Purple
Choose a bonus:
Start with 3 Crew Mate(s)
3
Start with 3 Nomad(s)
3
Start with 2 Pirate(s)
2
Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability.
Carried to next scenario:
BidleyBidley
Max level:
12

Prologue[edit | hide | hide all]

Unnamed narrator: In the bards' legends, almost everything start with a hero sitting in a tavern. Bidley the pirate was doing just the same. The place located in a fishing town on a shore of a barbaric Krewlod.

Who knew that a gossip with a drunkard will turn into a great adventure that will change the world? Nobody, of course. And definitely not Bidley. He was sitting and drinking cheap beer, listening to an old pirate tale about a prisoner who was said to be kept in a magical prison. Bidley thought that it was probably some powerful mage, probably from Bracada. He also thought that the generosity of such prisoner should be, well, generous.

Unfortunately, Bidley was not aware of the existence of Xanthor, the well-known mage. Xanthor was not fond of pirates at all. The fate, however, sent Bidley to rescue his old nemesis. And this was only the beginning...

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 Day 1 Bidley disliked the shores of Krewlod--the stench of dirty orc and goblin bodies, their mumbo-jumbo tongue, their complete lack of any culture, their preference for brute force as the solution to any problem. He preferred the songs of Erathian bards, the artwork of elven artisans, and the wines of Jadame. He had all of that back at home in Regna--contrary to the common prejudice which took pirates to be nearly barbarians. It is true that there are plenty of low-brow types among the young and the foolish, and plenty of his people who would easily be accepted in a company of Krewlod swashbucklers. But there are also plenty of intelligent and civilized people among the captains and admirals.

Bidley left the Shark Chowder Inn, musing. If that drunkard was right and the barbarians had truly captured such a powerful wizard, then the Bracada sorcerers would be very happy if he was rescued. And this would mean that the pirates could not only expect a generous reward, but could also win the right to pillage ships near the shores of Bracada--so long as they didn't hurt the wizards, of course. It was worth a shot.

The barbarians were currently holding their Festival of Life. As a Regna native, Bidley could never really understand the celebration. Duke Boragus was dead, and the even crueler and shrewder young barbarian lord Kilgor was taking his place. Krewlod was always on the edge of anarchy, but right now it was closer than usual. Bidley's fleet was far away, but he didn't have much need of it. Instead, he would gather some bold local fellows, capture one of the closest Krewlod forts, and assault Zargand from there. The motley tribes were busy cutting each other down for no reason at all; for a few coins, they'd be happy to attack whoever he told them to.

Bidley stopped a passerby, clearly not a local.

“Hey fella, where's the closest Krewlod army fort?”

“Straight north by the road,” answered the stranger laconically as he continued his journey.

Day 4 Day 4 All in all, Bidley thought, he needed to hurry up. Sooner or later the news of their actions would reach the earwax-clogged heads of the local lords, and they would attempt to roust their unwelcome guests out of the area. But swift and determined actions would force those lords to surrender and to assist him in besieging Zargand. Of course, once Kilgor's henchmen arrive, anyone who had helped him would be executed--but these barbarians are so unprincipled, they're bound to pay for it sooner or later anyways.
Day 8 Day 8 Scouts report that Krewlod's army holds multiple forts. One is located to the southwest, and the other to the northeast. The magical prison is in the northwest, but it would be foolish to approach it without a powerful army. One should also remember that this prison negates all magic.
Day 11 Day 11 Bidley had a strange dream last night. He dreamed that he was sailing across the sea, and could see through the water as clearly and distinctly as if he was looking over the horizon. He could also breathe underwater. What could this mean? Were these his nostalgic memories of the seas? Or was it merely a dream?
Day 18 Day 18 A crewman ran to find Bidley in the morning, handing him a letter that had arrived late last night. The pirate was quite surprised--who would send him a letter? But after unwrapping the parchment, he recognized the familiar handwriting. It included only the following message:

“I have some problems. Your dear brother J.”

Objects[edit | hide]

Events[edit | hide]

Location Message
45, 36, 0 Bidley notices the traces of numerous wagons: the fort must be close. The only thing left is to catch the guards by surprise.

Towns[edit | hide]

Location Player Type Name
49, 45, 0 Teal Cove -
2, 44, 0 Purple Stronghold -
3, 5, 0 Purple Stronghold Zargand
42, 28, 0 Purple Stronghold -
66, 6, 0 Purple Stronghold -

Heroes[edit | hide]

Location Player Hero
45, 48, 0 Teal BidleyBidley Bidley the Captain
2, 45, 0 Purple ZubinZubin Zubin the Barbarian
3, 5, 0 Purple TyraxorTyraxor Tyraxor the Barbarian
66, 7, 0 Purple JabarkasJabarkas Jabarkas the Barbarian

Seer's Huts[edit | hide]

Location Quest Reward Messages

15, 35, 0
Defeat:
Dread Knight Dread Knights at (12, 32, 0)
1500  Experience Proposal: Dread Knights are menacing the western region of this land. If you could be so bold as to defeat them, I would reward you richly.
Progress: (none)
Completion: At last, you defeated the Dread Knights, and the countryside is safe again! Are you ready to accept the reward?

15, 35, 0
Defeat:
JabarkasJabarkas Jabarkas the Barbarian
25 Corsair Corsairs Proposal: A band of corsairs is hiding here. Their leader is Jabarkas, son of the late Duke Boragus. Now Jabarkas flies into wild rages all the time because of his father's death. The corsairs would like to find a new leader, but only if their old leader is defeated.
Progress: (none)
Completion: Jabarkas's army was defeated and he has been put to shame; he won't show his face again for some time. Are you ready to accept the corsairs into your army?

40, 38, 0
Return with:
Wood
Mercury
Ore
Sulfur
Crystal
Gem
5
Gold
2000
2 Sorceress Sorceresses Proposal: Two sorceresses live here. They agree to join the army and back you up with spells--for a small fee, of course.
Progress: (none)
Completion: Excellent! The sorceresses are ready to join your forces.

67, 37, 0
Defeat:
Mummy Mummies at (70, 38, 0)
2  Knowledge skill Proposal: A priest lives here. He tells you about a pack of troublesome mummies. He doesn't have the strength to expel them himself, so he asks you to destroy the foul creatures.
Progress: (none)
Completion: The priest is grateful to be rid of the undead. He promises to share his knowledge with you.

Quest Guards[edit | hide]

Location Quest Reward Messages

6, 11, 0
Be:
Teal
(remove) Proposal: The guards here say they will only let those who fly the teal flag pass.
Progress: The guards here will only let those who fly the red teal pass.
Completion: The guards note your teal flag and offer to let you pass. Do you accept?