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{{Campaign Specter of Power}}First scenario of the [[Specter of Power]] campaign.
{{campaign navigational box|sod=expanded|specterofpower=expanded}}
== Campaign ==
{{scenario
=== Right-click text ===
| scenario      = {{PAGENAME}}
[[Lord Haart]] has agreed to take the poison to [[King Gryphonheart]].  A clever ruse in the form of a border skirmish will plant the poison in Lord Haart's castle, and then you will leave the area to let him recover his lands and the poison.
| description    = Capture Haart Castle and leave the Vial of Poison to win the scenario.  However, if Sandro is defeated in combat, the scenario is lost.  Heroes are limited to level 10, but Sandro and three of his comrades will carry their experience, skills and spells on to the next scenario.
| underground    = disabled
| num_play      = 2/1
| size          = M
| source        = sod
| victory        = get_town2
| victory_hint  = {{town|Castle|noname=}} Haart Castle
| loss          = time
| loss_hint      = 3 months<br>{{---}}OR Lose {{Hn|Sandro|noname=}}
| allies        = {{blue}}
| enemies        = {{red}}
| difficulty    = Hard
| bonus          = {{BonusCr|Zombie|20}}{{BonusR|Gold|3000}}{{BonusArt|Boots of Speed}}
| carry          = {{Hn|Sandro|noname=}}<br>{{carry|3}}
| max_lvl        = 10
| Cmap          = [[File:Cmap sod sop 1.png|400px|[[Lord Haart]] has agreed to take the poison to King Gryphonheart.  A clever ruse in the form of a border skirmish will plant the poison in Lord Haart's castle, and then you will leave the area to let him recover his lands and the poison.]]
}}


=== Prologue ===
== Prologue ==
[[File:H3x2_SPa.png|400px|thumb]]
{{cvid|SoD CD-Heroes3-Data-Heroes3 vid-H3x2 SPa-smk-H3x2 SPa|thumbtime=0:00|float=left}}
{{h|Sandro|0=}}: [[Lord Haart]] has agreed to take the Vial of Poison to [[King Gryphonheart]].  All I must do is leave the Vial in Haart's castle after I raid it.  Fortunately for me, he is problem with overpopulation, so I will add his wasted peasants to my own ranks.  This will be a good day for harvesting skeletons!
{{h|Sandro|0=}}: [[Lord Haart]] has agreed to take the Vial of Poison to [[King Nicolas Gryphonheart|King Gryphonheart]].  All I must do is leave the Vial in Haart's castle after I raid it.  Fortunately for me, he is problem with overpopulation, so I will add his wasted peasants to my own ranks.  This will be a good day for harvesting skeletons!


{{clear|both}}
== Scenario ==
== Scenario ==
=== Map description ===
Capture Haart Castle and leave the Vial of Poison to win the scenario.  However, if Sandro is defeated in combat, the scenario is lost.  Heroes are limited to level 10, but Sandro and three of his comrades will carry their experience, skills and spells on to the next scenario.
=== Starting options ===
*Give 20 {{Cn|Zombie|name=Zombies}} to {{H|Sandro|Necromancer}}
*Receive 3000 {{g}} [[Gold]]
*Give {{An|Boots of Speed}} to {{H|Sandro|Necromancer}}
=== Timed events ===
=== Timed events ===
{| class="sortable wikitable" cellpadding=5px
{{TEheader}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 1 - Day One'''
{{TErow| 1 |Day One|Sometimes [[Deyja]] lords will allow other creatures to move into an area under their control and then slaughter them to resurrect additional undead armies.  However, this particular area has been neglected by the [[Deyja]] lords and now needs to be cleared out for you to get through to [[Lord Haart]]'s Castle.  This is the time when you wish you had the Armor of the Dead King!  Grinding your teeth, you set about raising armies this the old fashioned way.}}
|-
{{TErow| 5 |Lord Haart|As per the agreement, [[Lord Haart]] has recently left for maneuvers farther into [[Erathia]]n territory.  He has taken most of the [[knight]]s and [[cleric]]s with him but left a few to guard the castles.  You decide it would be best to send out scouts and find out exactly what forces he left behind.}}
| style="padding-left:7px; padding-right:5px;" | Sometimes Deyja lords will allow other creatures to move into an area under their control and then slaughter them to resurrect additional undead armies.  However, this particular area has been neglected by the Deyja lords and now needs to be cleared out for you to get through to Lord Haart's Castle.  This is the time when you wish you had the Armor of the Dead King!  Grinding your teeth, you set about raising armies this the old fashioned way.
{{TErow| 9 |Jerk|[[Lord Haart]] has decided to play a little nastier than you anticipated.  He has left four capable heroes to guard his castles.  The pompous prig!  This will make things harder, not to mention the troops he reinforced the garrison with.  Now you will have to go through them too.  But this does not hinder your plans.  Once on the [[Erathia]]n side, you will be free to reap the precious peasants who do his farming and menial chores.  To you, they are [[skeleton]]s that just don't know it yet.}}
|-
{{TErow| 14 |Two Weeks|So far the campaign is going well.  Plenty of creatures fight tooth and nail only to become [[skeleton]]s, and the towns are beginning to shape up into some fine cities.  Confident that this little excursion shall go as smoothly as you planned, you send out messengers to both the [[Dungeon Overlords]] and the [[Kreegan]]s.  They should not miss out on your plan to take over [[Erathia]].  After all, they too have some brute strength that can be used as cover.}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 5 - Lord Haart'''
{{TErow| 20 |The Plan|Mulling over the events of the past and looking towards the future, you slowly sip an exquisite goblet of wine.  Your lips would curl into a snide smile -- if you had any left, that is.  Life without flesh is quite comfortable, actually.  You don't worry about mosquito bites, foot blisters or coarse sheets.  Many discomforts such as cold and heat are no longer a concern, and it such bliss to be oblivious to the foul stench of sweating, working fools.  The aroma of death, dry and comfortable, surrounds you like a warm shroud.<p>Pulling your thoughts back to the plan shattered by foolish twits, you abruptly grasp the goblet and hurl it towards the wall, sending blood splattering.  Your rage towards [[Crag Hack]], [[Gem]], [[Yog]] and that snippet [[Gelu]] is not easy to control.  Who would have thought two [[Barbarian]]s would suddenly develop a conscience?  Not to mention a boy [[ranger]] and a foreign [[druid]] actually gathering together the resources to build an army large enough to defeat yours!<p>You slowly calm yourself with the realization that these oversights no longer matter.  The King will die and it will be by the hand of one of his own.  The thought warms your frigid soul and fuels the fire throughout the night.}}
|-
{{TErow| 27 |Effective Scouts|Your scouting parties "recruited" three messengers carrying pleas for assistance to [[Lord Haart]]. If you do not capture any other messengers who may have eluded you, [[Lord Haart]] will return here before the appointed time.|effect=-5000 {{g}} [[Gold]]}}
| style="padding-left:7px; padding-right:5px;" | As per the agreement, Lord Haart has recently left for maneuvers farther into Erathian territory.  He has taken most of the knights and clerics with him but left a few to guard the castles.  You decide it would be best to send out scouts and find out exactly what forces he left behind.
{{TErow| 36 |Pay|freq=7|To keep these effective troops in your service you must continue to pay them.  In return, they will send you some "recruits," proving they are doing the job they are being paid for.  Still, you grumble at the arrangement.  Having to actually pay someone for such a task is an inconvenience, as have been many things in this land.|effect=-2000 {{g}} [[Gold]]}}
|-
{{TErow| 54 |Trouble|Once again trouble has come your wayOne of those blasted [[knight]]s made a suicide attack last night.  He and the few men who followed him are dead, but it will cost much to replace what they burned to the groundIt may be wise to further fortify the border, but you are not sure the idiots you placed there will be any more effective than the last group.}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 9 - Jerk'''
{{TErow| 67 |Nightmare|Resting peacefully is never an option for the undead.  Each night you are plagued with horrifyingly real dreamsIt is said of the [[undead]] that if you die in such a nightmare, you die permanentlyKnowing the power of the mind and the frailty of a body without a soul securely attached, you take no chancesYou keep a [[Zombie]] guard in your room to wake you periodically.  For the most part, this tactic works.}}
|-
{{TErow| 69 |Nightmare|The nightmare began as usual.  [[Ethric]] was chasing you, waving his sword like the lunatic he wasScreaming battle cries, he rushes headlong forward, threatening to overtake and kill youThere is no doubt in your mind this [[Warlock]] would rip your head from your shoulders and use it to play kickballHe was mad, insane with jealousy and unable to control the power he already hadHis screaming turned to a maddening chanting and lightning ripped from his hands, searing your tender flesh and throwing you to the ground.<p>Bony hands shake you before you die in the dream. "I'm sorry, sir," the [[Zombie]] apologizes.  "I was just waking you as you ordered." Shaking, you spend the rest of the night pouring over rosters.}}
| style="padding-left:7px; padding-right:5px;" | Lord Haart has decided to play a little nastier than you anticipated.  He has left four capable heroes to guard his castles.  The pompous prig!  This will make things harder, not to mention the troops he reinforced the garrison with.  Now you will have to go through them too.  But this does not hinder your plans.  Once on the Erathian side, you will be free to reap the precious peasants who do his farming and menial chores.  To you, they are skeletons that just don't know it yet.
{{TErow| 71 |Nightmare|As you roll over and raise your weak arm, the stench of seared flesh nearly chokes you.  Although unable to see [[Ethric]] clearly through your tearing eyes, you know his sword is about to slice through you as though you were melted butter.  But the blow does not fallInstead, strong hands pick you up and throw you against a wall.<p>You now face [[Crag Hack]]The crazy [[barbarian]] wants to be paidHe yanks your coin purse out from between your ribs and leaves you with a gaping hole in your chest.<p>As you lay dying without hope of resurrection, a [[Druid]] with the face of an angel appears before you.  However, her beautiful smile turns wicked and ugly as she uses her healing magic in reverse.  Searing the rest of your flesh from your body, she screams of souls lost forever because of you.  As you standing before her, naked and alone, she laughs.<p>The other two heroes join in the laughter, causing you to cry like a ridiculed childYou scream tearfully at them until you finally wake up.}}
|-
{{TErow| 89 |The [[Genie]] [[Barbarian]]|Whispers in the darkness hint at things just out of sight and around the cornerYou are moving through dark forests with only the moonlight to guide your path.  Your horse stumbles, whinnying as you go downPinned, you attempt to scramble out from under the dying thoroughbred when a shadow falls over you. It is the blue-faced [[Barbarian]], the one who had studied in [[Bracada]].}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 14 - Two Weeks'''
{{TErow| 91 |The [[Ranger]]|There is no escaping this nightmare.  Once again you are in the shadowy forest, this time fleeing the barbaric [[genie]]He is a skillful hunter and even more determined than [[Crag Hack]] to get his pay.<p>An arrow slices through your foot, rooting you to the groundYou see the shadows stir and out steps the white-skinned, red-haired [[Ranger]] with the strange bowHe swiftly puts more arrows into your body before taking careful aim at your skull with the final shaft.<p>Suddenly, you begin falling into an opening in the groundMaking a last, desperate grab at a hand extended toward you, you materialize safely in your bed. But the hand you are clutching is not that of your guard - the [[Zombie]]'s arms had finally come apart after rescuing you from the deadly dream so many timesNo, a commander who happened to walk past your tent and hear your distress saved you.<p>You curse softlyIf not for happenstance, you would have died.  You vow that you will not risk sleep again.}}
|-
| style="padding-left:7px; padding-right:5px;" | So far the campaign is going well.  Plenty of creatures fight tooth and nail only to become skeletons, and the towns are beginning to shape up into some fine cities.  Confident that this little excursion shall go as smoothly as you planned, you send out messengers to both the Dungeon Overlords and the Kreegans.  They should not miss out on your plan to take over Erathia.  After all, they too have some brute strength that can be used as cover.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 20 - The Plan'''
|-
| style="padding-left:7px; padding-right:5px;" | Mulling over the events of the past and looking towards the future, you slowly sip an exquisite goblet of wine.  Your lips would curl into a snide smile -- if you had any left, that is.  Life without flesh is quite comfortable, actually.  You don't worry about mosquito bites, foot blisters or coarse sheets.  Many discomforts such as cold and heat are no longer a concern, and it such bliss to be oblivious to the foul stench of sweating, working fools.  The aroma of death, dry and comfortable, surrounds you like a warm shroud.<p>Pulling your thoughts back to the plan shattered by foolish twits, you abruptly grasp the goblet and hurl it towards the wall, sending blood splattering.  Your rage towards Crag Hack, Gem, Yog and that snippet Gelu is not easy to control.  Who would have thought two Barbarians would suddenly develop a conscience?  Not to mention a boy ranger and a foreign druid actually gathering together the resources to build an army large enough to defeat yours!<p>You slowly calm yourself with the realization that these oversights no longer matter.  The King will die and it will be by the hand of one of his own.  The thought warms your frigid soul and fuels the fire throughout the night.<p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 27 - Effective Scouts'''
|-
| style="padding-left:7px; padding-right:5px;" | Your scouting parties "recruited" three messengers carrying pleas for assistance to Lord Haart. If you do not capture any other messengers who may have eluded you, Lord Haart will return here before the appointed time.<p><center>-5000 {{g}} [[Gold]]</center></p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 36 - Pay (every 7 days)'''
|-
| style="padding-left:7px; padding-right:5px;" | To keep these effective troops in your service you must continue to pay them.  In return, they will send you some "recruits," proving they are doing the job they are being paid for.  Still, you grumble at the arrangement.  Having to actually pay someone for such a task is an inconvenience, as have been many things in this land.<p><center>-2000 {{g}} [[Gold]]</center></p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''(60, 33, 0) Necropolis: Day 37 - Troops (every 7 days)'''
|-
| style="padding-left:7px; padding-right:5px;" | Your money has been going to good useTroops arrive as promised -- not many, but proof enough that scouts are being caught, killed and turned into skeletons to fight against the people they once servedSuch a delicious irony!<p><center>{{Cn|Skeleton|noname=}} {{Cn|Skeleton Warrior|name=20 Skeletons and Skeleton Warriors}}</center></p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 54 - Trouble'''
|-
| style="padding-left:7px; padding-right:5px;" | Once again trouble has come your wayOne of those blasted knights made a suicide attack last nightHe and the few men who followed him are dead, but it will cost much to replace what they burned to the groundIt may be wise to further fortify the border, but you are not sure the idiots you placed there will be any more effective than the last group.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 67 - Nightmare'''
|-
| style="padding-left:7px; padding-right:5px;" | Resting peacefully is never an option for the undeadEach night you are plagued with horrifyingly real dreamsIt is said of the undead that if you die in such a nightmare, you die permanentlyKnowing the power of the mind and the frailty of a body without a soul securely attached, you take no chancesYou keep a Zombie guard in your room to wake you periodically. For the most part, this tactic works.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 69 - Nightmare'''
|-
| style="padding-left:7px; padding-right:5px;" | The nightmare began as usualEthric was chasing you, waving his sword like the lunatic he was. Screaming battle cries, he rushes headlong forward, threatening to overtake and kill you.  There is no doubt in your mind this Warlock would rip your head from your shoulders and use it to play kickballHe was mad, insane with jealousy and unable to control the power he already had.  His screaming turned to a maddening chanting and lightning ripped from his hands, searing your tender flesh and throwing you to the ground.<p>Bony hands shake you before you die in the dream"I'm sorry, sir," the Zombie apologizes"I was just waking you as you ordered."  Shaking, you spend the rest of the night pouring over rosters.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 71 - Nightmare'''
|-
| style="padding-left:7px; padding-right:5px;" | As you roll over and raise your weak arm, the stench of seared flesh nearly chokes you.  Although unable to see Ethric clearly through your tearing eyes, you know his sword is about to slice through you as though you were melted butter.  But the blow does not fall.  Instead, strong hands pick you up and throw you against a wall.<p>You now face Crag Hack.  The crazy barbarian wants to be paidHe yanks your coin purse out from between your ribs and leaves you with a gaping hole in your chest.<p>As you lay dying without hope of resurrection, a Druid with the face of an angel appears before youHowever, her beautiful smile turns wicked and ugly as she uses her healing magic in reverseSearing the rest of your flesh from your body, she screams of souls lost forever because of you.  As you standing before her, naked and alone, she laughs.<p>The other two heroes join in the laughter, causing you to cry like a ridiculed child.  You scream tearfully at them until you finally wake up.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 89 - The Genie Barbarian'''
|-
| style="padding-left:7px; padding-right:5px;" | Whispers in the darkness hint at things just out of sight and around the cornerYou are moving through dark forests with only the moonlight to guide your pathYour horse stumbles, whinnying as you go downPinned, you attempt to scramble out from under the dying thoroughbred when a shadow falls over youIt is the blue-faced Barbarian, the one who had studied in Bracada.
 
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 91 - The Ranger'''
|-
| style="padding-left:7px; padding-right:5px;" | There is no escaping this nightmare.  Once again you are in the shadowy forest, this time fleeing the barbaric genieHe is a skillful hunter and even more determined than Crag Hack to get his pay.<p>An arrow slices through your foot, rooting you to the groundYou see the shadows stir and out steps the white-skinned, red-haired Ranger with the strange bow.  He swiftly puts more arrows into your body before taking careful aim at your skull with the final shaft.<p>Suddenly, you begin falling into an opening in the ground.  Making a last, desperate grab at a hand extended toward you, you materialize safely in your bed.  But the hand you are clutching is not that of your guard - the Zombie's arms had finally come apart after rescuing you from the deadly dream so many times.  No, a commander who happened to walk past your tent and hear your distress saved you.<p>You curse softly.  If not for happenstance, you would have died.  You vow that you will not risk sleep again.</p>
|}
|}


=== Objects ===
=== Objects ===
==== Towns ====
==== Towns ====
{| class="sortable wikitable" cellpadding=5px
{{Town header}}
! Location
{{Town row|31, 14, 0|blue|Necropolis}}
! Type
{{Town row|60, 33, 0|blue|Necropolis}}
! Name
{{Town row|67, 11, 0|blue|Necropolis}}
|-
{{Town row|4, 32, 0|red|Castle}}
| style="text-align:center;" | 4, 32, 0
{{Town row|4, 67, 0|red|Castle|[[Haart Castle]]}}
| style="padding-left:7px; padding-right:5px;" | {{town|Castle}}
{{Town row|29, 53, 0|red|Castle}}
| style="padding-left:7px; padding-right:5px;" |  
{{Town row|61, 67, 0|red|Castle}}
|-
|}
| style="text-align:center;" | 4, 67, 0
 
| style="padding-left:7px; padding-right:5px;" | {{town|Castle}}
===== Town timed events =====
| style="padding-left:7px; padding-right:5px;" | Haart Castle
{{TEheader}}
|-
{{TErow| 37 |loc={{town|Necropolis}} (60, 33, 0)|Troops|freq=7|Your money has been going to good use.  Troops arrive as promised -- not many, but proof enough that scouts are being caught, killed and turned into [[skeleton]]s to fight against the people they once served.  Such a delicious irony!|effect={{Cn|Skeleton|noname=}}{{Cn|Skeleton Warrior|name=20 Skeletons and Skeleton Warriors}}}}
| style="text-align:center;" | 29, 53, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Castle}}
| style="padding-left:7px; padding-right:5px;" |
|-
| style="text-align:center;" | 31, 14, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
| style="padding-left:7px; padding-right:5px;" |
|-
| style="text-align:center;" | 60, 33, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
| style="padding-left:7px; padding-right:5px;" |  
|-
| style="text-align:center;" | 61, 67, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Castle}}
| style="padding-left:7px; padding-right:5px;" |
|-
| style="text-align:center;" | 67, 11, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
| style="padding-left:7px; padding-right:5px;" |
|}
|}


==== Heroes ====
==== Heroes ====
{| class="sortable wikitable" cellpadding=5px
{{hero header}}
! Location
{{hero row|4, 33, 0|red|Valeska|Knight}}
! Hero
{{hero row|4, 69, 0|red|Sorsha|Knight}}
|-
{{hero row|29, 55, 0|red|Sanya|Cleric}}
| style="text-align:center;" | 4, 33, 0
{{hero row|61, 68, 0|red|Cuthbert|Cleric}}
| style="padding-left:7px; padding-right:5px;" | {{H|Valeska|Knight}}
{{hero row|67, 13, 0|blue|Sandro|Necromancer}}
|-
| style="text-align:center;" | 4, 69, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Sorsha|Knight}}
|-
| style="text-align:center;" | 29, 55, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Sanya|Cleric}}
|-
| style="text-align:center;" | 61, 68, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Cuthbert|Cleric}}
|-
| style="text-align:center;" | 67, 13, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Sandro|Necromancer}}
|}
|}


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

Latest revision as of 12:54, 19 September 2024

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
Lord Haart has agreed to take the poison to King Gryphonheart. A clever ruse in the form of a border skirmish will plant the poison in Lord Haart's castle, and then you will leave the area to let him recover his lands and the poison. Poison Fit for a King Shadow of Death
2 Total Players / 1 Human Player
1
2
Size 2 (72×72) - M Underground disabled
Capture Haart Castle and leave the Vial of Poison to win the scenario. However, if Sandro is defeated in combat, the scenario is lost. Heroes are limited to level 10, but Sandro and three of his comrades will carry their experience, skills and spells on to the next scenario.
Victory condition:
Capture Town: Haart Castle
Loss condition:
Time Expires: 3 months
   OR Lose SandroSandro
Allies: Blue Enemies: Red
Choose a bonus:
Start with 20 Zombie(s)
20
Start with +3000 Gold
3000
 Start with Boots of Speed 
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:
SandroSandro
 3 strongest heroes
Max level:
10

Prologue[edit | hide | hide all]

SandroSandro Sandro: Lord Haart has agreed to take the Vial of Poison to King Gryphonheart. All I must do is leave the Vial in Haart's castle after I raid it. Fortunately for me, he is problem with overpopulation, so I will add his wasted peasants to my own ranks. This will be a good day for harvesting skeletons!

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 Day One Sometimes Deyja lords will allow other creatures to move into an area under their control and then slaughter them to resurrect additional undead armies. However, this particular area has been neglected by the Deyja lords and now needs to be cleared out for you to get through to Lord Haart's Castle. This is the time when you wish you had the Armor of the Dead King! Grinding your teeth, you set about raising armies this the old fashioned way.
Day 5 Lord Haart As per the agreement, Lord Haart has recently left for maneuvers farther into Erathian territory. He has taken most of the knights and clerics with him but left a few to guard the castles. You decide it would be best to send out scouts and find out exactly what forces he left behind.
Day 9 Jerk Lord Haart has decided to play a little nastier than you anticipated. He has left four capable heroes to guard his castles. The pompous prig! This will make things harder, not to mention the troops he reinforced the garrison with. Now you will have to go through them too. But this does not hinder your plans. Once on the Erathian side, you will be free to reap the precious peasants who do his farming and menial chores. To you, they are skeletons that just don't know it yet.
Day 14 Two Weeks So far the campaign is going well. Plenty of creatures fight tooth and nail only to become skeletons, and the towns are beginning to shape up into some fine cities. Confident that this little excursion shall go as smoothly as you planned, you send out messengers to both the Dungeon Overlords and the Kreegans. They should not miss out on your plan to take over Erathia. After all, they too have some brute strength that can be used as cover.
Day 20 The Plan Mulling over the events of the past and looking towards the future, you slowly sip an exquisite goblet of wine. Your lips would curl into a snide smile -- if you had any left, that is. Life without flesh is quite comfortable, actually. You don't worry about mosquito bites, foot blisters or coarse sheets. Many discomforts such as cold and heat are no longer a concern, and it such bliss to be oblivious to the foul stench of sweating, working fools. The aroma of death, dry and comfortable, surrounds you like a warm shroud.

Pulling your thoughts back to the plan shattered by foolish twits, you abruptly grasp the goblet and hurl it towards the wall, sending blood splattering. Your rage towards Crag Hack, Gem, Yog and that snippet Gelu is not easy to control. Who would have thought two Barbarians would suddenly develop a conscience? Not to mention a boy ranger and a foreign druid actually gathering together the resources to build an army large enough to defeat yours!

You slowly calm yourself with the realization that these oversights no longer matter. The King will die and it will be by the hand of one of his own. The thought warms your frigid soul and fuels the fire throughout the night.

Day 27 Effective Scouts Your scouting parties "recruited" three messengers carrying pleas for assistance to Lord Haart. If you do not capture any other messengers who may have eluded you, Lord Haart will return here before the appointed time.
Effect: -5000 Gold Gold
Day 36 Pay (Repeats every 7 days)
To keep these effective troops in your service you must continue to pay them. In return, they will send you some "recruits," proving they are doing the job they are being paid for. Still, you grumble at the arrangement. Having to actually pay someone for such a task is an inconvenience, as have been many things in this land.
Effect: -2000 Gold Gold
Day 54 Trouble Once again trouble has come your way. One of those blasted knights made a suicide attack last night. He and the few men who followed him are dead, but it will cost much to replace what they burned to the ground. It may be wise to further fortify the border, but you are not sure the idiots you placed there will be any more effective than the last group.
Day 67 Nightmare Resting peacefully is never an option for the undead. Each night you are plagued with horrifyingly real dreams. It is said of the undead that if you die in such a nightmare, you die permanently. Knowing the power of the mind and the frailty of a body without a soul securely attached, you take no chances. You keep a Zombie guard in your room to wake you periodically. For the most part, this tactic works.
Day 69 Nightmare The nightmare began as usual. Ethric was chasing you, waving his sword like the lunatic he was. Screaming battle cries, he rushes headlong forward, threatening to overtake and kill you. There is no doubt in your mind this Warlock would rip your head from your shoulders and use it to play kickball. He was mad, insane with jealousy and unable to control the power he already had. His screaming turned to a maddening chanting and lightning ripped from his hands, searing your tender flesh and throwing you to the ground.

Bony hands shake you before you die in the dream. "I'm sorry, sir," the Zombie apologizes. "I was just waking you as you ordered." Shaking, you spend the rest of the night pouring over rosters.

Day 71 Nightmare As you roll over and raise your weak arm, the stench of seared flesh nearly chokes you. Although unable to see Ethric clearly through your tearing eyes, you know his sword is about to slice through you as though you were melted butter. But the blow does not fall. Instead, strong hands pick you up and throw you against a wall.

You now face Crag Hack. The crazy barbarian wants to be paid. He yanks your coin purse out from between your ribs and leaves you with a gaping hole in your chest.

As you lay dying without hope of resurrection, a Druid with the face of an angel appears before you. However, her beautiful smile turns wicked and ugly as she uses her healing magic in reverse. Searing the rest of your flesh from your body, she screams of souls lost forever because of you. As you standing before her, naked and alone, she laughs.

The other two heroes join in the laughter, causing you to cry like a ridiculed child. You scream tearfully at them until you finally wake up.

Day 89 The Genie Barbarian Whispers in the darkness hint at things just out of sight and around the corner. You are moving through dark forests with only the moonlight to guide your path. Your horse stumbles, whinnying as you go down. Pinned, you attempt to scramble out from under the dying thoroughbred when a shadow falls over you. It is the blue-faced Barbarian, the one who had studied in Bracada.
Day 91 The Ranger There is no escaping this nightmare. Once again you are in the shadowy forest, this time fleeing the barbaric genie. He is a skillful hunter and even more determined than Crag Hack to get his pay.

An arrow slices through your foot, rooting you to the ground. You see the shadows stir and out steps the white-skinned, red-haired Ranger with the strange bow. He swiftly puts more arrows into your body before taking careful aim at your skull with the final shaft.

Suddenly, you begin falling into an opening in the ground. Making a last, desperate grab at a hand extended toward you, you materialize safely in your bed. But the hand you are clutching is not that of your guard - the Zombie's arms had finally come apart after rescuing you from the deadly dream so many times. No, a commander who happened to walk past your tent and hear your distress saved you.

You curse softly. If not for happenstance, you would have died. You vow that you will not risk sleep again.

Objects[edit | hide]

Towns[edit | hide]

Location Player Type Name
31, 14, 0 Blue Necropolis -
60, 33, 0 Blue Necropolis -
67, 11, 0 Blue Necropolis -
4, 32, 0 Red Castle -
4, 67, 0 Red Castle Haart Castle
29, 53, 0 Red Castle -
61, 67, 0 Red Castle -
Town timed events[edit | hide]
Day Title Message
Day 37 At Necropolis (60, 33, 0):
Troops
(Repeats every 7 days)
Your money has been going to good use. Troops arrive as promised -- not many, but proof enough that scouts are being caught, killed and turned into skeletons to fight against the people they once served. Such a delicious irony!
Effect: Skeleton Skeleton Warrior 20 Skeletons and Skeleton Warriors

Heroes[edit | hide]

Location Player Hero
4, 33, 0 Red ValeskaValeska Valeska the Knight
4, 69, 0 Red SorshaSorsha Sorsha the Knight
29, 55, 0 Red SanyaSanya Sanya the Cleric
61, 68, 0 Red CuthbertCuthbert Cuthbert the Cleric
67, 13, 0 Blue SandroSandro Sandro the Necromancer