Burning of Tatalia: Difference between revisions
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| style="background-color:#f2f2f2; text-align:center;" | <p><center>'''Quest:''' Defeat the {{Cn|Vampire Lord|name=Vampire Lords}} at (93, 138, 0)</center></p> | | style="background-color:#f2f2f2; text-align:center;" | Our doors do not open for anyone. Prove your loyalty by defeating our enemies, the Vampire Lords. Only then will you be allowed to pass.<p><center>'''Quest:''' Defeat the {{Cn|Vampire Lord|name=Vampire Lords}} at (93, 138, 0)</center></p> | ||
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Revision as of 23:17, 14 May 2023
Burning of Tatalia is the third and final scenario of the Playing with Fire campaign in Armageddon's Blade.
Campaign
Right-click text
It is time to confront the Death Knight Lord Haart. Take your armies and defeat the traitorous fiend. His loyal followers assist this force of death as he mows a path through Tatalia several miles wide all the way to the ocean.
Prologue
Adrienne: I do not know what the dead remember from their time among the living. If Lord Haart had memory of Tatalia, it has failed him. Scouts report the dead knight has turned northwest and set up along the coast. Now I have him trapped. However, army morale is low. My people do not like following a fire witch, yet they dislike becoming undead even more.
Scenario
Map description
Defeat Lord Haart and all of his followers, freeing Tatalia from the bony grasp of deadly evil. If Adrienne dies, you will lose your war against this horrific evil. Seek the Seer's Huts to find the Tomes of Fire and Earth magic in order to help destroy Lord Haart.
Starting options
- Give 30 Lizardmen to Most Powerful Hero
- Give 10 Serpent Flies to Most Powerful Hero
- Give 5 Basilisks to Most Powerful Hero
Timed events
Day 1 - Burning |
For days you have traveled, following the thick plume of smoke. Finally, after days of fires burning out of control the smoke thins and you come across the destruction. Here Lord Haart burned a path through Tatalia, creating an undead army of those killed in the fires. |
(17, 128, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
(50, 15, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
(51, 136, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
(54, 74, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
(68, 39, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
(86, 5, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
(140, 57, 0) Necropolis: Day 1 - Troops (every 7 days) |
This will give the computer player troops. |
Day 8 - Followers |
Lord Haart's followers split up and went three ways. They too burned paths through the once lush swamps. Even though the burning occurred only a week ago, the swamp is already beginning to repair itself. |
Day 12 - Help! |
A messenger returns with news of a few towns that have been able to hold out. However, they will not hold out for long. The Undead followers of Lord Haart have whittled their forces down. They beg you to give them aid before they are forced to become undead. Their location is on the southern sea. |
Day 20 - Thanel Falls |
A message arrives from the north, from the citizens of Thanel Falls. They are holding out thus far, but do not know how much longer it will be when their supplies run out. If you could send some, they might be able to hold out longer. Realizing you can't lose anymore ground you send resources. |
Day 30 - Cry for help |
Hacking your way through the underbrush a small creature skitters just out of view. Drawing weapons and readying spells the men clear away some more underbrush, and corner the vicious Gnoll child in a small outcropping of rock. Relaxing, you carefully approach the young child. He is battered and bruised, smudges of ash and smoke spattered on his face and clothes. Realizing you are an ally he immediately begins to babble, "There is a town north of here, called Terisan. We've been holding out against the undead for a few months now, but the tide will turn soon enough. We beg of you, help us be free from this menace. Please, I don't want my family to die. We promise to follow you if you help us. I am the only one to survive the expedition outside of our immediate area. Please, I beg you." You must do something soon or this town will fall, only to be raised against you. |
Day 35 - Message |
You send messengers out to the towns still out of your reach. The messages read, "Please hold out just a while longer. We are working as quickly as possible through the swamps. With luck we should be there soon." Hopefully they will be able to hold out against the waves of undead. |
Day 45 - A message |
A messenger, out of breath and exhausted runs into camp, shouting for Adrienne. Taking the message you quickly scan the contents and smile. The leaders have taken notice of the events in Northern Tatalia. They now know your value to them - at least for the moment. Help will arrive soon. |
Day 55 - Cash |
Four riders, moving swiftly through the swamps arrive at camp. Each horse is trailing two more, all loaded with saddlebags. They dismount quickly and pull bags off the horses, dropping them heavily to the ground. Inspection quickly reveals supplies. One of the riders says, "Greeting Adrienne, we have brought word from the leaders. They cannot send troops right now, but have sent supplies in order to help the construction of towns and cities here. Troops will begin to arrive soon." |
Day 60 - Slow carts1 |
Lumbering into camp are two covered carts. Each are drawn by four horses, lathered with sweat and wild-eyed from a terrifying ride through enemy territory. Uncovering the carts you quickly discover the wood and ore you greatly need. |
Day 70 - Troops! |
Finally! Troops are arriving at your main camps. Now available, you can recruit those you need and let the others rest. These troops will be great additions to your army. |
(98, 136, 0) Fortress: Day 70 - Troops |
There are troops available in Rakops. |
(127, 94, 0) Fortress: Day 70 - Troops |
There are troops available in Aseranton. |
(135, 120, 0) Fortress: Day 70 - Troops |
The troops are ready for hire in Sehithwa. |
Rumors
Water Elementals |
Water Elementals are taking advantage of the chaos and invading our lands! |
Objects
Events
Location | Message |
---|---|
9, 22, 0 | Exploring this small island has been a test of character. Amidst the lush swamp are horrors raised from the dead. Experienced warriors quake in their boots each time a fight arises, but somehow find the courage to fend off this plague. Your pride in the men grows, raising morale. |
22, 51, 0 | This small area of Tatalia seems untouched by death and destruction. A beautiful fountain bubbles merrily in the distance as birds twitter and sing to themselves. For a moment all is peaceful with the world. Maybe, just maybe, your luck is turning for the better. |
34, 120, 0 | Rotting flesh and stinking corpses seem to have become a part of every day life in the fight to eradicate this undead menace from Tatalia. Knowing if you fail, Lord Haart will be able to raise an army no one will ever be able to stop, is what keeps you and your troops moving forward. |
36, 81, 0 | The air whips suddenly, spinning into several small tornadoes. Fearing an early monsoon you turn to get farther from the coast, into the sheltered area of the forest, but are stopped. It seems these tornadoes are Air Elementals blocking your path, ready to spill your blood! |
45, 84, 0 | Passing into the Greater Basilisks territory you see dozens of Basilisks come at you. They motion their surrender. "We do not wish to go against Tatalia, but were forced to do so. Please allow us to join your ranks and fight at your side. |
45, 110, 0 | The Tatalians within are fighting to keep Lord Haart and his followers from their lands, but are slowly losing the war of attrition. When their fallen comrades rise again to fight on the side of the enemy, hope slips from them like water through their fingers. |
55, 121, 0 | The Tatalians within are fighting to keep Lord Haart and his followers from their lands, but are slowly losing the war of attrition. When their fallen comrades rise again to fight on the side of the enemy, hope slips from them like water through their fingers. |
99, 73, 0 | From the thin air, and the ground below, rise the ghostly remains of Dragons long since dead. They howl and scream, as your men cower in fear and cover their ears, vainly trying to block the horrid sounds. Surrounded by the vengeful screams you have no choice but to stand and fight. Contents: File:Morale small.gif -1 Morale |
107, 8, 0 | Rooting about in the underbrush while others take a quick break from the day's trek, some of the men turn up a few lost items. Not a bad find at all. |
111, 38, 0 | The infestation has spread widely here. The cries of dying Tatalians can be heard faintly as they fall, one by one. The strange, unnatural sounds of undead slowly stalking their prey can be heard over the quiet chattering of the few remaining wild animals. |
113, 38, 0 | Unable to completely break through the fierce Tatalian defenses Lord Haart has penned them into this small area. Once the Followers of Lord Haart have settled into their new homes, they will come back to finish the job here. Soon resources will run out and the Tatalian defenses will fall. |
114, 38, 0 | As your troops move around the bend you can see a garrison not too far off. The stench of death and decay fills the air, causing many to retch. All know this area is barely hanging onto the last vestiges of life. Rotted flesh will soon be all that is left. |
115, 39, 0 | From out behind trees the rotting corpses crawl. The men freeze in fear as the rotting corpses stumble towards them. Realizing the trap for what it is, you command the troops to beat a hasty retreat, but your path soon becomes blocked by more undead. Surrounded, you face no choice but to fight these horrors. Contents: 20 Wood, 10 Mercury, 20 Ore, 10 Sulfur, 10 Crystals, 10 Gems, 5000 Gold |
118, 92, 0 | An old man is sitting on the ground, whittling a small toy from wood. He looks up at you and says, "Good thing the undead follow orders to the letter. The Lich says to them 'Don't let anyone pass' and after that they wouldn't even let their own kind pass! Mindless creatures they are, mindless." |
122, 11, 0 | Here, among the floating wreckage you see the glint of something metallic just below the murky waters of the swamp. Splashing overboard one man retrieves the object. Seems your luck is turning. |
122, 57, 0 | Here is where the undead beasts must have gone to the underworld, originally. The path to and from the cavern is well trodden. They left no stone unturned, no part of the land could escape. It is disturbing to think of how thorough these Death Knights and Necromancers really are. |
124, 70, 0 | Up ahead are loose resources for gathering. Since you had defeated the undead in the Garrison you didn't expect the ambush! Water Elementals come at your forces from all sides, protecting their loot! |
129, 54, 0 | Stepping into the clearing you are suddenly surrounded by at least a hundred of the horrors now serving a dark master. With precise agility you form up and prepare to destroy the blasphemous undead. |
129, 57, 0 | This little clearing is untouched by the undead, clean from their bony grasp. How they missed this spot you do not know, nor do you care. You are grateful they did not leave hundreds of their beastly apparitions behind. Quickly you move forward to sweep the clearing and be gone. |
130, 95, 0 | What used to be a thriving community is now a smoking pile of ruin. Some people can be seen living deep within the underbrush. In order to call out the citizens you will have to disperse the horrific creatures. |
131, 22, 0 | Hiding in the underbrush is a young man. Boldly he approaches the army. Smiling and cracking jokes he puts your men at ease. Wary, you keep an eye on him. He is friendly throughout the evening meal and bids you goodbye after. Long gone, you discover he left with a few items. Contents: -2 Wood, -1 Mercury, -2 Ore, -1 Sulfur, -1 Crystals, -1 Gems, -200 Gold |
134, 80, 0 | Follow the trail of destruction left behind by this follower has been an all too easy task. You wish it were harder. Such devastation could easily cripple Tatalia for a very long time. It breaks your heart to see the blackened bodies of swamp creatures and broken limbs of Tatalian citizens. |
137, 141, 0 | A recovering path of destruction was left behind by Lord Haart and his undead followers. Small bits of green can be seen poking through the mountains. With amazing restorative capabilities the swamps of Tatalia will soon recover from the extensive burnings. You know if Lord Haart and his followers are not soon defeated they will turn the beautiful swamps of Tatalia into nothing but barren lands of Undead. Even the swamps need some part left intact in order to grow again. |
140, 109, 0 | In the clearing ahead you can see the cave entrance leading to the lands below the surface. There, more of the undead have infiltrated the subterranean inhabitants. You hear the whisperings of rumors; sunken towns existing below the surface even to this day. Time someone confirmed the myths. |
Towns
Location | Color | Type | Name |
---|---|---|---|
4, 31, 0 | Fortress | Andara | |
6, 90, 1 | Fortress | Hounde | |
15, 83, 0 | Fortress | Nokaneng | |
16, 5, 0 | Fortress | Caprivi | |
17, 128, 0 | Necropolis | ||
25, 15, 1 | Fortress | Djibo | |
26, 50, 1 | Fortress | Tougane | |
27, 67, 0 | Fortress | Plumtree | |
40, 103, 0 | Fortress | Warrenton | |
41, 39, 0 | Fortress | Zipfel | |
50, 15, 0 | Necropolis | ||
51, 91, 0 | Fortress | Nylstroom | |
51, 136, 0 | Necropolis | ||
54, 74, 0 | Necropolis | ||
60, 134, 1 | Fortress | Rundu | |
65, 29, 1 | Necropolis | ||
68, 38, 0 | Necropolis | ||
71, 125, 0 | Fortress | Kuruman | |
87, 5, 0 | Necropolis | ||
87, 95, 0 | Fortress | ||
98, 136, 0 | Fortress | Rakops | |
105, 6, 0 | Fortress | Bangassou | |
115, 72, 0 | Fortress | Terisan | |
119, 47, 0 | Fortress | Thanel Falls | |
124, 8, 1 | Necropolis | ||
127, 94, 0 | Fortress | Aseranton | |
135, 120, 0 | Fortress | Sehithwa | |
139, 22, 0 | Fortress | Ghanzi | |
140, 57, 0 | Necropolis |
Colors
Red | Player |
Blue | Enemy |
Orange | Enemy |
Purple | Enemy |
Teal | Enemy |
Heroes
Location | Player | Hero |
---|---|---|
15, 131, 0 | Ajorn the Necromancer | |
16, 129, 0 | Tejveer the Necromancer | |
48, 137, 0 | Obekan the Death Knight | |
50, 17, 0 | Hortensia the Necromancer | |
52, 138, 0 | Jelan the Death Knight | |
54, 19, 0 | Godomir the Death Knight | |
54, 75, 0 | Lord Haart the Death Knight | |
57, 78, 0 | Sethe the Necromancer | |
68, 40, 0 | Kajitianna the Death Knight | |
72, 41, 0 | Nuzrath the Necromancer | |
85, 7, 0 | Mihalis the Death Knight | |
86, 10, 0 | Qenay the Necromancer | |
112, 91, 1 | Drakon the Beastmaster | |
122, 9, 1 | Zartaj the Death Knight | |
124, 11, 1 | Dikisha the Death Knight | |
139, 60, 0 | Photima the Necromancer | |
139, 141, 0 | Adrienne the Witch | |
140, 140, 0 | Your 4th most powerful hero from March of the Undead. | |
140, 142, 0 | Your 5th most powerful hero from March of the Undead. | |
141, 139, 0 | Your 3rd most powerful hero from March of the Undead. | |
142, 59, 0 | Vellore the Death Knight | |
142, 143, 0 | Your most powerful hero from March of the Undead. | |
143, 139, 0 | Your 2nd most powerful hero from March of the Undead. |
Monsters
Location | Type | Message |
---|---|---|
3, 62, 0 | Ghost Dragon | Here is where the ghosts of dragons haunt the entrance to their ancient lairs. Even though they were slain by Heroes hundreds of years ago, their greed has kept their spirits anchored here. It is time to have them sail into the afterlife and see what riches they have kept hidden for centuries. |
4, 32, 0 | Lich | Huddled inside the Fort are peasantry who want nothing more than to return to their homes and start rebuilding their lives. In the way of their freedom is a group of Liches. The Liches are not in a mood to negotiate or back down, which is just fine with you. |
23, 56, 0 | Diamond Golem | We need the diamonds within this gem pond to survive. If we let you have it, we die. So logic dictates that we will not let you have it. We do not see why you won't just leave us in peace with our pond, but if you insist we will oblige and crush you. |
55, 96, 0 | Gold Golem | A lost and forgotten Alchemist has left his creations here to guard the entrance to his lab. Now acting automatically they will let no one pass without a fierce fight. In order to reap the benefits of the Lab you must destroy these mindless automatons. |
56, 59, 1 | Medusa | The Keymaster does not want to be disturbed by the likes of you. Only those worthy of his attention shall pass. Prove yourself by defeating us in combat! |
59, 68, 1 | Red Dragon | We are the last of our kind here. With our fiery breaths we will purge the infidels from this land. Prepare to meet thy maker, mortal fool. |
71, 91, 0 | Chaos Hydra | No one will ever defeat us! We are not like those wimpy Gnolls or Lizardmen who fall over with a stiff wind. We are big, buff and tough - and have powerful armor! |
80, 51, 1 | Red Dragon | They have stolen our homes, but they will not steal our gold! |
93, 138, 0 | Vampire Lord | Excellent! Our lunch has been delivered, we are eternally grateful for such prompt service. Compliments to the chef. |
98, 73, 0 | Wight | You may think we are but paltry guardians of this valley, but looks can be very deceiving. If you even get past us, there are great guardians to wrench the tender flesh from your bones! |
111, 95, 0 | Lizard Warrior | Will you let us join your army? We too want to rid Tatalia of this scourge. |
111, 122, 0 | Gnoll Marauder | There is something we must tell you. To the north some of our people have been able to hold out against the undead, but will not do so for long. Move quickly or they will surely fall. We are willing to join you to defeat our enemies. |
119, 98, 0 | Lizard Warrior | Glad to see the heroes are finally moving farther into enemy territory. Pick up our brethren just north west of here and we should go free those poor serpent flies. Guess they're powerful enough for the undead to notice. |
119, 99, 1 | Medusa Queen | We are the Guardians of the Underground. None shall get past us. |
119, 125, 0 | Gnoll Marauder | We have heard of you and wish to join your army. Our only desire is to rid our homeland of this evil and return it to its former glory and beauty. |
120, 81, 0 | Lich | So you wish to steal our mercury? No one can withstand our magicks. Prepare to join our ranks, you foolish living freak. |
124, 127, 0 | Gnoll Marauder | Excellent! We were hoping you would come by and have us join your army. Can't wait to get rid of the undead who have been plaguing our lands. |
127, 130, 0 | Gnoll Marauder | About time you made it here! Seems like we've been waiting forever for you to come by. I hope you don't consider us unworthy of joining your army! |
133, 105, 0 | Lizard Warrior | Luckily the undead consider us insignificant enough to leave us alone. We would like to join your forces for the honor of ridding Tatalia of her enemies. |
133, 128, 0 | Gnoll Marauder | Word has reached us and we are prepared to join your forces. More are waiting inside, just have to go collect them. |
135, 111, 0 | Lizard Warrior | Please! We are trying to free the Serpent Flies, but haven't been able to. Let us join you and maybe together we can free the Tatalians! |
137, 135, 0 | Gnoll Marauder | Our brethren told us of your coming. We are glad to see you. This war has taken its toll on us, and we have lost all of our leaders to the Death Knight. Let us join you so we may fight against this plague. |
139, 47, 0 | Lizard Warrior | For many years we have been subjected to the whims of others. No more! Now we have found a home and we shall fight to keep it. No Beastmaster or Witch shall ever order us around again. We'd rather die than become your indentured fodder! |
141, 97, 0 | Lizard Warrior | Hello there! Heard you were coming this way and wanted to make sure you stopped by to have us join your forces. Don't forget those north of here either, they are anxious to join the war. |
142, 92, 0 | Lizard Warrior | Our brethren to the south must have told you we wanted to join your forces as well. Scouts have told of some imps who moved in just north of us. Apparently they fled their homeland after Erathia defeated them and came here. We should get rid of them before more arrive! |
143, 130, 0 | Gnoll Marauder | There are more within the hut who will join, just go and call to them. |
143, 137, 0 | Gnoll Marauder | We were told of your coming and have been here protecting this area from Lord Haart and his followers. They have moved on, but we stand here - just in case. Some undead have gotten past us, but not many. We will help you purge the land. |
Artifacts
Location | Type | Message |
---|---|---|
101, 3, 1 | Targ of the Rampaging Ogre | Do you think such a puny excuse such as you can take this from us? Go away! If you do not leave us we will crunch your bones and drink your blood! You ask yourself, "Do I want to leave or do I want to stay?" (Yes-fight, No-run!) |
Resources
Location | Type | Message |
---|---|---|
119, 104, 1 | Wood | Hey, now you can finally build the gnolls that treehouse they wanted. |
120, 102, 1 | Mercury | Guess they were guarding the area for a reason. Lots of mercury down here. |
120, 104, 1 | Gems | These will cover some costs quite nicely. |
122, 104, 1 | Sulfur | What are you going to do with all this sulfur? |
123, 101, 1 | Crystals | No wonder they were guarding this area! |
123, 104, 1 | Ore | You'll never be short on Ore again. |
127, 100, 1 | Gold | Guess that tuition is taken care of. |
131, 1, 0 | Wood | A large pile of wood lies before you in the road, beside the pile are the bodies of the woodcutters. They died trying to do their part in the Tatalian effort. Starting to collect the wood you discover the murderers... |
Seer's Huts
67, 113, 0 - Seer's Hut |
---|
Proposal Message |
I am researching a better way to kill the undead plaguing our lands. Bring me 200 Skeleton Warriors and I will teach you what I know about the undead. |
Completion Message |
At last, the 200 Skeleton Warriors that will help our war effort. Give them to me and you will gain 20,000 experience. |
74, 89, 0 - Seer's Hut |
Proposal Message |
I have heard of your need, but also have needs of my own. In order to leave my humble home I should be well protected before giving up my only other defense - the Tome of Earth Magic. Bring me the Armor of Wonder and I will give you the Tome. |
Completion Message |
83, 24, 0 - Seer's Hut |
Proposal Message |
Qenay is an evil and horrid beastly thing. He is a scourge of this land, killing all in sight. He used to be my beloved husband, but was slaughtered and turned into a hideous thing. I will teach you the spell Fly if you put his soul to rest. |
Completion Message |
Qenay is finally at rest. Thank you so much for doing this for me. I am glad his soul will be able to find redemption for his actions as a Necromancer. Study the scroll and you will know how to Fly. |
84, 76, 0 - Seer's Hut |
Proposal Message |
In order to finish my Tome of Fire Magic I need the Sword of Hellfire. Bring it to me and I will donate the Tome to your cause. |
Completion Message |
95, 59, 0 - Seer's Hut |
Proposal Message |
If you prove your worth, I will give you money to help your war fund. Reach thirty-second level and I will give you 10,000 gold pieces. Until then do not bother me! |
Completion Message |
I thought you had promise. You have indeed reached level 32. Come in, come in. Here is the money I have promised you. |
110, 41, 0 - Seer's Hut |
Proposal Message |
I can help you create the Sword of Hellfire. To do so you must return with 20 Wood and Ore, 20 Mercury, Sulfur, Gems and Crystal, and 5,000 gold I will make the weapon for the war effort. |
Completion Message |
Finally! Here, give the 10 Wood, 5 Mercury, 10 Ore, 5 Sulfur, 5 Crystal, 5 Gems and 3000 Gold to me, and I'll make the sword for you. |
113, 59, 0 - Seer's Hut |
Proposal Message |
Photima has betrayed her people and joined the side of darkness and evil. I want her dead. I will pay 20 Mercury for any who puts her soul in Hell where it belongs. |
Completion Message |
I thought the day would never come! Photima is no more. You have earned your 20 Mercury. |
115, 86, 0 - Seer's Hut |
Proposal Message |
Wights have taken over our home! If you defeat them we will have our males join your cause for the war. They are just south and east of here, beyond the Garrison. |
Completion Message |
Excellent! Our wives and children can go home. We will help you with the war effort. |
Quest Guards
114, 143, 0 - Quest Guard |
---|
Proposal Message |
Our doors do not open for anyone. Prove your loyalty by defeating our enemies, the Vampire Lords. Only then will you be allowed to pass. |
127, 119, 0 - Quest Guard |
Proposal Message |
We have been forced to live here, rather than at our home near the fountain. Not until the Bone Dragons have been destroyed shall we leave here, and no one shall pass until then. |
Signs
Location | Message |
---|---|
132, 142, 0 | <------- Ocean |
Epilogue
Adrienne: Tomorrow, I will wake and this nightmare will end for both myself, Tatalia, and its people. I do not know if I have buried a hero... or a villan. In my travels I have heard many stories of Lord Haart's bravery and ultimate downfall. When I lay to rest, I wonder if the stories my countrymen tell will speak of me as a fire witch in a land of earth and water... or as hero.Template:Keywords