Here There Be Pirates: Difference between revisions
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{{ | {{campaign navigational box|ab=expanded|foolhardywaywardness=expanded}}'''Here There Be Pirates''' is the third scenario of the [[Foolhardy Waywardness]] campaign in {{ab}}{{withab}}. | ||
== Campaign == | == Campaign == | ||
=== Right-click text === | === Right-click text === |
Revision as of 15:57, 12 November 2022
Here There Be Pirates is the third scenario of the Foolhardy Waywardness campaign in Armageddon's Blade.
Campaign
Right-click text
Sir Christian was on his way home when one of his crewmembers discovered that the boat had no navigational equipment. Instead of getting a sailing ship, they got a dinghy for short distance traveling. After many days and nights at sea, they found their salvation and discovered another small island... full of pirates.
Prologue
ChristianChristian Christian: I do not know if it is poetic justice, a bad joke, or plain rudeness, but I was informed my native friends 'forgot' the rather important navigational equipment. After many days and nights, we found our salvation and discovered another small island... full of pirates. Apparently they too do not understand the art of the fragarance alchemist.
Scenario
Map description
Great challenges lie before Sir Christian. To win, he must capture all enemy towns and castles and defeat all enemy heroes. He will be limited to experience level 24. If he wins, he will carry over his experience, primary skills, secondary skills, and his spell book. If he fails, his quest is over.
Starting options
- Give 9 Rocs to ChristianChristian Christian
- Give 1 Attack Skill and Defense Skill to ChristianChristian Christian
- Receive 5421 Gold
Timed events
Day 1 - Intro 1 |
It looks as if Sir Christian would be on his way home when one of his crewmembers discovered that the boat had no navigational equipment. Instead of getting a sailing ship, they got a dinghy for short distance traveling. The crewmembers began to wonder what kind of bet Sir Christian had lost. On the clear nights he used the stars to navigate his craft. But still had no idea where they were heading. After several days, scurvy, horrendous body odor, and severe sunburn one of the crewmembers spotted a small island flying a purple flag. The weak vessel held up well for most of the journey but was really beginning to take a beating from the rough ocean waters. Sir Christian decided to land his galley before it sank right from under his feet. Once ashore he met with the leader of the village to learn they were the world famous Regnan Pirates in charge of smuggling stolen loot to between Erathia and Enroth. Sir Christian explained his situation to the leader of the village who then agreed to help him in one condition: Sir Christian would have to swear undying loyalty to the pirates and complete secrecy to their operation. The alternative was to get the comfy chair. After a moment of thought and consideration, Sir Christian came to the conclusion that he had no choice and joined the pirates. From the sound of it he didn't want to know what the comfy chair is. The pirates would help Sir Christian after he completed a small quest. Reluctantly, Sir Christian agrees but begins to sow the ocean with messages sealed in bottles hoping that one might reach Enroth and a rescue ship will be sent. |
(13, 11, 0) Stronghold: Day 3 - Build Tavern |
The pirates have fallen off the wagon and have built a tavern in your name. (Of course.) You had a sneaking suspicion that the Alanon program would, for some reason, fall apart. |
Day 8 - Day 8 |
Beware of the fiery swamps in the underground. The enemy has taken over a fairly large fort down there. Therefore, you must overthrow that fort as well as the others. Take extreme caution when traveling there. Watch out for the R.O.U.S.'s! Remember, there's not much time... Good luck, The Captain |
Day 9 - Day 9 |
Your advisor suggests that you send off some spies to the other islands to get inside information about the enemies. Lucky for you Rent-A-Spy was having a Two-For-One deal this week only. You hire four spies. You glance at your own troops and a sad and desperate look comes across your face. "Bunch of drunken fools! You all should've been hired as jesters," you say to yourself. |
Day 28 - Union Dues (every 28 days) |
Congratulations again on your joining the Regnan Pirates Union. It's great to have you with us. You are now among the finest in piracy. To keep your dues paid up please contribute to your pirate brethren. Your generous donation will help find a cure for scurvy and help thousands of C.O.A.P. (Children of Adult Pirates) get nutrition and the best piracy training gold can buy. Once again, thank you for your support. |
Day 30 - Day 30 |
Only half of the spies have returned back from their mission. They were beaten bloody and barely alive. The others were captured by inquisitors, and found out what the comfy chair is all about. The spies tell you that the powerful enemies were stronger and larger than expected. Their artillery alone could, quite possibly, completely wipe us out. You commend them for their excellence. Your troops stand aside, clearly amazed, to let them pass to follow their orders to bathe immediately! |
Day 60 - Day 60 |
While traveling you meet with a messenger. He is resting on a rock. You dismount and introduce yourself to the boy. In between his breaths he introduces himself as a messenger from Erathia. Surprised, you almost fall off of the rock you're sitting on. The boy looks at you strangely and then laughs. "...From Erathia?" you ask. "Yes" says the boy. "I am to deliver a terrible message to a Sir Christian. Perhaps you know of him?" "Continue!" you interrupt. "Can you tell me where he might be?' the boy asks. "Perhaps I can. Tell me the message." you reply. "Well...ok." The boy pulls out a scroll out of his back and unrolls it and the bottom of it hits your feet. "It's rather...uh... lengthy," the boy says hesitantly. "...Here goes. Erathia has gotten information that while Sir Christian was on a pleasure cruise he and his crew ran into some slight difficulties. Avoiding a painful death Sir Christian joined the Regnan Pirates in hopes they would help him to get back home. Am I correct so far?" The boy asks. You ask the boy how Erathia learned about this information. He answers, "A fishing boat off the coast of Enroth found several messages sealed in bottles that told where he was. And it was signed by Sir Christian himself." "A MIRACLE!" you shout. The boy continues. "Here's the bad part. The pirates are using Sir Christian to kill off all of the other pirate sects so they can take over all of their towns and gather all the resources to attack Queen Catherine's Military base just off of Enroth. Do you know where this Sir Christian might be?" "I'll deliver the message to him at once. Give me that scroll. Here. Take some gold pieces and some food. It is too dangerous around here for you, boy. I will see to it that your bravery is commended. I thank you. Now go back how you came. Talk to no one. And please...be careful." The boy shakes your hand and then runs off. You sit on the rock and take in the information you just heard. You feel happy and angry at the same time. Happy that Erathia knows where your fleet is and very angry for being used as a tool to attack your homeland. You begin think out loud. "I must finish my quest as not to draw attention to me. Then I will desert this place. I will then go to Queen Catherine's Military base to protect it. And then, finally, I'll get a free ride home...If I live." |
Objects
Events
Location | Message |
---|---|
13, 12, 0 | Just as the goblins had said, there is a guard at the town entrance and he asks to see your ID badge. The tall gangly fellow takes his badge out. "I wear mine proudly! You should to." You smile at him and take your badge. You look around in the town and notice that there is no sign of a tavern. A town full of pirates and no tavern? Strange. As you enter the fear of dealing with Alanon pirates crosses your mind. This could be bad. |
19, 14, 0 | You meet the captain. A foul-smelling, foul-mouthed fat old ogre. In a gravely voice, he introduces himself and gives you your quest. "Ahoy there matey. They call me Dread Pirate Hogfling. Pleasure to meet ya!" He smacks you hard on the back. "There's not much time. If my records are right, and they generally are not, you are to...no, that quest is for later. Ah, here is yours. You see those neighboring three islands? Our enemies are on those islands. You quest is to defeat them and take over their islands. If you succeed my assistant, Hogfling, will await you aboard a ship to get you out of here and on your way home!" You thank him and think to yourself "Hogfling, What an unfortunate name." |
23, 16, 0 | You approach the orcs that guard the stronghold town. Suddenly you are surrounded by goblins that bombard you with large stacks of paperwork. Your ignorance consumes you. "A pirates' union?" you ask. "Yes of course. And take this," one goblin says. He hands you an ID badge. "You must show this at the town entrance. We can never be too careful around here. And with the ID you'll get a discount on all drinks at the town tavern!" After selling your soul to the Regnan Pirates you are instructed to go to the stronghold to receive your quest. |
24, 69, 0 | A pack of hideous, drunken zombies approach you. "You best watch yourself. We're wanted men." "Men?" you reply. "We've got the death mark in twelve lands." "I'll be careful." you say cautiously. "You will be DEAD!"
Suddenly, they lunge at you. |
26, 87, 0 | It sure is hot out. You could fry a dozen eggs over-easy on the saddle of your horse. You decide to stop at the stream for a drink of fresh water and rest. |
33, 28, 0 | While relieving yourself, you find a leprechaun. Expecting to get his pot of gold, the leprechaun gives you a bowl of cereal instead. |
35, 83, 0 | From out of nowhere an extremely bright flashing light consumes the surroundings of you and your noble army. The flashing was so intense that you all fall unconscious. In the center of the blinding light hordes of kreegans appear. Immediately they begin taking your belongings. Moments later they disappear and you and your troops awaken. You search to see what they had stolen. |
88, 83, 0 | An undead dead drunk approaches you and invites you to the bi-annual undead convention. "Come!" He tells you overzealously. "Come with me to Leper-con. You will be my guest." As he excitedly shook your hand with both hands his arms fall off right at the shoulders. He begins laughing loudly and apologizing. Your stomach turns but you notice that these arms are cold and very heavy. He continues to laugh at you. You heft the arms up so can get a closer look. "Would you look at that?" You show everyone. |
94, 73, 1 | On the way to the tavern, several combat-hardened cyclopses stop you. They began looking over your troops. "How long have you had these troops?" asks one of the cyclopses. "A while now Sir. These are not the troops you're looking for so lay off." "Move along," said the cyclops. |
105, 3, 0 |
Towns
Location | Player | Type |
---|---|---|
13, 11, 0 | Stronghold | |
19, 97, 0 | Rampart | |
42, 25, 1 | Castle | |
45, 67, 0 | Stronghold | |
60, 88, 0 | Stronghold | |
63, 53, 0 | Stronghold | |
90, 58, 0 | Rampart | |
95, 15, 0 | Castle |
Monsters
Location | Type | Message |
---|---|---|
20, 21, 1 | Fire Elemental | "You come any closer and the whole cart goes up in flames!" |
27, 18, 0 | Goblin | "Go to the Stronghold and get yourself a real army!" |
28, 16, 0 | Goblin | Go to the Stronghold. |
29, 15, 0 | Goblin | "You look like a sissy!" |
37, 88, 0 | Titan | |
40, 35, 0 | Mage | A pack of mages appear in your path. They refuse to let anyone pass. This looks like a situation that could resort to violence, but you respect your those who might be more powerful than yourself. One mage challenges you to a battle of wits with a game of chess. If he wins, you die. If you win, the mages will permit you to pass. In this battle you are weaponless. You draw your sword. |
Heroes
Location | Player | Hero |
---|---|---|
19, 98, 0 | Clancy the Ranger | |
27, 15, 0 | ChristianChristian Christian the Knight | |
33, 5, 0 | Sylvia the Knight | |
42, 26, 1 | Rion the Cleric | |
90, 59, 0 | Elleshar the Druid | |
95, 16, 0 | Sir Mullich the Knight |
Artifacts
Location | Type | Message |
---|---|---|
19, 82, 0 | Pendant of Total Recall | |
25, 32, 0 | Pendant of Negativity | |
30, 48, 0 | Pendant of Second Sight | |
31, 37, 0 | Vampire's Cowl | |
36, 11, 0 | Endless Purse of Gold | |
40, 32, 0 | Orb of Driving Rain |
Resources
Location | Type | Message |
---|---|---|
32, 90, 0 | Sulfur | |
91, 62, 1 | Gold |
Seer's Huts
27, 97, 0 - Seer's Hut |
---|
32, 22, 0 - Seer's Hut |
Proposal Message |
Completion Message |
35, 22, 0 - Seer's Hut |
Proposal Message |
Completion Message |
37, 97, 0 - Seer's Hut |
Proposal Message |
Completion Message |
49, 54, 1 - Seer's Hut |
Proposal Message |
Completion Message |
79, 35, 0 - Seer's Hut |
Proposal Message |
Completion Message |
85, 90, 0 - Seer's Hut |
Proposal Message |
Completion Message |
95, 22, 0 - Seer's Hut |
Proposal Message |
Completion Message |
Quest Guards
40, 13, 1 - Quest Guard |
---|
Proposal Message |
A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Orb of Inhibition. You'll find a teleporter near this artifact. It will lead you back near here. |
Progress Message |
The wizard is admant. Without the Orb of Inhibition, none will pass. Don't forget about the teleporter. |
Signs
Location | Message |
---|---|
35, 84, 0 | Area 51 |
37, 13, 1 | The item you need lies in the southeast. All your troubles end when passing the Quest Guard. |
39, 84, 1 | Here's the gold. It's new and improved. Brought to you by the troglodytes. The sweetest smelling troglodytes in the world. |
Ocean Bottles
Location | Message |
---|---|
5, 96, 0 | This fine ale bottled at New World brewery. |
8, 65, 0 | Help me, Rhonda |
24, 10, 0 | To he who may unscramble this message: A Greene Virus Toy. The heavens shall smile upon thee. |
60, 67, 0 | I'm sending out an SOS |
82, 4, 0 | Help! I need somebody |
90, 48, 0 | I'll get by with a little help from my friends. |