March of the Undead
March of the Undead | ||||||||||||||
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To win this scenario flag all creature generators within seven months. Beware, each are heavily guarded by hordes of undead. If you lose Adrienne then all is lost. Heroes will be limited to level 32, but six of your heroes will be carried over to the next scenario. | ||||||||||||||
Victory condition: Flag All Creature Dwellings or Defeat All Enemies |
Loss condition: Time Expires | |||||||||||||
Allies: | Enemies: 1: | |||||||||||||
Choose a bonus: |
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Carried to next scenario: 6 strongest heroes |
Max level: 32 |
Campaign
Prologue
Adrienne: With the conclusion of the Restoration War, Lord Haart's necromantic cult disbanded and went into hiding. It appears they have resurfaced and resurrected their leader. Now Lord Haart walks the Tatalian lands a Death Knight. If I am to continue my hunt for the dead warrior, I will need help. I hope my countrymen will be wise and not shun a hero who embraces fire magic.
Scenario
Timed events
Day 1 - History |
Freeing the Erathian-Tatalian border from the grasp of undead you push further into Tatalia, fearing what you see. This Death Knight has a good lead on you and your troops. And he has not squandered that lead. Smoldering ruins were here not too long ago. Now the land is recuperating, but it will be a while before the lush swamps heal the land. For the time being plants and trees are starting to quickly grow back in certain areas, but others are still a little bare. The First Lieutenant asks why you are smiling to yourself. "It is difficult to burn these swamps, there is much water to extinguish the fires. These fires burned large sections of the forests and mountains, but the land is healing faster than they might have expected. Only outsiders do not understand how quickly our swamplands recover." Your smile turns to a grimace at the sight of decaying bodies. |
Day 2 - Purpose |
You begin to look around, searching for a place to set up home base. Reports tell of such a town to the east, but the path is blocked by undead. Scouts are sent out to look for the enemy and discover their strengths. The rest of your forces are to spread out, find the town and wipe out the undead. |
Day 5 - Reports |
Scouts are beginning to return and the news is not good. The first to return did not get far before running into groups of the undead. It seems the Death Knight had an ingenious thought. His troops were left to guard the dwellings of all citizens of Tatalia. When the new recruits, ready to fight for Tatalia emerged each week, the undead were to attack. Powerful magicks were placed so if a group of undead simply stayed in the area, their numbers would cause the fallen Tatalians to rise from the dead and join the ranks of the enemy. With this tactic the Death Knight's armies will swell each week, and soon be unstoppable. The next few scouts reported this tactic as being used in a widespread manner. The undead must be cleared from the land and the Tatalians freed from their bony grasp. |
Day 7 - Scholars |
It has been rumored that Scholars have knowledge of great spells, but are heavily guarded. Seems these Scholars do not want to be disturbed by the fainthearted. Only those willing to destroy the Diamond Golems blocking the path will learn of the powerful spell each Scholar has. |
Day 10 - Scouts |
The last few scouts return with more news. None of it is good. Fleeing Tatalians went deep underground into the marshy tunnels that run underneath this area. Undead blindly followed and have continued to do as instructed. Deep beneath the earth are several dwellings of powerful Tatalian citizens who are being slaughtered and turned into powerful undead. Wincing at the news, your troubled looks are hard to hide from the men. Word spreads of great forces of Undead ready to erupt from under their very feet. It will be some time before the rumors fade away. |
(26, 7, 0) Fortress: Day 14 - Creatures! (every 7 days) |
(96, 81, 0) Fortress: Day 14 - Creatures! (every 7 days) |
Day 15 - Intelligence |
It may be that the troops of undead are not all that smart, but it seems one of the Death Knights or Liches got a brilliant idea. Because Tatalians rely so heavily on wood and ore to build their towns and cities more powerful creations would guard them. Leaving the lowest creations to guard the least needed mines, more powerful ones can be found lurking around the wood and ore mines. It seems these undead are more wretched than you had imagined. |
Day 20 - Rumors |
Rumors of Basilisks trapped on one of the Great Lakes have reached your ears. Seems they were trying to escape the hordes and swarms of undead only to be brought down by some Water Elemental who did not appreciate the invasion into their territory. With any luck some could still be alive. |
Day 25 - Lord Haart |
A scout returns, Lord Haart has definitely moved out of the area, leaving only two of his minions behind in order to keep the area under his sway. You will have to defeat both of them in order to free all of Tatalia. There is one far to the north and west, and another not so far and to the east. The latter will be of greater trouble. |
Day 30 - Trouble |
"My lady, there is trouble. An outside Witch has come to the area in order to aid us. She was pleased to find some were already working hard to rid Tatalia of this plague, until she found out about you, Adrienne. Your use of Fire Magic has caused her to leave, going to the Leaders in order to report of your transgression. Her fear may very well cause our efforts to be for naught." The advisor's face is solemn. He has been a good advisor, honest and forthright. You are waiting for the bad news. "If she does make it to the Leaders it will be several weeks from now. Then she must wait in order to present her case to the Leaders. With the advent of the Festival of Life in Krewlod our leaders wait to see who will be the new king, if there is indeed one. Until Krewlod's new leader is assessed our leaders will want to keep heavy forces on their border." He pauses, and continues, "But once all of that has been determined the Leaders will be able to turn their attention to you. If we fail they will blame you, even if none of this is your fault. Because of your use of Fire Magic Tatalians will shun you unless their lives are in jeopardy." He spat on the ground, disgusted at his own people's view of Fire Magic. Only with such knowledge have you been able to rid the border of those undead, and now free the citizens. People have such short memories. "We should be well clear of this area by then, and hopefully hot on the trail of the real menace." "I agree, my friend. My choice in power is my burden to bear. It is not one you have to bear as well." You say to him, knowing his answer. "That is rubbish and you know it." He replies. "Now we should get back to the matter at hand - destroying these abominations." You nod in agreement. |
Day 35 - Information |
In order to see how things are going you send a scout to the Krewlod border. There they can find out who wins, if anyone does, The Festival of Life. Once the King has been decided Tatalia will know how to react to the king, and have time to turn attentions elsewhere. It would be best if you had freed another area before they hear the other Hero's case. |
Day 40 - Great Treasure |
Rumors of great treasure far to the northeast have trickled into camp. Much needed supplies could be found there, along with other riches beyond the wildest imagination. You're not so sure about that, you can imagine quite a bit. Either way it is worth checking into. |
Day 50 - Treasure |
The rumors have been confirmed. There is a great treasure far to the north. Of course you'll have to go through the Necromancers. Also, there is a catch. You will need to visit someone named the Key master - as a matter of fact; you'll need to visit two. Apparently there are two areas of great treasure, but both are heavily guarded. Only word from the Key master will let you pass. |
Day 60 - Below |
Below the surface the stacks of undead grow as young creatures leave their homes each week. Several dwellings of Hydras are there, but the Dragons cannot create more of themselves from the Hydras. At least that is one bit of good news. |
Day 75 - Kilgor |
It has been confirmed. Kilgor is the new King of Krewlod, having successfully passed the Four Trials. You know nothing of this young Barbarian, but he must be an excellent warrior. It does not matter. Soon the Leaders will have time to turn their attentions toward your activities here. You will need a distraction. |
Day 90 - Birthday |
Today is a depressing day for you. It is your Birthday. Unlike so many others you cannot celebrate with your family, and not even your countrymen would celebrate an event with you. Quietly, you go into the forests to be alone and contemplate. A day of quiet would be nice, but a few hours in the early morning shall have to suffice. |
Day 95 - Birthday Present |
"Excuse me" One of your lieutenants approaches cautiously, knowing your bad mood the past few days. "We understand it was your Birthday a few days ago. Well we have gotten you a little something." Curious, you accept the rolled up scroll. This is what it says; Leaders: The situation is dire. We are overrun with undead. All of the villages have fallen in the area. We are few in number, and the enemy is twice as great in number. It has been confirmed that Lord Haart was raised from the dead and is leading his followers, who are all Liches and Death Knights. They are burning the swampland until there is nothing left. Help us or all of Tatalia will burn. Tiva You love your Birthday Present. |
Day 105 - It worked! |
With the delivering of the message the Leaders had no choice but to investigate such a claim. If Lord Haart were truly on the loose, then it would take precedence over a Witch using fire. The Leaders have been stalled - at least for now. |
Day 115 - Leaders |
The leaders have responded: Tiva, We have assessed the immediate situation. It is definitely Lord Haart and his followers who are burning Tatalia, not the Fire Witch. Henceforth any indiscretion on her part will be assessed at a later date. We will send aid soon as possible. Continue with your excellent progress. Leaders. You laugh out loud. Any other response would have turned ugly. |
Day 130 - True to their word |
True to their word the Leaders have sent help. Some troops are now assembling in Scarlum, having returned home from the border. These will be seasoned, and hardened troops, ready for battle. |
(61, 103, 0) Fortress: Day 130 - Troops! |
Ready for action Sir! |
(61, 103, 0) Fortress: Day 140 - More Troops |
More troops have begun to arrive from the border, at first a trickle and now some more. With any luck, more will be arriving soon. |
(61, 103, 0) Fortress: Day 150 - More Troops |
This will be the last of the reinforcements. |
Rumors
Adrienne |
Adrienne used to practice with Demons! |
Adrienne |
Adrienne is a Fire Witch. |
Christian |
Only an Enrothian would aspire to be a Fragrance Alchemist. |
Christian |
A foolish soldier from Enroth once took a three-hour tour. |
Conflux |
Powerful entities are here to help us! |
Conflux |
Strange beings have come from another plane. |
Dragon slayer |
A young boy wants to slay the Azure Dragon! |
Dragon slayer |
There is an Azure Dragon - beware it is most powerful! |
Dragon's Blood |
The Vial of Dragon's Blood came from the Grandfather of all Dragons. |
Dragon's Blood |
If you drink the Vial of Dragon's Blood you will turn into a dragon. |
Dragon's Blood |
A Nighon Overlord wants to be Queen. |
Faerie Dragons |
If a Faerie Dragon pees you on you will turn purple. |
Treasure |
To the north is great treasure. |
Wood |
It takes more wood than any other resource to build a Fortress. |
Objects
Events
Location | Message |
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5, 53, 0 | In order to utilize the Tatalian resources you must first seek the blessing of an elder. Once you have visited his tent he will send word and you can gain access to the great riches held safe behind this gate. What is contained here will most certainly pay for many troops in the upcoming battles. |
6, 7, 0 | In order to utilize the Tatalian resources you must first seek the blessing of an elder. Once you have visited his tent he will send word and you can gain access to the great riches held safe behind this gate. What is contained here will most certainly pay for many troops in the upcoming battles. |
6, 67, 0 | On the rock face written in blood is the message, "Unless you are type A+, B- or AB+ we are not interested in having you for lunch. Everyone else should just leave us alone. But those who are the right type may take a nap in our crystal mine." |
8, 28, 0 | Here is where many of the Tatalians fled below ground. Now you must free them because the undead blindly followed. Your troops steel themselves as you enter into a dark, swampy underworld. No telling what resides down there. |
9, 101, 0 | Once, not too long in the past this was a pretty little town where a traveler could rest their head at the Tavern. Now there isn't much left. The few citizens who have stayed here are being slaughtered as they emerge from their dwellings, in order to enlarge the horrid army rotting in their town. |
12, 90, 0 | Upon approaching the half destroyed town of Basdar, mutterings can be heard within the troop ranks. Worried about their homes and families they begin to wonder if they will ever return, and if there will be anything to return to. Such talk causes the men's morale to falter. Something must be done soon. Good news needs to arrive, for if it does not you will surely lose the war. |
15, 88, 1 | It seems the undead are indiscriminate as to who they slaughter to fill their ranks. The Elementals of Water have found themselves victim of the same tactics Tatalia is suffering. If you can obliterate the undead invading their homes it is most likely these Water Elementals will join your cause. |
25, 81, 1 | Down here the Hydras had fled, temporarily escaping the hordes of undead. Now the most powerful of beasts, the Dragons, wait at their door and slaughter the new Hydras emerging from the dwellings. It is a battle they can only lose, unless someone helps them quickly. |
26, 25, 0 | As your men stumble along, exhausted from the lengthy battles, you rejoice as you about to liberate another Tatalian town. Before your men can take one more step they are fired at - Ambush! Quickly the lines are formed up and you face the enemy head on. |
29, 67, 1 | Following the river you come to an area where it has worn down the bedrock and created another place where plant life can flourish. Down here the stench is immense, as no winds can wash away the constant smell of rotting corpses. Here you must find and liberate the trapped Tatalians. |
31, 72, 0 | Upon approaching the half destroyed town of Basdar, mutterings can be heard within the troop ranks. Worried about their homes and families they begin to wonder if they will ever return, and if there will be anything to return to. Such talk causes the men's morale to falter. Something must be done soon. Good news needs to arrive, for if it does not you will surely lose the war. |
37, 105, 0 | These battlements usually hold the Tatalian military. Now, they hold the stench of death and decay. Even though the last few months have been spent slogging through trenches of undead, nothing can ever prepare you for the sight of rotted flesh staring at its dinner. |
39, 25, 0 | You see some Tatalians clutching onto driftwood. Hauling them aboard they say, "Thank you for setting us free! Our ship crashed some time ago and it seems that no one has been able to rescue us. We are extremely grateful and will be happy to join your ranks." |
39, 101, 0 | A peasant comes forward and says, "Beware the one way monoliths. The Necromancers use them to quickly arrive here and quell uprising. If you are not wary they will attack you when you least expect it. |
41, 36, 0 | Huddled in the underbrush are hundreds of frightened Gnolls. Not until the horrid creatures were crushed would they dare come out. Seeing the menace gone they greet you joyfully and show the supplies they have been able to hide for some time. Immediately they are brought into your ranks. 40 Wood, 20 Mercury, 40 Ore, 20 Sulfur, 20 Crystals, Gems, 10000 Gold |
41, 47, 0 | This small fishing village has been destroyed. Only a few of the dwellings still exist and are scattered about. Undead have stopped all production within the town and are laying waste to the land. People are huddled into corners, fearing the worst. Time to liberate the Tatalians. |
44, 0, 0 | This area is quiet and peaceful, the undead invasion not quite so prevalent. Even so, nervous glances are cast at every rustle within the forests. As the men move forward to collect gold, just as many keep an eye out for an attack that never comes. For once there may be relief from the tension. |
58, 106, 0 | With relief your troops push forward to Scarlum. This town has a reputation for being tough and ready for anything. You know the undead here will not have had an easy time of bullying or keeping the locals in tow. From this town some of the toughest Beastmasters have been born and raised. Heroes of the Restoration War have called Scarlum home. The citizens of Scarlum may not have much, but they are proud of what they accomplish and do not cherish the frills of life, but cherish sturdy hearts and bodies. Citizens of Scarlum will be a welcome addition to your ranks. |
71, 23, 0 | Here is where many of the Tatalians fled below ground. Now you must free them because the undead blindly followed. |
74, 99, 0 | Playing quietly by the fountain are some ragged looking children. Their gay laughter warms the heart. Long, red welts and scars can be seen in between the tattered rags of their clothing. Despite the possibility of death these children seem happy. Ordering the orphans to be fed and properly tended to, a boy of near twelve approaches. "Thank you for your care. Take this Badge, it gave us courage, but I am sure you will need it more in the future." |
80, 77, 0 | Peeking at the serene waters of a Great Lake you wish for days of ease and peace. Turning to go back down the path a young child with the wisdom of the ages approaches you. "For those who enter my sheltered cove and have a pure heart I offer many rewards." The child vanishes, but leaves a reward. |
86, 28, 0 | This used to be the entrance to one of the largest cities in the area. It boasted all of the comforts of civilization and drew in hundreds of people to live and work here. Now it is a disconnected collection of buildings, losing the battle against the undead. |
93, 105, 0 | Approaching the school you are glad it's doors never had to close. Here you can sharpen a skill and become better at fending off undead menace. Somehow, the mindless rotting creatures missed this place, sparing its teachers the horrors of being raised into the enemies' army. |
97, 46, 0 | In this ravine the stench of undead is gone. All traces of unnatural horrors are wiped away, as if they have never been here. Who knows, maybe they missed this area by accident. If so, it is a boon to all living creatures here. Fear of attack washes away, floating downstream like yesterday's garbage. Breathing a sigh of relief you continue to carefully pick your way along the river. For once, it is calm |
104, 65, 0 | Here you see where some of the citizens of Tatalia went below to escape the undead who have invaded their homeland. Unfortunately it looks as if they were followed. |
Towns
Location | Color | Type | Name |
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8, 43, 0 | Fortress | ||
26, 7, 0 | Fortress | ||
27, 23, 0 | Fortress | ||
40, 98, 0 | Fortress | ||
58, 7, 0 | Fortress | ||
61, 103, 0 | Fortress | Scarlum | |
94, 56, 0 | Fortress | ||
96, 81, 0 | Fortress | ||
101, 103, 0 | Fortress |
Heroes
Location | Color | Hero |
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4, 103, 0 | Your most powerful hero from Farming Towns. | |
6, 106, 0 | Your 3rd most powerful hero from Farming Towns. | |
8, 105, 0 | Your 2nd most powerful hero from Farming Towns. | |
11, 101, 0 | Adrienne the Witch | |
25, 9, 0 | Galthran the Death Knight | |
29, 12, 0 | Nagash the Necromancer | |
54, 9, 0 | Isra the Death Knight | |
65, 5, 0 | Septienna the Necromancer | |
91, 63, 0 | Xsi the Necromancer | |
92, 80, 0 | Clavius the Death Knight | |
98, 58, 0 | Tamika the Death Knight | |
98, 84, 0 | Sandro the Necromancer |
Monsters
Location | Type | Message |
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7, 107, 0 | Gnoll Marauder | Help! Please help us! Some Death Knight came through here a few weeks ago, burning the swamp to the ground. Fortunately swampland grows quickly, but he is still moving through Tatalia burning the land. We will join you in order to destroy this force of evil. |
13, 101, 0 | Lizard Warrior | "Halt! Only those who are loyal to Tatalia may pass." One Lizardman comes forward and realizes you are flying the Tatalian Banner, and you are a great hero. "Excellent! Help has finally come. We will join in the fight to get rid of the undead plaguing our lands." |
20, 106, 0 | Gnoll Marauder | Help! Please help us! Some Death Knight came through here a few weeks ago, burning the swamp to the ground. Fortunately swampland regrows quickly, but he is still moving through Tatalia burning the land. We will join you in order to destroy this force of evil. |
24, 97, 0 | Dragon Fly | Have you freed Greenville to the East of here? It is being guarded by an Undead Outpost, but the residents are more than willing to join any who free them. We will show you the way if you need us to. |
25, 103, 0 | Lizard Warrior | "Halt! Only those who are loyal to Tatalia may pass." One Lizardman comes forward and realizes you are flying the Tatalian Banner, and you are a great hero. "Excellent! Help has finally come. We will join in the fight to get rid of the undead plaguing our lands." |
67, 18, 0 | Ghost Dragon | This group of dragons once had great treasuries, of the likes which none had ever witnessed. Now they are mere ghosts of their former selves guarding nothing more than a pathetic mine. You almost feel pity for these poor souls, trapped in a greedy, faded reminder of their former glory. |
Artifacts
Location | Type | Message |
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43, 103, 0 | Equestrian's Gloves | Through a clearing you observe an ancient artifact. Unfortunately, it's guarded by a pack of Skeleton Warriors. Do you want to fight the Skeleton Warriors for the artifact? |
Resources
Location | Type | Message |
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43, 0, 0 | Gold | Discovering quite a bit of gold here the men are happy to go about collecting their pay from the ground. The first few to die are not even aware they had been watched. Undead are not the only dangers within the deep wilds of the swamps. |
Seer's Huts
7, 88, 0 - Seer's Hut |
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Proposal Message |
It is time our people come to terms with the Water Elementals who heavily inhabit our lands. Prove to me you have made peace with these creatures. Bring back thirty of their kind and I will teach you the Town Portal Spell. |
Completion Message |
7, 88, 0 - Seer's Hut |
Proposal Message |
Prove to me you are worthy of learning a powerful spell. Return with the Crest of Valor and I will teach you Counterstrike. |
Completion Message |
9, 74, 0 - Seer's Hut |
Proposal Message |
An evil wizard does not want me to teach others the mysteries of the Arcane arts. To that end he drove me out and placed guardians at the entrance to my valley. Please destroy these Golems and I will give you a Crest for your Valor. |
Completion Message |
40, 65, 0 - Seer's Hut |
Proposal Message |
So the Great Fire Witch has come to my doorstep. This works well for me. I must go visit my family farther west, but want to see danger before it sees me. So I need the Speculum, give it to me and I will teach you a little something to aid your travels. |
Completion Message |
40, 103, 0 - Seer's Hut |
Proposal Message |
I knew you would be coming here soon, Adrienne. I will teach you what you want to know - powerful fire magic. But first, prove to me your capabilities are what they say. To the north a Throng of Fire Elementals have been terrorizing the locals. Defeat this menance and return to me. |
Completion Message |
69, 43, 0 - Seer's Hut |
Proposal Message |
You enter the Seer's Hut and the Seer grins in anticipation. "Seems I need something you can get and you need something I have. I'll give you the Speculum if you give me 50 Crystal. Don't ask me why you impudent little twerp! Just do it!" |
Completion Message |
106, 37, 0 - Seer's Hut |
Proposal Message |
You come across a camp of Gnoll Marauders with mining equipment. Upon seeing such a powerful hero they jump up and rush towards you. One Gnoll pushes foward and asks, "Can you get rid of the Water Elementals who have taken over our mine? If you do we will join your ranks." |
Completion Message |