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=== Prologue ===
=== Prologue ===
[[File:H3ABpf1.png|400px|thumb]]
[[File:H3ABpf1.png|400px|thumb]]
{{h|Adrienne|0=}}: Traveling from [[Erathia]] to my homeland of [[Tatalia]], I have passed through several towns.  I have yet to encounter a living soul.  There is only the lingering stench of the undead.  I fear a [[necromancer]] in the area is raising an army.  'Who...' is unknown.  'Why...' is unknown.
{{h|Adrienne|0=|img-style={{!}}left{{!}}top}}: Traveling from [[Erathia]] to my homeland of [[Tatalia]], I have passed through several towns.  I have yet to encounter a living soul.  There is only the lingering stench of the undead.  I fear a [[necromancer]] in the area is raising an army.  'Who...' is unknown.  'Why...' is unknown.


== Scenario ==
== Scenario ==

Revision as of 12:06, 30 May 2021

Template:Campaign Playing with FireFarming Towns is the first scenario of the Playing with Fire campaign in Armageddon's BladeArmageddon's Blade.

Campaign

Right-click text

The peasantry has been slaughtered to make an undead army. It is as if someone is farming the people to grow a mammoth crop of mindless soldiers. The purpose of this army is still unknown, but someone must restore order on the Ertahian-Tatalian border. That someone is you.

Prologue

File:H3ABpf1.png
Adrienne
Adrienne

Adrienne: Traveling from Erathia to my homeland of Tatalia, I have passed through several towns. I have yet to encounter a living soul. There is only the lingering stench of the undead. I fear a necromancer in the area is raising an army. 'Who...' is unknown. 'Why...' is unknown.

Scenario

Map description

Establish a home base and then liberate the other towns on either side of the border. Destroy all of the undead in the area and defeat the Necromancers who are doing this. Adrienne and three of your best heroes are restricted to twelfth level, but will transfer to the next scenario.

Starting options

Timed events

Day 1 - Introduction
You enter into this region, not too far from the Tatalian border, glad to be almost home. The time spent in Steadwick studying with the Clerics was useful and productive, but it was too long away from the swamps you love and call home. The Fire Witch, as you are called, cannot bear to be away from her lands, but is not readily welcome there either. For the people of Tatalia fear Fire Magic and shun all who use it. Knowing the power it holds, and wanting to wield it you gave up a life of acceptance for your power.
Day 2 - Please help us!
The bushes rustle and you prepare for attack. Even in Erathia there are beasts to be wary of. It is not beasts, but peasants. Blood is caked and dried on their faces and wraith-like bodies. Terror grips these peasants and holds them captive. Barely able to stutter out the horrors they were witness to. Finally, after a bit of water and some coaxing one of them tells the tale in a near-senseless jumble of words.

"I-I was farming and my wife was out picking berries with the children." He closes his eyes to squeeze out the images and breathes deeply. "Th-then we were beset upon by a wailing none of us had ever heard before. Frozen in terror, I watched as these ghastly things flew towards my wife and children." He sobs, unable to speak for a moment. "Then I ran and ran and ran. Never looked back. Mortimer found me two days later. But he's dead now, or at least sort of. He walks, but does not see or hear that we are his friends. He killed his own son!" The man finally breaks down completely and sobs like a child. This was worse, much worse. Reports from the others confirm your worst fears.

Day 2 - Undead
Someone is slaughtering the peasantry to make an undead army.
Day 3 - Warning of War
Now it is time to speak to the Tatalian leaders for there is a new menace that plagues Erathia. This power behind this menace is yet unknown, but you suspect it is greater than the leaders of Erathia have guessed. Tatalia needs to be warned to support Erathia if it falls. Pushing aside the thoughts of yet another war you look forward to simply going home.
Day 4 - Messengers
Quickly, messengers are sent out to the Tatalian leaders and to an Erathian lord to the east. The first reads, "Erathia has been attacked by strange new enemies. They are extremely powerful. We should prepare in case Erathia cannot hold the tide."
Day 5 - Second Message
Before you send off the message to the Erathian government you give it one last look through. "My name is Adrienne, Witch of Tatalia. I am aware we recently were at war, but now is a time for our lands to work together. Recently, on a journey home from Steadwick, I crossed paths with a group of peasants from Brastleton. My men have confirmed news of undead overrunning the land. Erathia is under attack by these vile creatures. I am the only one who has answered their pleas. I do know of the troubles you are having with this new menace, but any help would be appreciated." Satisfied the message conveys the urgency of the situation you send it off, hoping the Erathians will take seriously a request for help from a Tatalian. Praying for good fortune you turn to the more immediate matters.
Day 5 - Advisor
Your most trusted friend and advisor, Baltron, enters your tent. "Adrienne, there is no way Erathia is going to assist us and yet you attempt to beg help from them. They are still upset at the war and are probably under attack. Why do you bother?"

"Well, I must try." A small quirky smile brushes past your face. "This way I have covered all of my bases. If we fail then no one can say I should have asked for help. What if they do not refuse? It is a possibility I cannot pass up. You are no warrior. I need troops and other warriors or spell casters. I do value your assistance, but we simply need more help. This is not going to be an easy battle and you know it." A frown settles back to its accustomed place.

Day 15 - Messenger returns
Of the group you sent to Tatalia only one returns. He confirms your worst fears. The infection of undead has spread across the border and into Tatalia. There will be no way to get word to the leaders anytime soon. You must deal with this problem without help from your beloved homeland.
Day 20 - Reply
A messenger returns from the knight's castle. He does not carry the official word, but the news is not good. The Knight sent a message to you saying, "There will be no aid from Erathia. We have been attacked by hideous beasts wielding powerful weaponry. All of our Knights and Clerics have been called to defend Erathia from these demonic beasts. Good luck." His words are honest, but do not bode well for your cause. At least there are some Erathians you can recruit to aid this cause.
Day 25 - Official Response
Finally, after several days the messengers return with an official response. "We regretfully inform you of our inability to assist in this manner. Due to a new and formidable menace we are unable to spare a single Knight or Cleric. Since the disturbance takes place on the Erathian-Tatalian border we would be grateful if you and your people were able to remove this nuisance. There is however, one Knight whom you may be able to recruit. He is being ransomed by a group calling themselves, "The NightStalkers". If you free him and show this letter he will offer the aid you need." Barely containing the burning fury welling up within, you crumple the letter and stuff it into your pocket. Abruptly, you shout orders to break camp, not saying a word about the bad news. Your instincts tell you this is more than a mere nuisance, but fools never listen.
Day 26 - Baltron's opinion
"My dearest young Witch," you know this is going to be an 'I told you' session. "I did warn you against begging for aid from Erathia. Even the Tatalains are unreachable. I am truly surprised they even took the time to write what they did-"

You cut him off angrily. "Quiet! I am the one who makes the decisions around here. Don't give me that "I told you so" crap. I am well aware of what the response was going to be. Now I have covered my bases and we can get on with this business of burning the plague of undead from the land." Unconsciously your hands have clenched and power had begun to slither out and curl around you like a snake ready to strike. Seeing the terror in his eyes you stalk out, and curse him for getting you so angry.

Day 30 - Burning of the Dead
Last night you came across lots of piles of rotting flesh. Even though they did not move you were confident it was a trap. Rather than risking another confrontation, you loosed the full force of your Fire Magic, cleansing the area of the rotting bodies. At first the men where horrified at the show of fiery magic. Recoiling from your destruction of what obviously had become Zombies they stood far from you. All night your own men, fearful of your fire magic, shunned you. In the morning black smoke plumed into the sky. Rushing to see why the forest was burning you saw most amazing sight. The men were grimly surrounding a pyre. There, the bodies of the dead were being burned. Apparently they had come to terms with fire and realized its value here. If the bodies were not utterly destroyed then they would soon join the ranks of undead. It was best this way.
Day 35 - Troubles
Baltron rushes into your tent, waking you from a near dead sleep. "Adrienne! There is trouble with the men! Come quick!" Throwing on clothes you stumble sleepy eyed out into camp and straight into a free for all. Tatalians and Erathians are brawling, a huge fistfight has engulfed the camp! "Stop this now!" Your strong voice carries, but none listen. Vainly you shout again and know it will only give you a sore throat. From deep within you call the anger needed to release the power of Fire.

Unleashing flames high into the night sky men quickly scramble for cover. Letting your temper cool, each man warily keeps their distance as you stalk through the camp, looking for the instigators. It is easy to find them. Two hotheaded Cavaliers were disciplined twice already for inciting the Mighty Gorgons within the ranks - by trying to ride them. Now one of the troublemakers lies dead, having discovered why most don't lock eyes with a Mighty Gorgon. Staring coldly at the remaining Cavalier you wordlessly snag the fool in one hand.

Between gritted teeth you manage to speak these words, "There - will - be - no - more - FIGHTING!" The camp jumps as you punctuate the last word with a small burst of fire from your free hand. The Cavalier will need to change his shorts. Dropping him you stalk back towards your tent. Baltron takes over, scolding them further and arranging for healing of the wounded and burial of the dead.

Day 40 - Flowers
It has been a long and tiring day. Traveling through familiar territory that has been turned into a pile of rotting corpses takes it toll on everyone. Sighing heavily you retire to your simple tent to find a few hours of sleep. Noticing the flap is open you cautiously enter, wondering if undead understand the notion of assassins. If they do you were not going to find the answer today. Dozens of flowers litter the inside of the tent, their sweet perfume a heavenly scent. You breathe deeply and realize this is not something soldiers or Baltron would do. Giggling from just outside the door lets you know who is responsible for such a gesture. Children, recently rescued are watching you enjoy the simple pleasure of flowers amidst the horrors of war. You toss them a smile and shoo them off to bed. For that night, at least, you sleep well and dream only of your childhood.
Day 45 - Death Knight
Sighting of the leader occurred some days ago. It is a Death Knight on a great Black Charger. Loyal followers obey his every wish and command. He has moved deeper into Tatalia, and you know this does not bode well for your homeland. Time is of the essence. You must eradicate this menace!
Day 50 - Death Knight
This strange Death Knight seems more powerful than the others. Not knowing who he is, and why he does not seem upset by your presence is worrisome. Knowing that it could seriously harm you to not know this enemy you send out scouts to Tatalia and Erathia to see what they can find out.
Day 60 - Tatalia
An answer has come back from Tatalia. They do not know who this Death Knight is. They are having problems of their own, and leave you to take care of the few necromancers seen in the valley. Since at least half of the land affected belongs to Erathia, you know Tatalia will do little to aid you.
Day 65 - Money
A messenger comes in from Erathia. They need money to run a war. Busy with their own problems they have neglected to realize there are problems on the border. The messenger says if he does not return with the tithe due from this area then he will have to tell the Erathian military there is a Tatalian Witch running the territories here, and that could be very bad for you. Grinding your teeth at having to be political you fork over the tithe.

-50 Wood Wood, -25 Mercury Mercury, -50 Ore Ore, -25 Sulfur Sulfur, -25 Crystal Crystals, -25 Gem Gems, -10000 Gold Gold

Day 75 - Who is he?
Scouts have been tracking the Death Knight, and have finally returned with word of who he is. Those Death Knights and Necromancers seen here used to be living members of a cult that served Lord Haart. From Erathia it has been confirmed - Lord Haart was raised from the dead. He then raised the dead members of his cult who now serve him with utter loyalty. He is a force of death moving through a land of great life.

Rumors

Adrienne
Adrienne the Witch uses Fire Magic!
Festival of Life
Krewlod's Festival of Life should be renamed the Festival of Bloodshed and Gore!
Nosferatu
Some Nosferatu guard a great wealth of treasure.
Sir Michael
Sir Michael is to the Northeast and is being held by the NightStalkers.
Undead
Undead block all passages between Erathia and Tatalia

Objects

Events

Location Message
14, 6, 0 Ahead of you lies unguarded treasure. Rushing forward to claim the much-needed supplies the troops do not see the eyes peering out of the underbrush. When all of the men are in place the trap is sprung!

Guardians: Cerberus 7 Cerberi, Cerberus 7 Cerberi, Cerberus 7 Cerberi, Cerberus 10 Cerberi, Cerberus 7 Cerberi, Cerberus 7 Cerberi, Cerberus 7 Cerberi

17, 71, 0 Ahead is a roaring campfire. There, bandits drink and toy with their loot. The rustle to your left warns to the presence of onlookers. A family, poor and lost peers out, fearing you will harm them. With reassurance you are able to send them to safety. Now you turn to deal with the bandits.

Contents: +2 Luck

41, 41, 0 Stumbling onto your path is a young girl. Her dress is torn and tattered, and she is half starved. Bringing her food and water she wolfs down the offering. Her story is a brave one, as she counted the numbers in the garrison while hiding from the scouting parties for several days. Last count there were five men on large, black horses. Ten had glowing staffs, and there are twenty of the bloodsuckers. There were thirty-five women in rags with glowing eyes and could float. Fifty of the slow moving, rotting corpses shuffled around, with one hundred of the skeletons in broken bits of armor. Once done telling her story she begins to sob uncontrollably, relieved to be out of harm's way and away from horrors a child should never witness.
47, 24, 0 The stench of death fills your lungs and you can taste the decay in the air. The undead horrors foul the land, creating a waste none can stand to live in. Rallying the troops you are able to push on with renewed determination. Morale soars.

Contents: +2 Morale

55, 29, 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."

Contents: -1 Morale

71, 4, 0 Passing through the small valley the troops come across the scarred land where a great battle had taken place. Bodies, weapons and horses litter the ground as a somber reminder of war. Not far the screams of tortured and dying men echo through the trees. Taking a quick look scouts report of Vampires feeding on the survivors of the battle. The tattered remains of an army are food for these soulless creatures. The shouts of their leader can be heard. Sir Michael lives.
71, 8, 0 Approaching the prison you see a group of Erathians clamoring to be freed. Calling out to Sir Michael he comes forward. You show him the letter, he reads it and drops to one knee. "I pledge the loyalty of me and my men." Satisfied you move forward to free them from the prison.

Contents: +2 Morale

Towns

Location Player Type Name
4, 7, 0 Blue Fortress
6, 67, 0 Fortress
23, 19, 0 Fortress
23, 51, 0 Fortress
42, 26, 0 Castle
44, 51, 0 Castle
62, 62, 0 Castle Brastleton
67, 14, 0 Castle

Monsters

Location Type Message
12, 71, 0 Lich Lich We are glad to have you join our forces. Please, come on in. Welcome.
17, 3, 0 Vampire Lord Vampire Lord The Keymaster may have said you can pass, but you forgot to ask our permission. Permission Denied.
52, 3, 0 Vampire Vampire "See I told you guys this guard duty would get interesting. These nice people are providing us with entertainment!"
56, 8, 0 Vampire Vampire "Look what we have here boys. A rag tag bunch of people who want to become our dinner. Mmmm, Mmmm Good. Finger-licking good that is. Dig in boys! Soups on!"
58, 5, 0 Vampire Vampire Hey look! Lunch!
58, 10, 0 Black Knight Black Knight Ahh, look! Recruits!
60, 67, 0 Wight Wight Within the ranks of these creatures you see the faint forms of once living peasantry, their tortured souls unable to escape this hell and enter into the afterlife. With grim determination you begin to free their souls the only way you know how.
69, 6, 0 Vampire Vampire "Well, well, well. Lookie what showed up on our doorstep. So you think you can take us? We don't think so."
71, 7, 0 Vampire Lord Vampire Lord So the Erathians do not wish to pay the price? Very well then. Suits us well to have you for a late night snack. The others will be our meals until they expire. Then all will know not to cross the NightStalkers.

Heroes

Location Player Hero
2, 15, 0 Blue Nagash Nagash the Necromancer
4, 9, 0 Blue Tamika Tamika the Death Knight
69, 69, 0 Red Adrienne Adrienne the Witch
70, 9, 0 Sir Michael Sir Michael the Knight

Seer's Huts

27, 28, 0 - Seer's Hut
Proposal Message
I will gladly teach you the Chain Lightening spell, but first you must gather the ingredients for another of my spells. Once done I will give you the secrets to Chain Lightening.

Quest: Return with the following: 20 Wood Wood, 10 Mercury Mercury, 20 Ore Ore, 10 Sulfur Sulfur, 10 Crystal Crystals, 10 Gem Gems, 5000 Gold Gold

Completion Message
Reward:  Chain Lightning spell
36, 70, 0 - Seer's Hut
Proposal Message
Your skills are pathetic. When you have attained an attack skill ten times that of a novice return to me. Only then will you be worthy of learning the true tactics of a great warrior.

Quest: Achieve Attack Skill level 10

Completion Message
Reward: Advanced Tactics

Signs

Location Message
55, 9, 0 Beware the NightStalkers!