Slash and Burn
Slash and Burn | |||||||||||
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After losing most of his Horde to a Wizard's trap, Tarnum searches for allies in a valley where Jarg's descendents settled long ago. Don't let Tarnum fall into enemy hands. All heroes are limited to level 28. Tarnum and all of his skills, spells and experience will transfer to the next scenario. | |||||||||||
Victory condition: Defeat All Enemies |
Loss condition: Lose Hero: | ||||||||||
Allies: | Enemies: | ||||||||||
Choose a bonus: |
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Carried to next scenario: |
Max level: 28 |
Prologue[edit | edit source]
Unnamed male historian: Years of oppression, the loss of everyone he loved, and an unexpected betrayal brought Tarnum to this dark point where his rage conquered reason. He decided the only way he and his people would ever be safe was to execute every living spellcaster in the world, and anyone who didn't join him was his enemy.
Scenario[edit | edit source]
Objects[edit | edit source]
Events[edit | edit source]
Location | Message |
---|---|
18, 7, 0 | A group of Peasants with pitchforks stand outside the village ahead. Their leader steps forward and says, "Please, leave us alone. We have no wealth, but we are willing to give you everything we have - just let us live!" You laugh at this man's nerve. "We'll take what we want, including your treacherous lives, Wizard-lovers!" |
28, 16, 0 | You would've marched your army blindly on, except you notice a ragged Peasant's cloak poking out from behind one of the trees. "We're surrounded! Ambush from the trees!" you shout. The Peasants - woodsmen - come into the open with horrified expressions on their faces. "No, we were just..." Too late, your men attack. |
Towns[edit | edit source]
Location | Player | Type | Name |
---|---|---|---|
25, 30, 0 | Stronghold | - | |
16, 5, 0 | Stronghold | - | |
28, 7, 0 | Tower | - | |
5, 15, 0 | Fortress | - |
Town timed events[edit | edit source]
Day | Title | Message |
---|---|---|
Day 1 | At Stronghold (25, 30, 0): A Request |
For now, the Wizard-Kings are regrouping, preparing for your next attack. Perhaps you can rebuild your forces from the descendants of Jarg himself, rumored to dwell in this valley. That would make a grand army indeed! So, you send your advisors out to the surrounding towns to recruit a new Horde to replace the one that died in the Wallpeaks. |
Day 9 | At Stronghold (25, 30, 0): Burn it all |
This morning you give an order to all your captains. "Burn everything! I want nothing but scorched earth behind us - no home, wagon, or field goes untouched!" These veteran warlords fidget and look uncomfortable but your stern expression lets them know that there will be no arguments. |
Day 10 | At Stronghold (25, 30, 0): Refugees |
Villages everywhere are burning, but your scouts report huge numbers of refugees moving over the countryside. Refugees? Or militia waiting for the opportunity to attack? |
Day 13 | At Stronghold (25, 30, 0): Deserter |
Earlier you sent a small force to destroy a nearby village, but they never returned. Fearing the worse, you investigate only to find the village still intact and no sign of a battle anywhere. Could the Wizards have made them all disappear? |
Day 18 | At Stronghold (25, 30, 0): Deserter 2 |
A tracker returns, having followed the concealed trail of your missing units led by a Goblin captain named Derg. "What happened to them?" you ask. The tracker shakes his head. "Nothing, King Tarnum. They're alive and well - and as far as I can see they're returning home." |
Day 18 | At Stronghold (25, 30, 0): Orders |
A deserter! One of your own captains! This must be dealt with swiftly and without mercy or it'll give the wrong impression to the others. They'll think you're losing control of your men. So, you order your friend Hardac to lead a force to retrieve the coward - alive. |
Day 20 | At Stronghold (25, 30, 0): Tragedy |
As you inspect the smoking remains of a village of traitors killed by your soldiers, you spot a familiar face where you hadn't expected one. You kneel next to the dead woman's corpse, and realize that she's the exact image of your own mother except younger - perhaps a couple years older than you. Although you've never set eyes on your eldest sister (she was taken away by the Wizards before you were born) you know in your heart that this is Anada. You begin weeping. |
Day 21 | At Stronghold (25, 30, 0): A familiar nightmare |
It seems like you've seen this before. A horrible dream that is more than a dream. Yalla's dead body, killed by your sword. Your mother, father, and sisters too (still young girls even though that's impossible). And there's Hardac, Tordac, the old bard with the arrow in his back, the Wizard Kurl, your captains, your soldiers, and more - all piled on top of each other. |
Day 28 | At Stronghold (16, 5, 0): behemoths |
(none) Behemoth Lair 4 Behemoths and Ancient Behemoths |
Day 29 | At Stronghold (25, 30, 0): Deserter Returns |
Hardac returns dragging the Goblin deserter, Derg, in chains behind him. Derg is defiant when he is pulled before you. "And his men?" you ask Hardac. "All dead," Hardac says. Then you turn to Derg. "A deserter doesn't even deserve death in battle," you say. "Hang me then! The things you've made me do - I'm ashamed. I just wish I ran away sooner!" In the end, you are generous and allow Derg to fight for his freedom. But his opponent is Hardac and the battle doesn't take long. |
Day 31 | At Stronghold (25, 30, 0): Command Problems |
Your strategy sessions are quiet meetings now with you doing most of the talking. Used to be, everyone shouted their ideas back and forth. Finally, you've had enough. You stab your dagger into the sand. "What is it? You're all acting like a bunch of mute children!" No response. They just shrug and stare at you, and you no longer see the admiration that used to be in their eyes. It's been replaced by something else. Fear perhaps? |
Day 33 | At Stronghold (25, 30, 0): Drunken Brawl |
A commotion in another part of the camp attracts your attention to a brawl between two of your captains. Their clumsy movements reveal they are drunk. You watch, even join in the cheering at first. If this is an argument, it must be settled. But then one of the combatants draws a knife from his boot and before you know it, the other is dead. You can't believe it. Everyone knows you don't use a weapon in a brawl! Blood for blood demands this man die as well. But you've lost too many captains lately to punish him properly. Everyone looks to you for a sentence. "The argument has been settled," you say, and walk away. |
Day 36 | At Stronghold (25, 30, 0): Rebellious Captains |
One night you sneak from your tent, disguising yourself in black furs. As you move quietly through the camp, you hear your captains talking softly among themselves. "He's gone mad!" one says. "Too far! Too far! I mean, we're killing innocents here! The unarmed. Why?" shouts another. Then you hear Hardac's voice. "Break it up! This is foolish talk - treachery. Tarnum is king, and he alone has brought our people out of slavery!" |
Day 40 | At Stronghold (25, 30, 0): Hardac's Harsh Words |
"Yes, he's done a great many things. For that, we love him. But this is too far, too much. What are we doing here?" says another captain. "Battle," Hardac replies. "We've had enough of battle, Hardac," says one of the elder leaders, "and we would think you have had enough too. Tarnum's war has cost us too much, and it has cost you the life of your son." There is a long pause, followed by Hardac's firm command, "Break it up!" So, at least Hardac is still with you. |
Day 44 | At Stronghold (25, 30, 0): Hardac Speaks Out |
Hardac comes to you in the privacy of your tent. It's late - all but the guards are asleep. "It's time we stop this killing, King Tarnum," he says. You're surprised and a little hurt that he too has joined the other captains in their rebellion against you. What are you going to do now? Together, the captains are too strong for you to force them to your will. They would never act unless Hardac was on their side, and as a group they have the power to take your command away. You close your eyes and say, "Perhaps you're right, my friend. We'll talk about going home later, when there is no longer a threat from Jarg's people. Over a feast, perhaps. I promise." Hardac nods, smiles. "It's for the best, my King." |
Heroes[edit | edit source]
Location | Player | Hero |
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16, 6, 0 | Shiva the Barbarian | |
21, 25, 0 | Your 2nd most powerful hero from Trapped!. | |
25, 31, 0 | Tarnum the Barbarian | |
28, 9, 0 | Daremyth the Wizard | |
28, 32, 0 | Your 3rd most powerful hero from Trapped!. |
Monsters[edit | edit source]
Location | Type | Message |
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5, 16, 0 | Peasant | A large group of Peasants walk from the nearby town with their meager possessions on their back. Their mistake. They should've stayed inside the walls of the town. Your men attack. |
6, 27, 0 | Peasant | Ahead is a sizable force of filthy Wizard-loving Peasants. They obviously think that their large numbers might be a match for your armies. "We'll run no longer, murderer!" shouts their leader. "You should have!" you scream back. Then you attack. |
7, 19, 0 | Peasant | Your scouts come to you with reports of campfires in the nearby trees. Possibly an army preparing for an ambush, or maybe more of those sniveling cowards who wouldn't join your army? Either way, they're in for a surprise. Mounting, you shout, "Attack!" |
10, 14, 0 | Peasant | A large group moves slowly through the swamp ahead. "Another band of those weakling villagers, my King," says one of your captains. "Not worth our time, I think." You say, "I'll be the judge of that. Kill them all!" |
11, 31, 0 | Peasant | Not long after your army burns an abandoned village to the ground, you discover a group a refugees attempting to hide in the wilderness. Like the others, they're probably trying to avoid you so they can join their Wizard masters later. "Nice try," you say. "No traitor escapes King Tarnum!" |
15, 29, 0 | Peasant | A group of Barbarian traitors have come to a magical shrine to pray for help. How ridiculous! These people have truly turned their backs on their heritage, and there is nothing you can do to help them. They'll join the Wizards if given a chance. |
17, 24, 0 | Peasant | A bunch of tired, ragged-looking miners step from the caves. You see the picks and shovels in their hands, held like weapons. Their leader steps to the front. "We can't let you have this mine," he says. "Please, go away. We don't want to fight you, but the Wizards will punish us if we join you." "Does anyone in this valley have true Barbarian blood?" you shout to the skies before you attack. |
23, 32, 0 | Peasant | A group of Peasants blocks the path before you, but when they recognize who you are, they try to get out of your way. When you ask them to join your cause, they shake their heads. "The Wizards would punish us if we help you. Besides, we hear you'll be dead soon, and then where would we be?" You can't believe it. Jarg's own blood is siding with the spellcasters! Sensing that they would join the Wizards if commanded, you think it best to eliminate this threat now. |
26, 25, 0 | Peasant | "Please!" one of the Peasants shouts. "This is all we have. Please don't take our mill!" "We don't want to take it! Join us, fight off the Wizards, and you won't have to fear anyone ever again!" But the Peasants shake their heads. Their spokesman says, "You don't understand what they would do to us! We can't join you, and we can't surrender." You clench your hand around your sword. What's wrong with these people? Have they been slaves so long they've forgotten to fight? |
32, 30, 0 | Peasant | Your men have tracked this group of Peasants through the rough countryside, and now they're trapped. No where to go. And as you talk to them you realize why they ran. They're trying to avoid you because they refuse to join your forces. Perhaps they were fleeing to join the Wizards? You can't let that happen. |