The Criminal King
The Criminal King | |||||||||
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The Wizard-Kings have declared Tarnum a criminal and three Towers are raising forces to capture him. Tarnum must defeat all enemy towns. All Heroes are limited to 11th level, and Tarnum's strongest Captain will accompany him to the next level. | |||||||||
Victory condition: Defeat All Enemies |
Loss condition: Lose Hero: | ||||||||
Allies: | Enemies: | ||||||||
Choose a bonus: |
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Carried to next scenario: strongest hero |
Max level: 11 |
Prologue[edit | edit source]
H3x2 UAe Unnamed male historian: Upon defeating Rabak, Tarnum named himself King of the Barbarians - a title not held by one of his people since Bracaduun conquered their lands. But in the eyes of the Wizard-Kings, he was just a rebel fly to be squashed.
Scenario[edit | edit source]
Objects[edit | edit source]
Events[edit | edit source]
Location | Message |
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16, 4, 0 | This must be the hidden valley the bards talked about. |
16, 12, 0 | Ambush! From the bushes springs your enemy, intent on killing you, but your troops respond quickly. With the sound of the bones of your people crunching beneath their feet still fresh in their ears, they respond quickly and fiercely. |
16, 16, 0 | The valley before you is the site of an old rebellion. Thousands died, ambushed here by the armies of the Wizard-Kings. Bones still litter the ground where the bodies were left unburied. Your troops lower their heads at this reminder of how truly powerful and vindictive your enemy can be. |
21, 26, 0 | The Wizards created the teleporters to travel quickly through the Wastelands, but you have found they can be used to your advantage as well. With them, you'll be able to strike at your enemy with the deadly speed of a rock viper. |
Towns[edit | edit source]
Location | Player | Type | Name |
---|---|---|---|
6, 19, 0 | Stronghold | - | |
4, 7, 0 | Tower | - | |
21, 33, 0 | Tower | - | |
29, 8, 0 | Tower | - |
Town timed events[edit | edit source]
Day | Title | Message |
---|---|---|
Day 1 | At Stronghold (6, 19, 0): Nearby Garrison |
You've managed to place some troops in an old Garrison to keep your lands safe for the moment. You won't be able to use these troops yourself, but don't wait too long to take the fight to your enemies. No Garrison is impervious forever. |
Day 2 | At Stronghold (6, 19, 0): Hut of the Magi |
"Search out the Hut of the Magi, my King," claims one of your advisors. The Magi will allow you to spy on the movements of your enemy so you'll never be surprised. |
Day 3 | At Stronghold (6, 19, 0): Marletto Tower |
"We are on the defensive now, my lord," says your favored advisor and friend, Hardac. "You should visit the Marletto Tower nearby and learn some of the defensive tactics they can provide." |
Day 6 | At Stronghold (6, 19, 0): Water Wheel |
"I know things can get hectic when you're fighting for you life," jokes Hardac over dinner, "but don't forget to visit the Water Wheel every week. This army is like a locust when it comes to resources, and we'll be needing all the Gold we can get!" |
Day 7 | At Stronghold (6, 19, 0): Secret Gold |
As always, you need Gold to build your army. Some of the elder natives of this region claim there is a lost Gold Mine nearby in a hidden valley. Unfortunately, none of them can point the way to this wealth, so you order your troops to keep an eye open. |
Day 10 | At Stronghold (6, 19, 0): The First Threat |
A message arrives tied to the leg of a redbird. It's no coincidence the redbird is a symbol of death among your people. One of the bards opens it. "To the savage who thinks he's King. Surrender your forces now, or your death will be slow and painful. In our interrogation chambers, the strong have been known to live for weeks." The somber bard shakes his head and says, "It's simply signed Bracaduun." You know the stories about the Wizard torturers, and you don't doubt they are true. But as you look out at the faces of the men gathered waiting your response, you can't show how you truly feel. Instead, you smile and take the redbird in hand. Slowly, you raise the avian to your lips and kiss the top of its head. "I welcome the chance to be so close to these Wizards," you boast. "Then they will find out that the weak don't live long in my hands!" |
Day 14 | At Stronghold (6, 19, 0): A Secret Treasure |
Once again, you must thank your bards for their knowledge. Once there was a Barbarian woman from these parts who was to be married to an Ogre. She carried her dowry with her to the hut of the Ogre, but when the giant stepped outside she picked up his wood axe and lopped of the Ogre's head. It is said she hid her dowry in a nearby cave and lived the rest of her life alone in her intended's home. Using directions from the old tale, the bards found a secret cache of resources buried in a cave in the mountains. |
Day 15 | At Stronghold (6, 19, 0): Goblin Barracks |
"Don't forget to recruit the troops from places such as the Goblin Barracks each week," says Hardac, the advisor. "The more, the mightier!" |
Day 18 | At Stronghold (6, 19, 0): Consolidate |
Fograr, one of the most experienced soldiers among your captains, advises you to consolidate your troops under your own leadership. That way, they can protect you from the treacherous Wizards, and you'll be able to attack using strength in numbers as well as strength of will. |
Day 20 | At Stronghold (6, 19, 0): Behemoths |
On a hunting excursion, you prove your strength by single-handedly slaying a Behemoth. To your surprise, you discover that the Behemoth had a group of hunters trapped in a nearby cave and was waiting for them to come out. "You've saved our lives!" they say. They're hungry and weak, so you tell them to go to your barracks where they will find food. And in return for saving them, they can join your army. 12 Goblins and Hobgoblins, 8 Wolf Riders and Wolf Raiders, 10 Orcs and Orc Chieftains |
Day 21 | At Stronghold (6, 19, 0): Slain Captain |
A lone, bloody Goblin returns from a scouting mission with horrible news. Fograr, your most experienced captain, was ambushed by a Wizard. Only the Goblin escaped, and he recounts how the enemy brutally executed Fograr on the spot. Fograr wasn't even given the chance to defend himself! What a horrible death - trapped by magic and unable to defend yourself! These Wizards have no sense of fairness, or honor. You grip your fist around the hilt of your sword wishing one of the spellcasters was within reach right now. If only you could strike back at these cowards... |
Day 29 | At Stronghold (6, 19, 0): Decoy |
Your friend, Hardac, brought a young, long-haired warrior to your tent late last night. The three of you spent hours strategizing, then the warrior left in a new suit of armor. When the young warrior was gone, Hardac turned to you and said, "How do you know they'll fall for it?" "They're like coyotes. They prey on the weak, the sickly, the stragglers. They can't resist," you said. |
Day 30 | At Stronghold (6, 19, 0): Destiny |
According to custom, as a Barbarian King you must visit a seer annually to have your fortune told, but the blind woman's mysterious answer bothers you. "Stay on the path you have chosen," she said. "The lure of another path will prove to be your downfall." Unfortunately, she couldn't tell you the meaning of this prophecy. Typical! What are you supposed to do, turn left when you should turn right? |
Day 34 | At Stronghold (6, 19, 0): The Wrong King |
You smile as you hear a report of a surprise magical attack on a distant village. Your decoy worked, forcing your enemy to focus their attention elsewhere while you continued raising your army. Days ago, you sent the long-haired young warrior with a passing resemblance to you to that same village as if the Barbarian King was visiting a woman. The Wizard-Kings fell for the trap, thinking that you were alone and weak, but when they launched their ambush they found the village inhabited by your troops, and the young warrior in the King's armor wasn't the man they were looking for. Now, Bracaduun knows that Wizards aren't the only ones who can set a trap. The report also mentions that before his death, the young decoy even managed to kill one of the spellcasters - a glorious end that will be sung by the bards for a long time to come if you have anything to say about it. |
Heroes[edit | edit source]
Location | Player | Hero |
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6, 20, 0 | Tarnum the Barbarian | |
6, 22, 0 | Your 2nd most powerful hero from A Barbarian King. |
Artifacts[edit | edit source]
Location | Type | Message |
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0, 34, 0 | Scales of the Greater Basilisk | Sitting on a nearby rock is the mummified corpse of an old warrior, dead for many decades now. But as you approach you notice his armor is in perfect shape even though it's certainly been exposed to years of harsh weather. |
9, 27, 0 | Legs of Legion | This is an important artifact to keep in your town, for even a small piece of this statue will attract others to your town to look at it. And more citizens means more recruits for your army. |
35, 13, 0 | Endless Bag of Gold | You find a bag of Gold on the ground, pick it up, and throw it to your nearest captain - who promptly drops it. As the men rush forward to pick up the scattered Gold, you pick up the bag, but impossibly it is still full to the brim! |
Signs[edit | edit source]
Location | Message |
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6, 31, 0 | Roc caves |
19, 14, 0 | Traitors deserve no burial! |