Trapped!
Trapped! | |||||||||
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Tarnum battled his way through the Wallpeaks, but soon realizes he's entered a trap. His only chance is to capture the northern border town and escape. All Heroes are limited to level 25 and the two strongest will follow Tarnum to the next level. | |||||||||
Victory condition: Capture Town: (60, 4, 0) |
Loss condition: Lose Hero: | ||||||||
Allies: | Enemies: 1: | ||||||||
Choose a bonus: |
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Carried to next scenario: 2 strongest heroes |
Max level: 25 |
Prologue[edit | edit source]
GOOD2C Unnamed male historian: Tarnum and his Horde broke through the Wallpeaks, but he found the Wizards prepared for his arrival. A trap! Hundreds of his troops were buried in a magical avalanche, leaving him weak and surrounded in the land of his enemy.
Scenario[edit | edit source]
Objects[edit | edit source]
Events[edit | edit source]
Location | Message |
---|---|
8, 51, 0 | The air around you bends like a mirage, so you rub your eyes thinking you've been riding too long. When all returns to normal, you are surrounded. A magical ambush! |
15, 30, 0 | Bandits! These brutal murderers have no interest in talk. They brandish their weapons and attack immediately. |
59, 8, 0 | One of the gate guards informs you that he was unable to close the pass before a sizable force fortified the border town ahead. That is all that blocks you from entering the valley where Jarg's descendents settled long ago. |
Towns[edit | edit source]
Location | Player | Type | Name |
---|---|---|---|
31, 38, 0 | Stronghold | - | |
51, 59, 0 | Tower | - | |
63, 21, 0 | Tower | - | |
9, 63, 0 | Castle | - | |
10, 26, 0 | Castle | - | |
30, 18, 0 | Fortress | - | |
60, 4, 0 | Stronghold | - |
Town timed events[edit | edit source]
Day | Title | Message |
---|---|---|
Day 1 | At Stronghold (31, 38, 0): Surrounded |
A battered group of soldiers return from the rear guard with horrible news. A massive avalanche - no doubt caused by a magical earthquake - destroyed half of your Horde including your supply wagons. The rest of your Horde is trapped on the other side of the Wallpeaks unable to get through. You're outnumbered and surrounded. You only have those vanguard troops you brought with you, and a small force manning a Garrison at your rear. They can hold the Garrison for a while, but not forever. |
Day 3 | At Stronghold (31, 38, 0): A pass to safety |
Word comes from some Barbarian rebels loyal to your cause. They've captured a pass to the north, a pass to the lands settled long ago by Jarg's descendants. They'll hold it - allowing only you to pass. Surely, the blood of the first Horde-King will protect you from your enemies... If only you can reach them. |
Day 4 | At Stronghold (31, 38, 0): Border Town |
"All we need do, my King," says your advisor, Hardac, "is get through the northern pass. Our forces are tired and weak - I doubt we can fight off the Wizards. In the land of Jarg's kin, we'll find protection." |
Day 11 | At Stronghold (31, 38, 0): Guilty |
You underestimated the power of these Wizard-Kings of Bracaduun. So far, your victories have been many - almost preordained. Nothing could stand in your way. Until now. You can't help feeling guilty about the hundreds buried in the Wallpeaks beneath tons of rock. Your troops. But tightening your grip on the hilt of your sword, you swear that those who died will be avenged. |
Day 19 | At Stronghold (31, 38, 0): Dream |
Your flesh is clammy when you wake, your long hair matted to your scalp with sweat. It takes a few seconds to determine where you are, and in those moments the dream that woke you so harshly fades away - forgotten. |
Day 24 | At Stronghold (31, 38, 0): Replacement |
You reluctantly name a replacement for Hardac's son. Your choice is a fierce Ogre named Bloodclub. Although not the brightest of your captains, Bloodclub is a frightening presence on the battlefield. Now is the time for rage and mayhem. Although you have won the battles so far, it seems the Wizards are always ready and willing to strike back, as they recently did with the ambush in the Wallpeaks. It's Bracaduun's turn to start shaking in its boots. |
Day 32 | At Stronghold (31, 38, 0): Dream 2 |
How did you get separated from your army? You walk among a foggy swamp, surrounded by shadows that flit from tree to gnarled tree. It must be the enemy, preparing to attack! You draw your sword, wait for death to come. When they finally attack, coming at you from every direction at once, you drop into a fighting stance and turn toward the first one, swinging your sword. You notice too late that your attacker is the only woman you ever loved, Yalla. Then you wake in your tent drenched in sweat. |
Day 40 | At Stronghold (31, 38, 0): Bloodclub's mistake |
Hardac enters your tent with a grave expression on his face. You wait for the news. "It's about Bloodclub, my King," Hardac says. "He's dead?" you ask. "No, not that. He was stealing sheep and pigs from the enemy villages and apparently found a Wizard hiding there. Bloodclub killed the Wizard, then he went berserk! He killed everyone in the village for hiding the spellcaster, even the children. As if that wasn't enough, he burned every building to the ground and left the bodies in the smoking mess!" You nod, knowing that Hardac and the other captains are going to expect you to punish the Ogre for harming innocents, but you can't bring yourself to blame Bloodclub, or his actions. Is this not war? And how can you protect these so-called innocents if they keep helping Bracaduun? "I'll handle it, Hardac." |
Day 45 | At Stronghold (31, 38, 0): Bloodclub arrives |
Today, Bloodclub returns from his mission and immediately comes to your tent. "You summoned me, my King?" "Yes," you say, "you murdered innocents. They were unarmed, I hear, and you killed them all." The Ogre frowns at the accusation and says, "They were hiding a Wizard. They were enemies. Besides, a Wizard needs no weapons to kill!" You nod, realizing that Bloodclub has a point. "Just don't do it again. You're dismissed." |
Day 46 | At Stronghold (31, 38, 0): Slap on the Wrist |
"Is that all you're going to do, my King? Bloodclub is leaving for the field today - I thought he was going to be punished," Hardac says. You shake your head and say, "My friend, he's a good leader and a great fighter. I can't lose someone like him right now. If you haven't noticed, we are in the thick of it now - thicker than ever!" "So," Hardac says with a frown, "all he gets is a slap on the wrist for slaughtering children?" Hardac leaves without waiting for an answer. You tell yourself he'll cool down, and then he'll see that you're right. |
Day 50 | At Tower (63, 21, 0): give gold |
(none) |
Day 53 | At Stronghold (31, 38, 0): Hardac's limp |
You're eating lunch when Hardac returns from a scouting mission. When he dismounts, you notice he's limping. "What happened?" you ask. "Nothing, my King. My horse was frightened by a snake and threw me. I hurt my knee is all - it'll heal. I plan on getting myself a new horse though." |
Day 58 | At Stronghold (31, 38, 0): Bloodclub dies mysteriously |
One of your scouting units returns without their captain, Bloodclub. When you ask what happened to the Ogre, they tell you how Bloodclub wandered away from the group to hunt boar. When he didn't return, the scouting party assumed the boar got him and came back to camp. You turn to Hardac and shake your head, saying "Something stinks about this, my friend. Have someone find him." |
Day 64 | At Stronghold (31, 38, 0): Bloodclub's body |
A group of soldiers returns from the wild with the body of the Ogre captain Bloodclub. Upon inspection, you discover that Bloodclub died in battle, and wasn't killed by a boar as expected. Someone killed him, but it wasn't an assassination. His wounds are many, and only one of them was fatal. It was probably a fair fight, but who would enter a fair fight with an Ogre? And why? You have no evidence, but you stare at Hardac and your other captains all gathered around you with stoic expressions. It must've been one of them. You can see it in their eyes. Probably some form of justice, or perhaps they didn't like Bloodclub. It was one of them, you're sure, but you're afraid to guess which. |
Day 69 | At Stronghold (31, 38, 0): Dream 3 |
It's a battlefield. You've been on enough of them to know what they are at first glance. Only this battlefield is different. You stand alone, aware that this must be another nightmare but unable (or unwilling) to wake. It seems like more than a dream, almost like someone whispering into your ears. And scattered about your feet is everyone you've ever known, enemies and friends alike. There's Yalla, dead by your sword. And your mother, your father. Both your sisters too, still little girls although that is impossible. They are older than you. And there's Hardac next to his son, Tordac. Bloodclub, 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. All dead by your sword. Then you wake. This time, however, you can't forget the dream even though you wish to. |
Day 78 | At Stronghold (31, 38, 0): Talk with Hardac |
This morning, you and Hardac ride alone to the top of a hill overlooking the countryside. When you come to a stop, staring at the green fields, you say, "How's the knee?" Hardac shrugs and says, "I'm not as young as I used to be, and I don't heal as fast." "I must know something, my friend," you say. "Anything!" "I must know that you and the other captains are with me, Hardac. Are they?" There is a long pause before your friend answers. "They miss their homes and their families, that is all," Hardac says. |
Heroes[edit | edit source]
Location | Player | Hero |
---|---|---|
31, 39, 0 | Tarnum the Barbarian | |
36, 15, 0 | Your 2nd most powerful hero from Siege of the Wallpeaks. | |
36, 34, 0 | Your 3rd most powerful hero from Siege of the Wallpeaks. | |
53, 26, 0 | Yog the Barbarian |
Monsters[edit | edit source]
Location | Type | Message |
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52, 27, 0 | Halberdier | "By order of the Empire, the dangerous rebel within shall remain in this dungeon unto his death!" shouts the commander of the Pikemen surrounding the jail before you. They raise their weapons and attack. |
Artifacts[edit | edit source]
Location | Type | Message |
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18, 14, 0 | Surcoat of Counterpoise | A wandering band of lordless Champions are camped here. They mount as they see you approach and their leader asks, "Are you brave enough to challenge us for this great artifact, the Surcoat of Counterpoise?" |
41, 66, 0 | Golden Bow | You see an ornate Golden Bow leaning against an old tree, but you can't just take it that easily. First, you'll have to fight the numerous Royal Griffins perched in the trees. Do you want to fight the guards? |
71, 45, 0 | Pendant of Holiness | Lots of Zealots stand outside this Sanctuary, praying. Around the neck of their leader is the Pendant of Holiness. Do you wish to fight them for it? |
Quest Guards[edit | edit source]
Location | Quest | Reward | Messages |
---|---|---|---|
59, 9, 0 |
Be: Tarnum the Barbarian |
(remove) | Proposal: The guards shout, "This pass is open only to the glorious Tarnum!" Progress: "Might as well turn back!" jeers a guard. "Only Tarnum can pass!" Completion: "Is it really you?" says the guard captain. "I heard you were over eight feet tall. Oh, well, do you want to pass now, my King?" |
Signs[edit | edit source]
Location | Message |
---|---|
21, 33, 0 | West - Wallpeaks & the Savage Lands East - Empire of Bracaduun |
58, 45, 0 | Terray's Hamlet |