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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Read the campaign stories?
Thread: Read the campaign stories?
ipslore
ipslore

Tavern Dweller
posted February 15, 2010 04:51 PM

Read the campaign stories?

I would like to read the campaign stories to Heroes 4 outside the game (the pop-up's, you know?), without having to play through the whole game again. Anyone know where I can find them?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 16, 2010 01:29 AM
Edited by Cepheus at 01:29, 16 Feb 2010.

Here you go, they are in .rts format:

http://thespinwardtales.wikispaces.com/Campaign+Texts

Enjoy. Eventually they should be up on Celestial Heavens as well.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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solvida
solvida

Tavern Dweller
posted March 10, 2017 11:59 AM

Damn the link doesn't work

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 10, 2017 01:09 PM

Don't worry, I will extract them and post them here.

Also, I am working on remastered and extended version of the campaigns, so playing them is not uneventful and repetitive (plus, they are designed to play with Greatest Mod). The Winds of War ones should be up for tomorrow or the day after.


____________
Never changing = never improving

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted March 10, 2017 01:43 PM

NimoStar said:
Don't worry, I will extract them and post them here.


wouldn't bother mate they got the meaty main campaigns transcribe at Celestial Heavens while the expansion campaigns are very generic and uninteresting lol
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 10, 2017 03:24 PM
Edited by NimoStar at 16:00, 10 Mar 2017.

Well, people play the generic and uninteresting gameplay of Heroes Chronicles and others... and those lasts for many days . WSo for the sake of completeness of Axeoth lore... we should have it, also people may want to use some of it as insporation/predecessors for their own campaigns.

I will do the quick posting of the basically unprocessed extracted text of Gathering Storm campaigns first:

Bohb the Archmage Winds of War campaign

Quote:
1905794170
2199484550
Masters of Magic
201623722
Bohb the Archmage quests to reunite the five legendary items once worn by the greatest of archmages, Nevar.  Each of the five items has long since been taken by five mages each of whom proclaims themself to be the Master of their magical college.  Bohb must defeat them all to assemble Nevar's items and unlock their secret power.
2232328264
The Isle of Pyre
2581653104
Bohb, in his campaign against Eradawn, druidess of Pyre, has enlisted the aid of Violet.  Together they need to quell the barbarian uprisings in the south, and defeat Eradawn in the west to claim the first of Nevar's artifacts.
3560174545
Bohb and Violet, and their spells, skills, and experience will transfer to the next map.  All your heroes have a maximum level of 12.
1613810108
I have finally arrived on the isle of Pyre, home of the druidess, Eradawn.  She holds in her possession the first of the artifacts I will need to unlock Nevar's secrets.She will be too strong for me to handle on my own, however, so I enlisted the aid of my old adventuring partner Violet.  With the death of her father, she has become the leader of her barbarian tribes, though certain clan leaders have openly rebelled her female rule.  I will use my magic to help her quell the uprisings, and she will use her sword to help me defeat the armies of Eradawn.
2918635516
Retrieve the artifact called the Wayfaring Boots.
1282159926
Bohb's quest to assemble Nevar's lost artifacts begins on the isle of Pyre.  He has enlisted the aid of an old friend, Violet, in return for helping her reunite the clans of her barbarian tribe.  Together, they must quell the barbarian uprising on Pyre, and defeat the druidess Eradawn for the first of Nevar's artifacts.
35454484
Cyclops ahead, beware!
2512737573
College of Nature Magic
757476911
College of Nature Magic
3592332440
Violet
Violet was born the only child of Chief Yargtooth and on his death assumed the role of Chief for the barbarian tribes of the east.  Now she must deal with the jealous leaders of the individual clans and their attempts to wrest control of the tribe from her.
1321063304
Bohb
1522865014
Mossbranch
741929538
Eradawn
Self-proclaimed Master of Nature Magic.
2457187339
Slart's Fjord
931690465
Bohb and Violet have come to the area near Slart's Fjord in their attempt to defeat the Order Wizard Delnar, and at the same time put down the uprising of Clan lord Gurt, a powerful barbarian warrior.
3273365265
Bohb and Violet, and their spells, skills, and experience will transfer to the next map.  All your heroes have a maximum level of 18.
4215481192
Violet and I have arrived in the Rimefrost Forest, near Slart's Fjord, the home of Delnar, Master of Order Magic.  To the north Clan lord Gurt, a veteran barbarian warrior is leading a revolt against Violet's rule.  He stands in my path to Delnar, and must be dealt with first.  Delnar must know of my presence here by now and will be waiting for me; this won't be as easy as defeating Eradawn, I'm sure.
1118069021
Retrieve the artifact called the Archmages' Hat.
3512980544
Delnar, Master of Order Magic, resides in the snowy eastern regions of Slart's Fjord.  Bohb must defeat him to get the Archmage's Hat and continue his quest.
3483649209
Oakdale
2249861336
An empty igloo.
6776196
An empty igloo.
24274156
An empty igloo.
1987443341
Urgol
1560003096
Sylvanton
712291837
College of Order Magic
3853725885
Gorlak the Phoenix Tamer
Defeat the Red player to have Phoenix Pyres constructed in all Preserve towns.
Gorlak the Phoenix Tamer lives in this odd structure, surrounded by the skeleton trophies of slain dragons.  The barbarian Clan lord Gurt hunts down phoenix as a test of his prowess; Gorlak will therefore lend you his assistance if you defeat Gurt.Gorlak will grant you access to his Phoenix Pyre, and construct similar Pyres in your Preserve towns should you succeed in eliminating Gurt (defeating the Red player).
Gurt has not been eliminated from Slart's Fjord; I will not help you until this has been done (eliminate Red player).
Gorlak does not appear to be home.  Perhaps he's training a new phoenix in the nearby mountains.
1607455198
Abandoned Farm
1499769282
Violet
3059289122
Bohb
1195867112
Gurt
285213716
Delnar
Self-proclaimed Master of Order Magic.
2885191886
Lambent Plains
507560723
Bohb must face Alberon, Master of Life Magic, for the third of Nevar's artifacts.  Oreha, the most powerful of the barbarian usurpers, has recently moved near the Lambent Plains to seal an alliance with Alberon to aid in his rebellion against Violet.  Defeating Oreha will finish Violet's quest to unite her clans under her rule.
4200806993
Bohb and his spells, skills, and experience will transfer to the next map.  All your heroes have a maximum level of 22.
2376473173
Our arrival near the Lambent Plains was met with a bit of odd news.  It appears that Oreha, the strongest of Violet's rebellious Clan lords has moved into the region to make an alliance with Alberon, the Master of Life Magic and the man I need to defeat for the third of Nevar's artifacts.Apparently, both Oreha and Alberon are aware of our plans and are  creating this alliance to force us away.  Hopefully, we can move against them fast enough to disrupt their plans.
709796782
Oreha
2820848767
Retrieve the artifact called the Angelfeather Cloak and defeat the hero named Oreha.
2902651291
Bohb and Violet have come to the Lambent Plains to face Alberon, Master of Life Magic.  Oreha, the most powerful of the barbarian usurpers has allied himself with Alberon, knowing that Bohb and Violet have come to put down his rebellion.
2761349186
College of Life
475170701
Oreha
3392238023
Alberon
Self-proclaimed Master of Life Magic.
2186007067
Bohb
451454219
Violet
3162741901
Mt. Anon
2955432578
Violet, having completed her quest to unify her tribes, has left for home to handle negotiations between the various clans.  Bohb must now journey to the center of the fiery peaks of Mt. Anon alone to battle Raylon for the fourth of Nevar's artifacts, the Ring of Flares.
3981139601
Bohb and his spells, skills, and experience will transfer to the next map.  All your heroes have a maximum level of 26.
383119489
I never thought I'd miss Violet's company this much.  For so long on my journey I've found myself relying on her strength and persistance in completing my quest.  I must now focus on my mission at hand, for I now have little room to err.  Only two foes are left; the two most dangerous.  Raylon will prove to be a very difficult foe and it will take all my skill to defeat him.
1198525086
Retrieve the artifact called the Ring of Flares.
806162669
Bohb, now alone, must face Raylon, the Master of Chaos Magic on the fiery peaks of Mt. Anon for the fourth of Nevar's artifacts, the Ring of Flares.  Bohb must find a way to counter Raylon's powerful and destructive Chaos magic to secure a victory.
464656503
College of Chaos Magic
15658674
Raylon
Self-proclaimed Master of Chaos Magic.
1136980656
Bohb
3638751556
Mire of the Dead
1305586423
Bohb must now face his final opponent, the Dark Lord Cardonis for the Staff of Disruption, the last of Nevar's artifacts.  Cardonis, however, would love nothing more to complete the artifact set for himself and is busily planning a way to wrest the four artifacts from Bohb.
2291294417
Bohb, along with his spells, skills, and the artifacts called the Archmage's Hat, the Staff of Disruption, the Angelfeather Cloak, the Ring of Flares, and the Wayfaring Boots, will carry over to the final campaign against Hexis.
1617717295
The Dark Lord Cardonis awaits me in the nearby Mire of the Dead.  This battle will be for everything, all five artifacts will be on the line and the winner will acquire such power as has not been seen in hundreds of years.  I must defeat him to finish my quest and acquire the power necessary to help defeat Hexis; everything lies in this final battle.
2791178490
Retrieve the artifact called the Staff of Disruption.
1438693933
Having acquired four of Nevar's artifacts, Bohb now travels to the Mire of the Dead to face the Dark Lord Cardonis for the Staff of Disruption and finally finish his quest.  Cardonis however, has tracked Bohb's progress with interest, and now plans to complete the set of Nevar's artifacts for himself.
4167498552
With the fifth of the Masters of Magic defeated, Bohb now holds in his possession all five lost artifacts of Nevar.  He will need the power each provides to defeat Hexis and his minions.
1913111897
College of Death Magic
3478883320
Cadonis
Self-proclaimed Master of Death Magic.
3021441095
Bohb
1516981899



Let's see if the forum lets me post this way...

I think it doesn't liek the number strings as it says "error" if I try to post all campaigns.

Dogwoggle the Fighter Barbarian Campaign:

Quote:
1905794170
2199484550
Might Makes Right
201623722
Brash and overconfident, Dogwoggle sets out in search of the fabled Tiger Armor and Tiger Helm, not so much for their power but for the fashion statement that such an outfit would make.  A quick visit to T.R.'s Tavern turns into a lengthy stay, since the bartender lacks any ability to make a long story short, but Dogwoggle is able to learn that the Tiger Armor and Helm are in the hands of three mad brothers who rule small kingdoms nearby.
2232328264
The Unexpected Prize
2581653104
Adram Blacksword, the closest of the three mad brothers, has the first piece of the Tiger Armor.  Dogwoggle must collect it from a knight who seems more interested in hunting Berserkers and collecting Harpy skulls then ruling his kingdom.
3560174545
The Dogwoggle hero along with the first piece of the Tiger Armor will carryover to the next scenario. Heroes have a maximum level of 18.
1751041448
Leaving T.R.'s tavern, I have chosen to start my quest for the pieces of the Tiger Armor, the only armor that is good enough for me to wear in combat against the evil Hexis! Local hunters claim that Adram's stronghold is to the Northwest. Perhaps I can "persuade" him to give me his piece of the artifact, it IS for a good cause you know.
2215675344
After talking to a few of the locals, it would appear that Adram has gotten the local barbarians all riled up, and now it looks like I might have to deal with them before dealing with Adram himself.
2542721432
Dogwoggle must survive and retrieve the Frost Hammer from Adram Blacksword.
A local hunter, obviously recognizing the Great Dogwoggle, found me and greeted me warmly. Having a chat over a warm ale, he told me about his hunting adventures with Adram Blacksword. After I got him sufficiently drunk he mentioned that Adram recently had a magical hammer made, one that had special powers if used with the Tiger Armor.nnAn interesting development! Adram does not have the Armor, just a part of it. He probably hasn't been able to wrest it from the hands of his brothers then.nnThe hunter tried to ask what "Dogwoggle" is supposed to mean, but he passed out mid-sentence. I don't remember much after that... Boy do I have a headache.
1410714362
After defeating Adram, I reached down to get the Frost Hammer and slipped, someone had the nerve to laugh at the Great Dogwoggle! I managed to compose myself quickly, being agile and swift. I roared at my troops  "I have Defeated Adram Blacksword in mighty battle, his Hammer is mine and soon the other pieces shall be mine too, all tremble before the Mighty DOGWOGGLE!" which I thought was particularly inspired, but AGAIN someone laughed! I shall have to find this insubordinate...
Dogwoggle
2702775479
Local peasants say that "Lord Blacksword" has apparently fled the immediate area, perhaps on news of my arrival.  They think he may have fled through a portal to the north somewhere.
1817286159
Adram Blacksword sees you coming and readies his troops. He even has the audacity to yell "Bring it on, Dog Waggle!" Why does it seem that everyone has to mess with my name?
Ambush! nBlack Dragons swoop in to attack. You hear Adram yelling in the background "Next time bring Dogwoggle!"
Dogwoggle
2918635516
Retrieve a piece of the Tiger Armor from Adram Blacksword.
1282159926
Dogwoggle is charged with seeking out the parts of the fabled Armor of the Tiger. His quest will take him to the kingdoms of three mad brothers, each of whom possesses a piece of the Armor, and none of whom are willing to part with them. The closest of the three kingdoms, and therefore the beginning of Dogwoggle’s tale, is that ruled by Adram Blacksword, a man known more for his habit of collecting Harpy skulls and hunting Berserkers than for his ability to lead.
702449582
Farmer Quest
Give the farmer 75 wood and 75 ore to get the Sword of Swiftness.
"General Adram has taken all my wood for his war efforts, I need 75 wood and 75 ore to finish an addition to may house. If you bring it to me I'll give you the Sword of Swiftness, a family heirloom."
"I still need 75 wood and 75 ore, go away until you have it!"
Do you wish to give the farmer 75 wood and 75 ore so the farmer can complete his house? (he'll give you the Sword of Swiftness)n
The farmer here is relaxing in his new addition, he does not wish to be disturbed.
2082481072
New Hope
3524956028
General Defense Army
Need 40 Berserkers to pass.
The barbarians in the region need you to donate 40 Berserker troops for the general "Defense" army, you may not pass until then.n
You still do not have 40 Berserkers, you may not pass.
Do you wish to give 40 Berserker recruits to the General Defense Army so you may pass?
1938592899
Adram's Captain
1399995830
Dogwoggle
2339320156
Hero gate.
Must have Dogwoggle to pass.
Only Important heroes may pass (Dogwoggle), and you are not one of them!
Go away! You are still not important enough (Dogwoggle).
Dogwoggle
4043661982
T.R.'s Tavern.
3953225191
Adram Blacksword
Adram looks down at your carcass and sneers "What kinda name is Dogwoggle anyway?"  He then lifts his hammer and brings it down in one swift blow.
2457187339
Allies Lost
931690465
Armed now with the Frost Hammer, Dogwoggle enlists the aid of some necromancers to help him find the Tiger Breastplate.  The second brother, Carsas Blacksword, was last seen wearing it.
3273365265
The Hero Dogwoggle, the Frost Hammer and Tiger Armor Breastplate will carryover to the next map. Heroes have a maximum level of 28.
416635065
I had time to lounge in the main necromancer town before heading out to begin my attack on Carsas' territory. Getting his piece of the Tiger Armor will be simple, Carsas Blacksword only has a small piece of land across the Deadman's Strait. My army will be great enough to make mincemeat of his. Ah, but even the Great Dogwoggle can't rest for too long, time to move out.
2503996464
Treachery most foul! It looks like Carsas had spies and saboteurs placed in most of the necromancer's towns.  When he heard I was talking to them, he started an uprising.  Most of those traitorous towns are working for HIM now.  This does not bode well, the necromancers ask that I take their towns back, which I might do, if I need to of course.
3590322289
I took the Tiger Breastplate from the unconscious Carsas and dragged his unworthy body back to the local castle for questioning. After some "interrogation" Carsas was pleased to impart to me the location of the last piece of the Tiger Armor. His brother Pratlan now owns the Helm of the Tiger. I then proceeded to release Carsas, naked, into the undead infested underground, as his just reward.nI rallied my troops with a great battlecry "Follow the Great Dogwoggle! To the Helm of the Tiger and VICTORY!!"nnAgain, someone seemed to find my words amusing, I must find this person...
Dogwoggle
1118069021
Defeat Carsas Blacksword and retrieve the Tiger Armor Breastplate.
3512980544
Though not what he expected to find, it seems that the Frost Hammer is a part of the Armor of the Tiger artifact set, created by Adram using a hired wizard.  Carsas Blacksword has the next piece, and with the help of some Necromancers Dogwoggle has befriended, obtaining it should be easy.
4035995821
Troglodyte alchemist quest
Give 55 Skeletons for 9000 gold.
Troglodyte alchemists need 55 skeletons for their experiments, they will give you 9000 gold for your efforts.
The Troglodyte alchemists still need those skeletons for their experiments.
Do you wish to give the 55 skeletons to the alchemists to get 9000 gold?
The Troglodyte alchemists are busy concocting potions, they ignore you.
1866433732
Koyle's Keep
216088032
Carsas' Field Marshal
3302605241
Dogwoggle
1466595525
Hero gate.
Only Dogwoggle may pass.
Only Dogwoggle may pass, the guards yell at you, "and you are not him!"
The guards do not see Dogwoggle, you may not pass.
Dogwoggle
1772064648
Deep Necromancer treasury, Keep out!
1440195499
Carsas Blacksword
3714584730
Troll quest
Give 25 zombies for 4000 gold and 20 gems.
A troll family who lives here loves the taste of zombie flesh, if you give them 25 zombies they will give you 4000 gold and 20 gems.
The troll family is still waiting for its "zombie surprise".
Do you wish to give  25 Zombies to the Troll family for there "Zombie surprise"? (They'll give you 4000 gold and 20 gems)
The troll family living here does not want to be disturbed.
2885191886
The Uncivil War
507560723
Dogwoggle is now armed with the Frost Hammer and Tiger Breastplate.  He must locate the last piece of the Armor of the Tiger artifact set which is called the Tiger Helm.
4200806993
Dogwoggle and the Armor of the Tiger set will carryover to the final campaign. There is no level limit on this map.
2873193850
With Carsas' directions I found my way to the blasted lands of Kuldross, where the last brother, Pratlan Blacksword holds sway. During the interrogation, though, Carsas suggested that Pratlan might not be carrying it on his person. No matter, it shall soon be mine and Dogwoggle shall save the day!
420320365
I've learned from some local peasants that  Pratlan has lost control of the area and the local lords have risen up and are now fighting each other for the land. Pratlan seems to have gone underground until things sort themselves out. The coward!
1590461833
I reached down to lift the Helm up so that the troops could see the Greatness of Dogwoggle. Too late I realized the dratted thing was HOT! I dropped it before it rendered my hand useless!nnAgain someone amongst my loyal troops DARED laugh at me! I brandished the Frost Hammer and challenged the anonymous heckler to a fight to the death. The coward was not brave enough to accept my challenge.nnAs Dogwoggle walked away with the Helm in tow (still grumbling), the cook's pet dog spied a cricket and started to bark. Funny but anyone hearing that dog's bark would have sworn that it sounded an awful lot like that cowardly heckler!
Dogwoggle
2820848767
Dogwoggle must find the Tiger Helm which Pratlan has hidden.
2902651291
The Tiger Helm is the last piece of the artifact Dogwoggle needs and Pratlan Blacksword has stashed it in his realm somewhere.  It seems an uprising has occurred in his lands recently which will make the search that much harder.
10793102
Having fought through a civil war, crossed volcanic wastelands, freed the oppressed, and defeated the brothers Blacksword, Dogwoggle may now return to his friends at Devonshire with his newly acquired Armor of the Tiger, which not only looks good, but comes with a spiffy new Frost Hammer.  Hexis doesn’t stand a chance!
3234742061
Dogwoggle gate.
Must have Dogwoggle in the army and Pratlan Blacksword must be defeated to pass.
The man who poked his head over the wall had reddish-brown hair tied back with a strip of leather. He stared down at the visitor with a confidence seldom seen in any man.  No one was going to pass through this gateway without his permission.nn"Only Dogwoggle may pass!" the Barbarian shouted. "Oh yeah, and make sure that idiot Pratlan Blacksword has been defeated as well!"
Only Dogwoggle may pass after Pratlan is defeated commands the Barbarian manning the gate.
Dogwoggle
Pratlan Blacksword
"The barbarian who opens the gate seems vaguely familiar, but you can't place where you've seen his face before.  He disappears into the mountains before you can say anything."
2943632599
Dogwoggle
2713296652
Pratlan Blacksword
1121616479
Lone Dogwoggle gate.
Only Dogwoggle (no other heroes in the party) may pass.
The guards at this gate will only let one hero, Dogwoggle, pass.
The guards at this gate will only let one hero, Dogwoggle, pass.  (There are other heroes in your party.
Dogwoggle
3134030683
Dwarf quest
Give 40 Ore for Fire Proof Boots.
An old soot-stained dwarf wants you to bring him 40 Ore so he can finish a sword he has been working on for a while, he'll give you an extra pair of fire proof boots in exchange.
Unless you have my 40 ore, GO AWAY!
Do you want to give the dwarf 40 ore so he can finish his sword? (He'll give you his Fire Proof Boots).
An old soot-stained dwarf lives here, but he is busy making a sword so he ignores you.
1516981899


____________
Never changing = never improving

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 10, 2017 03:26 PM
Edited by NimoStar at 15:32, 10 Mar 2017.

Alita Eventide Death and Life Dark Priest campaign:

Quote:
1905794170
2199484550
A Matter of Life and Death
201623722
Already familiar with the magics of Life and Death, the group decides that Alita should go in search of the Ring of Light and Cloak of Darkness. The powers of the two objects alone would be formidable should the others fail in their quests. Alita's task will be great, but with the help of an old friend, perhaps she will accomplish what she has set out to do.
2232328264
First Contact
2581653104
Alita Eventide begins her quest in the kingdom of Darashann where a fanatical group called the Hand of Light holds sway.  She must make contact with an agent who knows the location of the artifacts she seeks.
3560174545
Alita Eventide and Allenvale will transfer to the next map. Heroes have a maximum level of 18.
1985561592
I arose today with the threat of Hexis hanging over my head. Finding the Ring of Light and Cloak of Darkness are my only hope when we have to fight him. I must find the agent of the Hand of Light, he can tell me where to find these objects...
2877725294
The last time I saw Allenvale was before he ran away to escape taking up his overbearing Father's business. He said he thought the Hand was a place to do good, but he found out too late that was not the case. When Allenvale tried to leave them, they called him traitor and put him in jail.nnHe has offered to help me in my quests, I can help protect him from the Hand, and he can get me through the gates that I cannot pass. nnAllenvale also mentioned he knows of an Inn on a nearby island where perhaps we could find my informant...
Alita Eventide
Allenvale
3317487177
This morning I overheard a peasant mention a man named Allenvale being imprisoned by the Hand of the Light. I haven't heard from him in years! I wonder what he has to do with the Hand?
3013501642
Bandits pop out of the bushes next to the river and surround Alita and Allenvale.  "Ah look, easy pickin's!" the gap-toothed leader snarls before attacking.
The bandits strip Alita and Allenvale's bodies and leave them for alligator food.
1188041195
With Allenvale's help I was able to find the informant! He has shown me where to find the Ring of Light, unfortunately it will not be easy to retrieve. It's in a mountain-region controlled by a Hand of Light Stronghold. nnThe informant was also able to tell me roughly where the Cloak can be found, but that is farther away and must wait.
Alita Eventide
Allenvale
2918635516
Meet with the Informant who knows where the Ring of Light and Cloak of Darkness are located.
1282159926
Already familiar with the magics of Life and Death, the group decided that Alita Eventide should go in search of the Ring of Light and Cloak of Darkness, as the powers of the two objects alone would be formidable should the others fail in their quests.  Beginning her search in the kingdom of Darashann, where a fanatical cult called the Hand of Light holds sway, Alita must make contact with an agent who knows the location of the artifacts she seeks.
2582749578
Alita Eventide
3074713043
Alita Gate
Only Alita Eventide may pass.
The guards at this gate are lonely, perhaps a certain female hero could brighten up their day (Alita Eventide).
You aren't a certain pretty female Hero (Alita Eventide) you may not pass.
Alita Eventide
The guards are smitten by Alita's looks and after a quick conversation with her they decide to quit this boring job. Alita smiles, the dull-of-wit are easily persuaded.
1693721889
Hero Gate.
Alita Eventide and Allenvale must be in the army to pass.
The Guards here are real picky about who they will let through. Perhaps they would let two relatively famous heroes through?
The guard doesn't see two famous  heroes (Alita and Allenvale) yet.
Allenvale
Alita Eventide
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Dwarven Farmer.
Give Dwarven Hammer and Dwarven Shield to get 8000 gold and 5 of all precious resources (excluding wood and ore).
The dwarven farmer living here is all in a huff that his kids have stolen and hidden his Dwarven Hammer and  shield. If you find them and bring them back he will give you 5 mercury, 5 gems, 5 sulphur, 5 crystal and 8,000 gold.
The dwarven farmer points out you still don't have his shield or hammer.
Do you wish to hand over the Dwarven Shield and Dwarven Hammer for the resources?
The dwarven farmer living here wants to be left alone.
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Guard Gate.
Only Alita Eventide and Allenvale may pass (no creatures allowed).
The guards here are under orders to only let famous heroes pass (Alita and Allenvale), no creatures are allowed, only Heroes.
You are not famous Heroes (or you have creatures in your army), you may not pass!
Alita Eventide
Allenvale
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The lands beyond this garrison belong to The Hand of Light, if you be not of the faith, STAY OUT, upon pain of death.  Have a nice day.nnThe High Inquisitor
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Allenvale
I've known Allenvale since we were children, up until he decided to run away and join the Hand of Light (to get away from his overbearing father). When he realized his mistake and tried to leave, they captured and imprisoned him. No one can leave the Hand of Light of their own free will.
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The Hidden Hand
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Having met up with an old friend and secured the general location of the two artifacts, Alita travels to the main headquarters of the Hand of Light where the Ring of Light is located.  She must secure it at all costs.
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The Hero Alita Eventide and her companion Allenvale along with the Ring of Light will transfer to the next map. Heroes have a maximum level of 25.
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When I got to the region controlled by the Hand, I find that local barbarians have been converted to their cause! Allenvale does not look forward to fighting all of the barbarians as well as the Hand... but we have no choice.
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After many battles and not a small amount of searching, the first artifact is now on Alita's hand. All that is left is to locate the Cloak of Darkness and return to meet the other Heroes. May she have luck on her way...
Alita Eventide
Allenvale
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The Elves in this town have had more then enough of The Hand of Light, they agree to help you.
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A well-dressed man with a golden hand on his surcoat rides forward to confront you, obviously this is the leader of The Hand of Light.  "You must be that she-devil Alita I have heard so much about" he calls out so all his troops can hear.n"I didn't know I was so famous, I'm flattered," you respond. Allenvale chuckles in the background. "Now give me the Ring."n"You shall not get your hands on the Ring of Light, only the almighty himself may wield it," he says raising his arms to the sky. "Troops, ATTACK!"n
Alita Eventide
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Alita Eventide and Allenvale must retrieve the Ring of Light.
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Having met up with her childhood friend Allenvale who has helped Alita get by some of the Hand of Light's defenses, both heroes now travel to the stronghold of the Hand using the informant's directions. The Ring of Light is said to be heavily guarded by the Cult in their mountain fortress, finding a way in might not be so simple.
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Straight Arrow
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Ungadin
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Dwarves retribution Quest.
The Dwarves want 70 Berserkers to work in their mines as retribution, in payment they will clear the path that leads to the Hand of Light.
The Dwarf King is still angry with the Berserkers for constantly raiding their caravans. If you give them 70 Berserkers to work in their mines as retribution, they will open a way into the mountainous region that the Hand if Light is holed-up in.
You still do not have 70 Berserkers, the Dwarf King says you shouldn't come back until you do.
Do you want to give over the 70 Berserkers so the dwarves will open up the pass to the Hand of Light?
The dwarves are busy training Berserkers to work in the mines, they wish to be left alone.
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Angry Peasant Quest.
Capture or Kill Ungadin (who was last seen to the east) to get the reward.
The Elven peasants who live here have been raided one too many times by the local barbarians.  If you defeat their leader, Ungadin, they will reward you handsomely.
Ungadin is not defeated, return when he is. The Elves glare at you as you leave.
Ungadin
Ungadin
The Elves rejoice that Ungadin has been captured! They are more then happy to hand over the Death Shield and 6,000 gold.
The Elven peasants just want to be left alone.
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Destroy Barbarians
You must Defeat the Barbarians (Red Player) to pass.
The Dwarves at this gate are really tired of the barbarians raiding their caravans. If you can defeat the barbarians (red player) then they will let you talk to the Head Dwarf.
The barbarians are still harassing the dwarves, come back when they are defeated.
The Dwarves are overjoyed that the barbarians in the area have been defeated, they will now let you pass.
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Alita Eventide
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Allenvale
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Power Hero gate.
Only a truly powerful hero (Alita Eventide) may pass.
The guards here who guard the Ring of Light will let only the most worthy of heroes pass through.
You are still not worthy to pass.
Alita Eventide
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Ebis High Hand
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The Dark Path
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Alita Eventide and Allenvale, obtaining the Ring of Light, must now find the road leading to the Death's Head Cult's main stronghold.
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The Hero Alita Eventide and Allenvale along with the Ring of Light will carry over. Heroes have a maximum level of 32.
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I was showing Allenvale where the informant told us we'd find the Cloak. He pointed out that would be fine if the Death's Head Cult weren't such sticklers for keeping outsiders OUT. Great. Another insane cult in my way.nnNo matter. What must be done, must be done.
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We finally made it through the first-line of the Cult's defenses! Hopefully the Cloak isn't much farther. I wonder how the other Heroes are doing?
Alita Eventide
Allenvale
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Forces of the Death's Head Cult jump out of the trees and attack!
Alita Eventide
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Drat. There is only one pass in the region to get to the land where the Cloak is kept. Allenvale and I must find it and move on!
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With Ring in hand, Alita and Allenvale begin their journey to the area where the Cloak of Darkness is supposed to be. Unfortunately, the informant said the heroes have to find a secret pass located to the east to get there. He also mentioned another group named "Death's Head Cult" who hold sway over the region.
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Bones Ville
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Deaths Head gate.
Only members of the Death's Head Cult may pass.
The guards at this gate will only allow members of the Deaths Head Cult through.
You are not a member of the Deaths Head cult still, you may not pass.
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Allenvale
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Life Shield Quest.
The guards want the Life Shield in order for you to pass.
The guards at this gate are deathly afraid of the Death's Head Cult.  If you bring them the Shield of Life to protect them against the cult, they will let you pass.
You still do not have the Shield of Life, you may not pass.
Do you want to hand over the Shield of Life to the guards so you may pass?
The guards, happy now that they have some protection against the cult, thank you and then depart.
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Wizards Gate.
Give the wizard 8 Earth Elementals and you can pass.
The wizard guarding this tower is kind of bored.  A lengthy discussion reveals that he has an experiment back at his tower that requires 8 Earth Elementals.  If you hand them over he will leave.
The wizard still needs his 8 elementals.
Do you want to hand over your 8 Earth Elementals to the wizard so you may pass?
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Troglodyte Quest.
Give 50 Orcs for 5000 gold, 10 Gems and 10 sulphur.
The Troglodytes living here need 50 more orcs to work in the mushroom farms.  If you hand over the Orcs they will give you a piece of the mushroom profits, 5000 gold, 10 gems and 10 sulphur.
The Troglodytes are still  waiting for there 50 Orcs.
Do you want to hand over the 50 orcs for 5,000 fold, 10 gems and 10 sulphur?
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Lich Demands.
The lich wants 12 Vampires and he'll open the way to the shield.
A lich named Atler needs 12 vampires to finish a very important experiment, but he really is to busy to leave his crypt.  Give him 12 vampires and he'll open the way to the dreaded Life Shield he's always wanted to get rid of.
Your way into the crypt is magically blocked, perhaps you should come back with 12 vampires.
Do you want to hand over 12 vampires so the Lich will open the way to the Life shield?
Atler is busy with his experiments, he wants you to go away, NOW!
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Troll family quest.
Bring the Trolls 50 Zombies for 8000 gold.
The troll family here loves zombie stew, if you bring them 50 zombies they will give you 8,000 gold.  Mmmmm...zombie stew...
The trolls do not see 50 zombies, come back when you have them.
Do you want to hand over 50 zombies for 8,000 gold?
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Alita Eventide
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Death's Head Gate.
Only members of the Deaths Head Cult (Blue player) may pass.
The gate guards here are loyal to the Death's Head Cult, only Cult members may pass.
You are not a member of the Deaths Head cult, you may not pass.
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Bones Ville gate.
Only the owner of Bones Ville may pass.
The guard who controls this gate has relatives in Bones Ville (to the north), he will only let those who control that town pass through.
Sorry you do not own Bones Ville, you may not pass.
Bones Ville
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The Rescue
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Alita Eventide, having found the secret path to the Death's Head Cult stronghold where the Cloak of Darkness is located, is horrified when they kidnap Allenvale! Now she must not only get the Cloak of Darkness but rescue Allenvale as well.
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Alita Eventide as well as the Ring of Light and Cloak of Darkness will carry over to the last campaign.  There is no level limit.
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They have taken Allenvale! nnDuring the night we were overtaken by a force of Vampires and Ghosts, by the time the battle was over he was gone! There was a note left behind to warn me to abandon my quest or he would die.nnI have decided what my next steps will be... the Cult will wish they had never met me.
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Alita Eventide is captured and thrown into the darkest dungeon the Death's Head cult can find, not to see the light for many years. You have failed.
Alita Eventide
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The Death's Head cult takes the Cloak of Darkness and hides it where Alita will never find it again. You lose.
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The Death's Head cult takes the Ring of Light and hides it where Alita will never find it.  You lose.
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Rebels who have been fighting the Deaths Head Cult for years sneak out of the swamp and join you.
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If Alita Eventide is captured you lose. If either the Cloak of Darkness or the Ring of Light are taken by the enemy you lose. If you lose all your towns and armies you lose.n
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Find the Cloak of Darkness and defeat the main town of the Death's Head Cult: "The Hand of Death" to rescue Allenvale.
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Having found the pass, Alita and Allenvale now go deeper into Death's Head territory to find their prize. Allenvale seems more nervous then usual, but Alita knows the Cloak of Darkness is near, she can feel it.
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Alita has defeated the leaders of the Hand of Light and the Death's Head Cult. With the Ring of Light and Cloak of Darkness securely in hand, Alita can now return home to Devonshire where her friends hopefully await.  The challenge of Hexis lays before them.n
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Velebone
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Defeat Dragon Quest.
The underground Bone Dragons must be defeated in order to pass.
A long talk with the guards at this gate reveal that they are in awe of a group of Bone Dragon that live underground somewhere in the area.  Anyone able to defeat dragons such as these must surely be a God!
The guards still won't let you pass, but they sure do love to talk about those Bone Dragons!
The guards bow and scrape at your feet when they hear of the Bone dragons defeat.  You tell them they better leave or you'll get mad.  They pack up and go.
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Behemoth Quest.
The Underground Behemoths must be defeated to pass.
The guards at this gate have had their village decimated by a group of local behemoths.  If you can defeat these behemoths (seen going underground lately) they will let you pass.
The Behemoths still have not been defeated.
The guards are ecstatic at your tale of the behemoths defeat.  They pack up and go back to what's left of their village.
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Garishar
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Death's Head Cult Gate
Only members of the Death's Head Cult may pass.
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Sombern
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Impress the guards.
You must have Alita Eventide with the Ring of Light and the Cloak of Darkness to pass.
The guards here have heard of the Ring of Light and the Cloak of Darkness, perhaps if a famous hero had the artifacts, they would let her through. Otherwise the Deaths Head cult would surely destroy the imposter.
Alita Eventide does not have the two artifacts, she cannot pass.
Alita Eventide
The guards see that Alita has the Ring of Light and the Cloak of Darkness, they pack up before things get real ugly.
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Retired Necromancer offer.
The retired necromancer will trade the Demonary for the Cloak of Darkness.
An old senile Necromancer ushers you in for some tea, while you sip at the delightful beverage he tells you a story of how his favorite book, the Demonary, was stolen by some spies from the dreaded "Hand of Light".  If you can get it back for him, he'll give you an old magical black cloak he doesn't want anymore (he doesn't even remember why he has it anyway). You thank him for the tea and he escorts you out.
You have tea with the Necromancer again, and he tells you the same tale, he wants the Demonary and he'll give you the black cloak.
Do you want to give the Necromancer the Demonary for his magical black cloak?
The retired Necromancer ignores you completely.
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Alita Eventide
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The Hand of Death
Allenvale, at long last is rescued and The Deaths Head Cult is in shambles.  Alita and Allenvale soon part, Alita with the artifacts, Allenvale back to the family business (though his father will get a lesson in humility). nPerhaps one day they can meet again and reminisce about how they helped save the world.
Garishar
Sombern
Velebone
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Agranyel's Bard Campaign:

Quote:
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Another Bard's Tale
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Agraynel must locate Aiffe's Mandolin, an artifact of legendary power as her part in the quest to stop Hexis.  She begins her search in the Isle of the Dawn, a spot favored by Aiffe in her travels long ago and the only place rumors of the Mandolin point to.
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Isle of the Dawn
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Agraynel must search the Isle of the Dawn to locate Aiffe's Mandolin, an artifact musical instrument of considerable power.  This power from the Mandolin will be necessary for Agraynel to help in defeating Hexis.
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Agraynel and all her spells, skills, and experience will transfer to the next map.  All your heroes have a maximum level of 18.
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Isle of the Dawn, Day 1:nMy famous bard luck strikes again!  Our captain tried to hurry me to Davenport through a mild-looking storm, but the weather off these shores is trickier than he gave credit.  His ship was tossed along the rocks and destroyed.  My journal has survived, and I will attempt to record the important parts of my journey here.  I need to hurry to Davenport and meet up with Larinath, a retired adventurer and now Davenport's governor, and tell him about my search.  I will need his permission to search for and remove the Mandolin from the Isle of the Dawn.
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Isle of the Dawn, Day 8:nWell, it will be trickier getting to Davenport than I thought.  The way is guarded by a group of thunderbirds; I need to find a way to sneak past them.  I wonder if anyone here will assist me before I have Larinath's official permission to search for the Mandolin?  Rumors have started about a skeletal army to the northwest, threatening the Isle of the Dawn.  I need to get to Davenport as soon as possible to find out what truth there is to these rumors.
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Isle of the Dawn, Day 15:nI met a group of friendly peasants today.  They seemed surprised that I wanted to head to Davenport; apparently a curse has been placed on the city and the area around it, and the citizens have been fleeing the city to escape it.  They suggested I talk to a retired thief that lives in the woods nearby to the southwest; they insisted he could help me past the thunderbirds blocking me from Davenport-though they bid me to stay away from the town for my own safety.  I thanked them for their information, gave them a few gold coins for their time, and moved on.
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Isle of the Dawn, Day 22:nI noticed dark smoke this morning past the forests to the west.  Verdigris, a mining town on the western shore of the Isle of the Dawn, was apparently destroyed by undead forces, or so tell the rumors.  I definitely sense a peculiar chill to the air now, a chill uncommon in this region-I'm beginning to think these rumors are true.  In the process of trying to get a better vantage point to identify exactly where the smoke was coming from in the west, I noticed that to the southeast the forest around Davenport is gone, replaced with a harsh desert.  What sort of powerful magic could do such a thing?
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Isle of the Dawn, Day 50:nToday I stumbled across refugees from Verdigris.  They shared stories of horrible undead creatures ransacking the town, killing anyone who was foolish enough to get in their way.  The creatures appeared to be looking for something, and were more than willing to tear the town down brick by brick until they found it.  Larinath informed me of an old rumor that an ancient suit of armor was hidden somewhere in the town-he had not thought to mention it earlier because the generations of people that have searched in vain finally convinced the locals that it was a myth.
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Isle of the Dawn, Day 78:nAll the information that Larinath and I can gather points to Lord Darnem as the commander of the undead forces on the Isle of the Dawn.  Originally, we feared they were here for conquest, but it appears that he's here in charge of searching for something.  His forces are primarily based out of Twin Pines, a city in the northeast.
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Isle of the Dawn, Day 106:nI didn't expect my journey to take this long; I need to hurry up and finish my quest; my strength will be needed to face Hexis.  We must push forward and find out what Lord Darnem is hiding in the city of Twin Pines.
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Isle of the Dawn, Journal Update:nThe forests here in the north appear to be unaffected by the presence of the undead, but they do not feel quite right.  The normal sounds of the forest seem almost muted; no animal noises can be heard, and even the sounds of the wind and leaves and streams seem to be hushed.  Even the temperature seems unusually chill, evidence of the pall plaguing the forests.
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Isle of the Dawn, Journal Update:nThe desolation in this area seems contained to the area around Davenport; the main part of the isle appears normal.  The towns that Larinath mentioned are west and northwest of here, only a few days journey away.  Hopefully, we can reach there before the undead armies from the north do, and they should shed light on the resting place of Aiffe's Mandolin.
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Isle of the Dawn, Journal Update:nI have never witnessed devastation this close before today.  The grisly sights were bad enough, but closing my eyes brought no solace; the sounds and smells were perhaps more revolting.  Even the normally stoic Larinath appeared shaken by the callous disregard for life and property.  Near the center of town a pit had been dug under the ruins of a building.  It appears that a heavy container of some sort had been pulled out and dragged away to the north.
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Isle of the Dawn, Journal Update:nThis morning, before the sun's light became too harsh, I noticed a small structure past the dunes to the southwest.  It appears to be guarded by cerberi, though what infernal creatures like that are doing this close to Davenport is a mystery.  The structure is large enough to be one of two things, a small storage area or a small prison.  Perhaps that is where Larinath is.
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Isle of the Dawn, Journal Update:nDavenport stands before me defenseless.  I see no trace of the garrisons here, and much of the population has fled outside the city.  Fortunately, the structures remain fully intact.  When I asked one of the few remaining citizens, he replied with stories of poisons and plagues afflicting the town for the last few weeks, and then pointed to the harsh desert outside without saying another word.  When I asked about governor Larinath, he mentioned that the governor headed south to try and personally handle the problem.  He's not been seen since.
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Isle of the Dawn, Journal Update:nToday we finally came within viewing distance of the remains of Verdigris.  Some smoke still rose from the town, and the sound of carrion birds finishing their work was audible from a distance away.  Something very powerful must have been hidden in this town to merit such utter destruction simply to find it.  Though most of the homes are destroyed, it appears that the mines themselves might still function if we can rid the village of the creatures picking through the rubble.
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Isle of the Dawn, Journal Update:nLarinath will grant me his permission for me to continue on my search if I will assist him in ridding the Isle of the Dawn from the undead forces in the northwest.  He believes that those forces are in league with Hexis, and he feels that in aiding each other we will aid ourselves.  He has volunteered his personal assistance in tracking down Aiffe's Mandolin and suggested that we might find clues in the towns to the east.
Larinath
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Capture the town of Twin Pines.
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Agraynel begins her quest to find Aiffe's Mandolin in the Isle of the Dawn.  Recently, shadowy forces have beset this normally peaceful region, though no one knows exactly why.  Is it purely coincidence, or part of a plot to prevent the Mandolin's recovery?
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Davenport
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Strange Hut
Bring 20 of each resource to learn Grandmaster Stealth.
Jesh, a retired thief too old to continue his roguish ways, offers to take you under his wing and teach you how to perfect your stealth techniques.  His apprenticeship fee is 20 units each of sulfur, mercury, gems, crystal, wood, and ore.
You need 20 of each resource (sulfur, mercury, crystal, gems, wood, and ore) to meet Jesh's apprenticeship fee.
Trade 20 of each resource to learn Grandmaster Stealth?
You are certain that Jesh is nearby but are unable to locate him; the master still has a few tricks left in him.
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Twin Pines
Isle of the Dawn, Journal Update:nLord Darnem is slain, and I have recovered the Harmonic Chainmail.  Of the many research notes we've recovered, it's clear that Hexis fears the power of Aiffe's Mandolin and has agents working to recover it, likely to prevent its use against him.  Now, more than ever, I need to get to the Thunderflash Mountains and recover the Necklace of Muses to keep myself ahead of his search parties.
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Isle of the Dawn, Journal Update:nWe have found no information on Aiffe's Mandolin here, but I found a passage in a book describing the resting place of an ancient suit of armor, called the Harmonic Chainmail, once worn by an elven bardess.  The best I can tell it would be in the vicinity of the mining town of Verdigris.  The book also mentioned a necklace worn by a bard, called the Necklace of Muses, thought to be located east of the Thunderflash Mountains on the mainland.  The book suggests these items have a connection with the Mandolin; I may need to find them as well.
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Isle of the Dawn, Journal Update:nIt appears my famous luck has struck again.  I have found the information I was looking for, but in the process I have learned I have a good deal more work in front of me than I thought.  Aiffe's Mandolin is definitely not located on this Isle, as the rumors I had been following would have suggested.  The Mandolin was carefully hidden away, and the only two clues left for its whereabouts were an ancient suit of armor and a beautiful necklace.  To get the Mandolin, I will need to find the armor and the necklace; unfortunately, we can find no information telling where they might be located.
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Lord Darnem
A shadowy servant of Hexis.
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Larinath
Larinath retired from adventuring a few years ago to take up a leading role in both the city of Davenport and the Isle of the Dawn.  His combat skills may be declining from his new, slower lifestyle, his magical abilities are as strong as ever.
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Agraynel
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Thunderflash Mountains
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After her success in retrieving the Harmonic Chainmail, Agraynel travels to the Thunderflash Mountains in search of the Necklace of Muses.  With both the Chainmail and the Necklace, Agraynel should be able to piece together the resting place of Aiffe's Mandolin.
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Agraynel and all her spells, skills, and experience will transfer to the next map.  All your heroes have a maximum level of 25.
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Thunderflash Mountains, Day 1:nI arrived at the town of Sylvan Seas right on schedule, even after passing through some rough seas on the way from the Isle of the Dawn.  I need to check in with the cartographers and update my maps so that I can continue my journey east in my quest to locate the Necklace of Muses, and discover the location of Aiffe's Mandolin.
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Thunderflash Mountains, Day 15nI have received word that an undead army is rumored to be massing far to the southeast under the command of a powerful necromance, Harkanus.  It appears that Hexis' allies have the same idea I have.  I must hurry my efforts to locate the Necklace, but at the same time I must be careful to not allow the Harmonic Chainmail to fall into their hands.
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Thunderflash Mountains, Day 36nRumors have already spread fast and far that the undead forces in the southeast are laboriously searching for something.   Sometimes I almost catch myself jealous; I wish I had the unnatural stamina to search for weeks without sleep, food, or water-- of course, realizing that I'd have to be dead first always brings me back to my senses.
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Thunderflash Mountains, Day 78nThe latest rumors I've heard are that Harkanus has discovered the Necklace and has already started trying to analyze it in his fortress town of Blightwood to piece together the resting place of Aiffe's Mandolin for his master, Hexis.  If this is true, I must get there right away before he leaves the area with the Necklace and prevents me from finding the information I need.
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Thunderflash Mountains, Day 106nThough I cannot tell if Harkanus has been successful in his research of the Necklace, I do know that he has not left Blightwood in some time now.  Still, I cannot assume that he will stay there forever, and I am running out of time to retrieve the Mandolin and return to my friends.  I must hurry and get that Necklace!
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Thunderflash Mountains, Journal Update:nIt appears that Harkanus has erected a new city in this area, called Death's Gate by the frightened local populace.  Blightwood, Harkanus' main fortress, is about a week's journey to the south-assuming safe travels.  I doubt that any travel to the south will be safe for long.
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Thunderflash Mountains, Journal Update:nI can't believe the desolation around Blightwood (and is that town aptly named); skeletons, some whole and some partial, litter the landscape.  Life itself seems cowed in the presence of such death.  Only some vegetation survives in this landscape, I see no live people or animals.  Zombies work the mines, and the town itself is quiet as a tomb.
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Thunderflash Mountains, Journal Update:nWhat a strange name, Thunderflash.  Who came up with that?  Didn't they understand that thunder is a sound, and a flash is something visual?  Thunderflash doesn't make a bit of sense until you see the mountains for yourself.  Now, I understand.  These mountains are the home of a large number of thunderbirds and it's impossible to go five minutes without hearing a blast of thunder or seeing the flash of lightning from one of the magnificent creatures.  Perhaps I could get some of these thunderbirds to help me in my fight against Harkanus.
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Thunderflash Mountains, Journal Update:nTo the south I've discovered another town, Fenwhisper.  The residents don't appear ready to aid me willingly; they seem absorbed with internal struggles.  It appears that force will be the only way I can convince them to act in their own best interest and help me oppose Harkanus.  Fenwhisper would act as a good staging point into the southern areas of the Thunderflash Mountains.
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Capture the town of Blightwood.
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With the Harmonic Chainmail in her possession, Agraynel must now attempt to find the Necklace of Muses. According to legend, it lies somewhere to the east of the Thunderflash Mountains, a dangerous desert region inhabited by thunderbirds.
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Blightwood
Thunderflash Mountains, Journal Update:nI have recovered the Necklace of Muses, pried from the death-grip of Harkanus.  With both the Necklace and the Chainmail, I am finally able to piece together the location of Aiffe's Mandolin.  As my famous luck would have it, the Mandolin is located near the city of Uludin, home to the famous Black Knight Mordanis and his legion of undead soldiers.  Harkanus has apparently sent word that the Mandolin is in that area, so I'm sure I can expect Mordanis to be searching for it as well.
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Sylvan Seas
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Death's Gate
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Fenwhisper
1833788274
Harkanus
A shadowy servant of Hexis.
1538163135
Agraynel
2885191886
Uludin Foothills
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Having discovered that Aiffe's Mandolin is hidden near the fortress city of Uludin, Agraynel and the Black Knight Mordanis now race to the prize.  From the Harmonic Chainmail and the Necklace of Muses, Agraynel has learned that visiting the oracles will reveal the Mandolin's location.  Mordanis is searching every square inch of ground, but he is meticulous and his minions tireless.  Agraynel has but five months to visit the eight Oracles and retrieve the Mandolin.
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Agraynel, along with her spells, skills, and the artifacts called the Harmonic Chainmail, the Necklace of Muses, and Aiffe's Mandolin, will carry over to the final campaign against Hexis.
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Uludin Foothills, Day 1:nI have reached the town of Ivy near the foothills of Uludin today.  Smoke and carrion birds fill the sky in the horizon and the citizens of the town seem subdued, holding their breath knowing that the worst is yet to come.  Mordanis has wasted no time in beginning his search... I can afford no more delays myself.  If for no other reason, I desire nothing more than to leave the almost contagious feeling of impending doom in this town.nnOn the bright side, with the information provided by clues from both the Harmonic Chainmail and the Necklace of Muses I have discovered that visiting the eight Oracles in this region can reveal the location of Aiffe's Mandolin.  I am confident that Mordanis does not know this; he will be searching blind.  He has many minions-- minions that require no rest-- so even with this information I must hurry in my quest.  Each Oracle is near a city, so locating them should be fairly easy.n
2376473173
Uludin Foothills, Day 8:nWell, if things weren't bad enough with Mordanis and his legion searching, I have discovered that he's enlisted the aid of the neighboring Sorcerers' Alliance in his quest.  I have no idea what he promised them for their help, but this will complicate things immensely as I was hoping to enlist their aid myself.  I must assume they will now attack me on sight, Mordanis would demand it; stealth may be the only way for me to complete my quest now.
2376473173
Uludin Foothills, Day 22:nThough the Sorcerers' Alliance doesn't have the undead manpower of Mordanis, they can use their arcane magics to search just as effectively.  With their help, Mordanis is covering ground far more quickly than I feared.  The best guesses I can get from my few supporters here suggest that they will have completely scoured the area within the next four months.  That does not leave me much time to track down the Oracles and find the Mandolin before them.  I must waste no time.
2376473173
Uludin Foothills, Day 50:nFinally, a piece of good news!  Mordanis' undead forces have hit a few obstacles in their search recently.  Uludin, long ago, was a fair city and home to many powerful clerics and paladins.  As a tribute to their services to the town, many of those clerics and paladins were allowed to be buried outside the city in the pastoral surroundings, and occasionally shrines were erected to honor the most revered.  The undead have a strong aversion to these holy sites, and picking through them has become a much more tedious process for Mordanis.
2376473173
Uludin Foothills, Day 106:nThe rumors I've heard recently disturb me a great deal.  Apparently, Mordanis and his allies are nearing completion of their search.  While they still do not know the exact location, the best estimates are that it will only take them about a month longer to have turned over every stone in the area.  I have one month left to beat them to the Mandolin and finish my quest.
2376473173
Uludin Foothills, Journal Update:nI have lost; Mordanis has recovered the Mandolin.  My quest ends in shame and I may have cost myself and my friends our only chance at defeating Hexis.  Forgive me.
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Uludin Foothills, Journal Update:nTo the north I can finally see the walled city of Uludin.  Once, long ago, it was a beautiful city, with towers of marble and gold.  Now it is a dark, foreboding place; a capital of evil surrounded by desolation.  It pains me to see the city as it is now, after reading so many tales of its beauty and grace.  I long to find the Mandolin and be on my way just to be out of sight of the corrupted town.
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Uludin Foothills, Journal Update:nIt appears that the front entrance to Uludin is blocked by a group of black dragons.  They seem to be preventing passage both to and from the city.  This is good news, as it means the quickest way for Mordanis to attack the settlements to the south is blocked, at least temporarily.
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Uludin Foothills, Journal Update:nToday I discovered the most peculiar thing-a small village in the shadow of Uludin itself.  The residents appear quite alive, and the undead don't appear to bother the town at all.  I must be cautious to not let my identity known here, for these people must be in league, in some fashion, to Mordanis to be allowed to live here so freely.
106356723
Uludin Foothills, Journal Update:nThe snowy wastes to the east have moved up farther than normal, extending almost to the city of Uludin itself.  I have never heard of the snow being this far west before.  Two oracles should be located in the recently snow-filled plains, I must hasten to find them.
3600625801
Uludin Foothills, Journal Update:nTo the west lie the cities of the Sorcerers' Alliance and near each should be an Oracle.  The temperature seems to rise almost with every step I take to the west.  Past the desert to the northwest are the volcanic region of the Brimstone Valleys.  North of the desert is the western entrance to Uludin, and north of Uludin is a desolate waste where beautiful forests once stood.
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Uludin Foothills, Journal Update:nA small roadside village lies before me, ransacked and ruined.  I didn't realize that the destruction reached so close to the forests in the southwest.  This looks more like the work of the Sorcerers' Alliance than the undead forces of Mordanis-the buildings were leveled with the magical fire of spells and dragons' breath.  I must be cautious going forward, stealth will most likely serve me more than strength.
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Uludin Foothills, Journal Update:nI discovered the remains of a small mining town, torn piece by piece into rubble by tenacious undead hands.  The residents smart enough to run at the sight of the undead forces appear to have made it safely away.  Those that stayed to fight lie dead.  I feel vulnerable this far north, caught between the undead and the sorcerers.  I must find what I need quickly and be gone before I am caught.
338607615
Lose all towns and armies or allow five months to pass.
2820848767
Be the first player to find Aiffe's Mandolin.
2902651291
Piecing together the clues from both the Harmonic Chainmail and the Necklace of Muses, Agraynel now knows an important secret about the search for the Mandolin-- the location is tied to the Oracles in the region.  Unfortunately, Mordanis is methodically searching every inch of ground.  Agraynel must use this information to race Mordanis to the Mandolin.
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With the Mandolin in her possession, Agraynel leaves Uludin and heads back to rejoin her friends.  Its power will be necessary to defend their homeland from the destructive powers of Hexis.
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Ivy
2434061723
Vaelle
Leader of the Sorcerers' Alliance
3259706309
Agraynel
2702059967
The Black Knight Mordanis
A shadowy servant of Hexis.
1516981899



Kozuss's Chaos and Order campaign
Hexis final Battle of Five Heroes
I need to wait until someone else responds for the rest, else "my post c0unt will decrease and I will lose rank points" for posting three times in a row, the forum says -_-

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted March 10, 2017 03:36 PM

Here goes
____________
Sanity through drugs. Order yours today!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 10, 2017 03:54 PM

Thank you.

Kozuss's Chaos and Order campaign

Quote:
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2199484550
Opposites Attract
201623722
The task of the young wizard, Kozuss, is to collect the three artifacts of Chaos and Order.  Kozuss must first locate the Chaos Flame and the Ice Scales, as he will need the powers of both to challenge the shadow mage who possesses the final artifact, the Necklace of Balance.
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Into the Jungles
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Travel to the jungles of Aldamar and seek the Chaos Oracle, as he alone is rumored to know the location of the Flame of Chaos.
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The wizard, Kozuss, along with his spells and skills, will carry over to the next scenario.  Heroes have a maximum level of 15.
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I have traveled for the last six days with a merchant caravan bound for the town of Ulgoth, a settlement at the base of the Ulgoth Pass that lies on the very edge of the jungles of Aldamar.  While the caravan master assures me that the people of Ulgoth are helpful to visitors of all kinds, he can not say the same for the natives who live deeper in the jungle.  To his knowledge, no outsider has ever traveled beyond the Great Gate and come back to tell the tale, which to me sounds like a dare if I've ever heard one.nnRegardless, the Chaos Oracle lies somewhere in the jungle, and dare or no, it is the Oracle that I need to find.  I only hope he really does know the location of the Flame of Chaos.
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Apparently the people of Ulgoth were just like any of the other native tribes to be found here in the jungle, but because of its location near the pass it handled all trade between the tribes and the visiting caravans.  Over time they became more "northernized" as their contact with outsiders continued.nnAccording to the Ulgoth tribe's chieftain, the bronze idol outside their gate is but one of several, created to conceal the secret of reaching the Chaos Oracle.  Each tribe possesses a single bronze idol which they must protect from the others, so that no one tribe may become more powerful than any other.  It is a centuries old tradition, one that will definitely cause them to like my presence much less than they would another tribe's.
1498442437
In talking with some of the tribesmen of Ulgoth, I have made an interesting discovery - the location of the Chaos Oracle is not a secret.  The Oracle's temple lies on the shore of a volcanic island in the middle of a great lake.  To reach it will require that I magically summon a ferry that will carry me across to the island.  But if the Oracle's location is known by all who live here, what secret do the bronze idols safeguard?  It could be the means to summon the ferry, but I suppose only time will tell.
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It would seem that what I suspected was true - the bronze idols hold the location of a summoning scroll that will allow me to summon the ferry to the Chaos Oracle's island.  I must make haste, however, for with each passing day Hexis grows stronger, and our ultimate task becomes more difficult.
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This first part of my journey is definitely taking too long.  I mustn't waste my time fighting the natives.
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In addition to the summoning scroll, the moldy scroll case contains a cryptic message about a place called Gargoyle Landing, and an ancient coin that is likely used to pay for passage across the lake.  Hopefully it includes the return trip!
2918635516
Find the Chaos Oracle.
1282159926
It has long been told that the secret to the Flame of Chaos is hidden deep within the jungles of Aldamar, a wild region along the mountainous southern coast of Lodwar.  It is here that Kozuss begins his quest, but the task is no easy one - Aldamar is home to many uncivilized tribes, each more willing than the last to keep outsiders away.
3943583009
Monditi
3349923612
Tupalu
214326135
Tribeswoman of the Blindok.
3400094448
Tribesman of the Blindok.
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Tribeswoman of the Monditi.
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Tribesman of the Monditi.
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Tribeswoman of the Tupalu.
2956022018
Tribesman of the Tupalu.
1682055352
Tribeswoman of the Punari.
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Tribesman of the Punari.
3934956865
Ulgoth
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Before you stands the Great Gate, beyond which lies the deep wilderness of Aldamar.  A group of Minotaurs seems to be guarding the gate, but it is unclear whether they are meant to keep people from entering or leaving the jungle.nnAs you approach, the largest of the beasts comes forward.  He stops a few yards away, and grunts out, "We were told to expect you.  We are to make sure no harm comes to you.  We will join you."
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Kozuss
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Olindu
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Tribeswoman of the Olindu.
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Tribesman of the Olindu.
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Chaos Oracle
The Chaos Oracle, knowing your quest, will only divulge the location of the Flame of Chaos to the wizard, Kozuss.
The smell of sulfur and brimstone tingles your nostrils as you climb the temple steps.  There is a ring of small firepots in the center of the floor, forming a circle around an aged, robed and tattooed man who, though in a seated position, appears to be floating in mid air.nnFrom the expression on his face, it is clear that he has been expecting your arrival - this can only be the Chaos Oracle.  He peers carefully at those present, and in a smooth tone he speaks, "I shall impart the knowledge you seek only to the one called Kozuss."
The Oracle peers carefully at those present, and in a smooth tone he speaks, "I shall impart the knowledge you seek only to the one called Kozuss."
Kozuss
Spotting Kozuss, the Chaos Oracle asks, "I know of your quest, and I have deemed it worthy.  Are you ready to be enlightened?"
Closing his eyes, the Oracle begins a slow, steady chant.  The fires surrounding him begin to grow larger and brighter, until they burn with a light so intense that they obscure the small, frail man within.  With a blinding flash the chanting ceases, and by the time everyone's vision clears the fires have returned to normal and the Oracle has vanished.  nnThe sudden, eerie silence is finally broken when Kozuss clears his throat and speaks.  "There is a chain of islands off the coast.  We will find the Flame of Chaos there."
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Punari
912727191
Blindok
2457187339
Race to the Flame
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The Flame of Chaos is hidden on one of the islands in this region, but you must find it before a rival claims it for herself.
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The wizard, Kozuss, along with his spells, skills, and the Flame of Chaos, will carry over to the next scenario.  Heroes have a maximum level of 25.
3699771077
I never was one for sea travel, and though the trip to Alagash took less than two days, I was grateful to finally get my feet on dry land, even if that land was surrounded by ocean.  The morning promised a warm, if humid, day, and from the outpost's watchtower I could just discern the shapes of two more islands through the haze.nnTo the east lay Zebrak, the only other large island in this chain, and to the north is the first of several smaller, unnamed islands that I am sure I will have to search unless I get lucky and find the Flame of Chaos here on Alagash.  Perhaps I can find a guide or two who can help me scout the area.  The sooner I can find these artifacts, the sooner I can return to Devonshire.
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I just received a disturbing bit of news.  It would seem as though I was followed from Aldamar by a sorceress of the Olindu, one of the five tribes that had guarded the bronze idols while I was looking for the Chaos Oracle.  Worse yet, she has apparently taken control of the outpost on Zebrak.  I can only hope the Flame of Chaos is not near there, but even if it is, it is clear that I now have a race on my hands.
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Some of the scouts I sent out have begun to return, and I don't like what I'm hearing.  According to their reports, every one of these forsaken islands has a gold idol - five have been found thus far - and it looks like I'm going to have to visit each of them to find out where the Flame of Chaos is hidden.
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If I never see another jungle again it will be too soon.  I swear the bugs, the heat, the natives, and just about everything else out here is conspiring against me.  Whoever it was who hid the Flame of Chaos sure knew what they were doing, curse their bones!  I can only hope my rival over on Zebrak is having as much trouble.
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Still no luck in finding the Flame of Chaos, but at least my scouts assure me that the Olindu woman has not found it either.  I wonder if perhaps the Chaos Oracle knew I would be followed and intentionally led me astray, but I must not give up the search.  I need that artifact if we are to defeat Hexis.
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I should have guessed that the Flame of Chaos would have been found within the shadow of that volcano, but no matter.  I now possess the first artifact, and though I don't look forward to another sea voyage, it will be worth it if I never have to return to these cursed islands!
89380742
Lose all your towns and heroes, or allow your enemies to find the Flame of Chaos.
1118069021
Be the first to find the Flame of Chaos.
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Having been directed by the Chaos Oracle to a chain of islands just off the coast of Lodwar, Kozuss heads for an outpost on the island of Alagash.  Though remote, many of the islands are populated by barbaric natives and mystical creatures that will surely stand in the way.
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A devious agent of Zebrak suspected of aiding the Olindu tribe of Aldamar.
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Kozuss
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Karla
Having never set foot outside of the jungles of Aldamar, Karla has been sent by the chieftain of the Olindu tribe to follow Kozuss and attempt to claim the Flame of Chaos before he does.
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Alagash
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Zebrak
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Chieftain of an unnamed island tribe.
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Chieftain of an unnamed island tribe.
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Fire and Ice
507560723
Seek along the shores of the Merlion Sea for the artifact known as the Ice Scales, then secure a shipyard by capturing the city of Tullarn.
4200806993
The wizard, Kozuss, along with his spells, skills, and the artifacts called the Flame of Chaos and Ice Scales, will carry over to the next scenario.  Heroes have a maximum level of 30.
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From high atop an unnamed volcano I can look out across Merlion, a kingdom of scholars and academics that have spread out along the shores of an inland sea.  Though I have dabbled with Order magic, Merlion is the home of Order Masters who would put my skills to shame.  Yet somewhere along these sprawling shores is an ancient library, and somewhere inside that library are the Ice Scales.  I can only hope the mages find me worthy.
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Though no real surprise, the terrain around the volcano makes for some slow going.  Travel will be much easier once I cross into Merlion, but returning to Verdinn will be impractical at best.  My first order of business should be taking control of one of the Academy cities along the border so I can use it as a staging ground.
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A few of my scouts have reported that they have been hearing the locals talk of some sort of prophecy involving the Ice Scales.  For all our sakes I hope it's just some myth, as I am not in the mood to have to argue against prophecy, nor do I feel like pretending to be part of one that I know nothing about.  Then again, if it comes down to choosing between a fight and a little white lie...  Never mind, I know as well as anyone that I would choose the fight!
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Unfortunately, it seems as though this prophecy business is more than just a myth.  The zealots entrusted with protecting the Ice Scales believe that the prophecy's so-called Chosen One will "descend from the fires of the heavens to lay claim the Scales in the name of Truth" or some such nonsense.  Who makes this stuff up, anyway?
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We passed through a small village today.  The first person we saw seemed so surprised to see me that he dropped the bundle he was carrying and took off running.  By the time we made it into the village a small crowd had gathered, and as we passed they all watched in silence broken only by the occasional whisper of "Chosen One."  That CAN'T be a good sign.
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My fears about this Chosen One nonsense have come to pass.  Everywhere I go, the commoners clear out of my way or just stand there looking startled or even frightened.  Meanwhile any nobility or clergy we encounter look ready to burn me at a stake for blasphemy.  Unfortunately I'm inclined to agree with the latter.  If people want to believe the ramblings of a prophet who has been dead for a thousand years, especially ramblings that help me right now, I'm certainly not going to try to discourage them.  But as fond as I am of a good fire, I would prefer not to have to share the same space with one.
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The commoners love me, and the nobility can't stand me.  Armies scour the countryside looking to stop me, but I must remember my quest - find the Ice Scales, find a shipyard, and get out of here before they can hunt me down.
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I have managed to capture the city of Tullarn, which I'm told has the only shipyard on this side of the Merlion Sea.  While I still have not found the Ice Scales, I have given orders to gather supplies for a sea voyage, as once I have the Scales I will need to immediately depart eastward toward the heart of Merlion, where the final artifact, the Necklace of Balance, should be.  Though the Ice Scales and the Flame of Chaos are both powerful artifacts, the Necklace will allow me to use the two together.nnAccording to people I have spoken to, the ancient library I seek lies several days' march down the coast from Tullarn.  Hopefully I won't need to fight my way in as I did the city.
Tullarn
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Now that I have the Ice Scales, I must secure a shipyard so that I can cross the Merlion Sea, as that is the fastest way to reach the fortress where the final artifact, the Necklace of Balance, should be.  Though the Ice Scales and the Flame of Chaos are both powerful artifacts, the Necklace will allow me to use the two together.nnAccording to people I have spoken to, the nearest shipyard is in the city of Tullarn, several days' march up the coast from the Ancient Library.  As it seems very unlikely that I would be welcomed there, I should probably gather a few more troops before heading north.
Tullarn
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With the city of Tullarn under my control, and the Flame of Chaos and Ice Scales now safely in my possession, I may finally take on the final leg of my quest.  A small fleet of ships, loaded with supplies, stands ready in the harbor, and our journey into the heart of the kingdom of Merlion is set to begin.  Victory will soon be mine!
Tullarn
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Find the Ice Scales, then use it and the Flame of Chaos to capture any city that has a shipyard.
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Successful in his quest for the Flame of Chaos, Kozuss returns to the mainland and heads for the borderlands of the kingdom of Merlion where the next artifact, the Ice Scales, is rumored to be kept within an ancient library.
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Verdinn
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Eulinth
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Townsgate
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A guide from Verdinn Castle who knows well the area around the borderlands of Merlion.
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A loyal servant of Merlion.
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Tullarn
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Ancient Library
Kozuss must use the Flame of Chaos at the Ancient Library in order to break through the protective magic surrounding the Ice Scales.
Even with the various books and scrolls stacked neatly on dark marble shelves and tables, the towering halls and eerie silence make this place appear more of a grand temple than a mere library.  A pedestal stands in the center of the main chamber, and the object upon it radiates a cool, blue-white light that seems to chill the very air.  Three monks in white robes stand silhouetted before it, and they bow in perfect unison as you approach.  The light seems to emanate from a clear, sculpted statue of a pair of scales - this must be the Ice Scales you seek!nnThe air grows colder with each step you take toward the pedestal.  Finally, one of the monks steps forward and addresses you:  "Take heed, for only the Chosen One may lay claim to the Ice Scales.  Prophecy has spoken His name, and foretold that only with the Flame of Our Opposition can He Who Is Kozuss be protected."
The three monks do not appear to have moved since your last visit.  As before, one of them steps forward as you approach, speaking words that have not changed:  "Take heed, for only the Chosen One may lay claim to the Ice Scales.  Prophecy has spoken His name, and foretold that only with the Flame of Our Opposition can He Who Is Kozuss be protected."
Kozuss
The monk continues, "He Who Is Kozuss, the Prophecy has named you Chosen One.  Prove that you are indeed He, and the Ice Scales are yours by right."nnPulling forth the Flame of Chaos, you take a step toward the Ice Scales.  The already cold air loses even more heat, and a deep chill begins to penetrate at the base of your spine.  Another step and the air begins to freeze in your lungs, while a thousand needles of ice prick the exposed skin of your face and hands.  With great effort you force yourself to take the final step, reaching out and placing your free hand on the Ice Scales.nnFor an eternal instant you can not move.  Fearing yourself lost to the searing cold, the Flame of Chaos suddenly flares, blinding you.  As your vision clears you realize you can move again.  The cold is gone, yet you hold the Flame of Chaos in one hand and the Ice Scales in the other.  The monks are nowhere to be seen, but no matter, the Ice Scales are yours!
The Library is dark, and its shelves and tables empty.  Though you were here just recently, the thick layer of dust tries to convince your senses that this place has been abandoned for decades or more.  Was the splendor of the Library just an illusion, or is this?  Regardless, the Ice Scales are real, and in your possession.
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Kozuss
857350644
A loyal servant of Merlion.
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A loyal servant of Merlion.
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Shadow of Merlion
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Gather your forces and strike deep into the heart of the kingdom of Merlion, seeking out the Shadow Mage, Suldrin, who possesses the final artifact of your quest, the Necklace of Balance.
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The wizard, Kozuss, along with his spells, skills, and the artifacts called the Flame of Chaos, Ice Scales, and Necklace of Balance, will carry over to the final campaign against Hexis.
146445826
The journey across the Merlion Sea was harrowing indeed.  Pursued by half the ships in the kingdom, we fought our way through storms, pirates, and sea monsters as we made our way toward the northern coast nearest to Jelrith, the capitol of Merlion.  Of the nine ships that we took from Tullarn, only four survived to make landfall near the city of Elton.  Even though we caught the garrison unaware, the battle was costly for both sides, and I was even considering surrender when one of my captains informed me that the Mayor of Elton himself was on the battlements waving the white flag.nnWe have already secured a source of wood and ore, and the Mayor was kind enough to turn over control of a nearby gem mine which if nothing else will allow us to trade on the market for whatever resources we might need.  I must now rebuild my army, and I must do it quickly before the local forces can mount any sort of counterattack.  A dragon cave lies a few days travel to the northeast - I will have to pay a visit and see if they can be persuaded into joining me.
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I may have an unwitting ally in this land.  According to the Mayor of Elton, Merlion has been trying to squash a rebellion led by a Barbarian who wants nothing more than a "world without magic."  For weeks he has been launching raids from the central mountains, and while it seems unlikely that he could hold out for much longer against the combined might - er, MAGIC - of Merlion, this uprising might buy me just enough time to strengthen my own position before the kingdom can turn its full attention toward me.
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Even with the uprising, it is clear that my presence Merlion is known.  Scouting parties are everywhere, and I feel it is but a matter of time before a larger force comes looking for a fight.  The two cities farther up the coast will likely be my greatest threat unless the rebels decide to turn this way, but my ultimate goal, the city of Jelrith, lies on the other side of the mountain range from which the Barbarian is launching his attacks.  For now I can use the rebellion as a shield, but when the Barbarian falls, I face a kingdom united.
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According to the Mayor of Elton, the Necklace of Balance is in the possession of the Chief Protector of Merlion, a shadow mage named Suldrin, who resides at the palace at Jelrith.  Suldrin's power has gone uncontested for nearly a century, and it is expected that he would make quick work of any challenger.  Sounds to me like he would be good practice for when we go up against Hexis!
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My spies have started to bring me news of Suldrin.  It would seem he is content to stay inside Jelrith and wait for me to come to him, letting his underlings handle all matters outside the city.  Unfortunately, this is both good and bad news - good because it means I will get to choose when to fight him, and bad because every day that passes he is able to further prepare the city's defenses.  I must not delay.
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Suldrin's strength grows with each passing day.  Every moment I delay, his army gets that much larger, his defenses get that much tougher, and my chances of getting crushed like a bug get that much greater.  Practice for Hexis, indeed.  I just hope I survive to see that day.
1198525086
Lay siege to the fortress city of Jelrith and defeat the Shadow Mage, Suldrin, who possesses the Necklace of Balance.
806162669
Having laid claim to the Ice Scales, Kozuss sets sail with a small fleet of ships toward the heart of the kingdom that surrounds the Merlion Sea.  The final artifact of his quest, the Necklace of Balance, is in the possession of the kingdom's most powerful magician, a shadow mage named Suldrin.  Kozuss will need to tap all his skills if he hopes to defeat this enemy and return victorious to his companions at Devonshire.
2645250552
Victory at last!  With Suldrin defeated, Kozuss has claimed the third and final artifact in his quest.  The Necklace of Balance will allow him to unleash new, fearsome powers from the Flame of Chaos and the Ice Scales, powers that he will undoubtedly need when he and his companions reunite and set out to stop the mad wizard, Hexis, from ravaging the lands they call home.
3472574746
Jelrith
2229819332
Elton
1881095086
As you approach the cave, a huge Black Dragon sunders forth.  It makes eye contact, and your mind is suddenly flooded with images of kings and battles and splendor and destruction and more.  Though it takes you several moments to get past the disorientation, you realize that the Dragon is speaking directly to your mind.nnWhen it is done, you somehow understand that though their reason is unclear, these Dragons not only approve of your quest, but have agreed to help you as well.
3240037707
A loyal servant of Merlion.
3075682344
A loyal servant of Merlion.
2340621836
Leader of the rebellion against the Mages of Merlion.
2871039324
A loyal servant of Merlion.
198356309
Kozuss
2284245290
Suldrin
Suldrin is one of the strongest Mages that the kingdom of Merlion has ever known.  Some claim his pursuits of Dark Order magic have tainted what would otherwise have made him the ideal protector for the kingdom, but none doubt his complete commitment to the throne of Merlion.  He is both respected, and feared.
1516981899



Final Battle of Five Heroes against Hexis, AKA Gathering Storm:

Quote:
1905794170
2199484550
The Gathering Storm
201623722
With the five quests completed and the five heroes safely back in Devonshire, the time has come to launch the attack against Hexis himself.  The lands under his influence have been ravaged by the chaotic forces of nature, and the way will undoubtedly fraught with peril.  Heroes to the end, the five set out to finish this final task which lay before them.
926788739
Masters of Magic
1077582869
A Matter of Life and Death
3644050863
Opposites Attract
2922708281
Another Bard's Tale
810576026
Might Makes Right
2232328264
Storm on the Horizon
2581653104
Hexis's corruption of nature is becoming more widespread and his taint is starting to effect the lands as far north as Devonshire. The Heroes must make their way south through the only pass in the area, and reach Hexis before all the land is affected by his madness.
3560174545
The heroes Bohb, Kozuss, Dogwoggle, Agraynel, and Alita Eventide, along with their spells, skills, and individual quest artifacts will carry over to the next scenario.
1528876422
The mutterings at the tavern are not pleasant, and even Rinaldi the bartender looked more sour then usual.  Bizarre weather, earthquakes, refugees from the south - all manner of strangeness. We agreed that we finished our respective quests just in time, for matters have been getting worse of late, and now the upheavals have reached even Devonshire.  Hexis lives in a castle to the south, and so it is to the south we must go to stop him, but word from that direction is that one of the earthquakes has closed off the only pass through the mountains.  We shall have to see with our own eyes.
4241672098
In speaking to some passing refugees we learned that the southern pass is indeed blocked by boulders, lava pools, and more.  We will still need to see it for ourselves, but if it is anywhere near as bad as they say, we might need to enlist some help to clear the way.
404771544
We have started hearing rumors of a Chaos Lord looting and pillaging in the region.  If true, it is clear that he is basically taking advantage of an already-bad situation.  We may have to clear him out of our way, but it's yet another reason why Hexis must be stopped, before other "opportunists" get the same idea as this one.
1361890740
It was a long road getting down this pass, but we finally made it. What awaits further south, nobody quite knows, but everyone is ready. After a quick rest break everyone moves out.
Agraynel
Alita Eventide
Bohb
Dogwoggle
Kozuss
2918635516
Find and clear the southern pass that leads deeper into Hexis's territory.
1282159926
Though each Hero has succeeded in their previous trials, none compare to the task at hand.  Using all their combined strengths, the five Heroes must now set out to stop the destruction, the havoc being wreaked by the armies and the magic of Hexis.  The broken lands await, and the true test is yet to come.n
970231872
Troglodyte quest.
Give the Troglodytes 10,000 gold and 10 of each recourse so they will drain the lava pool from the southern pass.
After a lengthy talk with the Troglodytes who live here, you learn they are experts at draining portions of the swamp. You tell them about the lava pool blocking your way and they say for 10,000 gold and 10 of each resource they will learn to drain the lava also.
The Troglodytes still want 10,000 gold and 10 of each resource to empty the lava pool.
Do you wish to hand over the resourses to drain the lava pool?
The occupants here ignore you completely.
4019724845
Farmers family will fill in the crack.
The farmer living here will fill in the cracks in the pass for 9,000 gold and 40 peasants.
The farmer living here wants to move, especially with the wierd happenings lately, but doesn' t have enough money.  When you tell him your problem he says for 9,000 gold and 40 extra hands (peasants) he will fill in the hole for you, and with the money he's going to make a quick exit.
The farmer tells you to come back only when you have the 9000 gold and 40 peasants.
Do you wish to give the farmer 9,000 gold and 40 peasants so he will fill in the cracks in the southern pass?
The farm is empty of any occupants.
162272293
Chaos and artifact gate.
You may only pass if all the heroes own all the legendary artifacts and if the Chaos Lord's forces (red player) are defeated.
The veteran guards at this post will only let you pass if you show them proof you can stand a chance against Hexis.  They want to see all your powerful artifacts and know that the Chaos Lord in this region has been defeated.
The veteran guards turn you away; you have not completed their requirements
Agraynel
Alita Eventide
Bohb
Dogwoggle
Kozuss
Agraynel
You have shown these war weary guards that you have a chance against Hexis, you may proceed.
2227889607
Bohb
1565175509
Dogwoggle
1845180121
Alita Eventide
1760656216
Kozuss
2976985162
Agraynel
2277032377
Dwarf Sapper Quest.
Dwarven sappers want 15,000 gold, 40 gems and 40 sulphur to clear the rocks from the pass.
The dwarven family who lives in this cave are expert sappers, you tell them your problem and they agree to remove the rocks from the pass for the low price of 15,000 gold, 40 gems and 40 sulphur.  You try to bargin saying that this is to save there home to, but they will have none of it.
The Dwarves refuse to work without getting paid, come back when you have 15,000 gold, 40 gems and 40 sulphur.
Do you want to give the sappers 15,000 gold, 40 gems and 40 sulphur so they will remove the rocks?
The occupants here ignore you completely.
2457187339
Up Against a Wall
931690465
Continue your quest deeper into the lands ravaged by Hexis, and conquer any fortress under his control.
3273365265
The heroes Bohb, Kozuss, Dogwoggle, Agraynel, and Alita Eventide, along with their spells, skills, and individual quest artifacts will carry over to the next scenario.
3699771077
Never in our wildest dreams could we have expected what we have seen just getting this far.  Not only did the dank, stinking swamp we crossed two days ago not exist before Hexis's arrival, but stranger still was that it was snowing in the midst of it!  Yet our first bit of good fortune came last night when we happened upon the fortress at Gilmore Crossing.  It had only recently fallen to Hexis's armies, and as such the garrison had not yet received any reinforcements.nnWith a little "persuasion" the small garrison was routed and we took control of the fortress, but we know it is just a matter of time before they return with a larger force.  We must press our advantage if we are to reach Hexis before he grows too strong.
3357007369
We knew that Hexis's armies were composed mostly of creatures that he had tainted, but today we spotted an army of gargantuans and goblin knights larger than anything even we could defeat.  Fortunately they did not spot us, and we were able to wait until they had passed before continuing on our way.
3961554293
Nature has indeed gone mad.  During the night a volcano erupted to the south, and though it is mid-summer, this morning the sun rose above snow-covered hills to the east.  We have begun to notice birds with scales like fish, and what first appeared to be a long string of puddles near a stream turned out to be footprints from a beast larger than any of us have ever seen.
4281874997
This place gets stranger with each passing day.  Just before sunrise we were startled awake by a crashing sound through the treetops near our camp.  Dogwoggle had been on watch, and swears what could only have been a winged, hairless boar streaked overhead and into the trees.  A search of the area turned up nothing, and we all returned to our bedrolls.  I think Dogwoggle needs to lay off the dwarven ale.
305899110
The land seems to change beneath our feet.  Wind and rain give way to baking sun, which in turn becomes impenetrable fog, all within a matter of hours.  Nights range between freezing cold and sweltering heat.  We simply can not waste any more time.  We must either reach Hexis, or die trying.
1118069021
Control all four fortresses and keep all five starting heroes alive.
3512980544
From the damage seen thus far, it is expected that what lies ahead will be even worse.  Having beaten back several patrolling armies, the Heroes have finally reached the first of several fortresses under Hexis's control.  They will need to conquer them all if they hope to weaken Hexis enough to take him in the final battle.
1065568358
Gilmore Crossing
958011587
Alita Eventide
3575744092
Bohb
3768210385
Dogwoggle
211930446
Agraynel
944941171
A devoted minion of Hexis.
3182314424
A devoted minion of Hexis.
373209044
A devoted minion of Hexis.
2054663950
A devoted minion of Hexis.
4194642251
A devoted minion of Hexis.
805877950
Kozuss
2885191886
Final Showdown
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The heroes, Bohb, Kozuss, Dogwoggle, Agraynel, and Alita Eventide, have four months to race north and defeat Hexis in his citadel before his power causes irreparable damage to nature itself.
2376473173
The trail through the chaotic landscapes has led us to this point.  Ahead, Hexis begins preparations for a ritual that will increase his power dramatically at the expense of destroying nature itself.  We have four months to reach his citadel and put a stop to his madness once and for all.
2376473173
Two months have already passed; time seems to fly in this battered land.  As strange as the terrain seems initially, the maddening chaos almost becomes repetative.  Nothing shocks us here anymore.  We have but two months left to reach Hexis and defeat him-- we have little time to waste.
1359197960
We have come to a crossroads today.  The west path, the Path of Might, promises creatures willing to help in our battle.  The east path, the Path of Magic, promises artifacts of great power.  The north path appears to be a shortcut, most likely the fastest and most direct route to Hexis.
3231510945
Hexis' citadel lies ahead, on a gloomy hill in the middle of the chaos created by his foul magics.  Our battle lies there, in our final attempt to undo what he has done and prevent any further damage to our homeland.
2820848767
Defeat the hero Hexis before month 5.
2902651291
The brave heroes must now face Hexis in the heart of his corrupted domain.  They have but four months to interrupt the final magical rituals he is attempting to perform before the damage he has caused becomes irreparable.
10793102
Though their journey was long and their trials great, the five Heroes were able to triumph over Hexis and put an end to the destruction he caused.  Almost immediately the weather calmed, and signs of nature’s healing were already apparent as the five traveled back to Devonshire.  The celebrations would last for days, but the people of Lodwar would forever remember the names Bohb, Agraynel, Kozuss, Dogwoggle, and Alita Eventide.  When all was said and done, the five would comfortably retire... as Heroes.
601521266
Kozuss
2395135727
Bohb
4072538431
Alita Eventide
1660502128
Dogwoggle
584723880
The Path of Might
2355424756
The Path of Haste
2425197598
The Path of Magic
3663387100
The Path of Might
726445530
The Path of Magic
669148536
The Path of Haste
3437746578
Agraynel
4202752459
Hexis
Once a benign sorcerer, Hexis has become as twisted as the lands around him.  The magic he sought to bend to his will has twisted and perverted both the land and himself.  He will stop at nothing to increase his own power, even at the expense of Nature itself.
1516981899



IN case of not clear enough, this is the finale:

Quote:
Though their journey was long and their trials great, the five Heroes were able to triumph over Hexis and put an end to the destruction he caused.  Almost immediately the weather calmed, and signs of nature’s healing were already apparent as the five traveled back to Devonshire.  The celebrations would last for days, but the people of Lodwar would forever remember the names Bohb, Agraynel, Kozuss, Dogwoggle, and Alita Eventide.  When all was said and done, the five would comfortably retire... as Heroes.


The End

of Gathering Storm campaigns.
Winds of War campaigns (and original H4 backup) another day.
____________
Never changing = never improving

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted March 12, 2017 11:55 AM
Edited by Karmakeld at 11:58, 12 Mar 2017.

As Verriker wrote, don't bother with the Standard H4 text. They're already edited here: H4 text collection.

NimoStar, would you care to describe your intentions with the Remastered and Extended versions of the campaigns?
I guess you want to add more landscaping details, but do you also intend to add new maps??

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 14, 2017 10:07 PM

I wanted to respost them later as a backup here in case that page goes down. You never know when something on the internet is going to sink, so it's best to have copies. I learned that the bad way with many things I uploaded or made.

_________

Regarding the campaign, these are some of the changes they will come with, regarding the Winds of War campaigns:

- Many landscaping details to make maps come alive
- Some áreas added to the maps like underground secrets and now-navigable waters
- Gameplay details
- Correction of some scripts and adding of others
- Small increase in difficulty, for added replayability for experienced players (considering like 15 years passed since original release, people play better - but changes still scale with your selected difficulty)
- Changes to make the game compatible in all aspects with Nimostar's Greatest Mod and retain balance (While STILL being compatible with base game)

Additionally these are big additions to alternate/added versions of WoW:

- Ability to play last mission in Multiplayer and without playing previous campaigns

- Mirrored campaigns: You can play as Channon, defending your kingdom in modified maps. Includes storyline, extensive balance changes, and changed/added scripts.
- Even more additional areas in maps
- Even more landscaping
- In last mission, your five Channon Defender heroes fight the five invaders in a reversed version of "The Last Bastion" (you defend the fortress)

The only unfinished part are the Channon campaigns since they require to rewrite the story from the other perspective. Maybe I will release the remastered WoW campaigns without the Channon part for now.

____________
Never changing = never improving

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 15, 2017 09:38 PM

Thank you for posting the campain stories from the Gathering storm!
Brings memories for playing them a long time ago.
And it's nice to remember the 5 sets.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted March 17, 2017 10:57 PM
Edited by NimoStar at 22:58, 17 Mar 2017.

First remastered campaigns are ready and can now be downloaded:
See here
Or here

Later I will make a thread on this H4 subforum as a list of links to released campaigns and maps... (by me, and others reccomended)
____________
Never changing = never improving

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