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Scenarios » Jolly Roger V1

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Jolly Roger V1

Author File Description
RogerRabid
(id: Roger the Rampant)
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: XL
Levels: 3
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 7
Skill Level: Average
Password Protected: No
AoW3: Golden Realms XL map. 8 players, with up to 7 human players. Three goblins in an alliance, three halflings in an alliance, on an 8-player XL map with three layers. One cavern layer and two surface layers. Ideal for single player, teams, or an epic online or hotseat free-for-all. Feel free to start a PBEM on it, but please bear in mind that it will probably never end as this map is ENORMOUS. Good luck! Here's the story:
Everyone hated the Orcs. Even the gobbos, who were polite to the Orcs due to their historical alliances, could not stand them. Yet they tolerated their presence and were always on the lookout for an opportunity to profit, and if that profit happened to come from exploiting the ferocity of the Orcs, it was still profit and profit was good. Let the Orcs do the killing while the gobbos do the profit-making. Elsewhere in the Shire, things were definitely not coasting along as normal. The Orcs were sending their assassins out far and wide, so everyone was now on a war footing, a state of high alert. It had all started going wrong when people had started nurturing their internal Energy, and then using that Energy to teleport themselves short distances. They had built impenetrable walls around their major cities, and were now teleporting in and out, either on foot or in boats. This had upset the Aliomenti, an ancient group of Energy teleporters who were dedicated to stopping the spread of Energy use anywhere in the Shire. Anyone found using these arcane skills was punishable by death, as far as the Aliomenti oaths were concerned. They were sending the Orcs out to do their assassinations for them, and Orcs were always up for an assassination or two. They were also receiving a large financial incentive to do the dirty work for the Aliomenti, so that made it an even more attractive proposition for the Orc leadership. So they had sent an Orc assassin into every major city in the Shire. Yes, that even includes your capital city! The assassins could easily hide in any trees near you capital city, and it is believed that they are using the waterways to enter the cities, so it might be a good idea to look near any water caves that are within the impassable walls of your capital city. Because of this, anyone with True Seeing became particularly in demand, as they could see through the cunning disguises of these ruthless assassins. After a few settlers had been murdered by these Orc assassins, it was universally decreed that settlers should never be sent out unaccompanied. The settlers' accompaniment of choice was shamen, who could quickly entangle the assassin, thereby allowing the less agile members of the army to assassinate the assasssin. The hunters were becoming the hunted! The gobbos realised, to their horror, that the Aliomenti were also targetting them, despite the fact that Orcs had historically fought alongside gobbos, and indeed had allied with them many times before. The three gobbo leaders therefore joined together in an unholy alliance in an effort to repel this Orc menace, and were quickly dubbed the terrible three by the Elves and the Halflings of the Shire. Fearing that these allied gobbos could potentially raise a substantial army and turn against the so-called good races, the three Halfling factions also formed an alliance. They asked the Elves to join them, but the Elves considered themselves unworthy of such rash and hurried knee-jerk reactions, and declined. Show us some evidence of the unholy alliance raising these large armies that you speculate about, then at that point we shall decide the wisest course of action to be taken on that basis. So far, all we have seen is an occasional assassin, and they are no match for our shamen. While the elders were debating their leadership options, Bob Dylman was continuing his lone crusade against increasing militarisation. He hoped to lure in more followers to his disarmament campaign, dubbed CND for short, or Campaign Now for Disarmament, with a catchy little song that he had penned. A pity that he always seemed to sing out of tune, yet people loved it anyway and it rapidly gained him quite a following: How many roads must a man walk down, Before you call him a man, How many seas must a white dove sail, Before she sleeps in the sand, Yes, 'n' how many times must the cannon balls fly, Before they're forever banned, The answer, my friend, is blowin' in the wind, The answer is blowin' in the wind. Yes, 'n' how many years can a mountain exist, Before it's washed to the sea, Yes, 'n' how many years can some people exist, Before they're allowed to be free, Yes, 'n' how many times can a man turn his head, And pretend that he just doesn't see, The answer, my friend, is blowin' in the wind, The answer is blowin' in the wind. Yes, 'n' how many times must a man look up, Before he can see the sky, Yes, 'n' how many ears must one man have, Before he can hear people cry, Yes, 'n' how many deaths will it take till he knows, That too many people have died, The answer, my friend, is blowin' in the wind, The answer is blowin' in the wind. Eventually the tireless campaigning of Bob Dylman had culminated in cannons being banned throughout the entire Shire, despite many wealthy merchants protesting that a lack of cannons made their cities harder to defend against invaders, and that no cannons sitting on the battlements made the Orc assassins ever more brazen and reckless. At this point a new Halfling leader, Roger The Dodger, stepped up to the forefront. His cries to take retaliatory action against the stooges of the Aliomenti, the Orcs, found popular support amongst many of the usually peaceful Hobbits. Sorry, Halflings. Despite Bob Dylman protesting that war was evil and that war only breeds more war, Roger The Dodger quickly started building an army to take this latest war back to the Orcs. Attack is the best form of defence, that was his favourite sound-bite. Pirates had been active in the Shire for many centuries, with their skull and crossbones flag long being known as Jolly Roger. It was Bob Dylman who first nicknamed Roger The Dodger, due to his aggressive and warlike ways, Jolly Roger, and the nickname quickly went viral and was thus subsumed into popular culture.This map covers three visually distinct and separate areas. The seven playable leaders all start in the caverns under the Lonely Mountain. It is many centuries since the Dwarf King under the Mountain was ousted by Smaug, and the seven playable leaders all now have walled-off sections with impenetrable walls. Nobody is really sure quite what happened to the dwarves, but no doubt they are skulking around somewhere nearby. Above we have Mirthwood Forest, and you will have a clearly visible cave entrance up to it within 45mp of your capital city. Tough to traverse as it is mainly trees, mountains and an extensive river network. Rumours are that there is a scary island full of giant spiders, a mountain full of dragons, and the fey folk are of course at home in an area with so much forest! It is also the ideal place for assassins and shamen, or anyone with forestry concealment to operate. Below you are the Enchanted Isles, where everything is heavily guarded due to marauding pirates and nothing is ever easy. Pirates are everywhere in the Enchanted Isles and their strong naval power might catch your explorers unaware. Apparently somebody has hewn the words JOLLY ROGER out of solid rock down there, along with the face of a smiling man. What is not really clear, because so few people manage to come back alive to tell the tale, is whether the rocks were cut into that shape by pirates, or by supporters of Roger The Dodger. That level also includes a giant water maze that reputedly leads (eventually) to Nirvana, if you can successfully navigate the maze. You will have a water cave entrance somewhere in your zone of the caverns which leads you down to the Enchanted Isles, but it might be hidden and you certainly won't be arriving at it in 45mp from your capital city. Anyway, enough of talking; let's fight!
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Size:1.49 MB
Added:11/11/17