Yes, I know, it's been a while. My game crashed twice doing this one. Still, I make up for it by this update being much longer.
Chapter VI: “Rout”“It seems we are not alone in our quest. Your main rival is a keeper called Nemesis. He also has many lesser keepers allied to his cause; you must defeat them all to claim this kingdom for your own. Look there: Keeper Dante has revealed himself by invading Lord Titus’ land of Snapdragon. And there: Keeper Gormegan has made a move against lord Sigmund of Emberglow. I have a feeling Nemesis will move against us soon. You must be strong to defeat him!”
With any luck, Nemesis and his minions will slaughter any goodly bastions in this land. Still, he no doubt has dominion as his goal, and the world isn’t big enough for two overlords. He shall have to be dealt with. But, for now…
“Sweet
water. This realm is defended by the goodly Lord Ironhelm. Your minions are currently laying siege to his castle. Like a rat fleeing a sinking ship, Lord Ironhelm has his escape route already planned. However, with a regrettably small amount of torture, we have learned of his plans, and can now halt the cowardly wretch’s flight.”
Not long after conquering Elmshadow, I sent out a contingent of creatures to besiege Ironhelm’s castle from the northwest. They made an interesting discovery. In the caverns beneath Sweet
water was another dungeon, though this one was not built for besieging the local lord, no: it was something of a haven for a group of kinky mistresses to fulfil their desires away from the puritan eyes of Lord Ironhelm. They joined with my minions eagerly, and brought with them a number of effective, dangerous and above all creative methods of torture.
This information is useful to me, so I have established torture chambers both in the dungeon besieging the castle and in this one here, from where I intend to ambush the cowardly lord as he flees.
In setting up a dungeon, we had already encountered and defeated two heroes, presumably guards or scouts. I threw them to the torturers, and almost immediately they divulged the precise location of Ironhelm’s back door.
The torture chamber has three purposes. From the prison, you can drop defeated foes into it, and when they die they reveal areas of the map to you. The other two purposes I will explain later.I will need to head to that area if I wish to ambush Ironhelm before he can escape to the surface. I have my imps strike out to the west, where I encounter a river.
Further exploration reveals that there is a series of bridges spanning this river. The heroes already have an extensive series of caverns here, full of relics claimed by Ironhelm during better days. Though most of his fighters are battling in the siege, there are still a few heroes down here.
Though I don’t have many creatures with me, and have yet to find a portal, I manage to take them down with little trouble. One of them falls into the river, but I quickly have him dragged out and sent to the prison. Why give them a peaceful death when they are still useful to me?
Imps will only take away fallen allies and enemies if they are on your territory. If they fall in water, you must build a bridge to them.The effort proves rewarding, as the heroes reveal the location of some imprisoned trolls.
The creatures here are neutral. They won’t attack anyone – not even heroes. Their health flowers flash through different colours. They will join forces with the first creature they see, which in this case will be my imps.My imps head out to rescue and recruit them, especially since without a portal recruiting creatures is slow. They are discovered by more heroes, who are defeated and tortured. They reveal something even more useful to me...
This is the gate through which Ironhelm intends to flee. Now I know exactly where to go to ambush him. This is extremely useful to me.
While all of this is happening, warlock researchers are hard at work for me. Their research pays off, and I am shown a spell which can heal creatures both friend and foe.
I use it extensively in my skirmishes with the heroes. I also have some fun casting it on the heroes in the torture chamber; it will be amusing to see what they do when faced with unending torture.
The bridges terminate at wooden doors – one on either end. Both doors are guarded with cannons, too. I send in my goblins and trolls to destroy them so that my imps can claim the land.
I hear word from the torture chamber that the heroes have finally snapped. Curious, I go to see what they mean...
Interesting.
The second use for torture chambers is conversion. Keep a tortured enemy alive and, eventually, it will serve you. Despite the manner through which it is recruited, the creature’s needs must still be attended to. Notice that hero portraits have red backgrounds as opposed to blue for the evil creatures.As I explore deeper into Ironhelm’s vaults, I find that more and stronger heroes are coming to defend them.
Ironhelm clearly knows of my presence. Still, as far as he could be aware I am simply trying to loot his stores. He cannot know my aim just yet. Regardless, as his counter-measures become stronger, I am forced to use more of my army to defeat him. But I am in luck.
I now have a portal. Any minions that fall in battle can be replaced without having to drag away unconscious heroes. Not that I’ll stop torturing them. It’s so much fun.
Among the first creatures to enter through to assist in my ambush is one of the mistresses that had given me the torture technology.
Mistresses are interesting creatures. Attracted by the torture chamber, they are fierce combatants that can deal a lot of damage very quickly. They are also keen to get to the battlefield. Unlike other creatures, attempts to hurt them pleases them rather than annoys. While with other creatures a slap would make them work harder at the cost of health and happiness, with a mistress will both work harder and feel happier at the same health penalty, so do it often. They also enjoy using the torture chamber, either to torture or to be tortured. This brings me to the third use of the room: if a creature belonging to you is tortured, it will slowly get hurt and annoyed but the rest of its species will work harder. I don’t do that, though.With the mistresses joining in, heroes convert to my cause a lot more readily. Even the weak dwarves join me.
They are pathetic warriors, but hard workers. They perform all the duties of my imps, even if they are slow. With their help, I find the perfect place to ambush the heroes.
Among Ironhelm’s stores were a number of traps ready for assembly. My imps took them to a workshop, and my trolls are now able to produce barricades, fear traps and alarm traps. I have all of them set up in the ambush area.
With all of the excitement, I find I am neglecting my creatures' needs. Several of them are becoming discontent. While there is no purpose in being generous to them, I likewise don’t want them to leave my service. Since Ironhelm seems to be waiting for a later moment before attempting his escape, I spend much of the time keeping my creatures satisfied.
If a creature’s needs are unattended to, it will become unhappy. This isn’t a large problem, but if they are ignored, they will become angry, and if they do they will leave your dungeon or defect to the heroes’ side and you will have to fight them within your own dungeon. They can be cheered up by either attending to their needs, using a “Make Happy” powerup spell or using the temple, though that last one won’t be available for a long time.Ironhelm must soon be preparing his escape – significantly strong raids are being sent into my dungeon in an attempt to clear my out. They fail, of course, and ultimately serve to bolster my forces.
Does the hero know of my plans? Regardless, he has no choice now. He can either face down the siege battering his gates – I am told that it is going very well – or risk it through my own gauntlet.
From far away, I hear an almighty shattering noise and battle cries. My creatures must have breached Ironhelm’s fortress. He makes up his mind – taking the portal gem from its pedestal, he gathers all the forces he dares and charges out of the back gates.
They are blocked by barricades. While the heroes attempt to clear them, I think I’ll have some fun. Taking the talisman shard collected in Elmshadow, I draw its power and fire it at the blocked-off chamber.
The Horned Reaper emerges. Bloodthirsty, ruthless, and powerful. With a single swing from his brutal scythe, a guard’s head is swiped clean off. A wizard tries to cast a spell at him, but he deflects it back at its caster. Such grace, such power!
Ironhelm knows his escape is failing. The allies sent ahead to clear the way are all dead. But he has no choice, he rushes out through the gate... straight into the warm, strong embrace of the Horned Reaper. I almost envy him, until he is crushed like a bug. Muscles rippling, a fiery glint to his eye, the Reaper grins as he pulls the portal gem from the mangled corpse.
Satisfied, he returns to his realm. As I watch in awe, I decide for certain that I
have to see that again.