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(→Fourth week: layout improvement) |
(→First week: layout improvement) |
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* a road winds to SW and is blocked by a pack of level 6 monsters on cursed ground; beyond them we see a Crystal Cavern guarded by pack of level 4 monsters (zone C) | * a road winds to SW and is blocked by a pack of level 6 monsters on cursed ground; beyond them we see a Crystal Cavern guarded by pack of level 4 monsters (zone C) | ||
* another road goes to SE and is blocked by a pack of level 7 monsters; beyond them is zone D with Gem Pond, Sulfur Dune, Tree of Knowledge (guarded each by a pack oflevel 4 monsters), Den of Thieves. | * another road goes to SE and is blocked by a pack of level 7 monsters; beyond them is zone D with Gem Pond, Sulfur Dune, Tree of Knowledge (guarded each by a pack oflevel 4 monsters), Den of Thieves. | ||
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* Still Water - Centaur Stables, Dwarf Cottage (if not already built at start of scenario, forget it for now), Homestead, Enchanted Spring, Citadel, City Hall | * Still Water - Centaur Stables, Dwarf Cottage (if not already built at start of scenario, forget it for now), Homestead, Enchanted Spring, Citadel, City Hall | ||
* Gladeroot - Centaur Stables (maybe Dwarf Cottage too), Mage Guild level 1 | * Gladeroot - Centaur Stables (maybe Dwarf Cottage too), Mage Guild level 1 | ||
* Gem(level 15): 14 Wood Elves, horde of Centaurs, variable number of Dwarves (greater if Dwarf Cottage built at start of scenario) | * Gem(level 15): 14 Wood Elves, horde of Centaurs, variable number of Dwarves (greater if Dwarf Cottage built at start of scenario) | ||
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