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Jeopardy of the Horde v3.2

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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.

Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft 3 campaigns with Blizzard-like maps and fun gameplay
!





Features

14 maps, including 11 Chapters and 3 Interludes
Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor

Numerous Heroes to Play
Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock

New Hero Abilities
Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability

Choose your Own Missions
From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!

Screenshots

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Legendary Items

Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:

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Lordaeron Grand Battlesword
Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
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Goldfeathered Staff
Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
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Thorns Armor
Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
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Crown of Fallen Kings
Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
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Demon Cleaver
Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
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Stonemaul Bonecrusher
Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
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Storm Boots
Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
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Gem of Rejuvenation
Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
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Granite Necklace
Increases the hit points of the Hero by 300 and mana by 250 when worn.
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Ring of the Elder Moon
Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.


Change Log

NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.

- Major terrain changes in all chapters
- Dialogues in all maps have been completely rewritten
- Cinematics in all chapters have been redone
- All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
- Cairne is no longer a playable hero in Chapter 2
- Araj the Summoner is now a hero-type unit
- New items can be found by killing creeps
- Quest changes in all chapters. In addition, new quests have been added into several chapters
- This campaign can now be played through in two difficulty settings: Normal and Hard
- The following spell changes have been made:

THRALL
- Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground which decreases the movement and attack speed of nearby enemy units

GROM HELLSCREAM
- Mirror Images and Critical Strike have been removed.
- Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)

REXXAR
- Storm Bolt has been replaced with Summon Hawk

DREK’THAR
- Shadow Strike has been replaced with Far Sight

SAMURO
- Samuro now possesses the following spells:
- Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
- Mirror Image
- Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
- Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit

DRAK’THUL
- Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
- Soul Burn and Firebolt have been removed
- The Warlock can now cast Incinerate and Summon Voidwalker


- Fixed a few spelling/grammar errors
- Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
- Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
- Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
- Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
- Fixed a problem where Samuro would use Dash and disappear
- Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
- Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
- Engineer Gazlowe's model has been changed to the Goblin Tinker
- The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
- The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
- Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
- Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him


- Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
- Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
- Minor to moderate dialogue changes in all chapters
- Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
- In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
- In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
- In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
- The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
- In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
- In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
- In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
- The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
- Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
- The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
- Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
- In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
- Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
- Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
- The Trees blocking the terrain in Chapter 9 are no longer invulnerable
- The item Frostguard now allows melee Heroes to attack ranged units
- Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
- Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
- Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
- The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
- The Demon Gates in Chapter 10 are now protected by a Mini Boss


– Fixed a problem in Chapter 4 where a particular Night Elf wave would stay idle when attacking Santron
- Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
- Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
- In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
- In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
- Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
- The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty


- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, story, and in-game events
- A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
- The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
- New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
- Added new custom music throughout cinematics and gameplay
- Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
- The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
- All appropriate buffs will now be removed from all units during cinematics
- Pressing the spacebar will now bring the player to quest-specific locations on the map
- Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
- Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
- Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
- Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
- AI friendly players can no longer be attacked by the player throughout the campaign
- Resolved multiple issues with the Orcish Horde AI player in Chapter 10
- Increased the mana cost of Grom's Frenzy ability to 75 mana
- Samuro's Dash ability now deals more damage across all levels
- Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
- Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
- Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
- Searinal in Chapter 4 now possesses Spell Immunity
- Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
- Increased the hit points and damage of Santron Towers in Chapters 4 and 8
- Neutral units can now be hired from the Goblin Observatory in Chapter 8
- Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
- Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
- Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
- Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
- Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
- Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
- The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
- The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
- The Earth Totem unit Thrall can summon now has a portrait
- The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
- Added unique models for all potion/scroll items
- Tyrande Whisperwind now has a new model
- Shandris and Night Elf Glaive Throwers now have new skins


- Fixed the tooltip description for Drek'Thar's Forked Lightning ability
- The player will now correctly lose Chapter 9 if all of their buildings are destroyed
- Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
- Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
- Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
- Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
- Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
- Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
- Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty


MAIN CHANGES
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Updated all cinematics for widescreen support
- Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes:
- Grom Hellscream
- Rexxar
- Rokhan
- Drak'thul​

HERO CHANGES
- Reduced the area of effect range of Earthbind Totem from 800 to 600
- Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
- Removed Brilliance Aura from Drek'Thar
- Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
- Reduced the damage of Samuro's Mortal Strike from 750 to 500
- Increased the base movement speed of Araj the Summoner from 240 to 270
- Fixed a bug where the player could summon more than one Misha

GENERAL CHANGES/IMPROVEMENTS
- Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
- Changed the armor type of all Human buildings to Heavy armor in Chapter 1
- Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
- Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
- Player starts off with 500 additional gold in Chapter 3
- Cured fountains in Chapter 3 now provide health or mana regeneration
- Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
- Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
- Renamed the undead AI players in Chapter 3 to have distinct names
- The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
- The path to Rokhan in Chapter 3 is once again blocked off by trees
- Removed the Fountain of Health in Chapter 4
- Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
- Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
- Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
- The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
- Troll Batriders are no longer available to train in Chapter 5b
- Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
- Gazlowe now has additional items to allow him to tank better in Chapter 6
- The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
- Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
- Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
- Removed the Vials of Mana item in Chapter 7
- The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
- Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
- Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
- Player now starts off with an Altar of Storms in Chapter 9
- Added additional enemy Heroes to the Night Elven bases in Chapter 9
- The trees to the final Night Elf base in Chapter 9 are now invulnerable
- Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
- Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
- Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
- Replaced the Fountain of Power with a Fountain of Health in Chapter 10
- Azgalor is now immune to magic in Chapter 10
- Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
- Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
- Removed the damage and hit points increase for enemy players in Chapters 9 & 10
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Great Hall/Stronghold to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Updated Tyrande's model to the same used in Malfurion's Quest
- Made slight background music changes across the campaign
- Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Items are no longer dropped by destroying creep buildings
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign

Other Campaigns in Turnro’s Warcraft 3 Series
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Important Notes
- It is highly recommended that you update Warcraft 3 to the latest patch version before playing Jeopardy of the Horde. The download to this patch can be found here: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Jeopardy of the Horde on Hard difficulty, you will automatically lose the mission
- There is a known bug on Mac computers where the game will crash when certain custom items/units are selected. While I have tested this campaign to ensure this doesn’t happen, please notify me if you encounter this problem
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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

MODELS
Grey Knight
kangyun
JetFangInferno
Mc!
Ket
EviL_BuddhA
epsilon
Sellenisko
Hexus
Kitabatake
the_firefalcon
PROXY
Shyster
Kirym
Zap


SKINS
Glitzage
Daenar7


ICONS
Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola


MUSIC AND SOUND
Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)


Special Thanks:
Fallen Angel Boy
Rence Kristoff
Flour
Forsaken
slake
CaoSong
Perke
LOTP




Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


Keywords:
Horde, Orc, Troll, Tauren, Thrall, Kalimdor, Santron, Drek'Thar, Cairne, Samuro, Araj, Rokhan, Rexxar, Grom, Hellscream, Drak'thul.
Contents

Jeopardy of the Horde v3.2 (Campaign)

Reviews
18:35, 5th Feb 2010 ap0calypse: Approved
Level 31
Joined
Dec 8, 2009
Messages
1,330
No one reported this before me, so i guess it is something with my laptop xD
Anyway, will this map ever has sound recording? This map will be epic with sound recordings... Okay, this is caused by save and load i think, because a 'fresh' game without save and load does not crash

I don't think the problem is to do with your laptop. It would be with the game itself, most possibly the triggers. I'll have a look into this problem when I can.

As for the voice recordings, only time will tell ;)
 
Level 3
Joined
Mar 3, 2012
Messages
73
I forgot to say this lol
Weeks after i finished this (with whosyourdaddy cause crash is annoying) i asked my friend and he said he also crashes at last chapter (with save and load)
 
Level 3
Joined
Oct 4, 2013
Messages
50
This is a great campaign. The maps are awesome and not overly easy nor hard. There is a good mixture of different missions for the most part, but the base vs base maps are awesome especially some of the later ones.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Christ, the last map is freaking tough. I think there was a different way I should have went to make it somewhat a little easier but still holy crap.

Glad to hear your feedback, James :)

The last chapter is a bit hard, but only to compensate for the fact that you could have 7 Level 10 heroes to control. Still, I'll remember to make this chapter easier when I update it next.
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Brilliant!

Turnro, Jeopardy of the Horde is just awesome and so far my favorite custom campaign. The twists and turns in the story line were excellently done and every moment in the campaign felt fun. Meanwhile I thought it was neat that we got to choose which chapter five to do, it helped make me feel more involved in story since it really established that I was not only experiencing it but making it in my own way as well.

Meanwhile I just loved how Azgalor's plan blew up in his face when the Horde he sought to use as killed him. Though last lines made me wonder on what what or who could of ensured that less Legion forces invaded with him. I also thought it was interesting that Thrall saw the Night elves helping the demon instead of the demon being imprisoned.

At the same time it was weird reading that Rowan died since it not only happened off screen but it made me wonder on how everyone else in Rowan the Wise was holding up. As such I rather liked seeing the Draenei during Chapter 6.

I do have to admit to playing the campaign twice because 1.) It was that fun and 2.) I wanted to see what changes would occur from having Rexxar or Grom in my party as it were.

As such I do believe that I haven't heard the last of the last orcs in your series since both Chapter 8 intros make mention of them as still being active in some way. With Grom it felt direct since he mentioned wanting to hunt them down and if Rexxar is in the party it's more subtle with Thrall not knowing where Grom and the Warsong are and Cairne sending scouts to find them, and is never mentioned again.

It just felt odd because Thrall and Grom were presented as close in this (Grom calling Thrall brother in Ch. 1) and even if Thrall was focused on the demon, he should of thought of how useful Grom and the Warsong could be. So maybe you could add a scene in the beginning of Chapter 9 where one of the characters mention the scouts not finding Grom and the Warsong and have Thrall make the difficult choice in choosing to find and destroy the demon over finding Grom.

At the same time Rohkan doesn't show up in Chapter 8 at all, which confuses me because it's not mentioned on where he is during the attack on Santron. In my Rexxar play through I didn't really think much of it because I figured he was leading the scouts in trying locate Grom and the Warsong but in my Grom play through there's no implied or directly stated reason for Rohkan's absence.


So where is Rohkan during Chapter 8: The Great Pursuit?

With all that said I did notice two odd things in Chapter 10. When Azgalor returns and has his big reveal neither Rohkan or Drak'thul were present in that cinematic in both of my play troughs, even though both characters were there. At the same time in the last scene after Azgalor was killed Drak'thul didn't show up when Cairne, Rohkan and Grom/Rexxar did to inform Thrall, Drek'thar, and Samuro of the Night elves regrouping.

Well keep up the good work and I give this a 5/5.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Turnro, Jeopardy of the Horde is just awesome and so far my favorite custom campaign. The twists and turns in the story line were excellently done and every moment in the campaign felt fun. Meanwhile I thought it was neat that we got to choose which chapter five to do, it helped make me feel more involved in story since it really established that I was not only experiencing it but making it in my own way as well.

Meanwhile I just loved how Azgalor's plan blew up in his face when the Horde he sought to use as killed him. Though last lines made me wonder on what what or who could of ensured that less Legion forces invaded with him. I also thought it was interesting that Thrall saw the Night elves helping the demon instead of the demon being imprisoned.

At the same time it was weird reading that Rowan died since it not only happened off screen but it made me wonder on how everyone else in Rowan the Wise was holding up. As such I rather liked seeing the Draenei during Chapter 6.

I do have to admit to playing the campaign twice because 1.) It was that fun and 2.) I wanted to see what changes would occur from having Rexxar or Grom in my party as it were.

As such I do believe that I haven't heard the last of the last orcs in your series since both Chapter 8 intros make mention of them as still being active in some way. With Grom it felt direct since he mentioned wanting to hunt them down and if Rexxar is in the party it's more subtle with Thrall not knowing where Grom and the Warsong are and Cairne sending scouts to find them, and is never mentioned again.

It just felt odd because Thrall and Grom were presented as close in this (Grom calling Thrall brother in Ch. 1) and even if Thrall was focused on the demon, he should of thought of how useful Grom and the Warsong could be. So maybe you could add a scene in the beginning of Chapter 9 where one of the characters mention the scouts not finding Grom and the Warsong and have Thrall make the difficult choice in choosing to find and destroy the demon over finding Grom.

At the same time Rohkan doesn't show up in Chapter 8 at all, which confuses me because it's not mentioned on where he is during the attack on Santron. In my Rexxar play through I didn't really think much of it because I figured he was leading the scouts in trying locate Grom and the Warsong but in my Grom play through there's no implied or directly stated reason for Rohkan's absence.


So where is Rohkan during Chapter 8: The Great Pursuit?

With all that said I did notice two odd things in Chapter 10. When Azgalor returns and has his big reveal neither Rohkan or Drak'thul were present in that cinematic in both of my play troughs, even though both characters were there. At the same time in the last scene after Azgalor was killed Drak'thul didn't show up when Cairne, Rohkan and Grom/Rexxar did to inform Thrall, Drek'thar, and Samuro of the Night elves regrouping.

Well keep up the good work and I give this a 5/5.

Thanks X59 :)

Rokhan, Drak'thul, and Rexxar are supposed to act as supplementary characters. They are not really involved in the story apart from when you acquire them, at least that's what I originally intended when I created Jeopardy for the Horde.

Rokhan is not a playable hero in Chapter 8 because the player already has enough heroes to control in that mission. Nonetheless, this might change when I decide to update this campaign next ;)

So in answer to your question, the optional characters you can acquire in Jeopardy for the Horde are only there to give you more heroes to play throughout the campaign.
 
Level 3
Joined
Jun 30, 2013
Messages
60
After almost a year I am playing this cool campaign again. :thumbs_up:
I hope to play Malfurion Quest full campaign in near future.
 
Level 1
Joined
Oct 2, 2014
Messages
2
it is an enjoyable campaign but the last chapter was to sudden , i think you should make another chapter where thrall lead the orcs and the other out from the ashenvale forest or some sort of cinematics just to make it doesn't become so sudden.
 
Level 11
Joined
Jul 29, 2014
Messages
328
This is a wonderful campaign, Turnro. Still, it is strange how Rowan disappeared after everything he went through in your previous campaign "Adventures of Rowan the Wise". I seriously hoped he would make an appearance in this campaign fighting against the orcs as a new king and leader of human forces in Lordaeron.
Anyway, this campaign is great. Very Blizzard-looking set of environment and events, as well as heroes and units.
Looking forward to playing Malfurion's Quest, though :)
 
Level 2
Joined
Apr 27, 2015
Messages
32
Turnro why is the Lvl cap in this 2nd chapter of you series is only lvl 10 and may I suggest that controling 5 heroes and above on the last chapter was really hard but fun :D
And 1 base of players against the demons and Night Elf's its hard fighting the Demons with just 1 army with 100 food capsize well whatever you had 7 heroes so its like 3 armies already :D.
You could just split the 5 heroes bases into 4 or 3 like you did in the Adventure of Rowan the Wise..
Well I know that if your going to split the bases of the Horde into 3 again it would resemble like Rowan and the battle against the scourge of Northrend.
And that why you capsize the Lvl of the heroes into 10..
I hope you can finished your last chapter of this series Malfurion Quest :D
I've had played this series of your 3 times. 1 normal where I first began to play your 3 campaigns and 2 hard difficulties completing and finding all items around every each map :D
 
Level 2
Joined
Sep 16, 2015
Messages
12
Please give feedback on bugs or errors you may encounter. This campaign has already been tested several times, so it should appear to be complete.

hey when i open chapter five a black screen open and i can't play:ogre_rage:
 
Level 2
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Sep 16, 2015
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12
My campaigns are a different storyline, yes. You probably won't completely get the storyline until my Human Campaign is released. By the way, is my Orc Campaign still showing up as a black screen?

yes it still
 
Level 2
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Sep 16, 2015
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12
Hi icen,

Did you play the campaign on a PC or Mac? If PC, what operating system do you use?

P.S. You should know that your previous post referenced to a quote of a bug I fixed many years ago, even though it produced the same problem.

hi turnro i have patched the game and it worked!!!!! thank u and by the way have u uploaded the human campaign or not?
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
hi turnro i have patched the game and it worked!!!!! thank u and by the way have u uploaded the human campaign or not?

Glad to hear that the problem is fixed :)

I did make an update to the campaign earlier this year in January, which included new music, new items in Hard difficulty, and an overall polish. I will be making another update in the next few months, but it will mainly be to fix bugs and issues reported so far.
 
Level 28
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Aug 7, 2015
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602
Hey, err... Rowan :D! I want to ask about chapter 8: It says that defend Santron at all costs, what should I do? Just keep defending Santron? Or destroy the opposing forces' base camps? I destroyed but it appears to be keep waiting.

Oh yes, I'm still stucking here(Restarted mission, didn't destroy enemies' base camps, WITH CHEATS)
 
Level 31
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Dec 8, 2009
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I want to ask about chapter 8: It says that defend Santron at all costs, what should I do? Just keep defending Santron? Or destroy the opposing forces' base camps? I destroyed but it appears to be keep waiting.

Oh yes, I'm still stucking here(Restarted mission, didn't destroy enemies' base camps, WITH CHEATS)[/QUOTE]

In order to pass this mission, you focus solely on defending Santron until Samuro and Araj come. Once this happens, then you are free to attack. Destroying the enemies beforehand has been known to cause the mission to bug out.
 
Level 28
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Feb 18, 2014
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3,579
I aprove this campaign, it's just simply... Amazing!! All the action/Adventures and many more... it's Fantastic!!! 5/5
Also, For me all the chapters are easy (except the final chapter! It's too difficulte to focus when you have to destroy 5 demon gates including their army, ) but I overcome all that and reach the end!

And guess what? I'm playing it again...!
 
Level 1
Joined
Dec 11, 2015
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2
voices

Hey there.
I just finished Adventures of Rowan the Wise and loved it. So I downloaded Jeopardy a few minutes ago. However I noticed that there weren't any voices. Have they not been done or is it a problem on my part? My game is in German but that didn't cause any problems for Adventures of Rowan.
 
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Level 1
Joined
Mar 7, 2016
Messages
4
Loved your campaign dude. i feel your one of the few map creators who stick to blizzards original campaign format with a good balance of secrets/items/creeps etc. 10/10. i couldnt care less about story, i play campaigns mainly to appreciate map design, gameplay and terraining and you get a 10/10 from me in those categories :)
 
Level 4
Joined
Apr 19, 2016
Messages
108
As with the human and undead, I liked your orc campaign very much and am rating it 5/5.
I only had some difficulties with the final chapter, which is quite challenging, but fun - the base system was something I've not seen before and I liked it cause I could concentrate more on the units and offence :D

SPOILERS below

There is an explot possible in this chapter though:
If you get a fast-build Town Hall item from the Voodoo Launge in the previous chapter, you can build it here and obtain additional peon, build building where you want etc... It can be exloited by building lots of towers, good to crush attacking demons later. This was on Normal mode.
It was quite hard to finish it, as I already said, I'd suggest placing a 5 minute timer before the demons start spawning or reduce their numbers or even change demon gate armor type to heavy or something (cause catapults are too clumsy to rush with them or to build more while demons intercept them on their way to main orc army) but this is my personal opinion.

I have a question though - why did the Night Elves capture the demon? I didn't get the impression they knew about his markings or what triggers them, so why not simply kill him?
Also, why do they remain hostile towards the Orcs, why not fight only demons instead (well they do try to defend)? Tyrande is stupid :p
 
Level 31
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There is an explot possible in this chapter though:
If you get a fast-build Town Hall item from the Voodoo Launge in the previous chapter, you can build it here and obtain additional peon, build building where you want etc... It can be exloited by building lots of towers, good to crush attacking demons later. This was on Normal mode.
It was quite hard to finish it, as I already said, I'd suggest placing a 5 minute timer before the demons start spawning or reduce their numbers or even change demon gate armor type to heavy or something (cause catapults are too clumsy to rush with them or to build more while demons intercept them on their way to main orc army) but this is my personal opinion.

I have a question though - why did the Night Elves capture the demon? I didn't get the impression they knew about his markings or what triggers them, so why not simply kill him?
Also, why do they remain hostile towards the Orcs, why not fight only demons instead (well they do try to defend)? Tyrande is stupid :p

Thanks for letting me know about the exploit ;)

Tyrande kept the demon alive as she wanted to know how he knew the orcs would come to Ashenvale. There is also no point in the story where the night elves reconsider their side with the orcs. As such, the two races remain enemies.
 
Level 2
Joined
May 10, 2016
Messages
2
Finally got it, very nice campaign :)

Nice hard mode on the 10th mission, you are a sadistic campaign maker :p

Im just sad because i destroyed 2 gates with the demolishers :s but maybe it was a bad idea to kill all the elves ^^
 
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Level 14
Joined
Oct 26, 2015
Messages
871
What a treat when I come back to WC3 a few
Arthas Menethil has an important role in Adv.of Rowan and in the Dreadlord campaign,but its a little sad that we cannot see him in Jeopardy campaign.
At
months from now.

Probably have an updated JotH with Relics for Horde mode
Progress on Malfurions Campaign.
And hopefully the Path of the Damned ENHANCED by Teo is closer to being done.

AHHHH Wc3 only gets better with age.

Finally got it, very nice campaign :)

Nice hard mode on the 10th mission, you are a sadistic campaign maker :p

Im just sad because i destroyed 2 gates with the demolishers :s but maybe it was a bad idea to kill all the elves ^^

YUUUUUUP

I wiped out all the elves then when shit hit the fan I was like oh fuck. I had to start the level over and not wipe the map. :S The Demons flooded ontop of me while i was going after gates with no Elven bases to slaughter.

Arthas Menethil has an important role in Adv.of Rowan and in the Dreadlord campaign,but its a little sad that we cannot see him in Jeopardy campaign.
Resurrection of the Scourge is AFTER jeopardy of the Horde. How would Arthas show up when hes defeated after Rowan the Wise?

Scourge campaign tying up loose ends was an awesome touch but Arthas isn't ALL important enough for a continuous cameo.
 
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Level 31
Joined
Dec 8, 2009
Messages
1,330
Hey guys! It has been over three years since Jeopardy of the Horde was last updated. Since then, my campaign making skills have improved much over the last few years. As a result, this campaign felt lacking compared to my latest works.

I'm happy to announce that Jeopardy of the Horde has received a massive update to improve its overall quality. Here's a preview on what the new update offers:


- An overall polish to bring the campaign up to standard with The Adventures of Rowan the Wise
- New awesome background music throughout the game
- A new interlude titled 'Conflicts of the Past'
- New items, including powerful legendary items in hard difficulty
- QWER hotkeys
- Bug fixes and more!
 
Level 5
Joined
Feb 3, 2014
Messages
212
Turnro those Fel Orcs are a bit hard cuz of that healing wave :eek: still fun though... I've rather enjoyed annihilating them cuz they gave me such a hard time :/

EDIT: also those warlocks have medium armor... was that implemented?
 
Level 31
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Dec 8, 2009
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1,330
Turnro those Fel Orcs are a bit hard cuz of that healing wave :eek: still fun though... I've rather enjoyed annihilating them cuz they gave me such a hard time :/

EDIT: also those warlocks have medium armor... was that implemented?

Ah, I see you are playing on hard difficulty. Happy to hear you are finding that map challenging.

Also, I do not believe I changed the warlocks armor type. That must have always been like that.
 
Level 31
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Dec 8, 2009
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One more thing... on chapter 6 hard mode, is healing ward really disabled on that mode?

That is correct. If you manage your troops well, you will find that you actually don't need Healing Wave in order to complete the mission.


Also, I've made a quick change to Jeopardy of the Horde as it seems that all the maps were unlocked when the update was brought out on Sunday. I won't include this change in the patch notes, but at least now people can play the campaign normally by starting from the beginning.
 
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