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Resurrection of the Scourge

Submitted by Turnro
This bundle is marked as approved. It works and satisfies the submission rules.


Resurrection of the Scourge

Created by Turnro


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Map Info

Resurrection of the Scourge is the third campaign of Turnro’s series of alternate Warcraft 3 campaigns. Its story immediately follows from Jeopardy for the Horde.

With Azgalor defeated, Tichondrius, leading dreadlord of the Nathrezim, is burdened to take on the task of invading Azeroth. Accompanied by the dreadlords Varimathras and Dalvengyr, he plans to first resurrect the armies of the Undead Scourge, who had once terrorized the human kingdom of Lordaeron.

Throughout Resurrection of the Scourge, the story will refer to several key events that occurred in The Adventures of Rowan the Wise and Jeopardy for the Horde, revealing important events that have so far been hidden from the story. You will also encounter some familiar characters from both these Campaigns.

The campaigns in Turnro’s series of epic Warcraft 3 campaigns include:


THE ADVENTURES OF ROWAN THE WISE - Click here to view/download
JEOPARDY FOR THE HORDE - Click here to view/download
MALFURION’S QUESTCurrently in Development



Features

14 maps, including 10 Chapters and 4 Interludes
Continue the story from Jeopardy for the Horde as you travel to new places, cross paths with familiar faces, and declare war with the races of Azeroth!

Control 3 Unique Dreadlords
Ever wanted to play a campaign where you control the dreadlords? Then this campaign is for you! Play as Tichondrius, Varimathras and Dalvengyr, with each dreadlord having their own spells and attribute bonus'

Command the Armies of the Scourge to the Excess!
In Resurrection of the Scourge, take command of Flesh Golems, Orc Skeletons, Ice Revenants, or basically any unit that can be raised back as undead!

New Units and Abilities
Includes a variety of new custom units including Tauren workers, Soul Towers and the custom hero Magroth the Defender. Also take command of new spells, such as Dalvangyr's Death Curse ability

Play Through a Variety of Different Map Types!
Resurrection of the Scourge offers a variety of different gameplay missions, including RPG, RTS, and Tower Defense

Variable Difficulty Levels
You can choose to play the campaign in either Normal or Hard version. This allows you to choose the difficulty of the gameplay appropriate to your skills




Screenshots


Gameplay Screenshot 1

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Gameplay Screenshot 2

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Gameplay Screenshot 3

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Gameplay Screenshot 4

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Gameplay Screenshot 5

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Gameplay Screenshot 6

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Gameplay Screenshot 7

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Gameplay Screenshot 8

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Gameplay Screenshot 9

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Change Log


Version 1.1


- Added in 2 maps:
Chapter 6: The Sorcerer and the Horde
Interlude: The Will of Kil'jaeden
- The necromantic spells each dreadlord possesses are no longer items, they are now normal abilities
- Changed Varimathras' necromantic ability to 'Summon Dark Minion'.
- Made changes to dialogue
- Fixed a problem with Night Elves being invulnerable in Chapter 1
- Fixed a problem which allowed the Naga Royal Guard to follow units owned by the player
- Minor changes to terrain, mainly to Chapters 1-4
- Skeletons summoned by Dalvengyr can now learn attack/armor upgrades
- Fixed pathing problems with Pig Farms (for AI reasons)
- Minor changes to cinematics
- Minor changes to gameplay




Version 1.2


- Added in Chapter 7: Disobeying Orders
- The player is now able to choose the difficulty of the campaign, Normal or Hard
- Players are now able to start playing the campaign from chapters 1 to 7, for game catching reasons
- Minor changes to terrain
- Tichondrius’ Shadow Strike ability had been replaced by Firebolt
- Fixed a problem in Chapter 4 which disabled the player from completing the main quest as the result of skipping certain cinematics
- Fixed game catch saving problems between Chapters 6 and 7
- Slight changes to dialogue in previous chapters
- Skeletons summoned by Varimathras can now learn attack/armor upgrades
- The Dark Minions that Varimathras raises have been renamed Giant Skeleton Warriors, since the Dark Ranger raises skeletons of the same name
- Dalvengyr now has selection priority over Varimathras (for storyline reasons)
- Minor changes to cinematics
- Considerable changes to gameplay, other than the difficulty




Version 1.3


- Added in 2 maps:
Chapter 8: The Ruins of Dalaran
Interlude: Old Hatreds
- The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3
- Varimathras' Banish ability has been replaced with Call of Waning: It reduces the movement and attack speed of all nearby enemy units around the dreadlord
- Dalvangyr's Earthquake ability has been replaced with Death Curse: The dreadlord curses a unit so when he dies, he spawns almost instantly from it
- Fixed a bug in Chapter 6 where the timers in the optional quest 'Stop the Tauren' would restart after they have expired
- Fixed an error which disabled the user from selecting the difficulty of the campaign. In addition, the whole difficulty system has been changed. Instead of selecting the campaign's difficulty from the campaign main menu, the option is now given at the start of each map
- Slight changes to dialogue in several chapters
- Drek'Thar's Shadow Strike ability has been replaced with Stone Totem
- Other minor changes within the cinematics and gameplay may be evident




Version 1.4


- Added in 1 map:
Chapter 9: Power of the Alliance
- Slight dialogue changes in cinematics
- Fix a camera angle problem in the last cinematic of Chapter 1
- Fix game catching problems in Chapters 2 and 3
- Fix a problem in Chapter 7 where Murlocs could cast Death Curse
- Random items on the ground will no longer appear in cinematics
- Fix the icon XY coordinates for the dreadlords necromantic abilities
- Fix the in-game dialogue skipping problems in Chapter 8
- Re-edited Varimathras' fading in part in the first cinematic of Chapter 5
- Fix a problem where Doom Guards were unable to cast Cripple




Version 1.5


- Added in 2 maps:
Chapter 10: Apocalypse
Interlude: The Last Demonlord




Version 2.0


- All the custom campaign buttons in the campaign loading screen have been reset
- Increased the model size of all dreadlords by 0.15
- Minor changes to cinematics in all maps, including dialogue changes
- Added in additional in-game dialogue when the player saves the Doom Guard in Chapter 1
- Minor terrain changes in all maps
- The Night Elves in Chapter 1 no longer have Shadow Meld
- Decreased the experience gain rate for the player’s heroes in Hard version for Chapters 2 & 3
- Fixed a bug in Chapter 2 when no in-game dialogue would play the first time the player encounters Naga
- Fixed a problem in Chapter 2 where a Hydra creep would not drop any items when killed
- Increased the Naga Sea Witch’s damage by 15 in Hard version for Chapters 2 & 3
- Added in more runes from killing enemy units/crates in Chapters 3, 4, 8 & 9
- Fixed a bug in Chapter 5 where Varimathras would appear at the undead shipyard if the first cinematic is skipped
- Added in-game dialogue the first time Wind Riders attack the player in Chapter 5
- Increased the starting gold for the player in Hard version in Chapter 5 from 1000 to 1250
- Improved the AI for the Santron Reinforcements in Chapter 6
- The buff animation for Death Curse has been changed (to not look like Parasite)
- Increased the cooldown of the Tauren’s reincarnation ability in Chapter 6 from 0 seconds to 60 seconds
- The Human Archmage can no longer use Mass Teleport in Chapter 7
- Reduced the overall difficulty of Chapters 7 & 9, for both Normal and Hard version
- Siege Engines can now attack ground units in Chapter 7
- Searing Blade now allows heroes to attack air units
- Added an additional gold mine in Chapter 9
- Increased the gradual handicap gained by Garithos’s Forces in Hard version for Chapter 10
- Increased the damage caused by all enemy heroes in Hard version for Chapter 10
- Numerous small changes throughout the campaign have been made




Version 2.1


- Fixed a bug in Chapter 1 where the Fel Stalkers would start attacking randomly
- Fixed all spelling errors in all dialogues
- You can now collect Dalvengyr's items at the end of the 2nd cinematic in Chapter 9
- The text description for Finger of Death has been changed
- Added in more battle scenes at the start of Chapter 9
- The Power Obelisk in Chapter 10 can now be repaired
- Fixed a problem in Chapter 10 where the invisible mercenaries would give away their positions by attacking nearby enemy units
- Fixed a sound mute problem in Chapter 10
- The Death Towers and Lightning Towers in Chapter 10 have been buffed
- Reduced the overall difficulty of Chapter 10 in Normal version
- Changed the dialogue in Chapters 7, 8, 10, and the last 2 Interludes to implement new storyline changes
- Included an additional scene at the end of Chapter 8
- Samuro's spells have been changed to suit the spell changes that will take place in the upcoming version of Jeopardy for the Horde




Version 2.2


- Slight terrain improvements in all Chapters
- Slight dialogue changes in all Chapters
- The Crystal Ball in Chapter 2 has been removed. Instead, it has been replaced with additional creeps
- Drek’Thar no longer casts Earth Totem in Chapter 6
- Included additional in-game dialogues throughout Chapters 1 to 9. Many of these dialogues include character voices taken directly from the Warcraft 3 Sound Editor
- Ancient Protectors in Chapter 1 now have Heavy Armor in Normal version
- All Quest Descriptions have been revised to fix grammar errors
- In Chapter 4, the Halls of the Dead can no longer be upgraded into a Black Citadel. In addition, Scrolls of Town Portal are no longer available for purchase in this mission
- Fixed a bug which allowed the player’s heroes to teleport away during the start of a cinematic
- The cooldown for Dalvengyr’s Death Curse ability has been reduced from 240 to 180 seconds. In addition, Dalvengyr will have full mana when he revives from a unit
- The Santron Reinforcements in Chapter 6 have gained a new Hero: Rokhan
- The doodad Watch Towers in Chapter 6 have been replaced with unit Towers that attack the player’s forces
- Destroyers are now available for training in Chapter 6. In addition, Frost Wryms are now available for training in Chapter 7
- A Gold Mine in Chapter 9 has been replaced with a Goblin Merchant
- Fixed Araj’s Tome of the Shadow Order description in Chapter 8
- The second main Quest Objective in Chapter 9 has been slightly modified: Once the Human Guards have been destroyed, a cinematic will play of the Undead establishing a base and taking over the Human’s Gold Mine. This saves the player from building an entire base from scratch
- The Human waves in Chapter 10 now choose their paths in a more random fashion
- Included more health items at the start of Chapter 8 in Normal version
- The health of enemy Heroes in Chapter 10 have been slightly increased
- Magroth the Defender now casts Sleep in Chapter 10
- Fixed a problem in Chapter 10 where Araj would not regenerate any health after receiving damage
- Enemy Human Heroes no longer gain experience or levels in Chapter 7
- Reduced the attack range of Ballista from 1150 to 1000




Version 2.3


- Fixed a problem in Chapter 6 where the player could not transform Obsidian Statues into Destroyers after researching the Destroyer upgrade
- Fixed a bug in Chapter 6 where the Quest and mission objectives for the Optional Quest “Santron Reinforcements” would not appear
- The player now starts off with an Altar of Darkness in Chapter 6
- In Chapter 7, the Paladin model has been replaced with Proudmoore’s model
- The terrain in Chapter 10 has been improved
- Fixed a few grammar/spelling errors throughout the campaign
- Added in a new Optional Quest in Chapter 7: “Dragon Firepower”. From completing this Quest, the player will be able to build Frost Wryms
- Fixed some in-game dialogue/cinematic skipping problems in Chapter 7 & 9
- Increased the damage of Tichondrius’ Firebolt ability from 100/150/200 per level to 100/200/300
- The mana cost of Book of the Dead has increased from 100 to 120
- The mana cost for Death Curse has been slightly reduced to 150. In addition, the player can no longer use this ability on a target friendly unit
- Varimathras’ Call of Waning now has a new custom effect model
- The cooldown for Varimathras’ Raise Giant Skeleton Warrior has been reduced from 8 to 7 seconds. In addition, the mana cost for this spell has been reduced from 50 to 40
- Changed the armor type of Nerubian Towers in Chapter 4 to Heavy. In addition, a few Towers have been removed from the path between the player and the Gargoyles
- The dreadlords’ and Araj’s necromantic abilities now have their own custom icons
- Gargoyles can now be built in Chapter 4 when the player acquires them. In addition, Gargoyles have been fixed to always require a Halls of the Dead (in earlier patches of Warcraft 3, a Black Citadel was required instead)
- The difficulty of the game in Normal version has been decreased in the following ways:

- Added in more healing items in Chapter 1, as well as switching a few items between creeps
- Decreased the build times of Naga units in Chapter 3
- Buildings in Chapter 3 now have Heavy armor. However, defensive towers will still have Fortified armor in Hard version
- Increased the time it takes for enemy AI teams to attack in Chapters 5, 6 & 9. In addition, the enemy attack waves in these chapters have also been reduced
- Many enemies in Chapter 8 have either been nerfed or removed

- The player is now given a key to unlock the Sunken Ruins Gate in Chapter 2 (for story reasons)
- Added in additional dialogues in Chapter 4
- Added more gold into the Gold Mines in Chapters 4, 5 & 9
- Fixed a bug in Chapter 5 where putting any hero in a Transport Ship before the final cinematic plays will cause that hero to not appear during the cinematic
- Fixed an issue in Chapter 8 where enemy Water Elementals would get stuck in amongst doodads
- Added in more trees in Chapters 9 & 10
- The Mask of Death has been removed from the game
- Dalvengyr’s items will now be given to the player in Chapter 10 instead of Chapter 9
- Slightly increased the gold cost of the towers summoned by the Acolytes in Chapter 10
- The player’s main team in Chapter 10 will now be the Undead Scourge (Purple) instead of the Acolytes (Green). This fixes a problem where the player’s heroes were untargeted by Rally Points. In addition, any gold earned during the game will now be transferred to the Undead Scourge team
- Towers summoned by the Acolytes in Chapter 10 can now be unsummoned
- Death Towers in Chapter 10 will now deal less damage against air units
- Added in a new item in Chapter 10 called the Staff of Blight: this allows the player to create Blight in a target location, as well as giving the user Aura of Blight





Credits


Special thanks to:

Models:
  • apaka
  • Klayton
  • Norinrad
  • Whisperwind Archer
  • MasterHaosis
  • Vermillion Edict
  • Pyritie

Skins:
  • R.A.N.G.I.T

Icons:
  • Elainiel
  • M0rbid
  • CRAZYRUSSIAN
  • zbc
  • Hellx-Magnus

Other:

I would like to thank -Kobas-, who gave me some useful advice on how to write map descriptions. His 'Map Description - Templates' page has helped me a lot.

I would also like to thank Fallen Angel Boy. His reviews and feedback for Resurrection of the Scourge has allowed me to make great improvements in the campaign.

Finally, I would like to thank all those who have played Resurrection of the Scourge. Your advice and suggestions allow me to make better campaigns :)






Keywords:
Undead, Tichondrius, Varimathras, Dalvengyr, Scourge, Araj, Burning Legion, Kil'jaeden, Samuro, Azgalor, Lord Garithos, Nathrezim, Demon, Dalaran.
Contents

Resurrection of the Scourge (Campaign)

  1. Vegyrence

    Vegyrence

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    Once again, while being a late reply, but I have to say that you had read my post out of context. The "mysterious voice" I referred to was from the present campaign, at the end of Chapter 8 where Magroth was informed of the Undead Scourge attacking Lordaeron once again. At that time we had yet to go into the story of Malfurion's Quest. Your suggestion would imply that Malfurion knew about the Undead attacking Lordaeron for the second time and therefore informed Magroth about this; but based on Turnro's timeline, Malfurion is still slumbering at this very stage. As such, it appears to me that such a possibility is without merit. I would be more inclined to accept the original poster's claim that Kil'jaeden sent one of his lieutenants to inform Magroth about the Undead attacking Lordaeron, perhaps in hopes of getting the humans to kill Tichondrius.
     
  2. Ahman

    Ahman

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    Hmm..I kind of remember that scene, where magroth the defender got informed by a mysterious voice, indeed. Well, I guess I misunderstood, and maybe that mysterious voice is different than the one in the last campaign. Maybe you are right, it could be one of Kil'jaeden's minions since it was his plan to overthrow both Azgalor and Tichondrius all along. But i'm still convinced that the mysterious voice in Mal'furion's quest is mal'furion himself. His dark thoughts or evil desires or whatever.
     
  3. LISBOAH

    LISBOAH

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    To me the one that informed Magroth was Eredon the Illusionist. He most likely want sent by Kil'jaeden, hoping that the humans would kill Tichondrius for him.

    The mysterious voice in Mal'furion's head could be:
    -His dark thoughts
    -A dreadlord (very unlikely)
    -An Old God (like N'Zoth)
    -Something or someone that entered his mind through the Emerald Dream (Xavius maybe, if he exists in this timeline)
     
  4. Alexandru3090

    Alexandru3090

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    Haven't enjoyed this campaign as much as the other ones designed by @Turnro. I feel that some maps were too large, yet too little to do on them. That could had been easily adjusted by adding some extra side-quests. Besides that, I have to say that I liked the new comical approach to the Dreadlord protagonists, reminded me of the Three Stooges. Yet, it became slightly boring to play them in almost every mission. I found the Dark Ranger in the hidden tavern but I was disappointed that she didn't stay with us or contribute to the plot in any way. Guess it was a cool easter egg that I am proud to have discovered!

    The thing is that this campaign had massive potential to bring something new, like new units (as I've mentioned in my Jeopardy review as well). Since the Scourge was destroyed and had to be "resurrected", the Dreadlords could have reformed it into a whole new army featuring modified/enhanced or entirely new units. Some extra heroes would have been really nice as well. You only get the Dreadlords and Araj for a few missions. But Araj was for the most part a vanilla Lich with a few extra abilities you barely got to use. A new hero type unit could had been introduced when the Scourge was resurrected. Perhaps a Crypt Lord.

    I didn't like how Arthas was killed. I was expecting a more dramatic death.

    The senile old Maggroth could have also be given a more active role. He is introduced as a character that appears to have a big part to play in the events of the campaign, but then he is killed off in the last mission without contributing in any way to the story's development... therefore the voice he heard changed nothing, and the entire thing was pointless. What I am trying to say is that this campaign has tons of unused potential! Again, the dialogues are okay, but could use a little editing.

    Haven't encountered any bugs, and the TD final mission was very fun! But since the overall gameplay was pretty standard, repetitive and boring at times, I am giving it a 4/5.

    Thanks @Turnro. Really looking forward to your big release of Malfurion's Quest (final/full version)!
     
    Last edited: Dec 27, 2017
  5. LISBOAH

    LISBOAH

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    I share your opinion. Compared to The Adventures of Rowan the Wise and Jeopardy for the Horde we don't have many heroes to play with.

    And we only have the Scourge nearly at half of the campaign!

    Well, he killed Mal'ganis so they had a reason to kill him...
    But, yeah, his death was pretty dissapointing...


    Not true. He did warn Garithos of the existence of dreadlords and that is why they set up a trap. Hadn't they come to save Dalvengyr, they could have fled and continued with Tichondrius' plan of summoning the Legion.
     
  6. Alexandru3090

    Alexandru3090

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    @LISBOAH I stand corrected and I take it back (the Maggroth part). I played the campaign a while ago and I guess i forgot about that part. :(
     
  7. Sylvanas Windrunner

    Sylvanas Windrunner

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    Are you gonna update this month cause I love your campaigns
     
  8. Turnro

    Turnro

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    Do you mean update this campaign. I'm currently not working on it at the moment as I'm primarily focused on Malfurion's Quest.
     
  9. Kordan

    Kordan

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    which is sad :) we need more of you!
     
  10. Sylvanas Windrunner

    Sylvanas Windrunner

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    No legendary items?
     
  11. Big Mama

    Big Mama

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    Well he was killed by Illidan but if he is not killed in his native world he can revive.
     
  12. GamesofFreak

    GamesofFreak

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    Looks mega good! I will test this campaign, but after the pictures it will certainly come good reviews :)
     
  13. McQvaBlood

    McQvaBlood

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    I have finished this campaign and found it very entertaining.
    Rated it 5/5.
     
  14. Kronim

    Kronim

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  15. Kronim

    Kronim

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    I recommend it
     
  16. Turnro

    Turnro

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    Thanks Kronim. Feel free to rate the campaign, as its Hive's way of allowing players to recommend content to others ;)
     
  17. warmaster gorehowl

    warmaster gorehowl

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    does the undead one have the hard mode 1 item per level? or is that the orcs and humans only? its fine... i just want to know.... playing your entire 4 campaigns over on hard now.... they were amazing.... i just wish there was more horde rts missions ... oh and you should just make it so the horde gets to use both extra mission when you make the choice between ogre and fel orc.... just whichever you do first is easier and the 2nd one is harder... no point in all that work going to waste.
     
  18. Turnro

    Turnro

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    Are you referring to the legendary items? Yes, they are only in The Adventures of Rowan the Wise and Jeopardy of the Horde. I haven't updated Resurrection of the Scourge in years which is why it is missing some small details like that.
     
  19. Vareth

    Vareth

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    Very Nice Campaign. :D
     
  20. Verb8im

    Verb8im

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    Will this campaign ever receive an update like the Human and Orc campaigns? :D