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Could you come up with three small role-playing maps with a common storyline, but not connected in a campaign, so that heroes and artifacts don't carry over?
The plot of the first: the hero is a high-level mage (let's say, Sar-Ilám), with a set of academic artifacts and an amulet of mastery, with abilities including a "super ability," starting with an army of archmages, stone golems, and several titans, clearing an area without cities from demons (all upgraded to the first tier, "burning" demons), transitioning from desert to solidified lava, searching for and visiting "columned" libraries on the surface and two or three underground cities of the League of Shadows (in which only walls and level 5 mage guilds remain, nothing else can be built, and the description states that they have long been abandoned and are in ruins) with a garrison of low-level demons. After visiting all these structures, he additionally searches for the Tear of Asch and, with it, goes to the main demon city with an overwhelming garrison, before which stands (also with an overwhelming demon army) a hero - the "Overlord." (If he appears without fulfilling the conditions, he will lose). Then - a message about winning.
(An additional task is to clear resource mines from small demon garrisons, which are necessary for the Academy city.)
(The map has only two types of creatures: 1) demons, all unconditionally hostile, and 2) elementals, all unconditionally joinable, with stone elementals found near cliffs, water elementals near rare oases or lakes, air elementals on hilltops, and fire elementals near lava lakes. Some elementals on the map appear only when the hero arrives at the right place (possibly marked on the ground), but the hero receives a message offering to spend so much ore/mercury/sulfur/gems/crystals and so much experience, and if he agrees, then earth/water/fire/air elementals/phoenixes appear before him.)
The plot of the second: the hero is a low-level mage, a skilled artifact master, starting approximately on the same map, but with a significantly reduced area of scorched earth, in an Academy city (with an artifact workshop, a golem factory, a level 2 mage guild, and something else). The city is located approximately where the hero from the first map begins his journey. The mines, cleared of demons on the previous map, are in the same places, but are guarded only by garrisons of gremlin saboteurs, battle mages, and djinn viziers (upgraded to the second tier); wandering monster squads are also the same. There are no demons or anyone else on the map. In the place where the first plot ended, it would be desirable to place a "broken" Inferno city, and a skull of Markel should hang in front of it. A feature of the map: about a third of the territory, closest to the skull, is fenced off by a wall with a strong garrison of the same type, and behind it is a neutral, semi-developed Academy city with a neutral garrison of a crowd of obsidian and elemental stools. In addition to the garrison in the wall, there is also a gate tower, opened by a keymaster's tent, which stands at the end of an underground corridor (the descent, of course, is on this side of the wall). Part of the corridor is flooded by a river crossing it, and it can only be crossed with the help of Astral Gates (it is necessary to provide this in the mage guild of the starting city at level 5). Near the tent should lie a phoenix cloak, an ice amulet, emerald boots, a titan's trident, a ring of elementals, and Sandro's cloak. The guard of all the treasures is a squad of steel golems and obsidian stools.
After the hero crosses the wall and takes the skull, he must return with it to the starting city, but at the same time, a strong hero of the type of Orlando the demonologist should appear on the map, with a mixed army of the Academy and Inferno, blocking the road.
Upon returning - a message about winning.
So, will this be too difficult for you?