Campaign flow through Scenario 03
01 A Summer of Storms
│
▼
02 The Fall
├── accept Lady Outlaw ── have_lady = 1; outlaw recruits unlocked
└── reject Lady Outlaw ── have_lady = 0; immediate gold
│
▼
03 A Harrowing Escape
├── river road ── escape_choice = 1 ──► 04a The Swamp of Esten
└── Midlands ── escape_choice = 2 ──► 04b The Midlands
Transition table
| From | Trigger | State written | To |
|---|---|---|---|
| 01 | Defeat Wesfolk leader | wesfolk_leader_store carries experience/state | 02 |
| 02 | Accept surrender | have_lady=1; Lady Outlaw created; recruits allowed | 03 |
| 02 | Reject surrender | have_lady=0; immediate gold; lady_store prepared | 03 |
| 03 | Choose river road | escape_choice=1 | 04a |
| 03 | Choose Midlands | escape_choice=2 | 04b |
Design reading
The first three scenarios move from a linear opening into two different kinds of agency:
| Agency type | Scenario | What changes |
|---|---|---|
| Party/roster agency | The Fall | Companion presence, recruit list, and immediate gold |
| Route agency | A Harrowing Escape | Next map, environment, and story chapter |
Design interpretation. The campaign waits until the player understands its central conflict before offering branches. The choices therefore modify an established journey instead of competing with the initial premise.
Scenario 04 convergence
03 A Harrowing Escape
├── river road ──► 04a Swamp of Esten ── last_done = "River" ────┐
└── Midlands ──► 04b The Midlands ── last_done = "Midlands" ──┤
▼
05 The Oldwood
| Route | Durable additions | Convergence logic |
|---|---|---|
| River | Minister Edren; Sir Ruddry; last_done="River" (transition marker) | Victory dialogue selects Oldwood because the river road is blocked. |
| Midlands | Sir Ladoc; last_done="Midlands" (transition marker) | Victory dialogue selects Oldwood because the Southbay road is blocked. |
Oldwood arc flow
05 The Oldwood
├── clears escape_choice and last_done
├── protects Elilmaldur-Rithrandil
└── victory opens the catacombs
│
▼
06 Temple in the Deep
├── Lenvan defeated
├── Ruby retrieved by Haldric
└── both conditions required
│
▼
07 Return to Oldwood
├── Lady Outlaw restored from lady_store
├── earlier recruit state reconciled
├── reconstructed as Lady Jessene
├── have_lady and lady_store cleared
└── 100% gold carryover to Clearwater Port
Port and Southbay approach
08 Clearwater Port
├── board first / second / third ship
└── or defeat all enemy leaders
│
▼
09 Fallen Lich Point
├── release Caror when ready
├── have_book = 1 when Caror falls
├── Haldric enters sewer
└── optional bonus: all leaders defeated
│
▼
10 Sewer of Southbay
├── Haldric exits while wizards remain: standard victory
└── both wizards dead before exit: bonus victory
│
▼
11 Southbay in Winter
Southbay departure
11 Southbay in Winter
├── Wesfolk admitted to Southbay
├── translation begins
└── Haldric and Jessene appointed evacuation leaders
│
▼
12 A Final Spring
├── Haldric receives Ruby attack
├── Lord Typhon joins
├── merfolk recruitment unlocked
├── Jevyan reveals himself
└── final Green Isle army defeated
│
▼
13 Peoples in Decline
├── fleet leaves Green Isle forever
├── defeats drake chiefs for supplies
└── optional Storm Trident / Bitey encounter
│
▼
14 Rough Landing
Great Continent arrival and Ka’lian hub
14 Rough Landing
└── fleet regroups
│
▼
15 A New Land
├── first non-protected death ends battle
├── Lady Dionli summons Haldric
└── initializes num_done + four flags + last_done
│
▼
16 The Ka’lian
├──► 17a The Dragon ──────┐
├──► 17b Lizard Beach ────┤
├──► 17c Troll Hole ──────┤──► returns to 16 until num_done = 4
└──► 17d Cursed Isle ─────┘
│
▼
18 A Spy in the Woods
Ka’lian quest loop
16 The Ka’lian
├── 17a Dragon: num_done+1; the_dragon=1; last_done="Dragon"
├── 17b Beach: num_done+1; a_beach=1; last_done="Beach"
├── 17c Hole: num_done+1; troll_hole=1; last_done="Hole"
└── 17d Isle: num_done+1; cursed_isle=1; last_done="Isle"
Each branch returns to 16.
When num_done = 4, Scenario 16 clears all hub variables and advances to 18.
Jevyan invasion opening
18 A Spy in the Woods
└── elves' conditional betrayal exposed
│
▼
19 The Vanguard
├── ruby_of_fire removed from Haldric
├── Lady Jessene stored in jessica_store
└── adaptive undead waves follow weakened fronts
│
▼
20 Return of the Fleet
├── Jevyan imposes fog on turn 5
├── Jessene unstored on turn 7
├── fleet rendezvous secured
└── private plan begins
│
▼
21 The Plan
Endgame and conclusion
21 The Plan
└── Aethyr accepts forged-treaty sacrifice
│
▼
22 The Rise of Wesnoth
├── Aethyr dies to Jevyan
├── Jevyan reads treaty
├── Jevyan dies
├── one orc leader escapes
└── all other enemy leaders defeated
│
▼
23 Epilogue
├── Aethyr memorialized
├── Ruby remains hidden
├── companions choose future institutions
├── Haldric and Jessene unite
└── Kingdom of Wesnoth founded