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

FromTriggerState writtenTo
01Defeat Wesfolk leaderwesfolk_leader_store carries experience/state02
02Accept surrenderhave_lady=1; Lady Outlaw created; recruits allowed03
02Reject surrenderhave_lady=0; immediate gold; lady_store prepared03
03Choose river roadescape_choice=104a
03Choose Midlandsescape_choice=204b

Design reading

The first three scenarios move from a linear opening into two different kinds of agency:

Agency typeScenarioWhat changes
Party/roster agencyThe FallCompanion presence, recruit list, and immediate gold
Route agencyA Harrowing EscapeNext 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 02 source · Scenario 03 source

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
RouteDurable additionsConvergence logic
RiverMinister Edren; Sir Ruddry; last_done="River" (transition marker)Victory dialogue selects Oldwood because the river road is blocked.
MidlandsSir Ladoc; last_done="Midlands" (transition marker)Victory dialogue selects Oldwood because the Southbay road is blocked.

Open the complete branch comparison.

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

Open the complete Oldwood arc architecture study.

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

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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

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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

Open the complete Great Continent arrival study.

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.

Open the four-way branch comparison.

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

Open the complete invasion-opening study.

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

Open the complete endgame traceability study.