Arc flow

07 Return to Oldwood │ ▼ 08 Clearwater Port ├── first ship: early departure ├── second ship: normal departure ├── third ship: heroic defense └── all leaders defeated: heroic defense │ ▼ 09 Fallen Lich Point ├── release Caror when ready ├── obtain Book of Fire and Darkness ├── enter sewer └── optional: defeat every leader │ ▼ 10 Sewer of Southbay ├── Haldric exits └── optional: defeat both Red Wizards first │ ▼ 11 Southbay in Winter

Objective evolution

ScenarioRequired successOptional or graded success
08Board any available ship or defeat all leadersFour explicitly labeled moral/tactical grades
09Get the book and have Haldric enter the sewerDefeat all leaders for bonus
10Have Haldric leave the sewerDefeat both wizards before leaving
Design interpretation. The arc repeatedly asks how much danger the player will accept before escaping. It changes the physical form—ships, mine entrance, sewer exit—while retaining the same strategic question.

Three kinds of pressure

08 — Calendar pressure

Ships arrive and depart on fixed turns while winter threatens the port.

09 — Activation pressure

The player chooses when to add a petrified undead faction to an existing orc battle.

10 — Navigation pressure

Shroud and a blocked central channel make route knowledge part of the reward economy.

AI progression

ScenarioAI architectureScenario identity source
08Stateful allied AI plus three declaratively tuned enemy sidesPosture switching, dynamic recruitment, ship timetable
09Night-aggressive orcs, maximally aggressive lich, hidden Yeti sidePlayer-controlled enemy activation and optional cleanup
10Two symmetric aggressive wizard sidesScripted survivor funding, shroud reveal, protagonist exit

State economy

VariableScenarioScope
previous_ai_position08Per-scenario allied AI state
First_Ship, Second_Ship, Third_Ship08Temporary boarding availability
lich_free09Temporary activation state
have_book09Temporary exit gate
No dedicated variable10Bonus is derived directly by checking whether either wizard leader remains

The arc demonstrates three increasingly economical approaches: explicit AI state, local quest flags, and direct queries against current unit state.

Map and asset production

ScenarioCustom map identityFresh art burden
08Large winter coast and walled harborAethyr portrait; no custom terrain, ships, music, or ordinary units
09Long snowy coastal battlefield with monolith and mineNo route story art; uses scenery and core factions
10Compact horizontal sewer/cave mapTwo wizard portraits; all environment, fauna, music, and unit art reused

Reusable authoring patterns

PatternBest exampleWhy study it
Stateful allied battlefield AIClearwater PortMultiple recognizable postures controlled by map conditions
Multiple timed exitsClearwater PortOne scenario supports risk-selected victory grades
Visible but dormant enemy factionFallen Lich PointThe player chooses activation timing
Mandatory artifact plus optional enemy cleanupFallen Lich PointSeparates narrative obligation from tactical ambition
Symmetric bosses with asymmetric death consequencesSewer of SouthbayFirst death increases danger; second grants navigation and loot
Protagonist-only physical exitScenarios 09 and 10Maintains story staging while giving harmless feedback to other units

Scenario 08 · Scenario 09 · Scenario 10