Identity

WML ID03_A_Harrowing_Escape
Default next04a_The_Swamp_of_Esten
Branch override04a or 04b selected at victory
Map03_A_Harrowing_Escape.map, 32 × 42 hexes
Turns42 / 39 / 36
Carryover40%, early-finish bonus
ArchetypeMountain-pass breakthrough / branching escape
Story importanceHigh
WML complexityModerate
AI customizationModerate declarative tuning
New companionBurin the Lost

Story & dialogue

Haldric enters the mountain pass as the leader of “Refugees,” with Eldaric absent and the orc vanguard already blocking the route. The opening dialogue deliberately leaves little mourning time: Haldric grieves for his father, while Lady Outlaw—if recruited—pushes him back toward action.

A movement event introduces Burin the Lost, a dwarvish steelclad who has been stranded underground for nearly a century. His comic bluntness adds tonal relief while expanding the permanent cast. After both orc leaders fall, Haldric chooses between the river road through the Swamp of Esten and the route through the Midlands.

Dialogue phaseFunction
OpeningEstablishes Haldric’s grief, winter deadline, and blocked pass.
Burin encounterIntroduces a durable companion through optional exploration.
SignpostsForeshadow route geography and reward map inspection.
First leader deathSignals escalation with revenge reinforcements.
Route choiceTurns victory into a player-selected next chapter.
Victory reflectionCloses the home arc and names Southbay/Clearwater as strategic goals.

Map description

The 32 × 42 map is tall and corridor-like, dominated by mountains, hills, narrow roads, forest pockets, water, and bridges. Haldric begins in the upper portion of the pass; the two orc keeps occupy the lower exits. The shape supports a long southward advance rather than a broad front.

FeatureDesign role
Long north–south geometryConverts distance itself into pressure under the winter deadline.
Two lower enemy keepsRequires clearing both exits and supports first-kill escalation.
Burin trigger at 8,5Rewards side exploration near the upper pass.
Signposts at 13,7 and 23,38Give flavor and foreshadow the route split.
Reinforcement spawn at 24–26,40Places assassins and a slayer near the escape end of the map.

Objectives and sides

TypeCondition
VictoryDefeat both enemy leaders, then choose a route.
DefeatDeath of Prince Haldric; turns expire.
SideLeader / rosterGold and incomeAI
1 — RefugeesHaldric, Noble Commander; Lady Outlaw recalled if present140 / 120 / 100Human controlled; carried recruit state
2 — OrcsTan-Schmog, Orcish Warlord100 / 150 / 200; income 1 / 2 / 3Passive leader; night aggression .75, caution .15, no grouping
3 — OrcsTan-NauVong, Orcish Warlord100 / 150 / 200; income 1 / 2 / 3Same configuration as side 2

Difficulty also changes fixed guards: two Grunts on Easy, two Warriors on Normal, and four Warriors on Hard.

Special events

TriggerBehavior
prestartPlaces signposts, creates difficulty-scaled guards, recalls Lady Outlaw, and installs objectives.
startSets the winter escape premise.
Move to 8,5Creates Burin the Lost as a loyal, strong Dwarvish Steelclad.
Move to signpost hexesDisplays sign text and permits undo because no tactical state changes.
First enemy leader diesGives 50 gold, funds the surviving enemy, and spawns one Slayer plus two Assassins.
Second enemy leader diesRuns the route-choice macro.
Time overWinter arrives; the refugees are trapped.
victoryHaldric reflects on leaving home and names the next strategic destination.

Scenario-local macro: ESCAPE_VICTORY

The macro packages the complete branch-selection sequence: dialogue, two menu options, companion reactions, variable assignment, carryover, and a next-scenario override.

OptionVariableNext scenarioCharacter response
River roadescape_choice=104a_The_Swamp_of_EstenLady Outlaw approves; Burin objects to swamps and not floating.
Midlandsescape_choice=204b_The_MidlandsLady Outlaw expects ruins; Burin prefers it and anticipates more orcs.
Implementation lesson. The scenario declares a default next_scenario, but each [endlevel] inside the choice explicitly overrides it. This keeps a valid default while allowing runtime branching.

AI and escalation

TechniqueEffect
Symmetrical enemy sidesMakes the first target a tactical choice rather than a scripted order.
Passive leadersKeeps both objectives anchored at the exits.
Night aggression facetCreates predictable danger spikes using core AI configuration.
Surviving-side gold injectionPrevents the second half from collapsing after the first leader dies.
Fixed assassin reinforcementChanges unit mix and creates a final ambush-like pressure wave.

Assets and units

ResourceOriginUse
No [story] panelThe campaign moves directly from The Fall into gameplay.
Haldric and Burin portrait variantsCampaignGrief, surprise, irritation, and comic characterization
Orc leader portraits, signpost, Wesnoth iconCore/sharedLeader identity and map interaction
the_king_is_dead.ogg, breaking_the_chains.oggCore/sharedScenario score
Noble CommanderCampaignHaldric’s level-2 leadership form
Dwarvish Steelclad, orc unitsCoreBurin and enemy forces

Lessons for authors

Design interpretation. The scenario’s goal says “defeat all leaders,” but the experience is structured as a journey: long map geometry, discovery of a companion, signpost foreshadowing, escalation after the first kill, and a destination choice after the second.
PatternReuse lesson
Companion hidden behind movement triggerUse exploration to add party members without making them truly missable if placed near the natural route.
First-kill escalationKeep a two-boss battle tense after one front collapses.
Branch at the victory eventLet the tactical scenario remain shared while allowing strategic route choice.
Companions comment on both optionsUse dialogue to make routes feel like places, not menu labels.
[allow_undo] on flavor interactionsAvoid punishing players for reading non-tactical map content.

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