Identity

WML ID04a_The_Swamp_of_Esten
Previous branchescape_choice=1 from Scenario 03
Next scenario05_The_Oldwood
Map04a_The_Swamp_of_Esten.map, 37 × 42 hexes
Turns39 / 36 / 33
Carryover40%, early-finish bonus
ArchetypeFog exploration / multi-leader purge
Story importanceHigh
WML complexityHigh
AI customizationLight declarative AI; heavy event-driven ecology
New companionsMinister Edren; Sir Ruddry at victory
Derived map dimensions. The map source contains 42 terrain rows, each with 37 hex entries.

Story & dialogue

The shared first story panel closes the Stormvale arc by emphasizing Eldaric’s sacrifice and Haldric’s permanent exile. The route-specific panel explains that the river road leads toward Clearwater Port through land polluted during the Wesfolk War and now occupied by an undead-imitation cult.

The playable opening establishes a deliberately uneasy atmosphere. Fog conceals the swamp, Haldric remembers that local forces once cleared it twice yearly, Burin complains about the smell, and Lady Outlaw senses an ambush. Victory brings Sir Ruddry, sole survivor of a Clearwater Port expeditionary force, who warns that the direct river road is blocked by an immense orc army. Haldric therefore redirects the refugees through Oldwood.

Dialogue phaseFunction
Shared exile panelConnects both branches to the same emotional transition.
Swamp-history panelLinks geography, the Wesfolk War, and current enemy identity.
Opening uneasePrepares the player for fog, traps, and surprise spawns.
Temple encounterIntroduces Minister Edren with humor and campaign context.
Cultist death linesCharacterize the cult through obsession with undeath.
Ruddry’s warningConverges the branch on Oldwood and adds a loyal knight.

Map description

The 37 × 42 map is a long wetland journey composed primarily of swamp, shallow and deep water, wooded grassland, rough roads, hills, villages, and scattered castle/keep structures. Haldric begins near a castle in the upper-left portion, while the three cult leaders occupy separated positions across the map. Five temple images and one eastern signpost turn otherwise ordinary hexes into exploration nodes.

Spatial systemDesign function
Fog on the player sideMakes route planning uncertain and supports hidden-edge ambushes.
Three distributed cult keepsForces broad exploration rather than a single assault line.
Five temple locationsCreate optional risk/reward detours with randomized identities.
Three scorpion trigger regionsDivide the map into exploration danger zones.
Eastern signpost at 34,12Foreshadows Oldwood and rewards geographical inspection.

Objectives and sides

TypeCondition
VictoryDefeat all three enemy leaders.
DefeatDeath of Prince Haldric; turns expire.
SideLeader / rosterGoldNotes
1 — RefugeesHaldric, Noble Commander; Lady Outlaw and Burin recalled160 / 140 / 120Fog enabled; recruit list carried from campaign state
2 — CultistsCleon, Dark Sorcerer; Bat, Walking Corpse, Dark Adept80 / 120 / 160Nearest and intentionally softer leader
3 — CultistsLollyra, Dark Sorcerer130 / 170 / 210Difficulty-dependent undead and mudcrawler roster
4 — CultistsClurka, Dark Sorcerer130 / 170 / 210Same broad scaling pattern as side 3

All cult sides use NO_SCOUTS and the recruitment pattern scout,fighter,fighter,fighter,archer. On higher difficulties, sides 3 and 4 replace many level-0/1 recruits with stronger forms such as Necrophage, Wraith, Shadow, Revenant, Deathblade, and Bone Shooter.

Special events

TriggerBehavior
prestartPlaces five temples and a signpost, creates difficulty-scaled guard scorpions, recalls Lady Outlaw and Burin, and sets objectives.
startRuns the swamp-ambience conversation.
Move near one of three trigger centersRecords the region and creates a delayed new-turn scorpion ambush near the current edge of player vision.
Move onto randomized help templeCreates Minister Edren as a loyal, strong White Mage.
Move onto trap templeSpawns hostile bats/corpses; Hard also adds a Ghost.
Move onto loot templeGrants 50 gold.
Move to signpostDisplays the Oldwood warning and permits undo.
Cult leader last breathEach leader speaks a distinct line about immortal undeath.
Enemies defeatedEnds with victory and 40% carryover.
victoryCreates Sir Ruddry, redirects the party through Oldwood, sets last_done="River", and clears temporary variables.

Visibility-aware scorpion ambush

The scenario’s most advanced system is not AI code; it is an event-driven ambush algorithm:

  1. A side-1 unit enters within radius 4 of one of three centers.
  2. The region is added to triggered_scorpion_locs so it cannot trigger again.
  3. A nested new turn event searches terrain at the boundary between visible and unseen hexes.
  4. The search starts at radius 5 around the triggering unit and expands until a valid location is found or the radius reaches 20.
  5. A loyal Giant Scorpion for side 2 is animated into that location.
  6. Search variables are cleared.
Why this is notable. The ambush appears near the player’s current vision edge rather than at a fixed coordinate. The same authored event therefore adapts to different movement paths.

Randomized temple system

Three local macros define temple outcomes:

MacroOutcome
TEMPLE_HELP X YCreates Minister Edren and recruitment-style dialogue.
TEMPLE_TRAP X YSpawns hostile units belonging to multiple cult sides.
TEMPLE_LOOT X YGrants 50 gold.

A random value from 1 to 3 assigns help, trap, and loot among three temples. The temple at 34,36 is always a trap; the temple at 30,10 is always loot. This mixes reliable knowledge with replay variation.

Difficulty scaling

ElementEasyNormalHard
Turns393633
Player gold160140120
Fixed guard scorpions369
Sides 3–4 rosterMostly level-0/1 undead and MudcrawlersStronger bats, Soulless, Necrophages, Giant MudcrawlersLevel-2 undead including Wraith, Shadow, Revenant, Deathblade, Bone Shooter
Temple trapsBat and corpsesBat and corpsesAlso a Ghost

Units and assets

ResourceOriginUse
trow_story_04-Fall_of_Eldaric.jpgCampaignShared branch-opening story panel
trow_story_04a-The_Swamp_of_Esten.jpgCampaignRoute-specific swamp panel
Haldric and Burin portrait variants; Ruddry portraitCampaignCharacter dialogue and new knight
portraits/edmond.webp, signpost, temple imageCore/sharedMinister Edren and map scenery
wanderer.ogg, knolls.ogg, underground.ogg, horse canterCore/sharedStory/game score and victory entrance
Dark Sorcerer, undead roster, Giant Scorpion, White Mage, KnightCoreAll route-specific combat and companion unit types

Lessons for campaign authors

Design interpretation. The swamp route makes uncertainty the central mechanic. Fog, randomized temples, distributed leaders, and adaptive ambush placement all reinforce the fiction that the region has not been safely patrolled.
PatternReuse lesson
Adaptive spawn at vision edgeUse player perception, not only coordinates, to place fair-feeling ambushes.
Randomized points of interestGive repeat players uncertainty while preserving some fixed anchors.
One scenario, several exploration rewardsOptional companions, loot, and traps make detours meaningful.
Difficulty changes unit tier, not merely quantityHigher levels can alter tactical texture, not just numbers.
Temporary variables explicitly clearedKeep save-state hygiene visible in complex event scripting.

Scenario WML · Map source · Compare both routes