Identity

WML ID09_Fallen_Lich_Point
Next scenario10_Sewer_of_Southbay
Map09_Fallen_Lich_Point.map, 37 × 47 hexes
Turns36 / 33 / 30
ScheduleDefault
Automatic enemy victoryDisabled
ArchetypeArtifact retrieval / optional battlefield cleanup
Story importanceCritical
WML complexityHigh
AI complexityModerate
Interactive choiceWhen to release the petrified lich

Story & dialogue

Haldric makes landfall outside Southbay to recover Lich-Lord Caror’s Book of Fire and Darkness. The battlefield already contains two orc armies and a petrified undead force. A monolith explains that only a noble of the royal line can end the spell, turning Haldric’s lineage into both story proof and a gameplay gate.

The player may free Caror immediately or delay until the orcs are weakened. Once released, the lich senses the Ruby of Fire and becomes another hostile leader. Killing him yields the book; Haldric must then be the first unit to enter the sewer.

Dialogue phaseFunction
Ship landingIntroduces the detour and recalls the full party.
Monolith hint areaDirects Haldric toward the royal-line interaction.
Royal phrase choiceLets the player choose the timing of a new enemy faction.
Caror’s releaseConfirms the Ruby can be sensed by powerful magic users.
Book recoveryMarks the mandatory artifact condition.
Yeti encounterAdds an optional comic hazard in the central region.

Map description

The 37 × 47 surface map is tall and varied, with mountains and hills in the north, snowy roads and villages, forest belts, water, shore, ruined structures, a mine entrance, and a southern petrified undead formation around the monolith. Haldric lands by Transport Galleon on the eastern coast. Two orc keeps control northern and central approaches, while the sewer entrance lies at the abandoned mine near 15,9.

Map elementDesign role
Long vertical geographySeparates landing, orc fronts, Yeti zone, monolith, and sewer exit.
Monolith at 14,30Controls release of the lich faction.
Mine/sewer entrance at 15,9Creates a protagonist-only escape objective.
Petrified formation near the southShows the entire hidden threat before it becomes active.
Hidden side-5 Yeti zoneIntroduces an optional neutral-hostile faction after exploration.
SignpostsPoint toward Southbay and warn of sewer danger.

Objectives and victory structure

RequirementImplementation meaning
Kill the lich to get his bookCaror’s last-breath event sets have_book=1.
Haldric enters Southbay’s sewerOnly Haldric can use the exit at 15,9, and only after the book is obtained.
Alternative bonus: defeat all enemy leadersClearing both orc sides as well as Caror yields bonus victory.
DefeatHaldric or Jessene dies, or turns expire.

The main objective allows escape after obtaining the book without killing both orc leaders. The enemies defeated event gives bonus victory when the battlefield is completely cleared.

Sides and AI

SideLeader / rosterGoldBehavior
1 — RefugeesHaldric and all available companions220 / 200 / 180Human controlled
2 — OrcsUt’Tan-Grilg, Orcish Warlord210 / 250 / 290Night aggression 0.75, zero caution, no grouping
3 — OrcsTan-Pulk, Orcish Warlord210 / 250 / 290Mirrors side 2
4 — UndeadLich-Lord Caror; undead recruits100 / 130 / 160Aggression 1.0, but entire side begins petrified
5 — YetisNo initial leader; hidden0Village value 0; revealed by central movement trigger

The orc recruitment lists expand by difficulty. Caror can recruit Skeletons, Skeleton Archers, Ghosts, Ghouls, and Walking Corpses after release.

Petrified faction system

A local PETRIFIED macro adds petrified=yes. A second local macro creates six loyal-upkeep Bone Shooters and Revenants around the lich so their upkeep does not alter displayed side gold before activation.

#define PETRIFIED_UNIT TYPE X Y
    [unit]
        side=4
        type={TYPE}
        x={X}
        y={Y}
        {PETRIFIED}
        upkeep=loyal
    [/unit]
#enddef

When Haldric chooses the royal phrase:

  1. lich_free becomes 1.
  2. [unpetrify] activates the petrified side.
  3. Side-4 non-leader units are changed to full upkeep.
  4. Side 4 receives normal zero income.
  5. Caror and the party exchange Ruby-focused dialogue.
Design advantage. The enemy force is visible and strategically predictable, but the player controls when it becomes active.

Special events

TriggerBehavior
prestartPlaces monolith, mine, signposts, six petrified undead, initializes lich_free and have_book, hides the landing unit, and installs objectives.
startAnimates the ship landing, recalls companions, and states the Book/sewer plan.
Move near monolithPrompts Haldric to investigate; other units summon him.
Haldric moves to monolithOffers “free now” or “wait” options until the lich has been released.
Move into central Yeti regionUnhides side 5 and creates Rarlg and Raul-Rarlg.
Caror last breathSets have_book=1.
Haldric enters sewer with bookEnds with non-bonus victory if other enemy leaders remain.
Non-Haldric enters sewerExplains that Haldric must lead the party; permits undo.
Enemies defeatedEnds with bonus victory.
scenario_endClears have_book, lich_free, and Killed_an_Orc.

Why the book flag is temporary

have_book is needed only to gate the sewer exit while this scenario is running. Every successful outcome guarantees that the Book of Fire and Darkness was obtained, so the flag is cleared during scenario_end. Later dialogue can treat book possession as an invariant.

Difficulty scaling

ElementEasyNormalHard
Turns363330
Player gold220200180
Each orc side’s gold210250290
Lich gold100130160
Orc rostersLower-tier mixBroader advanced mixHighest concentration of advanced units

Assets and reuse

ResourceOriginUse
No story panelShip landing supplies the transition in-map.
Haldric portraitsCampaignMonolith choice and missed-book feedback
Monolith, abandoned mine, signposts, Transport GalleonCore/sharedRoyal spell, sewer entrance, navigation, and arrival
breaking_the_chains.ogg, knolls.ogg, ambient/ship.oggCore/sharedMusic and landing audio
Lich, undead, orcs, YetisCoreAll scenario factions without custom unit definitions

Scenario WML · Map source · Arc study

Lessons for campaign authors

PatternReuse lesson
Player-controlled enemy activationLet the player decide when a visible threat enters the battle.
Mandatory task plus optional cleanupSupport escape-focused and completionist play with different bonuses.
Protagonist-only exitUse invalid-unit messages and allow_undo to avoid accidental punishment.
Temporary objective flagClear local state once every successful branch guarantees the same story fact.
Hidden optional factionAdd exploration texture without making it part of required victory.