Identity

WML ID14_Rough_Landing
Next scenario15_A_New_Land
Map14_Rough_Landing.map, 27 × 32 hexes
Turns27 / 25 / 23
ScheduleDefault
Carryover40%, early-finish bonus
ArchetypeFleet-regrouping island battle
Story importanceModerate–high
WML complexityHigh
AI complexityLight declarative AI; advanced scripted sea spawns
Enemy factionThree Naga leaders

Story and dialogue

A severe storm damages the Eldaric and scatters much of the refugee fleet. Lord Typhon recommends a group of small windswept islands where the ships can regroup and make landfall. The islands are Naga scavenging territory, however, and the local leaders immediately treat the fleet as prey.

The victory dialogue restores the campaign’s forward motion: the fleet regroups, the next landfall should be the Great Continent, and Jevyan’s Familiar is seen following the refugees.

Dialogue beatFunction
Burin’s seasicknessProvides comic continuity from the long voyage.
Typhon’s warningExplains beaches, Naga territory, and captured-ship scavenging.
Naga attackTurns logistical necessity into immediate combat.
Familiar surveillanceMaintains Jevyan’s pressure during a scenario where he is not otherwise present.

Map description

The compact 27 × 32 map consists largely of deep ocean and shallow water surrounding several small sandy, scrub-covered islands. Haldric’s red galleon is placed near the southern landing area. The three Naga keeps are distributed across separate island positions, forcing the player to use coastal and aquatic movement rather than a single land front.

Map elementDesign role
Mostly ocean terrainRewards the recently unlocked merfolk roster and Lord Typhon.
Three separated Naga keepsCreates multiple amphibious objectives on a small map.
Soft-sand landing areasSupports the story reason for choosing these islands.
Deep-ocean ring around the partyProvides legal spawn terrain for delayed Sea Serpents.

Objectives, sides, and balance

VictoryDefeat all three enemy leaders.
DefeatDeath of Haldric, Lady Jessene, or Lord Typhon; turns expire.
Carryover40%, with early-finish bonus.
SideLeader / rosterGold and incomeAI
1 — RefugeesHaldric and all available companions200 / 170 / 140; income 3 / 2 / 1Human controlled
2 — NagaAbraxas, Naga Warrior80 / 110 / 140; income 2 / 3 / 4Aggression 0.60; no scouts
3 — NagaXamalia, Naga Warrior80 / 110 / 140; income 2 / 3 / 4Same as side 2
4 — NagaGaxmail, Naga Warrior80 / 110 / 140; income 2 / 3 / 4Same as side 2

Easy allows only Naga Fighter recruitment. Normal and Hard add Vampire Bats and use a scout/fighter-heavy recruitment pattern.

Casualty-triggered Sea Serpents

The first casualty belonging to each enemy side schedules one named Sea Serpent for that side. A global delay counter spaces the three scheduled arrivals by one, two, and three turns in the order the sides first suffer a casualty.

Originating sideSerpent nameMessage
2Chompey the SerpentGrowling roar
3Scaly the SerpentRoar
4Toothey the SerpentHiss

The nested new turn event waits until its scheduled turn and searches deep-ocean hexes that:

  • contain no unit,
  • are within radius 10 of a side-1 unit, and
  • are not within radius 9 of a side-1 unit.

The resulting ring places the serpent exactly ten hexes from the nearest player unit, keeping the arrival visible and relevant without allowing an immediate one-turn attack.

Local spawn-location macro

#define POSSIBLE_SERPENT_SPAWN_LOCS_SLF
    include_borders=no
    terrain=Wo*
    [not]
        [filter]
        [/filter]
    [/not]
    [not]
        [filter]
            side=1
        [/filter]
        radius=9
    [/not]
    [and]
        [filter]
            side=1
        [/filter]
        radius=10
    [/and]
#enddef
Implementation lesson. A local Standard Location Filter macro avoids duplicating the same multi-clause location logic in both the availability check and the actual location storage.

Special events and state

TriggerBehavior
prestartRecalls Jessene, Burin, the route knight, Edren, and Typhon; places the galleon; installs objectives.
startExplains the emergency landfall and Naga threat.
First casualty for each Naga sideMarks side_N_serpent_triggered, assigns the serpent identity, increments the global delay, and registers a nested spawn event.
Scheduled new turnFinds a random legal deep-ocean ring location, creates the serpent, and clears local search variables.
Enemies defeatedRegroups the fleet, stages Familiar’s appearance, clears serpent-trigger variables, and ends with 40% carryover.
Time overJessene reports that the scattered fleet will be lost across the world.

Assets and reuse

ResourceOriginUse
story/trow_intro_05.webpCampaignStorm and emergency-landfall panel
Burin and Familiar portraitsCampaignSeasickness and surveillance
Galleon, Naga units, bats, Sea Serpents, ocean/island terrainCore/sharedAll battle and map presentation
knolls.ogg, wanderer.ogg, water-blast.wavCore/sharedScore and serpent arrivals

Scenario WML · Map source · Arc study

Lessons for campaign authors

PatternReuse lesson
Make casualties schedule later consequencesA battle can escalate because of progress without spawning everything immediately.
Place arrivals in a distance ringKeep reinforcements relevant while avoiding unfair immediate contact.
Use the newly unlocked faction immediatelyAn ocean map validates the value of merfolk recruitment from Scenario 12.
Keep surveillance as a short victory beatMaintain antagonist continuity without changing the current objective.