Identity

WML ID17a_The_Dragon
Returns to16_The_Kalian
Map17a_The_Dragon.map, 37 × 38 hexes
Turns33 / 30 / 27
ScheduleDefault
Automatic enemy victoryDisabled
ArchetypeBoss hunt with optional full-clear bonus
Story importanceModerate
WML complexityHigh
AI complexityModerate multi-side defense
Signature systemDelayed Dragon awakening

Story and premise

Haldric enters a vast swamp dominated by a mountain island that can only be the Dragon’s lair. Four Saurian factions and one more aggressive Saurian force defend the region. The Dragon, Shek’kahan, is not present at scenario start: the party may awaken it by approaching its cave, or it awakens automatically late in the scenario.

The dialogue keeps the premise knowingly heroic. Haldric imagines the title “Dragonbane”; Jessene refuses to indulge him even after victory.

Map description

The 37 × 38 map moves from wooded and grassy northern ground into a broad swamp-and-water basin with bridges, villages, several Saurian keeps, and the Dragon’s mountain cave at 20,27. Haldric begins in the north. The five Saurian leaders surround or screen the southern objective, while Shek’kahan appears from a hidden sixth side.

Map elementDesign role
Dragon cave at 20,27Boss spawn point, treasure site, and visual destination.
Five Saurian sidesCreates layered screening forces around one boss objective.
Swamp and shallow-water basinFavors Saurian mobility and slows ordinary human troops.
Approach trigger region, x 12–26 / y 24–30Lets player movement awaken the boss before the fallback turn.

Objectives and two victory grades

OutcomeRequirementBonus
StandardSlay Shek’kahan and leave immediately.No early-finish bonus
BonusSlay Shek’kahan and defeat all enemy leaders.Early-finish bonus
DefeatHaldric or Jessene dies; turns expire before the Dragon is slain.

If the Dragon dies while Saurian leaders remain, Haldric receives a menu choice: return immediately or finish the remaining enemies. If the Saurians fall first, the scenario reminds the player that the Dragon is still alive. If time expires after the Dragon has already died, the party simply stops chasing the remaining Saurians and receives bonus victory.

Sides and AI

SideLeader / roleGold / incomeAI emphasis
1Haldric270 / 220 / 170Human controlled
2–4Irix, Vriss, Axiz — Saurian Flankers80 / 100 / 120; income 3 / 6 / 9Protect the cave area at 20,23; scout/archer/healer recruitment pattern
5Satras — Saurian Flanker80 / 100 / 120; income 3 / 6 / 9Explicitly targets Haldric with difficulty-scaled value
6Hidden Dragon sideNo normal economyHosts Shek’kahan when awakened

Above Easy, the Saurian rosters add Ambushers, Oracles, and Soothsayers. All sides also use Mudcrawlers, Giant Mudcrawlers, Vampire Bats, Skirmishers, and Augurs.

Delayed boss awakening

TriggerAwakening turn / condition
Player approachA side-1 unit enters the cave region.
Fallback timerTurn 17 / 16 / 15 on Easy / Normal / Hard.

Both paths create Shek’kahan as a named loyal Fire Dragon at 20,27, set dragon_awake=1, run dialogue, and fund the Saurians:

RecipientsGold injection
Sides 2–430 / 35 / 40 each
Side 540 / 50 / 60
Design effect. Approaching the objective early creates the boss and strengthens every screening army. Waiting avoids the trigger temporarily, but the automatic timer prevents indefinite preparation.

Treasure and event state

VariableMeaning
dragon_awakePrevents duplicate boss creation.
dragon_deadDistinguishes boss completion from Saurian cleanup.
got_enemiesRecords whether all ordinary enemy leaders are gone.
got_treasureRecords whether the cave’s gold has been collected.

Moving onto the cave grants 225 / 200 / 175 gold. If the player completes the bonus condition without visiting the cave, the scenario awards the same treasure automatically before ending.

Mudcrawler split

Every Giant Mudcrawler death creates one loyal Mudcrawler for side 2 and one for side 3 at the death hex. A separate first-only event warns the player about the division. This makes a familiar core-unit property into a scenario-wide reinforcement rule.

Hub-state write

{VARIABLE_OP num_done add 1}
[set_variable]
    name=the_dragon
    value=1
[/set_variable]
[set_variable]
    name=last_done
    value="Dragon"
[/set_variable]

The victory event also clears all four local Dragon-state variables before returning to the Ka’lian.

Lessons for campaign authors

PatternReuse lesson
Boss absent until approachedLet the player see a destination before committing to the boss phase.
Fallback awakening timerPrevent trigger avoidance from becoming an exploit.
Boss completion plus optional army cleanupSupport a thematic minimum victory and a tactical mastery reward.
Automatic unclaimed treasureAvoid punishing bonus completion because the player missed one pickup hex.
Local state cleared before hub returnKeep branch implementation details out of campaign-global state.

Scenario WML · Map source · Quest comparison