Identity
| WML ID | 17d_Cursed_Isle |
|---|---|
| Returns to | 16_The_Kalian |
| Map | 17d_Cursed_Isle.map, 35 × 42 hexes |
| Turns | 30 / 27 / 24 |
| Schedule | Default |
| Visibility | Fog |
| Archetype | Fog exploration / dynamic hidden boss |
|---|---|
| Story importance | Moderate–high |
| WML complexity | High randomized event layout |
| AI complexity | Moderate defensive undead |
| Signature system | Random Vampire Queen temple |
Story and premise
Haldric travels by sea to the fog-covered Isle of Tears, where the long-dead members of an elven clan remain cursed. Jessene distinguishes these ancient elf-dead from the more utilitarian undead once used by the Wesfolk. Minister Edren treats the mission as a holy purge.
Two Spectre leaders openly command the island. A Vampire Lady called the Midnight Queen is hidden in one of three central temples and appears only if the player enters her assigned temple. Her awakening changes the displayed objective.
Map description
The 35 × 42 map is an elongated island surrounded by ocean, with beaches, grass, forest, swamp, villages, roads, water channels, two undead keeps, three central temples, and holy-water sites toward the southeastern approach. Fog conceals the temple identities and enemy distribution.
| Map element | Design role |
|---|---|
| Two Spectre keeps | Provide the visible baseline objective. |
| Three temple hexes | Randomly hold the Queen, loot, and an empty or second-loot result. |
| Fog | Protects the random temple assignment and island exploration. |
| Holy water at 29,24 | Provides a reusable anti-undead pickup. |
| Second holy water on Easy | Softens the undead matchup without changing enemy logic. |
Sides and AI
| Side | Leader / roster | Gold / income | AI |
|---|---|---|---|
| 1 | Haldric | 210 / 180 / 150; income 2 / 1 / 0 | Human controlled; fog enabled |
| 2 | Isorfilad — Spectre | 100 / 125 / 150; income 2 / 4 / 6 | Aggression 0.40; night aggression 0.75; protects central island location |
| 3 | Tinoldor — Spectre | 100 / 125 / 150; income 2 / 4 / 6 | Same defensive structure |
Easy rosters contain Ghosts, Ghouls, and Vampire Bats. Higher difficulties add Shadows or Wraiths and Necrophages. Each side begins with twelve villages.
Random temple assignment
Three local macros generate the temple interactions:
| Macro | Result |
|---|---|
TEMP_LOOT X Y | One-time 50-gold pickup. |
TEMP_QUEEN X Y | Creates the Midnight Queen, several Blood Bats, dialogue, objective refresh, and queen_awake=1. |
TEMP_EMPTY X Y | Reports an empty temple. |
| Difficulty | Three-temple contents |
|---|---|
| Easy | Queen + loot + loot |
| Normal / Hard | Queen + loot + empty |
A random value from 1 to 3 rotates these roles among temples at 11,13; 10,17; and 9,15.
Dynamic objective rendering
| Queen state | Displayed win objective |
|---|---|
| Not created | Defeat all enemy leaders, while Isorfilad or Tinoldor remains. |
| Created | Defeat the Vampire Queen. |
If both visible leaders die before the Queen is discovered, queen_awake
Midnight Queen encounter
Entering the selected temple:
- Creates the Midnight Queen as a Vampire Lady on side 2.
- Creates three Blood Bats, plus a fourth on Hard.
- Runs an enthrallment scene in which Jessene breaks Haldric’s fascination.
- Sets
queen_awake=1. - Refreshes objectives.
When the Queen reaches last breath, she curses the party; Haldric observes that the remaining undead are fading. The scenario kills every side-2 and side-3 undead unit without firing their death events and immediately ends with bonus victory.
Holy water and Minister Edren
The core OBJ_POTION_HOLY_ALT macro places holy water at 29,24, with a second pickup at 28,26 on Easy. Minister Edren also receives a special line whenever he kills an undead unit.
Hub-state write
{VARIABLE_OP num_done add 1}
[set_variable]
name=cursed_isle
value=1
[/set_variable]
[set_variable]
name=last_done
value="Isle"
[/set_variable]
The local random variable is cleared after assigning temples. The Queen flag is cleared when victory resolves.
Lessons for campaign authors
| Pattern | Reuse lesson |
|---|---|
| Randomize event identities among fixed landmarks | Preserve map readability while changing exploration outcomes. |
| Change objectives when a hidden boss appears | Keep the UI synchronized with newly revealed requirements. |
| Make discovery optional but consequential | A player who awakens the Queen must complete the stronger objective. |
| Boss death dissolves the faction | Use a scripted cleanup when ordinary unit-by-unit victory would weaken the narrative. |
| Difficulty changes resources and exploration rewards | The extra Easy holy water and second loot temple provide help without separate maps. |
Scenario WML · Map source · Core holy-water macro · Quest comparison