Sorry, I can't finish first scenario with my old save and the new campaign file (either some incompatibility, or a bug).
What I can say (as a feedback, for lack of anything better):
- Killing the guardians past Lena Yusca effectively puts a end at the summoners quest.
- As I reported before, I find however a bit strange than the player may find the most potent units at the surface, whereas it is supposed that they are UG near the Gate. I mean, Shadow Demons are okay, but an Ancient Eldritch Horror (Iirc, northern site also spawns AEH)? Moreover, there are no Shadow Demons, and no apprentices amongst the guardians, only "Werlac summons". Perhaps add one invoker stack at the spawn site.
- Given that C will leave as soon as he hears about AEH at the Gate, why not fleshing up his role a little, like having AEH only in the guardian stacks (and not at the normal spawn sites), and then have a dialogue after first fight against them, like: "What a madness! Can't we fight regular foes any day? What was that repugnant thing? I was about to wet myself, if you ask." , Esnodil answering like: "Likely your next nightmare if we don't hurry down." Of course, this dialogue stays optional, as the player is not required to stop the invokers. But I think that this would make the braggart's behaviour more human, in the end.
- The quest for Frostlings never ended, but I kept them all alive, in case.
- Las Melen has a setting I don't understand: 1 defender stack (hostile ghouls), a bunch of undead stacks all over its domain, and two über stacks in the rear, all of them neutral. I mean that attacking the town doesn't trigger hostility from the neutral stacks.
- It looks like each own neutral stack degraded relation with the city? Anyways, I had to declare war upon the city in order to enter attack it.
- Perhaps those neutrals turn hostile if player rebuild the city, that I didn't check.
- Whenever I trigger the apparition of Sundren, Sydran is killed 1 or 2 turns afterward. Last time this happened, his capital was taken while he still was in the Void. If I recollect the situation down there, you may have wake last villain up as soon as Sundren is met. Given her power and proximity to the forts, Sydran should be overwhelmed in one turn, and then his capital is (was, last time I visited it) left without potent defenders. If so, I'd suggest to move the capital further west, and ensure the player gets 3-4 turns to enter the realm. That should be sufficient to let Sydran come back at his capital. Then the player would have to suffer full press a few turns, before Sydran is back with fresh troops (I mean perhaps one or two spawned reinforcement stacks). Even, as you are the god here, why not magically protect Sydran capital until the player enters the realm and starts scouting: nobody would know that you just invoked then removed some void or unpassable hexes around it!
Again, I tried to concentrate all my army the nearest to the Gate as I could before triggering Sundren's appearance, but nothing to do, Sydran died the turn after (T141).
- One possible related bug: when Sydran is killed before I approach Las Melen (e.g. moving past Vervlukt's capital just after having killed him), game is over, as you'd expect. But if I delay as I did, after Las Melen is razed and all the stacks there are destroyed, then Sydran's death doesn't halt the game; instead, I could concentrate my forces around the gatekeeper stack, and then the game crashde when I ordered the fight: game stuck on max zoom on strategic map, no panning allowed, but selecting troops through UI icons still working...
In short, I have two possibilities now:
- restarting a new campaign with the right files from the start on;
- entering any scenario you give me access to.
But time comes short, as holidays are ahead.