This is a maze in a forest with little ponds. There are enemy towers and troops stationed everywhere, and platoons of enemy troops patrolling. Player 1 gets one scout.
Play through 1: Started scouting. Died.
Play through 2: Took a different route. Died.
Play through 3: Took a different route. Died.
Play through 4: Right clicked on target, got ½ way there, ran into enemy platoon, died.
Play through 5: Right clicked on target, got ¾ way there, died.
Play through 6: Decided to read directions. Found monastery! Found priest! Small army found us! Priest died. I died. Monastery razed.
Play through 7: Used Marco Polo. Went to monastery, healed by priest, sighted reinforcements. Small army arrived. Priest died, I died, monastery razed.
To the author: It is refreshing to see that a complete scenario with a plot and lots of action can still be created simply by adept map design, without the use of any triggers. Well done! Challenging indeed.
To the player: Recommended for somebody who likes mazes, who will actually stop and ask for directions.