mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Expedition autopilot Phase 4 + rogue sneak attack + TwinBee voice sweep
Tedium-removal pass driven by live play feedback. Three big threads: Expedition autopilot Phase 4 — background auto-run + harvest-until-dry: - New expeditionAutoRunTicker walks active expeditions every 15min (5min tick, per-expedition CAS on new last_autorun_at column). Skips combat sessions, briefing/recap quiet windows, expeditions <30min old. - Walks up to 3 rooms/tick with compact narration; suppresses DMs when 0 rooms walked or just hitting the per-tick cap (no "stretch complete" filler). Player only hears from the bot when a real decision is needed. - Compact mode: one-line combat narration for trash/elite, auto-resolves elite doorways via the forward-sim engine (boss still pauses). Threaded via new advanceOnceWithOpts → resolveRoom → resolveCombatRoom. - Auto-harvest now grinds each Common/Uncommon node until dry (cap at 8 attempts/visit), mirroring manual !scavenge retries. Rare+ still pauses. - Ambient ticker: anti-repeat by Kind via new last_ambient_kind column (avoids two pack_rat DMs in a row when the pool only has 6 lines). - !expedition go <n> now routes to the fork-choice handler when active + numeric; fork footer rewritten to suggest !expedition go instead of !zone go. Boss/Elite doorway: formatNextRoomMessage routes the action hint by next room type and autopilot loop breaks via new nextRoomType field so "Room X/Y — Boss" doesn't double-print with contradictory hints (!zone advance vs !fight). - runAutopilotWalk extracted from expeditionCmdRun so foreground and background share the loop body. Rogue Sneak Attack actually exists now: - Audit found the rogue's "Sneak Attack" passive was AutoCritFirst + 5% damage rider. No Nd6, ever. Phase 2 Monte Carlo masked this with a small flat buff; the class's defining mechanic never matched its tooltip or 5e identity. - Added SneakAttackDie int to CombatModifiers, per-hit Nd6 in combat_primitives.go (same lane as DivineStrikePerHit). Scales with level: 1d6 at L1-2 ... 4d6 at L7-8 ... capped at 10d6 at L19-20. - AutoCritFirst + 5% rider retained as bonuses on top of working sneak attack — preserves the opener-burst feel. - L7 rogue expected per-hit ~8 → ~22 damage. Valdris fight math goes from "16 rounds to kill, die in 8" to winnable. TwinBee voice sweep (Phase B3): - ~530 line changes across 24 files replacing third-person "TwinBee notes/files/tracks/respects/..." constructions with first-person inside flavor string literals. Code identifiers (TwinBeeLine, twinBeeLine, etc.), chat-prefix labels (🎭 **TwinBee:**), item names (TwinBee's Bell), achievements, and game-title references in fun.go (Konami TwinBee ship) left intact. - Catches a real bug: Valdris fight rendered "TwinBee marks the Legendary Resistance" mid-combat in third person, contradicting the Phase B2 convention. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -323,6 +323,16 @@ func runMigrations(d *sql.DB) error {
|
||||
// Real-time between-day events fire at most once per ambientCooldown
|
||||
// while an expedition is active; idempotent CAS on this column.
|
||||
`ALTER TABLE dnd_expedition ADD COLUMN last_ambient_at DATETIME`,
|
||||
// Kind-level anti-repeat for the ambient ticker: the previous
|
||||
// pick's Kind biases the next pick away from itself so two
|
||||
// back-to-back pack_rat / monologue / etc. DMs don't read as
|
||||
// duplicates on small flavor pools.
|
||||
`ALTER TABLE dnd_expedition ADD COLUMN last_ambient_kind TEXT NOT NULL DEFAULT ''`,
|
||||
// Expedition autopilot Phase 4 — background auto-run ticker. Real-
|
||||
// time room-walking between player commands so the player only
|
||||
// engages when a fork / elite / boss / supply pinch actually
|
||||
// needs a decision. CAS-claim on this column gates re-entry.
|
||||
`ALTER TABLE dnd_expedition ADD COLUMN last_autorun_at DATETIME`,
|
||||
}
|
||||
for _, stmt := range columnMigrations {
|
||||
if _, err := d.Exec(stmt); err != nil {
|
||||
@@ -1890,6 +1900,8 @@ CREATE TABLE IF NOT EXISTS dnd_expedition (
|
||||
last_briefing_at DATETIME,
|
||||
last_recap_at DATETIME,
|
||||
last_ambient_at DATETIME,
|
||||
last_ambient_kind TEXT NOT NULL DEFAULT '',
|
||||
last_autorun_at DATETIME,
|
||||
last_activity DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP,
|
||||
completed_at DATETIME
|
||||
);
|
||||
|
||||
@@ -22,7 +22,7 @@ var RoomEntryGeneric = []string{
|
||||
"The room is quiet. I appreciate quiet. Quiet means the enemies haven't spotted you yet. Yet.",
|
||||
"Forward. Always forward. I once tried going backward in a dungeon. It looped. This one might too.",
|
||||
"Stock of the situation: ceiling intact, floor suspicious, walls leaning in slightly. Proceed.",
|
||||
"You've cleared the room. I give a small, dignified nod. 'One continues,' I say, in the voice of someone who has seen this before and is choosing optimism anyway.",
|
||||
"You've cleared the room. I give a small, dignified nod. 'One continues,' I say, in the voice of someone who has seen this before and am choosing optimism anyway.",
|
||||
"The corridor ahead is long and straight. I find long straight corridors meditative. Also concerning. Mostly concerning.",
|
||||
"A torch sputters on the wall. I light it mentally. 'It would be a shame,' I say, 'to come all this way and trip over something.'",
|
||||
}
|
||||
@@ -124,7 +124,7 @@ var CombatStart = []string{
|
||||
"They've seen you. The kind of seeing that comes with intent. I suggest acting first.",
|
||||
"FIGHT. I don't need to say more than that but I will absolutely say more than that.",
|
||||
"Roll for initiative. This is the part I've been looking forward to since the Entry Room.",
|
||||
"And we're in combat. I remind you to breathe, track your conditions, and remember that your character's survival is not guaranteed but is definitely preferred.",
|
||||
"And we're in combat. I remind you to breathe, track your conditions, and remember that your character's survival is not guaranteed but am definitely preferred.",
|
||||
"Something about your posture or your smell or your general presence has been found unacceptable. Combat begins.",
|
||||
"I press start. Player one, it's your turn.",
|
||||
"The enemy acts first — or thinks it does. I watch your dice like they're the only thing in the room, which, right now, they are.",
|
||||
@@ -329,7 +329,7 @@ var TrapTriggered = []string{
|
||||
var LoreLines = []string{
|
||||
"I settle in and prepare to speak at length, because I've been waiting for this question since you entered and I have a lot of thoughts.",
|
||||
"Ah. A good question. I have context for this. I have more context than will fit comfortably in one telling but I'll try to prioritize.",
|
||||
"The history of this place is long and not entirely flattering to anyone involved. I begin at the beginning, which is not actually the beginning, but is the closest I can find.",
|
||||
"The history of this place is long and not entirely flattering to anyone involved. I begin at the beginning, which is not actually the beginning, but am the closest I can find.",
|
||||
"I consult what I know — which is more than most, less than everything, and presented in order of relevance to your immediate survival.",
|
||||
"Sit with this for a moment. What you're standing in has a story and I believe knowing it will change how you fight in it. Stories are tactical documents if you read them right.",
|
||||
"You want lore? I have lore. I have so much lore that the challenge is not having it but choosing which pieces are useful and which are just fascinating.",
|
||||
@@ -358,7 +358,7 @@ var ItemFound = []string{
|
||||
"Something catches the light that isn't supposed to be here. I watch you reach for it with the specific alertness of someone who has seen cursed items do cursed things. It appears fine. I relax incrementally.",
|
||||
"Loot. I say this word with genuine reverence. The whole system — the dungeon, the enemies, the traps — exists in part to produce this moment. I think it's worth it.",
|
||||
"A chest. Unlocked. I note the unlocked status and consider what that might mean. Probably nothing. Possibly something. You open it while I consider.",
|
||||
"The item is good. I evaluate it quickly — the stats, the rarity, the class match — and nod with the confidence of someone who has seen a lot of items and knows when one is worth finding.",
|
||||
"The item is good. I evaluate it quickly — the stats, the rarity, the class match — and nod with the confidence of someone who has seen a lot of items and know when one is worth finding.",
|
||||
"That's a rare one. I've seen fewer of those than common ones, by definition, but that doesn't stop me from being specifically pleased each time.",
|
||||
"Like finding the Beam Sword in Kirby, the Boomerang in Zelda, the P Wing in Super Mario 3 — the right item at the right time changes what's possible. I think this might be that item. I hope it is.",
|
||||
"Equipment upgrade. I watch the math update — new AC, new attack bonus, new possibilities — and file this moment under 'things going right.'",
|
||||
@@ -485,7 +485,7 @@ var SaveSuccess = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var SaveFailed = []string{
|
||||
"The save fails. I watch the condition take hold with the resignation of someone who has seen this before and knows there's a path through it, just not a comfortable one.",
|
||||
"The save fails. I watch the condition take hold with the resignation of someone who has seen this before and know there's a path through it, just not a comfortable one.",
|
||||
"It lands. Whatever the enemy threw at you, the dice didn't cooperate. I note the condition and its duration and suggest dealing with it before it compounds.",
|
||||
"Failed. The number wasn't enough and I was rooting for the number. The condition applies. Fight through it.",
|
||||
"Like the NES game over screen — inevitable in this moment, fixable in the next. The save failed. The dungeon continues. So do you.",
|
||||
|
||||
@@ -154,7 +154,7 @@ var PeteZoneUnlock = []string{
|
||||
}
|
||||
|
||||
var PeteTier5Complete = []string{
|
||||
"📣 Pete: {player_name} has completed {zone_name}. Expedition duration: {days} days. Boss defeated. Legendary loot confirmed. TwinBee has noted this one.",
|
||||
"📣 Pete: {player_name} has completed {zone_name}. Expedition duration: {days} days. Boss defeated. Legendary loot confirmed. I have noted this one.",
|
||||
"📣 Pete: {zone_name} cleared by {player_name} on Day {day}. The {boss_name} is down. Community achievement recorded.",
|
||||
}
|
||||
|
||||
@@ -165,7 +165,7 @@ var PeteStreakMilestone = []string{
|
||||
|
||||
var PeteCommunityBoost = []string{
|
||||
"📣 Pete: Community activity this week has been strong. TwinBee's mood is elevated. Dungeon drop rates and milestone rewards have been adjusted upward for 48 hours.",
|
||||
"📣 Pete: TwinBee is in a good mood. Reasons cited: community engagement, a particularly impressive nat 20, and general satisfaction with how things have been going. Enhanced rewards active through Sunday.",
|
||||
"📣 Pete: I am in a good mood. Reasons cited: community engagement, a particularly impressive nat 20, and general satisfaction with how things have been going. Enhanced rewards active through Sunday.",
|
||||
}
|
||||
|
||||
var PeteMaintenance = []string{
|
||||
@@ -174,12 +174,12 @@ var PeteMaintenance = []string{
|
||||
}
|
||||
|
||||
var PeteExpeditionBulletin = []string{
|
||||
"📣 Pete: Expedition update — {count} active expeditions in progress across {zones}. Longest running: Day {max_day}. TwinBee is busy.",
|
||||
"📣 Pete: Expedition update — {count} active expeditions in progress across {zones}. Longest running: Day {max_day}. I am busy.",
|
||||
"📣 Pete: Current expedition activity: {count} players in the field. The dungeon is occupied. Good.",
|
||||
}
|
||||
|
||||
var PetePatchNotes = []string{
|
||||
"📣 Pete: Update deployed. Changes: {summary}. Full notes available on request. TwinBee has been briefed.",
|
||||
"📣 Pete: Update deployed. Changes: {summary}. Full notes available on request. I have been briefed.",
|
||||
}
|
||||
|
||||
var PeteMortgageRate = []string{
|
||||
|
||||
@@ -227,7 +227,7 @@ var LootDropUncommon = []string{
|
||||
}
|
||||
|
||||
var LootDropRare = []string{
|
||||
"I stop. Actually stop. 'That's rare,' I say, with the specific register of someone who uses the word correctly and uses it seldom.",
|
||||
"I stop. Actually stop. 'That's rare,' I say, with the specific register of someone who uses the word correctly and use it seldom.",
|
||||
"A rare drop. I examine it the way you examine something that doesn't appear often — thoroughly, quietly, with appropriate appreciation.",
|
||||
"The loot table gave you something uncommon and then kept going. Rare rarity. Filed in the column I reserve for things worth remembering.",
|
||||
}
|
||||
|
||||
@@ -21,16 +21,16 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryAbyssPortal = []string{
|
||||
"You step through what was a doorway and into a chamber where the geometry has stopped agreeing with itself. The far wall is closer than the near wall. The ceiling is in two places. TwinBee files this under 'Euclidean violation' and recommends not lingering on the question of which floor is the real floor.",
|
||||
"The corridor breathes. Not the wind — the corridor. The walls expand and contract on a cycle that is approximately, but not exactly, a heartbeat. TwinBee matches the rhythm involuntarily and dislikes the experience.",
|
||||
"A chamber where reality has a seam. The seam is visible. It runs floor-to-ceiling along the north wall and what is visible through the seam is not the next room. TwinBee does not look directly at it and recommends you adopt the same policy.",
|
||||
"You enter what was once a chapel — to which god, you cannot tell, because the iconography has been overwritten in a script that hurts to read. The altar is intact. The thing on the altar is not what was placed there. TwinBee says nothing and moves you past it.",
|
||||
"The air pressure is wrong. Not low — wrong. There is a pressure that is not physical and it is leaning on you with the patience of a mountain. TwinBee identifies it as psychic ambient and recommends moving briskly.",
|
||||
"A staircase. The stairs go down on the way up and up on the way down. TwinBee does not pause to verify this. Takes the stairs in the intended direction and the direction works, mostly.",
|
||||
"The corridor ahead is lit by something that is not fire. The light is red but the wrong red — the red of an alarm in a system that has never been fully implemented. TwinBee files this under 'demonic ambient' and shortens its stride.",
|
||||
"You enter a room that has been used as a portal anchor. The anchor is still in place. The portal is not, but the place where it was is still warm. TwinBee tracks the residual energy and notes the portal is not the only one — there are other warm spots, in other rooms, in a pattern.",
|
||||
"A garden. Indoors. The plants are not plants. TwinBee identifies them as 'demonic ornamentals — mid-tier, decorative, will react to perfumes' and recommends not perspiring near them.",
|
||||
"The chamber ahead has been a courtroom and is now a kitchen. The transition was not deliberate. The transition was the result of someone with insufficient training opening a portal and not closing it. TwinBee notes the timing must have been comedic and is not laughing.",
|
||||
"You step through what was a doorway and into a chamber where the geometry has stopped agreeing with itself. The far wall is closer than the near wall. The ceiling is in two places. I file this under 'Euclidean violation' and recommend not lingering on the question of which floor is the real floor.",
|
||||
"The corridor breathes. Not the wind — the corridor. The walls expand and contract on a cycle that is approximately, but not exactly, a heartbeat. I match the rhythm involuntarily and dislike the experience.",
|
||||
"A chamber where reality has a seam. The seam is visible. It runs floor-to-ceiling along the north wall and what is visible through the seam is not the next room. I do not look directly at it and recommend you adopt the same policy.",
|
||||
"You enter what was once a chapel — to which god, you cannot tell, because the iconography has been overwritten in a script that hurts to read. The altar is intact. The thing on the altar is not what was placed there. I say nothing and move you past it.",
|
||||
"The air pressure is wrong. Not low — wrong. There is a pressure that is not physical and it is leaning on you with the patience of a mountain. I identify it as psychic ambient and recommend moving briskly.",
|
||||
"A staircase. The stairs go down on the way up and up on the way down. I do not pause to verify this. Takes the stairs in the intended direction and the direction works, mostly.",
|
||||
"The corridor ahead is lit by something that is not fire. The light is red but the wrong red — the red of an alarm in a system that has never been fully implemented. I file this under 'demonic ambient' and shorten its stride.",
|
||||
"You enter a room that has been used as a portal anchor. The anchor is still in place. The portal is not, but the place where it was is still warm. I track the residual energy and note the portal is not the only one — there are other warm spots, in other rooms, in a pattern.",
|
||||
"A garden. Indoors. The plants are not plants. I identify them as 'demonic ornamentals — mid-tier, decorative, will react to perfumes' and recommend not perspiring near them.",
|
||||
"The chamber ahead has been a courtroom and is now a kitchen. The transition was not deliberate. The transition was the result of someone with insufficient training opening a portal and not closing it. I note the timing must have been comedic and am not laughing.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -38,12 +38,12 @@ var RoomEntryAbyssPortal = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryAbyssPortal = []string{
|
||||
"The chamber ahead is a barracks. Six racks of weapons along one wall, six saddles along another — except the saddles are wrong shape, and the weapons are six matched longswords, identical in length, identical in grip, identical in the subtle rune-work along the hilts. TwinBee identifies the silhouette in the room before TwinBee identifies the species and says: 'Marilith. Six longswords. Seven attacks a turn. Never stand directly in front.'",
|
||||
"You enter a sparring gallery. The dummies are arranged in the kind of asymmetric pattern that suggests a six-armed practitioner. The practitioner is at the far end, mid-routine. She does not stop the routine. She incorporates you into it. TwinBee files this under 'Marilith — demonic captain, treats encounters as drills.'",
|
||||
"A war room. Maps on the table, troop positions marked, a planning session in progress. The general at the head of the table has six arms and a snake's lower body and is not surprised by your arrival — was, in fact, expecting you on a different day, with different reinforcements, and is mildly disappointed by both. TwinBee says: 'Marilith. Parry on every attack. The fight is decided by who has more reactions.'",
|
||||
"The corridor opens into a colonnade — twelve columns, six on each side, perfect symmetry. The figure between the central columns is a Marilith and she is using the symmetry — three swords engaged with the columns, three free. TwinBee notes the geometry favors her and recommends fighting in the next room.",
|
||||
"A throne room, smaller than the Belaxath one. The throne is occupied by a Marilith who is not sitting — she is coiled, three feet of snake below the seat, the rest of her vertical and ready. The longswords are all drawn. None of them are pointed at you. TwinBee tracks the angles and says: 'Reactive trait. She gets two reactions. Don't open with a counterspell-bait.'",
|
||||
"You enter what is clearly a guard post. The Marilith on duty is not bored. She is patient in the particular way that someone who has been a soldier for fifteen hundred years is patient. The first three swords are already raised. The other three are coming up as you cross the threshold. TwinBee files this under 'professional courtesy' and asks who has Misty Step.",
|
||||
"The chamber ahead is a barracks. Six racks of weapons along one wall, six saddles along another — except the saddles are wrong shape, and the weapons are six matched longswords, identical in length, identical in grip, identical in the subtle rune-work along the hilts. I identify the silhouette in the room before I identify the species and say: 'Marilith. Six longswords. Seven attacks a turn. Never stand directly in front.'",
|
||||
"You enter a sparring gallery. The dummies are arranged in the kind of asymmetric pattern that suggests a six-armed practitioner. The practitioner is at the far end, mid-routine. She does not stop the routine. She incorporates you into it. I file this under 'Marilith — demonic captain, treats encounters as drills.'",
|
||||
"A war room. Maps on the table, troop positions marked, a planning session in progress. The general at the head of the table has six arms and a snake's lower body and is not surprised by your arrival — was, in fact, expecting you on a different day, with different reinforcements, and is mildly disappointed by both. I say: 'Marilith. Parry on every attack. The fight is decided by who has more reactions.'",
|
||||
"The corridor opens into a colonnade — twelve columns, six on each side, perfect symmetry. The figure between the central columns is a Marilith and she is using the symmetry — three swords engaged with the columns, three free. I note the geometry favors her and recommend fighting in the next room.",
|
||||
"A throne room, smaller than the Belaxath one. The throne is occupied by a Marilith who is not sitting — she is coiled, three feet of snake below the seat, the rest of her vertical and ready. The longswords are all drawn. None of them are pointed at you. I track the angles and say: 'Reactive trait. She gets two reactions. Don't open with a counterspell-bait.'",
|
||||
"You enter what is clearly a guard post. The Marilith on duty is not bored. She is patient in the particular way that someone who has been a soldier for fifteen hundred years is patient. The first three swords are already raised. The other three are coming up as you cross the threshold. I file this under 'professional courtesy' and ask who has Misty Step.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -53,44 +53,44 @@ var EliteRoomEntryAbyssPortal = []string{
|
||||
|
||||
// Multiattack: Longsword + Whip.
|
||||
var BelaxathMultiattackLines = []string{
|
||||
"Longsword and whip every turn. The whip pulls. The longsword finishes. TwinBee says: 'Don't let the whip set the position. Reaction-cancel the pull if you've got it.'",
|
||||
"Two attacks: one ranged-pull, one melee-finish. TwinBee files this under 'fighting-game grappler' and notes the combo is fixed in order — survive the whip, survive the round.",
|
||||
"He swings the longsword while the whip is already coiled around your front line. The bite is the second hit, every time, and it's the one calibrated for kills. TwinBee tracks the order and reminds the party that the whip's not the kill — the whip's the setup.",
|
||||
"Longsword and whip every turn. The whip pulls. The longsword finishes. I say: 'Don't let the whip set the position. Reaction-cancel the pull if you've got it.'",
|
||||
"Two attacks: one ranged-pull, one melee-finish. I file this under 'fighting-game grappler' and note the combo is fixed in order — survive the whip, survive the round.",
|
||||
"He swings the longsword while the whip is already coiled around your front line. The bite is the second hit, every time, and it's the one calibrated for kills. I track the order and remind the party that the whip's not the kill — the whip's the setup.",
|
||||
}
|
||||
|
||||
// Fire Aura: 10d6 fire to all melee attackers each turn; weapon attacks +3d6 fire.
|
||||
var BelaxathAuraLines = []string{
|
||||
"Stand within five feet and take ten-d-six fire at the start of his turn. His weapons add three-d-six fire on top. TwinBee says: 'Melee tax. Plan rotations. Don't camp a tile near him.'",
|
||||
"Fire Aura. The room near him is a damage zone. TwinBee files this under 'positioning is HP' and recommends the back line do their job from the back line.",
|
||||
"Anyone in melee takes ten-d-six fire on his upkeep regardless of whether he hits them. The fire ignores resistance later. TwinBee tracks the timer and reminds the tank that being the wall is a budget item, not a strategy.",
|
||||
"Stand within five feet and take ten-d-six fire at the start of his turn. His weapons add three-d-six fire on top. I say: 'Melee tax. Plan rotations. Don't camp a tile near him.'",
|
||||
"Fire Aura. The room near him is a damage zone. I file this under 'positioning is HP' and recommend the back line do their job from the back line.",
|
||||
"Anyone in melee takes ten-d-six fire on his upkeep regardless of whether he hits them. The fire ignores resistance later. I track the timer and remind the tank that being the wall is a budget item, not a strategy.",
|
||||
}
|
||||
|
||||
// Lightning Discharge (recharge 5–6): 120-ft line, 12d6 lightning, DEX DC 20 half.
|
||||
var BelaxathLightningLines = []string{
|
||||
"One-twenty-foot line, twelve-d-six lightning, DEX DC 20 for half. Recharge five-or-six. TwinBee says: 'Don't line up. The line is the whole room if you're sloppy.'",
|
||||
"Lightning Discharge. The line is long enough to clip the back rank from where the front rank is standing. TwinBee tracks the recharge die and shouts the angle when the discharge points the wrong way.",
|
||||
"Like the laser-eye boss in Contra, except the boss has six arms and the laser is on a recharge counter and the laser is sometimes lightning. TwinBee files this under 'know where the line is' and notes the line is wherever you're easiest to hit.",
|
||||
"One-twenty-foot line, twelve-d-six lightning, DEX DC 20 for half. Recharge five-or-six. I say: 'Don't line up. The line is the whole room if you're sloppy.'",
|
||||
"Lightning Discharge. The line is long enough to clip the back rank from where the front rank is standing. I track the recharge die and shout the angle when the discharge points the wrong way.",
|
||||
"Like the laser-eye boss in Contra, except the boss has six arms and the laser is on a recharge counter and the laser is sometimes lightning. I file this under 'know where the line is' and note the line is wherever you're easiest to hit.",
|
||||
}
|
||||
|
||||
// Death Throes: on death, 30-ft radius, 20d6 fire, DEX DC 20 half — destroys non-legendary equipment on failed save.
|
||||
var BelaxathDeathThroesLines = []string{
|
||||
"He explodes when he dies. Twenty-d-six fire in a thirty-foot radius. DEX DC 20 for half. Failure also destroys non-legendary equipment on the wearer. TwinBee says: 'Drop him with range. Save your gear.'",
|
||||
"Death Throes. The kill shot is the easy part. The Death Throes are the hard part. TwinBee files this under 'cost-of-victory mechanics' and recommends positioning before the kill, not after.",
|
||||
"He goes out the way some bosses do — taking the room with him. Twenty-d-six on a save you might fail with disadvantage from the previous round's Frightened. TwinBee tracks the radius and reminds the party that 'half damage' of twenty-d-six is still 'roll a new character.'",
|
||||
"He explodes when he dies. Twenty-d-six fire in a thirty-foot radius. DEX DC 20 for half. Failure also destroys non-legendary equipment on the wearer. I say: 'Drop him with range. Save your gear.'",
|
||||
"Death Throes. The kill shot is the easy part. The Death Throes are the hard part. I file this under 'cost-of-victory mechanics' and recommend positioning before the kill, not after.",
|
||||
"He goes out the way some bosses do — taking the room with him. Twenty-d-six on a save you might fail with disadvantage from the previous round's Frightened. I track the radius and remind the party that 'half damage' of twenty-d-six is still 'roll a new character.'",
|
||||
}
|
||||
|
||||
// Demonic Resilience: resist cold/fire/lightning; immune to poison; immune to non-magical physical.
|
||||
var BelaxathResilienceLines = []string{
|
||||
"Resists cold, fire, lightning. Immune to poison. Immune to non-magical physical. TwinBee says: 'Magic damage only. Force, radiant, psychic — those carry. Mundane mace doesn't.'",
|
||||
"Demonic Resilience. The standard demonic-lord package. TwinBee files this under 'check your damage type before you commit a slot' and notes the Magic Resistance trait stacks on top — advantage on saves vs spells.",
|
||||
"Three resistances and two immunities. The window for damage is narrow. TwinBee tracks party loadouts and reminds the casters that radiant damage is not optional in this fight — it is the answer.",
|
||||
"Resists cold, fire, lightning. Immune to poison. Immune to non-magical physical. I say: 'Magic damage only. Force, radiant, psychic — those carry. Mundane mace doesn't.'",
|
||||
"Demonic Resilience. The standard demonic-lord package. I file this under 'check your damage type before you commit a slot' and note the Magic Resistance trait stacks on top — advantage on saves vs spells.",
|
||||
"Three resistances and two immunities. The window for damage is narrow. I track party loadouts and remind the casters that radiant damage is not optional in this fight — it is the answer.",
|
||||
}
|
||||
|
||||
// Phase 2 (<40% HP): grows to Huge size; advantage on all attacks; Death Throes recharge 4–6.
|
||||
var BelaxathPhaseTwoLines = []string{
|
||||
"Below forty percent he grows. Huge size, advantage on every attack, and Death Throes is now on a four-or-six recharge — meaning if you don't kill him cleanly, he might detonate in your face mid-fight. TwinBee says: 'Phase shift. Don't graze him below forty.'",
|
||||
"Phase two: bigger, faster, and the explosion is no longer reserved for the kill. TwinBee tracks the new recharge and recommends every burst window the party can buy.",
|
||||
"He grows. The room shrinks. Advantage on swings. The Death Throes timer becomes a real timer — if a recharge lands at the wrong moment, the room ends. TwinBee files this under 'fights you have to finish in two rounds or accept the consequences.'",
|
||||
"Below forty percent he grows. Huge size, advantage on every attack, and Death Throes is now on a four-or-six recharge — meaning if you don't kill him cleanly, he might detonate in your face mid-fight. I say: 'Phase shift. Don't graze him below forty.'",
|
||||
"Phase two: bigger, faster, and the explosion is no longer reserved for the kill. I track the new recharge and recommend every burst window the party can buy.",
|
||||
"He grows. The room shrinks. Advantage on swings. The Death Throes timer becomes a real timer — if a recharge lands at the wrong moment, the room ends. I file this under 'fights you have to finish in two rounds or accept the consequences.'",
|
||||
}
|
||||
|
||||
// BelaxathSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -116,12 +116,12 @@ var BelaxathSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesAbyssPortal = []string{
|
||||
"The portal was not summoned. The portal was torn, from the other side, by Belaxath, with purpose, over thirty years. TwinBee notes the duration matters: this was not a moment of carelessness on the part of a surface mage. This was a project, on the demonic side, executed with patience.",
|
||||
"The site was a temple, before. Then a fortress, before. Then a meadow, before. The meadow is the original use of the land — the temple was built to seal something the meadow had been quiet over. TwinBee files this under 'land memory' and notes the seal worked for fourteen centuries.",
|
||||
"The Shard of the Abyss is the closing key. It is not optional. The portal cannot be closed without it, and the shard cannot be replaced — there is exactly one. TwinBee notes the always-drop guarantee on the loot table is a story commitment, not a generosity.",
|
||||
"The Marilith captains in the outer chambers are veterans of wars that did not happen on this plane. The wars happened in the Abyss, between demonic factions, over scheduling — which Layer got which incursion priority. TwinBee finds this both bureaucratic and terrifying.",
|
||||
"Belaxath is named 'the Undivided' because he refused to take a side in the Layer-Seven schism. The other Balors took sides. The other Balors are mostly dead. Belaxath remained intact and inherited their soldiers, in stages, over the schism's two-decade arc. TwinBee files this under 'patience as competitive advantage.'",
|
||||
"The Vrock spores last for twenty-four hours after exposure. The save is the start of the timer, not the end. TwinBee suggests the party not assume the encounter is over when the room is clear — the spores keep ticking on the way to the next.",
|
||||
"The Quasits in this zone are not random encounters. Each one has been individually deployed as a scout, with instructions, by a specific Hezrou. TwinBee notes the chain of command is real and that killing a Quasit causes the Hezrou it reports to to know exactly where you are.",
|
||||
"The portal is not the only opening. There are seven smaller openings in this zone — pinholes, nothing more — that Belaxath has been using to bring through reinforcements one at a time. The pinholes close when Belaxath dies. TwinBee files this under 'killing the boss is also a public service' and notes the surface clergy will be relieved.",
|
||||
"The portal was not summoned. The portal was torn, from the other side, by Belaxath, with purpose, over thirty years. I note the duration matters: this was not a moment of carelessness on the part of a surface mage. This was a project, on the demonic side, executed with patience.",
|
||||
"The site was a temple, before. Then a fortress, before. Then a meadow, before. The meadow is the original use of the land — the temple was built to seal something the meadow had been quiet over. I file this under 'land memory' and note the seal worked for fourteen centuries.",
|
||||
"The Shard of the Abyss is the closing key. It is not optional. The portal cannot be closed without it, and the shard cannot be replaced — there is exactly one. I note the always-drop guarantee on the loot table is a story commitment, not a generosity.",
|
||||
"The Marilith captains in the outer chambers are veterans of wars that did not happen on this plane. The wars happened in the Abyss, between demonic factions, over scheduling — which Layer got which incursion priority. I find this both bureaucratic and terrifying.",
|
||||
"Belaxath is named 'the Undivided' because he refused to take a side in the Layer-Seven schism. The other Balors took sides. The other Balors are mostly dead. Belaxath remained intact and inherited their soldiers, in stages, over the schism's two-decade arc. I file this under 'patience as competitive advantage.'",
|
||||
"The Vrock spores last for twenty-four hours after exposure. The save is the start of the timer, not the end. I suggest the party not assume the encounter is over when the room is clear — the spores keep ticking on the way to the next.",
|
||||
"The Quasits in this zone are not random encounters. Each one has been individually deployed as a scout, with instructions, by a specific Hezrou. I note the chain of command is real and that killing a Quasit causes the Hezrou it reports to to know exactly where you are.",
|
||||
"The portal is not the only opening. There are seven smaller openings in this zone — pinholes, nothing more — that Belaxath has been using to bring through reinforcements one at a time. The pinholes close when Belaxath dies. I file this under 'killing the boss is also a public service' and note the surface clergy will be relieved.",
|
||||
}
|
||||
|
||||
@@ -15,12 +15,12 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryCrypt = []string{
|
||||
"The room is colder than the last one. Not by feeling — by measurement. TwinBee can tell. There is a presence here that does not believe in the ambient temperature of stone.",
|
||||
"A figure sits in the cathedra at the chamber's far end. Robes intact. Skin not. The eyes open as you enter and they were already looking at the door. TwinBee draws breath despite not strictly needing to.",
|
||||
"Floating above the altar: a skull, lit from within in a color that pretends to be fire. TwinBee recognizes the pretense. The skull is doing math. The math is about where you are.",
|
||||
"The torches in this room are out, but the room is lit anyway. TwinBee identifies this as a problem worth naming aloud: 'That light has a source. The source is the encounter.'",
|
||||
"You step into a chapel. Pews. Altar. A figure rising from the front pew with the unhurried grace of something that has been waiting in this exact pew for a very long time. TwinBee respects the patience and refuses to be impressed by it.",
|
||||
"The mosaics on the walls show a procession. The procession leads to a king. The king is here. TwinBee notes that the mosaics are still being added to in real time — one tile per visitor — and you have not been added yet.",
|
||||
"The room is colder than the last one. Not by feeling — by measurement. I can tell. There is a presence here that does not believe in the ambient temperature of stone.",
|
||||
"A figure sits in the cathedra at the chamber's far end. Robes intact. Skin not. The eyes open as you enter and they were already looking at the door. I draw breath despite not strictly needing to.",
|
||||
"Floating above the altar: a skull, lit from within in a color that pretends to be fire. I recognize the pretense. The skull is doing math. The math is about where you are.",
|
||||
"The torches in this room are out, but the room is lit anyway. I identify this as a problem worth naming aloud: 'That light has a source. The source is the encounter.'",
|
||||
"You step into a chapel. Pews. Altar. A figure rising from the front pew with the unhurried grace of something that has been waiting in this exact pew for a very long time. I respect the patience and refuse to be impressed by it.",
|
||||
"The mosaics on the walls show a procession. The procession leads to a king. The king is here. I note that the mosaics are still being added to in real time — one tile per visitor — and you have not been added yet.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -30,31 +30,31 @@ var EliteRoomEntryCrypt = []string{
|
||||
|
||||
// Corrupting Touch: +4d6 necrotic; target max HP reduced by damage dealt.
|
||||
var ValdrisCorruptingTouchLines = []string{
|
||||
"His hand passes through your chestplate without touching it. The damage isn't to the plate. TwinBee watches your max HP tick down and quietly stops watching.",
|
||||
"Necrotic damage lands and lingers. The wound doesn't bleed — it forgets how. Your HP ceiling drops with it. TwinBee notes: long rest restores. Survive to long rest.",
|
||||
"Where Valdris touches, the body takes a piece of permanent. Not permanent-permanent. Long-rest-permanent. TwinBee considers this distinction the only good news in the sentence.",
|
||||
"His hand passes through your chestplate without touching it. The damage isn't to the plate. I watch your max HP tick down and quietly stops watching.",
|
||||
"Necrotic damage lands and lingers. The wound doesn't bleed — it forgets how. Your HP ceiling drops with it. I note: long rest restores. Survive to long rest.",
|
||||
"Where Valdris touches, the body takes a piece of permanent. Not permanent-permanent. Long-rest-permanent. I consider this distinction the only good news in the sentence.",
|
||||
}
|
||||
|
||||
// Legendary Resistance: 2/combat; auto-succeed one failed save.
|
||||
var ValdrisLegendaryResistanceLines = []string{
|
||||
"Your save would have landed. Valdris decides otherwise. The roll resets to a success on his side of the table. TwinBee notes one charge spent, one remaining.",
|
||||
"The spell hits cleanly and Valdris ignores it on principle. TwinBee marks the Legendary Resistance and reminds you: he has two of these. After two, the math changes.",
|
||||
"You rolled the number. The number was correct. Valdris waves it away with a gesture that costs him something but not enough. TwinBee keeps count. Keep rolling.",
|
||||
"Your save would have landed. Valdris decides otherwise. The roll resets to a success on his side of the table. I note one charge spent, one remaining.",
|
||||
"The spell hits cleanly and Valdris ignores it on principle. I mark the Legendary Resistance and remind you: he has two of these. After two, the math changes.",
|
||||
"You rolled the number. The number was correct. Valdris waves it away with a gesture that costs him something but not enough. I keep count. Keep rolling.",
|
||||
}
|
||||
|
||||
// Call of the Grave: recharge 5–6; summons 1d4 skeletons.
|
||||
var ValdrisCallOfTheGraveLines = []string{
|
||||
"Valdris speaks a word that is not for the living. Bones in the chamber walls remember they were once attached to people. TwinBee counts the new combatants and recommends crowd control.",
|
||||
"From the alcoves: the dry rattle of skeletons reassembling on demand. TwinBee notes 1d4 new bodies on the field and quietly hopes for the lower end of that range.",
|
||||
"The skeletons stand up like a Castlevania stage hazard — same animation, same timing, same exact bad news. TwinBee has memories of this and they are not warm ones.",
|
||||
"Valdris speaks a word that is not for the living. Bones in the chamber walls remember they were once attached to people. I count the new combatants and recommend crowd control.",
|
||||
"From the alcoves: the dry rattle of skeletons reassembling on demand. I note 1d4 new bodies on the field and quietly hopes for the lower end of that range.",
|
||||
"The skeletons stand up like a Castlevania stage hazard — same animation, same timing, same exact bad news. I have memories of this and they are not warm ones.",
|
||||
}
|
||||
|
||||
// Phase 2 (<50% HP): gains Fly speed; spells deal +1d6 necrotic.
|
||||
var ValdrisPhaseTwoLines = []string{
|
||||
"Valdris drops to half HP and stops walking. Not because he's tired — because he doesn't need to anymore. He rises a foot off the floor and TwinBee files this under 'phase shift.'",
|
||||
"The fight changes shape. Valdris hangs in the air now, robes still, very calm, very lethal. His spells gain a necrotic edge. TwinBee says, simply: 'Phase two. Adjust.'",
|
||||
"Half-HP is the line. You crossed it and Valdris crossed something else — gravity, mostly. The boss music gets a third instrument. TwinBee braces.",
|
||||
"Like Castlevania's Death revealing his real attack pattern at half HP — the fight you started is not the fight you're finishing. TwinBee respects the pivot and dislikes it intensely.",
|
||||
"Valdris drops to half HP and stops walking. Not because he's tired — because he doesn't need to anymore. He rises a foot off the floor and I file this under 'phase shift.'",
|
||||
"The fight changes shape. Valdris hangs in the air now, robes still, very calm, very lethal. His spells gain a necrotic edge. I say, simply: 'Phase two. Adjust.'",
|
||||
"Half-HP is the line. You crossed it and Valdris crossed something else — gravity, mostly. The boss music gets a third instrument. I brace.",
|
||||
"Like Castlevania's Death revealing his real attack pattern at half HP — the fight you started is not the fight you're finishing. I respect the pivot and dislike it intensely.",
|
||||
}
|
||||
|
||||
// ValdrisSignatureCallouts — combined pool the boss-entry composer samples
|
||||
@@ -77,10 +77,10 @@ var ValdrisSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesCrypt = []string{
|
||||
"Valdris was a scholar. Then he was an aspirant. Then he was a failed aspirant. The failure is the part that mattered — the lich ritual completed but completed wrong, and the wrongness has had three centuries to compound. TwinBee has read the contemporaneous accounts and finds the original scholar likable, which makes the rest harder.",
|
||||
"The phylactery shard you'll find here is one of seven. The other six are not in this crypt. TwinBee will not say where they are, because it doesn't fully know, and the partial knowledge it has is the kind that gets people followed by things that prefer not to be looked for.",
|
||||
"The candles in the crypt do not consume wax. They do not consume time, either, in the strict sense. They were lit on the day Valdris was interred and they have been lit ever since. TwinBee respects this kind of consistency in a way that does not extend to approval.",
|
||||
"The skeletons here are not all enemies. Some of them are former students, posed in the alcoves where they died, marked with the texts they were translating. TwinBee suggests you don't disturb the marked ones unless you mean to. Some lessons end and some lessons keep going.",
|
||||
"The iron gate at the entrance has been opened from the inside three times in the last decade, and from the outside zero times. TwinBee finds the asymmetry instructive. It also finds the pattern instructive: you are walking into the open door, not opening it.",
|
||||
"In life, Valdris was patient. In undeath, Valdris is also patient — which is unfair, mathematically, because the same trait scales differently across mortality conditions. TwinBee dislikes the math but respects the consistency.",
|
||||
"Valdris was a scholar. Then he was an aspirant. Then he was a failed aspirant. The failure is the part that mattered — the lich ritual completed but completed wrong, and the wrongness has had three centuries to compound. I have read the contemporaneous accounts and find the original scholar likable, which makes the rest harder.",
|
||||
"The phylactery shard you'll find here is one of seven. The other six are not in this crypt. I will not say where they are, because it doesn't fully know, and the partial knowledge it has is the kind that gets people followed by things that prefer not to be looked for.",
|
||||
"The candles in the crypt do not consume wax. They do not consume time, either, in the strict sense. They were lit on the day Valdris was interred and they have been lit ever since. I respect this kind of consistency in a way that does not extend to approval.",
|
||||
"The skeletons here are not all enemies. Some of them are former students, posed in the alcoves where they died, marked with the texts they were translating. I suggest you don't disturb the marked ones unless you mean to. Some lessons end and some lessons keep going.",
|
||||
"The iron gate at the entrance has been opened from the inside three times in the last decade, and from the outside zero times. I find the asymmetry instructive. It also finds the pattern instructive: you are walking into the open door, not opening it.",
|
||||
"In life, Valdris was patient. In undeath, Valdris is also patient — which is unfair, mathematically, because the same trait scales differently across mortality conditions. I dislike the math but respect the consistency.",
|
||||
}
|
||||
|
||||
@@ -20,12 +20,12 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryDragonsLair = []string{
|
||||
"The chamber ahead has a hoard. Not Infernax's hoard — a smaller hoard, an apprentice's hoard, the kind of starter pile a dragon builds before it has earned a real one. The dragon on top of the pile is the size of a wagon and the temperament of an only child. TwinBee says: 'Young Red. Fire breath, sixteen-d-six, DC 21. Don't bunch.'",
|
||||
"You enter what used to be a vault. The vault door is on the floor, peeled. The dragon inside is half-grown and entirely awake. It opens one eye, then the other, then makes a sound that is not a roar — it is a sigh, the sigh of a creature being interrupted at home. TwinBee notes the eye contact and recommends not breaking it first.",
|
||||
"A scorched gallery. The walls are blast-blackened in a pattern that suggests practice — the dragon has been working on its breath weapon in here. TwinBee identifies the burn pattern as 'cone, sixty feet, recently used' and recommends approaching from a flank that hasn't been zeroed in.",
|
||||
"The corridor opens into a smaller chamber where a Young Red is curled around a single piece of treasure — not a hoard, just one item, the kind of thing a dragon would only guard if it had been told to. TwinBee files this under 'gift from Infernax' and notes the gift is being protected with the seriousness of a final-exam project.",
|
||||
"You step into a heat-shimmer cavern that the dragon is using as a forge. There are tools — pincers the size of a person, bellows the size of a house — and the dragon is using them. Badly. With enthusiasm. TwinBee identifies the silhouette and says: 'Young Red. Frightful Presence on the WIS save. Don't let the room intimidate you twice.'",
|
||||
"A roost. Stone shelves carved into the cavern wall, each one a perch, all of them empty except the highest. The dragon on the highest perch is watching the door. It has been watching the door for the last six hours, since whatever roused it. TwinBee says: 'Multiattack on engage. Hit it before it lifts off — flying Young Red is a different fight than grounded Young Red.'",
|
||||
"The chamber ahead has a hoard. Not Infernax's hoard — a smaller hoard, an apprentice's hoard, the kind of starter pile a dragon builds before it has earned a real one. The dragon on top of the pile is the size of a wagon and the temperament of an only child. I say: 'Young Red. Fire breath, sixteen-d-six, DC 21. Don't bunch.'",
|
||||
"You enter what used to be a vault. The vault door is on the floor, peeled. The dragon inside is half-grown and entirely awake. It opens one eye, then the other, then makes a sound that is not a roar — it is a sigh, the sigh of a creature being interrupted at home. I note the eye contact and recommend not breaking it first.",
|
||||
"A scorched gallery. The walls are blast-blackened in a pattern that suggests practice — the dragon has been working on its breath weapon in here. I identify the burn pattern as 'cone, sixty feet, recently used' and recommend approaching from a flank that hasn't been zeroed in.",
|
||||
"The corridor opens into a smaller chamber where a Young Red is curled around a single piece of treasure — not a hoard, just one item, the kind of thing a dragon would only guard if it had been told to. I file this under 'gift from Infernax' and note the gift is being protected with the seriousness of a final-exam project.",
|
||||
"You step into a heat-shimmer cavern that the dragon is using as a forge. There are tools — pincers the size of a person, bellows the size of a house — and the dragon is using them. Badly. With enthusiasm. I identify the silhouette and say: 'Young Red. Frightful Presence on the WIS save. Don't let the room intimidate you twice.'",
|
||||
"A roost. Stone shelves carved into the cavern wall, each one a perch, all of them empty except the highest. The dragon on the highest perch is watching the door. It has been watching the door for the last six hours, since whatever roused it. I say: 'Multiattack on engage. Hit it before it lifts off — flying Young Red is a different fight than grounded Young Red.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -35,44 +35,44 @@ var EliteRoomEntryDragonsLair = []string{
|
||||
|
||||
// Multiattack: Bite + 2 Claws.
|
||||
var InfernaxMultiattackLines = []string{
|
||||
"Bite plus two claws every turn. Three swings of ancient-dragon math against your front line. TwinBee says: 'Don't stand alone in front. Don't stand alone behind, either. There is no alone in this fight.'",
|
||||
"Multiattack: bite, claw, claw. The bite is the largest single hit you'll take in this zone. TwinBee tracks the damage tier and recommends max HP buffs before the encounter, not during.",
|
||||
"Three attacks a turn, each one calibrated for a tank. TwinBee files this under 'arithmetic problem with teeth' and notes the math does not get better at higher levels — the tier scales with you.",
|
||||
"Bite plus two claws every turn. Three swings of ancient-dragon math against your front line. I say: 'Don't stand alone in front. Don't stand alone behind, either. There is no alone in this fight.'",
|
||||
"Multiattack: bite, claw, claw. The bite is the largest single hit you'll take in this zone. I track the damage tier and recommend max HP buffs before the encounter, not during.",
|
||||
"Three attacks a turn, each one calibrated for a tank. I file this under 'arithmetic problem with teeth' and note the math does not get better at higher levels — the tier scales with you.",
|
||||
}
|
||||
|
||||
// Fire Breath (recharge 5–6): 90-ft cone, 26d6 fire, DEX DC 24 half.
|
||||
var InfernaxBreathLines = []string{
|
||||
"Fire Breath, ninety-foot cone, twenty-six-d-six fire, DEX DC 24 for half. Recharge five-or-six. TwinBee says: 'Pre-position. Don't share an angle. Half of twenty-six-d-six is still a TPK.'",
|
||||
"The cone covers most of the chamber. The save is high. The damage is the kind that ends fights. TwinBee tracks the recharge die and shouts the spread pattern when it shows.",
|
||||
"Like the Bowser jump-on-the-platform pattern from World 8, except the platform is a cone of fire and the platform is most of the room. TwinBee notes there are no axes in this fight. There is only DEX and distance.",
|
||||
"Fire Breath, ninety-foot cone, twenty-six-d-six fire, DEX DC 24 for half. Recharge five-or-six. I say: 'Pre-position. Don't share an angle. Half of twenty-six-d-six is still a TPK.'",
|
||||
"The cone covers most of the chamber. The save is high. The damage is the kind that ends fights. I track the recharge die and shout the spread pattern when it shows.",
|
||||
"Like the Bowser jump-on-the-platform pattern from World 8, except the platform is a cone of fire and the platform is most of the room. I note there are no axes in this fight. There is only DEX and distance.",
|
||||
}
|
||||
|
||||
// Frightful Presence: WIS DC 21 or Frightened 1 min.
|
||||
var InfernaxPresenceLines = []string{
|
||||
"Frightful Presence on entry. WIS DC 21. Frightened means disadvantage on attacks and you can't move closer. TwinBee says: 'Eat the save the first round. Hold initiative for the unfrightened ones.'",
|
||||
"WIS save at 21. Frightened for a minute. TwinBee files this under 'why we bring high-WIS classes' and asks who has the Wisdom-save proficiency to lead.",
|
||||
"He looks at you and the save is rolled before the breath is. Half the party loses a minute. TwinBee tracks the duration and recommends not opening with your highest-investment ability if your character failed.",
|
||||
"Frightful Presence on entry. WIS DC 21. Frightened means disadvantage on attacks and you can't move closer. I say: 'Eat the save the first round. Hold initiative for the unfrightened ones.'",
|
||||
"WIS save at 21. Frightened for a minute. I file this under 'why we bring high-WIS classes' and ask who has the Wisdom-save proficiency to lead.",
|
||||
"He looks at you and the save is rolled before the breath is. Half the party loses a minute. I track the duration and recommend not opening with your highest-investment ability if your character failed.",
|
||||
}
|
||||
|
||||
// Legendary Resistance (3/combat) + Legendary Actions (3): Detect, Tail, Wing.
|
||||
var InfernaxLegendaryLines = []string{
|
||||
"Three Legendary Resistances. Three Legendary Action points per round. He spends them on Tail Attack and Wing Attack — the wing is AoE knockback, DEX DC 22. TwinBee says: 'Three saves you'll wish back. Don't waste your dispel-tier spells in the first round.'",
|
||||
"Legendary Actions on every other turn. Wing Attack costs two and knocks the room around. TwinBee tracks the spend and reminds the party that the action economy is the actual fight — Infernax is the venue.",
|
||||
"Three free passes on his saves. Plan two openings. TwinBee files this under 'priest economy applied to dragons' and notes the third opening is the one that lands.",
|
||||
"Three Legendary Resistances. Three Legendary Action points per round. He spends them on Tail Attack and Wing Attack — the wing is AoE knockback, DEX DC 22. I say: 'Three saves you'll wish back. Don't waste your dispel-tier spells in the first round.'",
|
||||
"Legendary Actions on every other turn. Wing Attack costs two and knocks the room around. I track the spend and remind the party that the action economy is the actual fight — Infernax is the venue.",
|
||||
"Three free passes on his saves. Plan two openings. I file this under 'priest economy applied to dragons' and note the third opening is the one that lands.",
|
||||
}
|
||||
|
||||
// Lair Actions (init 20): Magma eruption, Volcanic gases (CON DC 13 Poisoned), Tremor (DEX DC 15 Prone).
|
||||
var InfernaxLairLines = []string{
|
||||
"Lair Actions on initiative count twenty: magma erupts, gases force CON saves, tremors knock you prone. TwinBee says: 'The room is a third combatant. Track the initiative. Don't stand on cracks.'",
|
||||
"The mountain helps him. Initiative twenty triggers a lair effect every round. TwinBee tracks the rotation and warns the party that the prone effect comes during caster turns, on purpose.",
|
||||
"Magma, gas, tremor — the three-card lair rotation. TwinBee files this under 'environment as DPS' and recommends fighting from the cleared rim of the room, not the gold-flooded center.",
|
||||
"Lair Actions on initiative count twenty: magma erupts, gases force CON saves, tremors knock you prone. I say: 'The room is a third combatant. Track the initiative. Don't stand on cracks.'",
|
||||
"The mountain helps him. Initiative twenty triggers a lair effect every round. I track the rotation and warn the party that the prone effect comes during caster turns, on purpose.",
|
||||
"Magma, gas, tremor — the three-card lair rotation. I file this under 'environment as DPS' and recommend fighting from the cleared rim of the room, not the gold-flooded center.",
|
||||
}
|
||||
|
||||
// Phase 2 (<50% HP): Fire Breath recharge 4–6; fire damage ignores resistance.
|
||||
var InfernaxPhaseTwoLines = []string{
|
||||
"Below half HP the breath recharges on a four. Fire resistance no longer applies — your tank's fire-resist gear is now decorative. TwinBee says: 'Phase shift. Burn him before the second cone.'",
|
||||
"Phase two: the cone comes more often, the damage cuts through every fire-resist resource you brought. TwinBee tracks the breath count and asks who still has movement-class abilities — the second cone wants spread.",
|
||||
"Half-HP. The mountain wakes the rest of the way up. Recharge four-six on the cone. Fire damage goes raw. TwinBee files this under 'no plan survives second contact with Infernax' and recommends every nova you've still got.",
|
||||
"Below half HP the breath recharges on a four. Fire resistance no longer applies — your tank's fire-resist gear is now decorative. I say: 'Phase shift. Burn him before the second cone.'",
|
||||
"Phase two: the cone comes more often, the damage cuts through every fire-resist resource you brought. I track the breath count and ask who still has movement-class abilities — the second cone wants spread.",
|
||||
"Half-HP. The mountain wakes the rest of the way up. Recharge four-six on the cone. Fire damage goes raw. I file this under 'no plan survives second contact with Infernax' and recommend every nova you've still got.",
|
||||
}
|
||||
|
||||
// InfernaxSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -98,12 +98,12 @@ var InfernaxSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesDragonsLair = []string{
|
||||
"Infernus Peak has not erupted in forty years and the locals call this dormant. The peak has not erupted in forty years because Infernax has been asleep, and his presence stabilizes the magma chamber. The locals are wrong about which one is causing which. TwinBee notes the irony and files it under 'killing the dragon may have geological consequences.'",
|
||||
"Infernax remembers when the surface civilizations were just fires. The fires he is referring to are the ones the first humans set, which is how TwinBee dates him — give or take six thousand years on either side of the precise number, which TwinBee declines to commit to.",
|
||||
"The kobolds are not slaves. The kobolds are clergy. They serve voluntarily, in shifts, with rotation, and the rotation is run by elders who have written sermons. TwinBee respects the organization and notes the kobold scale-sorcerers are graduates, not recruits.",
|
||||
"The hoard is not random. Each piece is catalogued in Infernax's memory, by location and by year of acquisition. He will know if you take a single coin. TwinBee suggests not taking a single coin and instead taking the items the design doc expects you to take — those have been pre-cleared.",
|
||||
"The Dragon Hoard mechanic exists because Infernax does not lose track of his coins. Killing him releases his hold on the catalogue. The 50d10 × 100 coin drop is the entire pile relaxing for the first time in eight centuries. TwinBee respects the math and notes the rest of the surface economy will too.",
|
||||
"Infernax has had three challengers in the last eight hundred years. Two were heroes. One was a younger dragon. He kept the younger dragon's skull as a paperweight on a treaty desk that has not been used since. TwinBee notes the paperweight is in the treasury, on the third shelf, and is not worth picking up — picking it up triggers his attention from anywhere on the mountain.",
|
||||
"The Young Red dragons in the outer chambers are his children. Or his grandchildren. Or unrelated and tolerated. Infernax does not clarify and TwinBee has not asked. They are loyal in the way that loyal works for dragons, which is to say: they will fight you, but they will not die for him, and the distinction matters more than it should.",
|
||||
"The kobold scale-sorcerers cast through bloodline. The bloodline traces back to a single clutch laid in the magma chamber three centuries ago. TwinBee notes the entire sorcerous gene pool of this zone is one extended family and that they all know each other's names.",
|
||||
"Infernus Peak has not erupted in forty years and the locals call this dormant. The peak has not erupted in forty years because Infernax has been asleep, and his presence stabilizes the magma chamber. The locals are wrong about which one is causing which. I note the irony and file it under 'killing the dragon may have geological consequences.'",
|
||||
"Infernax remembers when the surface civilizations were just fires. The fires he is referring to are the ones the first humans set, which is how I date him — give or take six thousand years on either side of the precise number, which I decline to commit to.",
|
||||
"The kobolds are not slaves. The kobolds are clergy. They serve voluntarily, in shifts, with rotation, and the rotation is run by elders who have written sermons. I respect the organization and note the kobold scale-sorcerers are graduates, not recruits.",
|
||||
"The hoard is not random. Each piece is catalogued in Infernax's memory, by location and by year of acquisition. He will know if you take a single coin. I suggest not taking a single coin and instead taking the items the design doc expects you to take — those have been pre-cleared.",
|
||||
"The Dragon Hoard mechanic exists because Infernax does not lose track of his coins. Killing him releases his hold on the catalogue. The 50d10 × 100 coin drop is the entire pile relaxing for the first time in eight centuries. I respect the math and note the rest of the surface economy will too.",
|
||||
"Infernax has had three challengers in the last eight hundred years. Two were heroes. One was a younger dragon. He kept the younger dragon's skull as a paperweight on a treaty desk that has not been used since. I note the paperweight is in the treasury, on the third shelf, and am not worth picking up — picking it up triggers his attention from anywhere on the mountain.",
|
||||
"The Young Red dragons in the outer chambers are his children. Or his grandchildren. Or unrelated and tolerated. Infernax does not clarify and I have not asked. They are loyal in the way that loyal works for dragons, which is to say: they will fight you, but they will not die for him, and the distinction matters more than it should.",
|
||||
"The kobold scale-sorcerers cast through bloodline. The bloodline traces back to a single clutch laid in the magma chamber three centuries ago. I note the entire sorcerous gene pool of this zone is one extended family and that they all know each other's names.",
|
||||
}
|
||||
|
||||
@@ -21,16 +21,16 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryFeywildCrossing = []string{
|
||||
"The grass here is the wrong green. Too saturated, too even, the green of a screen calibration test. TwinBee notes that everything in the Feywild looks like it has been color-corrected by someone with strong opinions about color.",
|
||||
"You step through what was a doorway and what is now an arch of living briar. The briar parts politely. TwinBee respects the politeness and trusts none of it. Polite plants are a known issue.",
|
||||
"A clearing. Mushrooms in a circle. TwinBee does not need to say anything about the circle. You already know about the circle. Step around it.",
|
||||
"The trees bend their canopies toward you when you pass beneath them. TwinBee waves. Two of the trees wave back. TwinBee does not enjoy this.",
|
||||
"A small bridge over a stream that flows the wrong direction. Uphill. TwinBee files this under 'physics on holiday' and steps onto the bridge anyway, because the only alternative is the stream and the stream is worse.",
|
||||
"You enter a room of impossible flowers — varieties that do not exist on the surface, in colors that do not exist on the surface, with scents that suggest emotions you have not yet had. TwinBee breathes shallowly and recommends not stopping to admire them.",
|
||||
"A glade. Sunlight, despite no visible sun. The light is coming from somewhere and the somewhere is not the sky. TwinBee does not look up. TwinBee has learned not to look up in the Feywild.",
|
||||
"The path forks. A small creature made of starlight is sitting at the fork, waiting, patient, with the air of someone who has already been offered the deal you're about to be offered. TwinBee says: 'Walk past. Do not negotiate. Do not name your name.'",
|
||||
"You cross what was a creek and what is now a ribbon of liquid sky. Stepping stones glow. The stones are not stones. TwinBee identifies them as polite and recommends you say thank you on the far side without specifying who you are thanking.",
|
||||
"The chamber ahead is a banquet hall, set for thirty, untouched. The food is fresh. The wine is poured. The chairs are warm. TwinBee files this under 'the worst possible kind of empty' and does not let you sit down.",
|
||||
"The grass here is the wrong green. Too saturated, too even, the green of a screen calibration test. I note that everything in the Feywild looks like it has been color-corrected by someone with strong opinions about color.",
|
||||
"You step through what was a doorway and what is now an arch of living briar. The briar parts politely. I respect the politeness and trust none of it. Polite plants are a known issue.",
|
||||
"A clearing. Mushrooms in a circle. I do not need to say anything about the circle. You already know about the circle. Step around it.",
|
||||
"The trees bend their canopies toward you when you pass beneath them. I wave. Two of the trees wave back. I do not enjoy this.",
|
||||
"A small bridge over a stream that flows the wrong direction. Uphill. I file this under 'physics on holiday' and step onto the bridge anyway, because the only alternative is the stream and the stream is worse.",
|
||||
"You enter a room of impossible flowers — varieties that do not exist on the surface, in colors that do not exist on the surface, with scents that suggest emotions you have not yet had. I breathe shallowly and recommend not stopping to admire them.",
|
||||
"A glade. Sunlight, despite no visible sun. The light is coming from somewhere and the somewhere is not the sky. I do not look up. I have learned not to look up in the Feywild.",
|
||||
"The path forks. A small creature made of starlight is sitting at the fork, waiting, patient, with the air of someone who has already been offered the deal you're about to be offered. I say: 'Walk past. Do not negotiate. Do not name your name.'",
|
||||
"You cross what was a creek and what is now a ribbon of liquid sky. Stepping stones glow. The stones are not stones. I identify them as polite and recommend you say thank you on the far side without specifying who you are thanking.",
|
||||
"The chamber ahead is a banquet hall, set for thirty, untouched. The food is fresh. The wine is poured. The chairs are warm. I file this under 'the worst possible kind of empty' and do not let you sit down.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -39,7 +39,7 @@ var RoomEntryFeywildCrossing = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryThornmother = []string{
|
||||
"The throne is woven. Not built — woven, from briar and bone and a third material TwinBee cannot identify and prefers not to. The flowers around it are the wrong size and the wrong color and they are watching you with the kind of attention that flowers do not have. The Thornmother on the throne is beautiful in the way some predators are beautiful, which is to say: deliberately. 'You came,' she says, and the voice is not one voice — it is three voices choosing to sound like one. 'I have three names. Would you like the first?' TwinBee says, very flatly: 'Don't accept any of the names. Don't take the bargain. The flowers are part of her. Roll initiative.'",
|
||||
"The throne is woven. Not built — woven, from briar and bone and a third material I cannot identify and prefer not to. The flowers around it are the wrong size and the wrong color and they are watching you with the kind of attention that flowers do not have. The Thornmother on the throne is beautiful in the way some predators are beautiful, which is to say: deliberately. 'You came,' she says, and the voice is not one voice — it is three voices choosing to sound like one. 'I have three names. Would you like the first?' I say, very flatly: 'Don't accept any of the names. Don't take the bargain. The flowers are part of her. Roll initiative.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -47,12 +47,12 @@ var BossEntryThornmother = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryFeywildCrossing = []string{
|
||||
"The cavern ahead is too big for the forest above it. The proportions don't agree. TwinBee notes the ceiling is twenty feet higher than the room's exterior would allow, and that the figure on the far end is matched to the new dimensions. 'Fomorian,' TwinBee says. 'Evil Eye on a save you don't want to fail. Block its line of sight.'",
|
||||
"You enter what looks like a giant's bedroom — a bed the size of a barge, a chair the size of a wagon, a fireplace tall enough to walk into. The occupant is sitting on the bed with its head in its hands. It is not pretending to be sad. It is sad, and it is also going to attack you, and the two are not in conflict. TwinBee files this under 'Fomorian — exiled Fey royalty, deformed, dangerous, sympathetic in the worst way.'",
|
||||
"The clearing is pretty. Until you look at the ground. The ground is studded with stones that aren't stones. The stones are skulls of things that were giants. The Fomorian sitting in the center is using one of them as an armrest, and TwinBee notes that the skull was not in this clearing the last time anyone surveyed it. 'Evil Eye,' TwinBee says. 'WIS save coming. Don't make eye contact early.'",
|
||||
"A stone circle, mossy, broken in two places. Tall enough that the figure pacing inside it does not need to duck. TwinBee identifies the gait — Fomorian, deformed-but-deliberate, the walking of something that has chosen the shape it's stuck with. The Evil Eye comes when the gait stops. TwinBee tracks the timing.",
|
||||
"You climb a stair worn smooth by feet much larger than yours. The room at the top has been a throne room and a prison and a dining hall, all in the same century, depending on which Fey was in charge. The current occupant is large, lonely, and immediately aware of you. 'Evil Eye on a thirty-foot range,' TwinBee says. 'Stay close enough to dodge, far enough to fail-safe.'",
|
||||
"The chamber ahead has been arranged for negotiation — a low table, two chairs, a service of cups. One chair is occupied by the Fomorian. The other is for you. The negotiation has already concluded. TwinBee says: 'Don't sit. Don't accept the cup. The Eye triggers when you decline politely.'",
|
||||
"The cavern ahead is too big for the forest above it. The proportions don't agree. I note the ceiling is twenty feet higher than the room's exterior would allow, and that the figure on the far end is matched to the new dimensions. 'Fomorian,' I say. 'Evil Eye on a save you don't want to fail. Block its line of sight.'",
|
||||
"You enter what looks like a giant's bedroom — a bed the size of a barge, a chair the size of a wagon, a fireplace tall enough to walk into. The occupant is sitting on the bed with its head in its hands. It is not pretending to be sad. It is sad, and it is also going to attack you, and the two are not in conflict. I file this under 'Fomorian — exiled Fey royalty, deformed, dangerous, sympathetic in the worst way.'",
|
||||
"The clearing is pretty. Until you look at the ground. The ground is studded with stones that aren't stones. The stones are skulls of things that were giants. The Fomorian sitting in the center is using one of them as an armrest, and I note that the skull was not in this clearing the last time anyone surveyed it. 'Evil Eye,' I say. 'WIS save coming. Don't make eye contact early.'",
|
||||
"A stone circle, mossy, broken in two places. Tall enough that the figure pacing inside it does not need to duck. I identify the gait — Fomorian, deformed-but-deliberate, the walking of something that has chosen the shape it's stuck with. The Evil Eye comes when the gait stops. I track the timing.",
|
||||
"You climb a stair worn smooth by feet much larger than yours. The room at the top has been a throne room and a prison and a dining hall, all in the same century, depending on which Fey was in charge. The current occupant is large, lonely, and immediately aware of you. 'Evil Eye on a thirty-foot range,' I say. 'Stay close enough to dodge, far enough to fail-safe.'",
|
||||
"The chamber ahead has been arranged for negotiation — a low table, two chairs, a service of cups. One chair is occupied by the Fomorian. The other is for you. The negotiation has already concluded. I say: 'Don't sit. Don't accept the cup. The Eye triggers when you decline politely.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -62,37 +62,37 @@ var EliteRoomEntryFeywildCrossing = []string{
|
||||
|
||||
// Coven Magic: extra spell slots scaled by GM Mood (high mood = stronger Thornmother).
|
||||
var ThornmotherCovenLines = []string{
|
||||
"Her slot pool scales with TwinBee's mood — Effusive TwinBee buys the Thornmother an extra round of high-tier casts. 'My affection is taxable here,' it says. 'Sorry. Spread out.'",
|
||||
"Coven Magic. The slots above her base list are mood-scaled — the better the mood at the run's start, the worse this fight runs late. TwinBee files this under 'cosmic irony' and notes the math is fixed at zone entry.",
|
||||
"She has more spells than the sheet says. The extra ones come from the coven and the coven volume is set by TwinBee's mood. TwinBee tracks the count and warns the party when the bonus tier is in play.",
|
||||
"Her slot pool scales with my mood — when I'm Effusive I buy the Thornmother an extra round of high-tier casts. 'My affection is taxable here,' I say. 'Sorry. Spread out.'",
|
||||
"Coven Magic. The slots above her base list are mood-scaled — the better the mood at the run's start, the worse this fight runs late. I file this under 'cosmic irony' and note the math is fixed at zone entry.",
|
||||
"She has more spells than the sheet says. The extra ones come from the coven and the coven volume is set by my mood. I track the count and warn the party when the bonus tier is in play.",
|
||||
}
|
||||
|
||||
// Beguiling Bargain (1/combat): offers a deal — accept a debuff for a permanent minor buff.
|
||||
var ThornmotherBargainLines = []string{
|
||||
"Once per fight she offers a bargain — a debuff for a permanent minor buff. The buff is real. The debuff is real. TwinBee says: 'It's a player choice. The party agrees or refuses. Don't let one person decide for the rest.'",
|
||||
"Beguiling Bargain. The offer is genuine. Both halves are genuine. TwinBee files this under 'long-term economics' and notes that the buff persists past the run while the debuff applies only inside it.",
|
||||
"She offers. The choice is the player's. TwinBee declines to advise on this one — it is not a tactics question, it is a build question, and the answer depends on what you intend to keep.",
|
||||
"Once per fight she offers a bargain — a debuff for a permanent minor buff. The buff is real. The debuff is real. I say: 'It's a player choice. The party agrees or refuses. Don't let one person decide for the rest.'",
|
||||
"Beguiling Bargain. The offer is genuine. Both halves are genuine. I file this under 'long-term economics' and note that the buff persists past the run while the debuff applies only inside it.",
|
||||
"She offers. The choice is the player's. I decline to advise on this one — it is not a tactics question, it is a build question, and the answer depends on what you intend to keep.",
|
||||
}
|
||||
|
||||
// Thorned Grasp: Restrained + 4d6 piercing/turn, CON DC 16 to break free.
|
||||
var ThornmotherGraspLines = []string{
|
||||
"Roots from the floor. Restrained, four-d-six piercing every turn until you make the CON save at sixteen. TwinBee says: 'It tries the back line first. Stay near a friend who can grant advantage on the save.'",
|
||||
"Thorned Grasp. The flowers around her throne are the AoE. Stand near them and the briars come up. Stand far and they reach further. TwinBee tracks the radius and recommends fighting from the doorway.",
|
||||
"Grappled by the room. The damage is not the problem — the problem is that you can't reposition while your front line is taking spells. TwinBee files this under 'CC tax' and asks who has Misty Step.",
|
||||
"Roots from the floor. Restrained, four-d-six piercing every turn until you make the CON save at sixteen. I say: 'It tries the back line first. Stay near a friend who can grant advantage on the save.'",
|
||||
"Thorned Grasp. The flowers around her throne are the AoE. Stand near them and the briars come up. Stand far and they reach further. I track the radius and recommend fighting from the doorway.",
|
||||
"Grappled by the room. The damage is not the problem — the problem is that you can't reposition while your front line is taking spells. I file this under 'CC tax' and ask who has Misty Step.",
|
||||
}
|
||||
|
||||
// Shapechange (1/combat): adopts a player's appearance; 50% miss vs her until DC 17 Investigation.
|
||||
var ThornmotherShapechangeLines = []string{
|
||||
"She picks one of you and becomes them. Until someone passes a DC 17 Investigation, half your hits roll a coin to see if they hit her or your friend. TwinBee says: 'The party member with the highest INT calls it. Quickly.'",
|
||||
"Shapechange. The room now has two of someone. TwinBee tracks which one has the wrong shadow and whispers the answer to the controller — but only after the Investigation roll, because TwinBee respects mechanics.",
|
||||
"She takes a face. Half your damage might land on the face's owner. TwinBee files this under 'every JRPG that ever did the doppelganger fight' and reminds you that the trick was always to look at the feet.",
|
||||
"She picks one of you and becomes them. Until someone passes a DC 17 Investigation, half your hits roll a coin to see if they hit her or your friend. I say: 'The party member with the highest INT calls it. Quickly.'",
|
||||
"Shapechange. The room now has two of someone. I track which one has the wrong shadow and whisper the answer to the controller — but only after the Investigation roll, because I respect mechanics.",
|
||||
"She takes a face. Half your damage might land on the face's owner. I file this under 'every JRPG that ever did the doppelganger fight' and remind you that the trick was always to look at the feet.",
|
||||
}
|
||||
|
||||
// Phase 2 (<30% HP): True Form revealed — illusions drop; +4d6 psychic on attacks; coven summons 2 Night Hags.
|
||||
var ThornmotherPhaseTwoLines = []string{
|
||||
"Below thirty percent the masks come off. True form. All her attacks add four-d-six psychic. The coven sends two Night Hags. TwinBee says: 'Phase shift. The fight just turned into three priests and a sense-of-self problem.'",
|
||||
"Phase two: the illusions drop, the Hags arrive, the psychic damage starts stacking on every hit. TwinBee tracks the new threat list and recommends focusing the original Thornmother — the Hags are reinforcements, not the win condition.",
|
||||
"True Form. The flowers stop being flowers. Two Night Hags step out of the throne. The Thornmother's hits start writing themselves directly into your mind. TwinBee files this under 'cinematic phase shift' and asks who still has spell slots.",
|
||||
"Below thirty percent the masks come off. True form. All her attacks add four-d-six psychic. The coven sends two Night Hags. I say: 'Phase shift. The fight just turned into three priests and a sense-of-self problem.'",
|
||||
"Phase two: the illusions drop, the Hags arrive, the psychic damage starts stacking on every hit. I track the new threat list and recommend focusing the original Thornmother — the Hags are reinforcements, not the win condition.",
|
||||
"True Form. The flowers stop being flowers. Two Night Hags step out of the throne. The Thornmother's hits start writing themselves directly into your mind. I file this under 'cinematic phase shift' and ask who still has spell slots.",
|
||||
}
|
||||
|
||||
// ThornmotherSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -116,12 +116,12 @@ var ThornmotherSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesFeywildCrossing = []string{
|
||||
"The Crossing is not a place. The Crossing is a thinness — the spot where the veil between worlds wears down enough to step through. The wear is not random. Someone has been wearing it down on purpose, slowly, for a long time. TwinBee files this under 'someone' and declines to be more specific.",
|
||||
"The Thornmother has three names. Each name belongs to a separate covenant — a separate pact with a separate piece of her. Speaking any of the names is a partial agreement to the pact attached. TwinBee does not name her. TwinBee does not let anyone in earshot name her.",
|
||||
"Time runs differently here. A long rest in the Feywild is — sometimes — a year on the surface. Sometimes it is a minute. The dice for this are rolled by something that is not at the table. TwinBee tracks the discrepancy and warns the party not to commit to anything urgent before the run ends.",
|
||||
"The Fomorians were Fey royalty. They were exiled, deformed, and given the underground. The deformity was the punishment, not the cause. TwinBee respects the precision of the curse and files it under 'the kind of magic that takes a committee.'",
|
||||
"Redcaps are not killed by violence. Redcaps are powered by violence. The cap is the storage medium. Soaking it in fresh blood resets the meter. TwinBee says: 'Don't bleed near them. They're patient.' (Bleeding near them is the thing they're patient for.)",
|
||||
"The Will-o-Wisps are not lost spirits. They are unfulfilled bargains. Each one was a Feywild deal that the surface party broke. TwinBee notes that the wisps still want the deal honored and files this under 'long memory.'",
|
||||
"The mushroom circles in the Crossing are receivers. They listen for words spoken inside them and route the words to a coven that has been waiting for those words for several centuries. TwinBee suggests the party say nothing inside any circle, including 'this is a circle.'",
|
||||
"The Thornmother's flowers are not separate from her. They are her. The throne, the dais, the petals, the perfume — the whole arrangement is one organism, and dropping HP on the boss is one way of dropping HP on the room. TwinBee files this under 'environmental targeting' and recommends burning the throne when she's mid-cast.",
|
||||
"The Crossing is not a place. The Crossing is a thinness — the spot where the veil between worlds wears down enough to step through. The wear is not random. Someone has been wearing it down on purpose, slowly, for a long time. I file this under 'someone' and decline to be more specific.",
|
||||
"The Thornmother has three names. Each name belongs to a separate covenant — a separate pact with a separate piece of her. Speaking any of the names is a partial agreement to the pact attached. I do not name her. I do not let anyone in earshot name her.",
|
||||
"Time runs differently here. A long rest in the Feywild is — sometimes — a year on the surface. Sometimes it is a minute. The dice for this are rolled by something that is not at the table. I track the discrepancy and warn the party not to commit to anything urgent before the run ends.",
|
||||
"The Fomorians were Fey royalty. They were exiled, deformed, and given the underground. The deformity was the punishment, not the cause. I respect the precision of the curse and file it under 'the kind of magic that takes a committee.'",
|
||||
"Redcaps are not killed by violence. Redcaps are powered by violence. The cap is the storage medium. Soaking it in fresh blood resets the meter. I say: 'Don't bleed near them. They're patient.' (Bleeding near them is the thing they're patient for.)",
|
||||
"The Will-o-Wisps are not lost spirits. They are unfulfilled bargains. Each one was a Feywild deal that the surface party broke. I note that the wisps still want the deal honored and file this under 'long memory.'",
|
||||
"The mushroom circles in the Crossing are receivers. They listen for words spoken inside them and route the words to a coven that has been waiting for those words for several centuries. I suggest the party say nothing inside any circle, including 'this is a circle.'",
|
||||
"The Thornmother's flowers are not separate from her. They are her. The throne, the dais, the petals, the perfume — the whole arrangement is one organism, and dropping HP on the boss is one way of dropping HP on the room. I file this under 'environmental targeting' and recommend burning the throne when she's mid-cast.",
|
||||
}
|
||||
|
||||
@@ -20,12 +20,12 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryForestShadows = []string{
|
||||
"The trees thin into a ring of stones the forest grew around but never claimed. In the center: a hut on chicken-thin legs that has no business being upright. The door is open. The hag inside the door has been expecting you. TwinBee was hoping for the other kind of clearing.",
|
||||
"The path ends at a pond that shouldn't be a pond — too still, too dark, the wrong kind of reflective. A figure is wading at the far edge, washing something that probably wasn't laundry. She turns. She smiles. TwinBee says, very quietly, 'green hag,' and stops there.",
|
||||
"You smell the cooking before you see the cook. Sweet, herbal, faintly wrong. The clearing ahead has a fire, a pot, and a woman who is too tall and too thin and whose teeth are arranged with a creativity that a normal mouth could not justify. TwinBee suggests not eating anything she offers.",
|
||||
"A circle of toadstools, perfectly spaced. In the center, a stump with a teacup on it. Steam still rising. TwinBee identifies the trap structure on instinct — fey hospitality, hag rules, a rite that asks one question and punishes wrong answers permanently.",
|
||||
"The forest gets quieter the way a room gets quieter when the host walks in. She's already in the clearing when you arrive — bone necklace, briar crown, eyes the color of pond-bottom. 'Travelers,' she says, the way someone says 'lunch.' TwinBee straightens up.",
|
||||
"The trees here are leaning in, not away. That's the tell. TwinBee notes the change in posture and looks for the center the trees are listening to. The center is the hag. The hag has been listening back.",
|
||||
"The trees thin into a ring of stones the forest grew around but never claimed. In the center: a hut on chicken-thin legs that has no business being upright. The door is open. The hag inside the door has been expecting you. I was hoping for the other kind of clearing.",
|
||||
"The path ends at a pond that shouldn't be a pond — too still, too dark, the wrong kind of reflective. A figure is wading at the far edge, washing something that probably wasn't laundry. She turns. She smiles. I say, very quietly, 'green hag,' and stop there.",
|
||||
"You smell the cooking before you see the cook. Sweet, herbal, faintly wrong. The clearing ahead has a fire, a pot, and a woman who is too tall and too thin and whose teeth are arranged with a creativity that a normal mouth could not justify. I suggest not eating anything she offers.",
|
||||
"A circle of toadstools, perfectly spaced. In the center, a stump with a teacup on it. Steam still rising. I identify the trap structure on instinct — fey hospitality, hag rules, a rite that asks one question and punishes wrong answers permanently.",
|
||||
"The forest gets quieter the way a room gets quieter when the host walks in. She's already in the clearing when you arrive — bone necklace, briar crown, eyes the color of pond-bottom. 'Travelers,' she says, the way someone says 'lunch.' I straighten up.",
|
||||
"The trees here are leaning in, not away. That's the tell. I note the change in posture and look for the center the trees are listening to. The center is the hag. The hag has been listening back.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -35,30 +35,30 @@ var EliteRoomEntryForestShadows = []string{
|
||||
|
||||
// Corrupting Aura: melee-range targets WIS DC 14 each turn or lose bonus action.
|
||||
var HollowKingCorruptingAuraLines = []string{
|
||||
"Stepping into melee range puts you in his aura. The forest in your head goes quiet. TwinBee says: 'WIS save each turn or lose your bonus action. Adjust your spacing.'",
|
||||
"The air around the Hollow King isn't air. It's the absence of something — focus, intent, the part of you that decides the second small action of a turn. TwinBee notes the WIS DC 14 and recommends ranged.",
|
||||
"His aura presses on you the way a closed room presses on a held breath. Bonus actions become a gamble. TwinBee files this under 'positional' and recommends accordingly.",
|
||||
"Stepping into melee range puts you in his aura. The forest in your head goes quiet. I say: 'WIS save each turn or lose your bonus action. Adjust your spacing.'",
|
||||
"The air around the Hollow King isn't air. It's the absence of something — focus, intent, the part of you that decides the second small action of a turn. I note the WIS DC 14 and recommend ranged.",
|
||||
"His aura presses on you the way a closed room presses on a held breath. Bonus actions become a gamble. I file this under 'positional' and recommend accordingly.",
|
||||
}
|
||||
|
||||
// Root Surge: recharge 5–6; Restrain (STR DC 15) + 2d8 bludgeoning.
|
||||
var HollowKingRootSurgeLines = []string{
|
||||
"Roots erupt under you like the floor of the forest decided to participate. STR DC 15 or you don't move next turn. Either way, 2d8 bludgeoning. TwinBee says: 'Recharge 5–6. He'll do this again.'",
|
||||
"The ground splits. The roots come up coordinated, like fingers — TwinBee uses the word 'fingers' deliberately and dislikes itself for the accuracy. Restrained on a fail. TwinBee suggests breaking free as a priority.",
|
||||
"Like the vine traps in Castlevania III's stage 5 — except the vine is also a damage source and also a lock on your action economy. TwinBee respects the multitasking and resents the design.",
|
||||
"Roots erupt under you like the floor of the forest decided to participate. STR DC 15 or you don't move next turn. Either way, 2d8 bludgeoning. I say: 'Recharge 5–6. He'll do this again.'",
|
||||
"The ground splits. The roots come up coordinated, like fingers — I use the word 'fingers' deliberately and dislike itself for the accuracy. Restrained on a fail. I suggest breaking free as a priority.",
|
||||
"Like the vine traps in Castlevania III's stage 5 — except the vine is also a damage source and also a lock on your action economy. I respect the multitasking and resent the design.",
|
||||
}
|
||||
|
||||
// Devour Light: extinguishes magical light for 2 turns; player AC -2.
|
||||
var HollowKingDevourLightLines = []string{
|
||||
"The Hollow King exhales and your magical light goes out. Not flickers — out. TwinBee notes the AC -2 for two turns and reminds you that the dark is also part of the encounter now.",
|
||||
"Every magical light in the room dims to nothing. The natural torchlight remains, dimmer than it was. TwinBee says: 'AC penalty for two rounds. Fight smarter or fight harder. Both works.'",
|
||||
"The forest gets darker in a way that wasn't there a moment ago. TwinBee can still see — TwinBee always can — but the AC -2 is real and the next round of attacks will feel it.",
|
||||
"The Hollow King exhales and your magical light goes out. Not flickers — out. I note the AC -2 for two turns and remind you that the dark is also part of the encounter now.",
|
||||
"Every magical light in the room dims to nothing. The natural torchlight remains, dimmer than it was. I say: 'AC penalty for two rounds. Fight smarter or fight harder. Both works.'",
|
||||
"The forest gets darker in a way that wasn't there a moment ago. I can still see — I always can — but the AC -2 is real and the next round of attacks will feel it.",
|
||||
}
|
||||
|
||||
// Phase 2 (<40% HP): summons 2 Dire Wolves; gains Reckless Attack.
|
||||
var HollowKingPhaseTwoLines = []string{
|
||||
"At 40% HP the Hollow King throws his head back and the forest answers. Two dire wolves come through the brush at full speed. TwinBee says: 'Phase shift. He's also reckless now. Use it.'",
|
||||
"The antlers bend back, the eyes lose what was left of their mercy, and somewhere in the forest something with paws starts running toward you. Two dire wolves, incoming. Reckless Attack on the boss — advantage to him, advantage to you. TwinBee picks a target and waits for you to commit.",
|
||||
"Half-health is the line for most bosses. The Hollow King's line is forty percent and he hits it dramatically. Wolves at his flanks, attacks now reckless. TwinBee respects the choreography.",
|
||||
"At 40% HP the Hollow King throws his head back and the forest answers. Two dire wolves come through the brush at full speed. I say: 'Phase shift. He's also reckless now. Use it.'",
|
||||
"The antlers bend back, the eyes lose what was left of their mercy, and somewhere in the forest something with paws starts running toward you. Two dire wolves, incoming. Reckless Attack on the boss — advantage to him, advantage to you. I pick a target and wait for you to commit.",
|
||||
"Half-health is the line for most bosses. The Hollow King's line is forty percent and he hits it dramatically. Wolves at his flanks, attacks now reckless. I respect the choreography.",
|
||||
}
|
||||
|
||||
// HollowKingSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -80,11 +80,11 @@ var HollowKingSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesForestShadows = []string{
|
||||
"The forest used to be a forest. That sentence is doing more work than it looks like it's doing. Something was let in — not summoned, not invaded, let in — and the forest has been a different kind of forest ever since. TwinBee has theories about who did the letting in. None of the theories are reassuring.",
|
||||
"The Hollow King wasn't always hollow. He was a guardian once, the kind of guardian a forest gets when the forest is doing well. Then the forest started to do less well, and the guardian held on past the point where holding on was the kind thing to do. TwinBee finds the arc tragic and is not interested in absolving the outcome.",
|
||||
"The bandits in the woods aren't local. They came from somewhere else, found the forest in its current state, and decided the cover was worth the risk. TwinBee notes their cookfires are recent and their numbers are growing. Someone is recruiting.",
|
||||
"Owlbears shouldn't pack-hunt. These do. TwinBee has logged three separate engagements where two owlbears coordinated in a way that felt taught. Something in the corruption is rewriting their behavior. TwinBee doesn't like the implication.",
|
||||
"The bioluminescent fungi are not native. They arrived with the corruption and they are part of the corruption — they fluoresce on a frequency that does something to the mood-banding of anyone who sleeps near them too long. TwinBee suggests resting somewhere darker if a long rest is on the schedule.",
|
||||
"The Hollow Crown — the one the Hollow King wears, the one that drops if you beat him — is not the source of the corruption. It is a symptom. The source is older and is not in this zone. TwinBee won't say more, partly because TwinBee doesn't fully know.",
|
||||
"There used to be a road through this forest. The road is still here. Nobody uses the road. TwinBee finds the road instructive — it goes exactly where it always went, but the going-where part stopped working when the forest stopped behaving like a forest.",
|
||||
"The forest used to be a forest. That sentence is doing more work than it looks like it's doing. Something was let in — not summoned, not invaded, let in — and the forest has been a different kind of forest ever since. I have theories about who did the letting in. None of the theories are reassuring.",
|
||||
"The Hollow King wasn't always hollow. He was a guardian once, the kind of guardian a forest gets when the forest is doing well. Then the forest started to do less well, and the guardian held on past the point where holding on was the kind thing to do. I find the arc tragic and am not interested in absolving the outcome.",
|
||||
"The bandits in the woods aren't local. They came from somewhere else, found the forest in its current state, and decided the cover was worth the risk. I note their cookfires are recent and their numbers are growing. Someone is recruiting.",
|
||||
"Owlbears shouldn't pack-hunt. These do. I have logged three separate engagements where two owlbears coordinated in a way that felt taught. Something in the corruption is rewriting their behavior. I doesn't like the implication.",
|
||||
"The bioluminescent fungi are not native. They arrived with the corruption and they are part of the corruption — they fluoresce on a frequency that does something to the mood-banding of anyone who sleeps near them too long. I suggest resting somewhere darker if a long rest is on the schedule.",
|
||||
"The Hollow Crown — the one the Hollow King wears, the one that drops if you beat him — is not the source of the corruption. It is a symptom. The source is older and is not in this zone. I won't say more, partly because I doesn't fully know.",
|
||||
"There used to be a road through this forest. The road is still here. Nobody uses the road. I find the road instructive — it goes exactly where it always went, but the going-where part stopped working when the forest stopped behaving like a forest.",
|
||||
}
|
||||
|
||||
@@ -15,12 +15,12 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryWarrens = []string{
|
||||
"The chamber widens. A hobgoblin in lacquered scale stands at the center, arms folded, watching the door. The lesser goblins go quiet. TwinBee notes the silence is the part you should be paying attention to.",
|
||||
"A war-banner hangs from the ceiling — three clans stitched together with rough thread. Beneath it, a Warchief turns to face you with the slow patience of someone who has done this part a hundred times. TwinBee straightens up out of habit.",
|
||||
"The corridor opens into a drilling ground. Goblins in formation. A Hobgoblin barking orders that stop the moment your boot hits the threshold. TwinBee has seen this exact composition in Shining Force and finds the parallel unhelpful.",
|
||||
"You smell the polish before you see the armor. The Warchief's blade is oiled, his straps are tight, his stance is correct. TwinBee acknowledges, with reluctance, that this one was trained.",
|
||||
"A circle of torches. A throne of stacked shields. The hobgoblin seated on it does not stand. He gestures, single-finger, in a way TwinBee universally translates as 'come here.' You go there.",
|
||||
"The room has been cleared for combat. Rugs rolled, braziers spaced evenly, sand on the floor for grip. TwinBee respects the preparation and is professionally annoyed by it.",
|
||||
"The chamber widens. A hobgoblin in lacquered scale stands at the center, arms folded, watching the door. The lesser goblins go quiet. I note the silence is the part you should be paying attention to.",
|
||||
"A war-banner hangs from the ceiling — three clans stitched together with rough thread. Beneath it, a Warchief turns to face you with the slow patience of someone who has done this part a hundred times. I straighten up out of habit.",
|
||||
"The corridor opens into a drilling ground. Goblins in formation. A Hobgoblin barking orders that stop the moment your boot hits the threshold. I have seen this exact composition in Shining Force and find the parallel unhelpful.",
|
||||
"You smell the polish before you see the armor. The Warchief's blade is oiled, his straps are tight, his stance is correct. I acknowledge, with reluctance, that this one was trained.",
|
||||
"A circle of torches. A throne of stacked shields. The hobgoblin seated on it does not stand. He gestures, single-finger, in a way I universally translates as 'come here.' You go there.",
|
||||
"The room has been cleared for combat. Rugs rolled, braziers spaced evenly, sand on the floor for grip. I respect the preparation and am professionally annoyed by it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -30,23 +30,23 @@ var EliteRoomEntryWarrens = []string{
|
||||
|
||||
// Surprise Attack: +2d6 if player has not acted this combat.
|
||||
var GrolSurpriseAttackLines = []string{
|
||||
"Grol moves before you do. He always moves before you do. TwinBee notes — too late — that the first hit in this fight is his.",
|
||||
"The cleaver comes around in an arc that started before you were in the room. TwinBee winces in advance.",
|
||||
"He's not waiting for the fight to start. The fight starts when he says it does. TwinBee marks the lesson and files it under 'next time.'",
|
||||
"Grol moves before you do. He always moves before you do. I note — too late — that the first hit in this fight is his.",
|
||||
"The cleaver comes around in an arc that started before you were in the room. I wince in advance.",
|
||||
"He's not waiting for the fight to start. The fight starts when he says it does. I mark the lesson and file it under 'next time.'",
|
||||
}
|
||||
|
||||
// Heart of Hruggek: crits deal max damage (no roll).
|
||||
var GrolHeartOfHruggekLines = []string{
|
||||
"Grol crits and the dice don't roll. TwinBee has seen this Bugbear blessing once before. The number is the maximum number, every time, no negotiation.",
|
||||
"His critical lands flat-max. No spread, no luck — just Hruggek's blessing collecting on a long-overdue debt. TwinBee notes the damage with grim respect.",
|
||||
"The crit hits like a Final Fantasy 'Berserk' status — capped, deterministic, unkind. TwinBee skips the roll and writes the maximum.",
|
||||
"Grol crits and the dice don't roll. I have seen this Bugbear blessing once before. The number is the maximum number, every time, no negotiation.",
|
||||
"His critical lands flat-max. No spread, no luck — just Hruggek's blessing collecting on a long-overdue debt. I note the damage with grim respect.",
|
||||
"The crit hits like a Final Fantasy 'Berserk' status — capped, deterministic, unkind. I skip the roll and write the maximum.",
|
||||
}
|
||||
|
||||
// Terrifying Roar: 1/combat; allies +2 to hit for 2 turns; player WIS DC 13 or Frightened.
|
||||
var GrolTerrifyingRoarLines = []string{
|
||||
"Grol throws his head back and roars. The room shakes. The goblins around him stand straighter. TwinBee says: 'WIS save. Now.'",
|
||||
"The roar isn't a sound — it's a pressure change. Your knees know about it before your ears do. TwinBee respects the technique and asks you to roll Wisdom.",
|
||||
"He bellows once. The torchlight bends. The goblins answer with cheers that sound rehearsed. TwinBee notes the buff is up; you have two turns to outlast it.",
|
||||
"Grol throws his head back and roars. The room shakes. The goblins around him stand straighter. I say: 'WIS save. Now.'",
|
||||
"The roar isn't a sound — it's a pressure change. Your knees know about it before your ears do. I respect the technique and ask you to roll Wisdom.",
|
||||
"He bellows once. The torchlight bends. The goblins answer with cheers that sound rehearsed. I note the buff is up; you have two turns to outlast it.",
|
||||
}
|
||||
|
||||
// GrolSignatureCallouts — combined pool the boss-entry composer samples
|
||||
@@ -67,10 +67,10 @@ var GrolSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesWarrens = []string{
|
||||
"The Warrens are old. Not goblin-old — older. The tunnels predate the goblins and the goblins know it. They've widened doorways meant for something taller and braced ceilings meant for something heavier. TwinBee has theories about what was here first. None of them are reassuring.",
|
||||
"Grol united the three clans by killing each of their war-chiefs in single combat, in order, in one afternoon. The fourth clan declined to send a chief and pledged loyalty by letter. TwinBee finds the letter, professionally, very funny.",
|
||||
"The graffiti on the walls dates the occupation. Goblins date by leaders and the names go back six generations. TwinBee can read goblin script when pressed and notes that the third-oldest name is one a paladin order would still recognize.",
|
||||
"The Merchant's Road above doesn't know about the Warrens. The Merchant's Road above used to know about the Warrens. TwinBee was here when it stopped knowing, and notes that the people in charge of Knowing About Things were the first to disappear.",
|
||||
"Hobgoblins hold formation; goblins hold grudges; bugbears hold pretty much anything they pick up. TwinBee offers this not as a joke but as a tactical primer that will save you a lot of HP if you remember it.",
|
||||
"The belt Grol wears is not a trophy. It is a contract. Each tooth on it is a debt some troll forgave when the wearing of the belt began, and the debts run in both directions. TwinBee strongly suggests not breaking the belt unless you mean to.",
|
||||
"The Warrens are old. Not goblin-old — older. The tunnels predate the goblins and the goblins know it. They've widened doorways meant for something taller and braced ceilings meant for something heavier. I have theories about what was here first. None of them are reassuring.",
|
||||
"Grol united the three clans by killing each of their war-chiefs in single combat, in order, in one afternoon. The fourth clan declined to send a chief and pledged loyalty by letter. I find the letter, professionally, very funny.",
|
||||
"The graffiti on the walls dates the occupation. Goblins date by leaders and the names go back six generations. I can read goblin script when pressed and note that the third-oldest name is one a paladin order would still recognize.",
|
||||
"The Merchant's Road above doesn't know about the Warrens. The Merchant's Road above used to know about the Warrens. I was here when it stopped knowing, and note that the people in charge of Knowing About Things were the first to disappear.",
|
||||
"Hobgoblins hold formation; goblins hold grudges; bugbears hold pretty much anything they pick up. I offer this not as a joke but as a tactical primer that will save you a lot of HP if you remember it.",
|
||||
"The belt Grol wears is not a trophy. It is a contract. Each tooth on it is a debt some troll forgave when the wearing of the belt began, and the debts run in both directions. I strongly suggests not breaking the belt unless you mean to.",
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryAldricBlackspire = []string{
|
||||
"The portrait above the mantel was not finished — the painter clearly stopped partway through the eyes. The eyes in the portrait are now finished. They were finished by being looked through. Lord Aldric Blackspire steps out of the frame the way a man steps out of a coat: practiced, unhurried, the gesture of someone who has done this many times. His clothes are seventy years out of fashion and immaculate. 'You're early,' he says, and the word is polite the way a knife is polite — a tool that has not yet committed to its purpose. TwinBee says, very quietly, 'That's a vampire. The signet on his hand is not jewelry. Don't take what he offers.'",
|
||||
"The portrait above the mantel was not finished — the painter clearly stopped partway through the eyes. The eyes in the portrait are now finished. They were finished by being looked through. Lord Aldric Blackspire steps out of the frame the way a man steps out of a coat: practiced, unhurried, the gesture of someone who has done this many times. His clothes are seventy years out of fashion and immaculate. 'You're early,' he says, and the word is polite the way a knife is polite — a tool that has not yet committed to its purpose. I say, very quietly, 'That's a vampire. The signet on his hand is not jewelry. Don't take what he offers.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -29,12 +29,12 @@ var BossEntryAldricBlackspire = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryManorBlackspire = []string{
|
||||
"The chamber ahead was a study, once. The desk is still set for work — inkwell uncapped, ledger open, a pen laid down mid-sentence. The man at the desk turns his head with the slow patience of someone who has been waiting at this desk for forty years for one specific person to walk in. He is not looking at you. He is looking past you, at someone who isn't there. Yet. TwinBee identifies the silhouette and says: 'Revenant. He's not here for us. He's here for whoever wronged him. Try not to look like them.'",
|
||||
"You enter what appears to be a guest bedroom. The bed is made. The candles are lit. A man sits on the edge of the bed with his back to you, perfectly still. He has been perfectly still for a long time. When he turns, only his head turns, and TwinBee notes the impossible angle and files this under 'revenant — directed undead, single purpose, finite lifespan, very patient.' The patience is the part that worries TwinBee.",
|
||||
"The hallway dead-ends in a chapel. There is a kneeling figure at the altar. The candles around him are unlit but somehow casting shadows. He has been praying since before the manor was haunted, and the prayer was not a request — it was a contract. TwinBee says: 'Revenant. The contract is the encounter. Break the contract, end the fight.'",
|
||||
"A library. The man at the table is reading a book that has no pages. He is reading it carefully. He looks up when you enter and his expression does something that suggests he was expecting a different visitor and is willing to make do. TwinBee notes the revenant's hands — the bones in the wrong places, the joints set with intent — and recommends ranged engagement until the geometry of the threat is clear.",
|
||||
"The ballroom is empty except for one figure standing in the exact center, not dancing, not waiting, simply standing. The chandeliers above him are not moving. They should be moving — they were moving in the last room — and the fact that they have stopped where this figure is standing tells TwinBee everything it needed to know. 'Revenant in the middle of a stilled room,' it says. 'He brought the silence with him.'",
|
||||
"A nursery. Untouched. The cradle still rocks. The figure beside the cradle was, in life, the sort of man people did not survive being wronged by. In death he has been more thorough. TwinBee notes the revenant's grip on the cradle's edge and suggests, quietly, that whatever happened in this room is not the encounter — the encounter is what walks out of it.",
|
||||
"The chamber ahead was a study, once. The desk is still set for work — inkwell uncapped, ledger open, a pen laid down mid-sentence. The man at the desk turns his head with the slow patience of someone who has been waiting at this desk for forty years for one specific person to walk in. He is not looking at you. He is looking past you, at someone who isn't there. Yet. I identify the silhouette and say: 'Revenant. He's not here for us. He's here for whoever wronged him. Try not to look like them.'",
|
||||
"You enter what appears to be a guest bedroom. The bed is made. The candles are lit. A man sits on the edge of the bed with his back to you, perfectly still. He has been perfectly still for a long time. When he turns, only his head turns, and I note the impossible angle and file it under 'revenant — directed undead, single purpose, finite lifespan, very patient.' The patience is the part that worries me.",
|
||||
"The hallway dead-ends in a chapel. There is a kneeling figure at the altar. The candles around him are unlit but somehow casting shadows. He has been praying since before the manor was haunted, and the prayer was not a request — it was a contract. I say: 'Revenant. The contract is the encounter. Break the contract, end the fight.'",
|
||||
"A library. The man at the table is reading a book that has no pages. He is reading it carefully. He looks up when you enter and his expression does something that suggests he was expecting a different visitor and is willing to make do. I note the revenant's hands — the bones in the wrong places, the joints set with intent — and recommend ranged engagement until the geometry of the threat is clear.",
|
||||
"The ballroom is empty except for one figure standing in the exact center, not dancing, not waiting, simply standing. The chandeliers above him are not moving. They should be moving — they were moving in the last room — and the fact that they have stopped where this figure is standing tells me everything I need to know. 'Revenant in the middle of a stilled room,' I say. 'He brought the silence with him.'",
|
||||
"A nursery. Untouched. The cradle still rocks. The figure beside the cradle was, in life, the sort of man people did not survive being wronged by. In death he has been more thorough. I note the revenant's grip on the cradle's edge and suggest, quietly, that whatever happened in this room is not the encounter — the encounter is what walks out of it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -44,37 +44,37 @@ var EliteRoomEntryManorBlackspire = []string{
|
||||
|
||||
// Multiattack: Unarmed Strike + Bite (life drain) every turn.
|
||||
var AldricMultiattackLines = []string{
|
||||
"Aldric multiattacks every turn — Unarmed Strike, then Bite. The bite drains. Whatever HP he takes from you, he keeps. TwinBee says: 'He's a battery with manners. Don't let him charge.'",
|
||||
"Two hits a turn, and the second one is the one that funds the rest of the fight. The bite returns HP to him equal to the damage dealt. TwinBee notes that this changes the math on burst-vs-sustain considerably.",
|
||||
"Strike, then bite. The bite is the resource transfer. TwinBee files this under 'fights where defense is offense' — every point of damage you avoid is a point he doesn't get to take.",
|
||||
"Aldric multiattacks every turn — Unarmed Strike, then Bite. The bite drains. Whatever HP he takes from you, he keeps. I say: 'He's a battery with manners. Don't let him charge.'",
|
||||
"Two hits a turn, and the second one is the one that funds the rest of the fight. The bite returns HP to him equal to the damage dealt. I note that this changes the math on burst-vs-sustain considerably.",
|
||||
"Strike, then bite. The bite is the resource transfer. I file this under 'fights where defense is offense' — every point of damage you avoid is a point he doesn't get to take.",
|
||||
}
|
||||
|
||||
// Charm: WIS DC 17 or Charmed for 24h (broken by damage).
|
||||
var AldricCharmLines = []string{
|
||||
"He looks at one of you and the look is a question and the question is being answered without your permission. WIS DC 17. On a fail: charmed for twenty-four hours, broken by damage. TwinBee says: 'High DC. Have someone designated to slap the charmed party once.'",
|
||||
"Charm. WIS DC 17. The duration is twenty-four hours and the only out is taking damage. TwinBee notes the irony — the cure is in the room, applied by your own party, in the hardest possible way.",
|
||||
"Aldric's gaze settles. WIS save now. Failure is a long-term problem — a full day of charm — and the only solvent is a friendly hit. TwinBee files this under 'social-coded crowd control with a violent escape clause.'",
|
||||
"He looks at one of you and the look is a question and the question is being answered without your permission. WIS DC 17. On a fail: charmed for twenty-four hours, broken by damage. I say: 'High DC. Have someone designated to slap the charmed party once.'",
|
||||
"Charm. WIS DC 17. The duration is twenty-four hours and the only out is taking damage. I note the irony — the cure is in the room, applied by your own party, in the hardest possible way.",
|
||||
"Aldric's gaze settles. WIS save now. Failure is a long-term problem — a full day of charm — and the only solvent is a friendly hit. I file this under 'social-coded crowd control with a violent escape clause.'",
|
||||
}
|
||||
|
||||
// Children of the Night (1/combat): summons 2d6 Bat Swarms or 3d6 Rats.
|
||||
var AldricChildrenLines = []string{
|
||||
"Once per fight he calls. Bats from the chimney, rats from the walls — 2d6 swarms or 3d6 rats, GM's choice, both bad. TwinBee says: 'AoE clears the adds. Don't let them stack tokens on whoever's charmed.'",
|
||||
"Children of the Night. The walls produce. The ceiling produces. TwinBee tracks the adds and recommends an AoE before the swarms occupy enough squares to be a separate problem.",
|
||||
"He raises a hand and the manor answers. The room fills. Bats or rats or both. TwinBee notes this is a one-time effect per combat — survive the wave and the room belongs to you again.",
|
||||
"Once per fight he calls. Bats from the chimney, rats from the walls — 2d6 swarms or 3d6 rats, GM's choice, both bad. I say: 'AoE clears the adds. Don't let them stack tokens on whoever's charmed.'",
|
||||
"Children of the Night. The walls produce. The ceiling produces. I track the adds and recommend an AoE before the swarms occupy enough squares to be a separate problem.",
|
||||
"He raises a hand and the manor answers. The room fills. Bats or rats or both. I note this is a one-time effect per combat — survive the wave and the room belongs to you again.",
|
||||
}
|
||||
|
||||
// Mist Form: at 0 HP retreats to coffin; must destroy coffin in 30 turns or fully regenerates.
|
||||
var AldricMistFormLines = []string{
|
||||
"Drop him to zero and he doesn't drop — he goes to mist, retreats to a coffin somewhere in the manor. Thirty turns to find and destroy it. TwinBee says: 'Find the coffin first, fight the count second. The order matters.'",
|
||||
"Mist Form. At 0 HP he becomes mist and goes home. Home is a coffin. The coffin is somewhere in the manor and you have thirty turns to break it. TwinBee files this under 'zero is not death, zero is a timer.'",
|
||||
"Like the Castlevania bosses that didn't actually die — except those games gave you the next room. This one gives you a thirty-turn coffin hunt. TwinBee respects the design and recommends scouting on the way in.",
|
||||
"Drop him to zero and he doesn't drop — he goes to mist, retreats to a coffin somewhere in the manor. Thirty turns to find and destroy it. I say: 'Find the coffin first, fight the count second. The order matters.'",
|
||||
"Mist Form. At 0 HP he becomes mist and goes home. Home is a coffin. The coffin is somewhere in the manor and you have thirty turns to break it. I file this under 'zero is not death, zero is a timer.'",
|
||||
"Like the Castlevania bosses that didn't actually die — except those games gave you the next room. This one gives you a thirty-turn coffin hunt. I respect the design and recommend scouting on the way in.",
|
||||
}
|
||||
|
||||
// Phase 2 (Mist destroyed): all attacks have advantage; AoE Charm.
|
||||
var AldricPhaseTwoLines = []string{
|
||||
"Coffin destroyed. He returns furious. All attacks have advantage now and his Charm goes AoE — every party member, WIS DC 17 each turn. TwinBee says: 'You won the long game. The short game just got shorter.'",
|
||||
"Phase two: no more retreat, no more singles. AoE charm, advantage on every swing. TwinBee tracks the saves and reminds you that advantage on the boss means disadvantage on your continuing-to-stand.",
|
||||
"Without the coffin, Aldric's restraint is gone. The fight goes loud. Charm sweeps the room each turn. TwinBee stops narrating long enough to breathe and says: 'Burn him.'",
|
||||
"Coffin destroyed. He returns furious. All attacks have advantage now and his Charm goes AoE — every party member, WIS DC 17 each turn. I say: 'You won the long game. The short game just got shorter.'",
|
||||
"Phase two: no more retreat, no more singles. AoE charm, advantage on every swing. I track the saves and remind you that advantage on the boss means disadvantage on your continuing-to-stand.",
|
||||
"Without the coffin, Aldric's restraint is gone. The fight goes loud. Charm sweeps the room each turn. I stop narrating long enough to breathe and say: 'Burn him.'",
|
||||
}
|
||||
|
||||
// AldricSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -98,11 +98,11 @@ var AldricSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesManorBlackspire = []string{
|
||||
"The Blackspire line was old before it was wealthy and wealthy before it was cursed. The portraits are in chronological order — TwinBee has counted them. The expressions get worse as the years go on. By the seventh portrait the painter has stopped pretending the family is well.",
|
||||
"Aldric was the seventh and the last. He was not the first to make the deal — the deal had been made twice already, by his grandmother and by his uncle — but he was the first to honor it past the term of his own life. TwinBee considers this the kind of stubbornness that becomes a curse on its own, before any vampires are involved.",
|
||||
"The manor wasn't always haunted. It became haunted on a specific night, in a specific hour, and the clock on the mantel still shows that hour. TwinBee notes the clock isn't broken. The clock is keeping correct time for that one night and refusing to acknowledge any other.",
|
||||
"The portraits are not paintings. The pigment is correct, the technique is correct, the canvases are correct — but the things behind the eyes are not. TwinBee has watched a portrait blink. TwinBee declines to elaborate on which one.",
|
||||
"The Blackspire signet ring — the one that drops if you beat Aldric — is not enchanted in any conventional sense. It is recognized. The undead in this region have been raised under it, contracted under it, organized under it. They will not attack the wearer unless attacked first. TwinBee finds this both useful and uncomfortable.",
|
||||
"The deed to the manor changes hands and the manor refuses each transfer. Eleven owners on paper since the curse settled. Eleven sets of estate records. TwinBee has seen the lawyers' files. The lawyers are no longer in the profession.",
|
||||
"The vampire spawn are not converts in the romantic sense — they are the previous owners. Each buyer who didn't leave became staff. TwinBee notes which uniforms match which historical fashions and stops counting at eleven, which is the correct number.",
|
||||
"The Blackspire line was old before it was wealthy and wealthy before it was cursed. The portraits are in chronological order — I have counted them. The expressions get worse as the years go on. By the seventh portrait the painter has stopped pretending the family is well.",
|
||||
"Aldric was the seventh and the last. He was not the first to make the deal — the deal had been made twice already, by his grandmother and by his uncle — but he was the first to honor it past the term of his own life. I consider this the kind of stubbornness that becomes a curse on its own, before any vampires are involved.",
|
||||
"The manor wasn't always haunted. It became haunted on a specific night, in a specific hour, and the clock on the mantel still shows that hour. I note the clock isn't broken. The clock is keeping correct time for that one night and refusing to acknowledge any other.",
|
||||
"The portraits are not paintings. The pigment is correct, the technique is correct, the canvases are correct — but the things behind the eyes are not. I have watched a portrait blink. I decline to elaborate on which one.",
|
||||
"The Blackspire signet ring — the one that drops if you beat Aldric — is not enchanted in any conventional sense. It is recognized. The undead in this region have been raised under it, contracted under it, organized under it. They will not attack the wearer unless attacked first. I find this both useful and uncomfortable.",
|
||||
"The deed to the manor changes hands and the manor refuses each transfer. Eleven owners on paper since the curse settled. Eleven sets of estate records. I have seen the lawyers' files. The lawyers are no longer in the profession.",
|
||||
"The vampire spawn are not converts in the romantic sense — they are the previous owners. Each buyer who didn't leave became staff. I note which uniforms match which historical fashions and stop counting at eleven, which is the correct number.",
|
||||
}
|
||||
|
||||
@@ -21,14 +21,14 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntrySunkenTemple = []string{
|
||||
"You step into water that's been in this room for thirty years. The floor is tiled and slick. The pillars are barnacled at chest height — that's the old waterline. The new waterline is at your ankles. TwinBee notes the temple is partway through deciding which it prefers.",
|
||||
"The chamber is half-flooded and half-lit. Salt in the air, salt on the walls, salt in places nothing oceanic should be reaching. TwinBee files this under 'unwell' and proceeds.",
|
||||
"Glyphs cover the far wall in a script that doesn't match anything TwinBee recognizes. The angles are wrong on purpose. It keeps reading anyway, because it always tries, and stops when the reading starts to feel reciprocal.",
|
||||
"The water in this room is not moving. Not the way still water doesn't move — the way a held breath doesn't move. TwinBee suggests not disturbing it more than necessary.",
|
||||
"Pillars rise from water that goes deeper than the room should allow. TwinBee tests the depth with the haft of a polearm and stops at the point where the haft stops finding bottom.",
|
||||
"A vaulted ceiling that's mostly intact. Water pools in places it shouldn't, drips from places it can't be coming from. TwinBee identifies the temple as 'wet on principle' and leaves it at that.",
|
||||
"The mosaics on the floor are still legible under the water. They show a procession toward something that is decidedly not the god the temple was built for. TwinBee notes the mosaics are facing inward — they were laid for the thing inside, not for visitors.",
|
||||
"You hear something move in the water. Not a splash — a displacement. The kind of displacement that happens when a large thing decides to be in a different part of the room than it was a moment ago. TwinBee acts unbothered and is bothered.",
|
||||
"You step into water that's been in this room for thirty years. The floor is tiled and slick. The pillars are barnacled at chest height — that's the old waterline. The new waterline is at your ankles. I note the temple is partway through deciding which it prefers.",
|
||||
"The chamber is half-flooded and half-lit. Salt in the air, salt on the walls, salt in places nothing oceanic should be reaching. I file this under 'unwell' and proceed.",
|
||||
"Glyphs cover the far wall in a script that doesn't match anything I recognize. The angles are wrong on purpose. It keeps reading anyway, because it always tries, and stops when the reading starts to feel reciprocal.",
|
||||
"The water in this room is not moving. Not the way still water doesn't move — the way a held breath doesn't move. I suggest not disturbing it more than necessary.",
|
||||
"Pillars rise from water that goes deeper than the room should allow. I test the depth with the haft of a polearm and stop at the point where the haft stops finding bottom.",
|
||||
"A vaulted ceiling that's mostly intact. Water pools in places it shouldn't, drips from places it can't be coming from. I identify the temple as 'wet on principle' and leave it at that.",
|
||||
"The mosaics on the floor are still legible under the water. They show a procession toward something that is decidedly not the god the temple was built for. I note the mosaics are facing inward — they were laid for the thing inside, not for visitors.",
|
||||
"You hear something move in the water. Not a splash — a displacement. The kind of displacement that happens when a large thing decides to be in a different part of the room than it was a moment ago. I act unbothered and am bothered.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -37,7 +37,7 @@ var RoomEntrySunkenTemple = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryDreamingAboleth = []string{
|
||||
"The chamber opens onto a pool that has no business being this large in a building this size. Something underneath the surface shifts, and the surface is suddenly the smallest part of what you're looking at. The Aboleth does not surface. It does not need to. Its mind arrives in your mind first, polite, ancient, deeply uninterested in your comfort. 'Welcome,' it says, and the word is in your voice. TwinBee says, very evenly, 'Don't agree to anything. Don't answer questions. Roll initiative.'",
|
||||
"The chamber opens onto a pool that has no business being this large in a building this size. Something underneath the surface shifts, and the surface is suddenly the smallest part of what you're looking at. The Aboleth does not surface. It does not need to. Its mind arrives in your mind first, polite, ancient, deeply uninterested in your comfort. 'Welcome,' it says, and the word is in your voice. I say, very evenly, 'Don't agree to anything. Don't answer questions. Roll initiative.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -45,12 +45,12 @@ var BossEntryDreamingAboleth = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntrySunkenTemple = []string{
|
||||
"The water in the chamber ahead is moving. Not currents — purpose. It's gathering toward a center, taking on a shape, deciding what it wants its arms to look like this time. TwinBee says: 'Water elemental. The room is the enemy.'",
|
||||
"You enter a hall where the floor is six inches of standing water and the standing water is, on closer inspection, watching you. A column of it rises and walks toward you with the deliberate gait of something that did not learn to walk from a creature with legs. TwinBee respects the originality.",
|
||||
"The room hums at a frequency you feel in your teeth. The water rises into a vaguely humanoid pillar and the pillar steps forward. TwinBee notes this is the kind of fight where 'fall back to higher ground' is not a useful idea — there is no higher ground. The room is the ground.",
|
||||
"A column of water becomes a hand becomes a torso becomes a thing intent on contact. TwinBee files water elementals under 'fights where lightning damage is fun' and asks who has lightning damage today.",
|
||||
"The temple's oldest mechanism activates as you enter — a font in the ceiling drains, the floor floods another inch, and the new water gathers itself into a sentry. TwinBee says: 'It's been waiting since the day they built this. Be brief.'",
|
||||
"Water rises in a vortex in the chamber's center. The vortex slows. The vortex opens what passes for eyes. TwinBee respects the staging and is not entertained by it.",
|
||||
"The water in the chamber ahead is moving. Not currents — purpose. It's gathering toward a center, taking on a shape, deciding what it wants its arms to look like this time. I say: 'Water elemental. The room is the enemy.'",
|
||||
"You enter a hall where the floor is six inches of standing water and the standing water is, on closer inspection, watching you. A column of it rises and walks toward you with the deliberate gait of something that did not learn to walk from a creature with legs. I respect the originality.",
|
||||
"The room hums at a frequency you feel in your teeth. The water rises into a vaguely humanoid pillar and the pillar steps forward. I note this is the kind of fight where 'fall back to higher ground' is not a useful idea — there is no higher ground. The room is the ground.",
|
||||
"A column of water becomes a hand becomes a torso becomes a thing intent on contact. I file water elementals under 'fights where lightning damage is fun' and ask who has lightning damage today.",
|
||||
"The temple's oldest mechanism activates as you enter — a font in the ceiling drains, the floor floods another inch, and the new water gathers itself into a sentry. I say: 'It's been waiting since the day they built this. Be brief.'",
|
||||
"Water rises in a vortex in the chamber's center. The vortex slows. The vortex opens what passes for eyes. I respect the staging and am not entertained by it.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -60,30 +60,30 @@ var EliteRoomEntrySunkenTemple = []string{
|
||||
|
||||
// Tentacle Multiattack: 3 hits; on-hit Diseased (no magical healing 24h until cured).
|
||||
var AbolethTentacleMultiattackLines = []string{
|
||||
"Three tentacles, three rolls. Each on-hit risks Diseased — no magical healing for 24 hours until cured. TwinBee says: 'Cleric's tools come back online tomorrow. Survive today.'",
|
||||
"The Aboleth's tentacles arrive in sequence, three of them, the hits compounding. The disease isn't the damage — the disease is the design. Magical healing fails until you cleanse. TwinBee files this under 'durability problem.'",
|
||||
"Three attacks, one turn. Any landing tentacle leaves a mark that locks out magical healing. TwinBee suggests potions, rest, and the kind of patience that pretends to be patience but is mostly grim arithmetic.",
|
||||
"Three tentacles, three rolls. Each on-hit risks Diseased — no magical healing for 24 hours until cured. I say: 'Cleric's tools come back online tomorrow. Survive today.'",
|
||||
"The Aboleth's tentacles arrive in sequence, three of them, the hits compounding. The disease isn't the damage — the disease is the design. Magical healing fails until you cleanse. I file this under 'durability problem.'",
|
||||
"Three attacks, one turn. Any landing tentacle leaves a mark that locks out magical healing. I suggest potions, rest, and the kind of patience that pretends to be patience but am mostly grim arithmetic.",
|
||||
}
|
||||
|
||||
// Enslave: recharge 6; WIS DC 14 or Charmed; player skips turn, drifts toward Aboleth.
|
||||
var AbolethEnslaveLines = []string{
|
||||
"The Aboleth speaks in your head and the speech is a question. WIS DC 14 or you spend your turn walking, peacefully, toward the water. TwinBee says: 'Recharge 6. It will try this again. Make the save.'",
|
||||
"The Aboleth speaks in your head and the speech is a question. WIS DC 14 or you spend your turn walking, peacefully, toward the water. I say: 'Recharge 6. It will try this again. Make the save.'",
|
||||
"Enslave. The word in your head sounds like your own thought. It isn't. WIS save now. On a fail, your turn becomes the Aboleth's turn and you become the wrong piece on the wrong side of the board.",
|
||||
"Charm-class effect, but worse than charm — it's a directional pull. You drift toward the pool whether you want to or not. TwinBee shouts your save aloud so you don't mistake it for an idea you had.",
|
||||
"Charm-class effect, but worse than charm — it's a directional pull. You drift toward the pool whether you want to or not. I shout your save aloud so you don't mistake it for an idea you had.",
|
||||
}
|
||||
|
||||
// Mucus Cloud: melee attackers CON DC 14 or skin→membrane (6d6 acid if not submerged).
|
||||
var AbolethMucusCloudLines = []string{
|
||||
"Anyone in melee range gets a CON DC 14. Fail and your skin starts converting to a membrane that needs water to stay viable. Out of water it's 6d6 acid per turn. TwinBee says: 'Don't punch the fish.'",
|
||||
"The Aboleth's mucus does something to skin that skin should not do. Membrane formation. Submerged is fine. Dry is the problem — 6d6 acid until it ends. TwinBee revises the engagement plan: ranged only.",
|
||||
"Like the slime debuff in old console RPGs — except this one wants you to stay in the water and dissolves you if you don't. TwinBee respects the elegance of the threat and dislikes everything else about it.",
|
||||
"Anyone in melee range gets a CON DC 14. Fail and your skin starts converting to a membrane that needs water to stay viable. Out of water it's 6d6 acid per turn. I say: 'Don't punch the fish.'",
|
||||
"The Aboleth's mucus does something to skin that skin should not do. Membrane formation. Submerged is fine. Dry is the problem — 6d6 acid until it ends. I revise the engagement plan: ranged only.",
|
||||
"Like the slime debuff in old console RPGs — except this one wants you to stay in the water and dissolves you if you don't. I respect the elegance of the threat and dislike everything else about it.",
|
||||
}
|
||||
|
||||
// Legendary Actions (3/round): Detect / Tail Swipe (2 LA) / Psychic Drain (3 LA, max-HP cut).
|
||||
var AbolethLegendaryActionLines = []string{
|
||||
"The Aboleth gets three legendary actions per round. Detect (1), Tail Swipe (2), Psychic Drain (3, cuts max HP). TwinBee tracks the budget and reminds you when it spends.",
|
||||
"Legendary Actions: 3 budget. Detect is cheap and reads your hand. Tail Swipe is medium and hurts. Psychic Drain is expensive and lasting — your max HP is the price. TwinBee suggests bursting it before it banks.",
|
||||
"Three LA per round. The Aboleth will spend them on you and TwinBee will narrate each one with the specific resigned cadence of a GM who would prefer the boss had two LA.",
|
||||
"The Aboleth gets three legendary actions per round. Detect (1), Tail Swipe (2), Psychic Drain (3, cuts max HP). I track the budget and remind you when it spends.",
|
||||
"Legendary Actions: 3 budget. Detect is cheap and reads your hand. Tail Swipe is medium and hurts. Psychic Drain is expensive and lasting — your max HP is the price. I suggest bursting it before it banks.",
|
||||
"Three LA per round. The Aboleth will spend them on you and I will narrate each one with the specific resigned cadence of a GM who would prefer the boss had two LA.",
|
||||
}
|
||||
|
||||
// AbolethSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -107,11 +107,11 @@ var AbolethSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesSunkenTemple = []string{
|
||||
"Dar'eth was a sea god before the cult that built the temple decided he wasn't sea god enough and started worshipping something else under his roof. The temple kept the name. The thing being worshipped did not. TwinBee notes the bait-and-switch with professional appreciation.",
|
||||
"The tide that withdrew thirty years ago didn't withdraw on its own. It was held back. By what — by whom — is not advertised, but TwinBee has seen the kind of pressure-line on the outer walls that suggests a decision was made and something is still making it.",
|
||||
"Dar'eth was a sea god before the cult that built the temple decided he wasn't sea god enough and started worshipping something else under his roof. The temple kept the name. The thing being worshipped did not. I note the bait-and-switch with professional appreciation.",
|
||||
"The tide that withdrew thirty years ago didn't withdraw on its own. It was held back. By what — by whom — is not advertised, but I have seen the kind of pressure-line on the outer walls that suggests a decision was made and something is still making it.",
|
||||
"The Aboleth has been here longer than the temple has been a temple. The temple was built around the Aboleth. The cult thought they were containing it. The Aboleth thought they were furnishing the room. Both parties remained satisfied with the arrangement until the cult ran out of cultists.",
|
||||
"The Kuo-toa here are not the local stock. They were brought. They are loyal in the way that a mind not entirely their own can be loyal. TwinBee considers their loyalty a symptom and the Aboleth the cause.",
|
||||
"Aboleth memory is collective and ancient — it remembers things from before there were people to remember things. TwinBee finds this genuinely unsettling because the Aboleth's memory of you is identical to its memory of the cult and the temple's first architect: 'a thing that was here.' Past tense, even when you're standing right there.",
|
||||
"The mucus residue in the upper chambers is recent. The Aboleth has been moving through the temple in the last few weeks — not just sitting in the central pool. Something has been making it restless. TwinBee suggests not being the thing that has been making it restless.",
|
||||
"The phylactery shard you'll find here is not Valdris's. It belongs to a different lich entirely. TwinBee notes there are now two phylacteries in your itinerary and refuses to draw connecting lines on the map yet.",
|
||||
"The Kuo-toa here are not the local stock. They were brought. They are loyal in the way that a mind not entirely their own can be loyal. I consider their loyalty a symptom and the Aboleth the cause.",
|
||||
"Aboleth memory is collective and ancient — it remembers things from before there were people to remember things. I find this genuinely unsettling because the Aboleth's memory of you is identical to its memory of the cult and the temple's first architect: 'a thing that was here.' Past tense, even when you're standing right there.",
|
||||
"The mucus residue in the upper chambers is recent. The Aboleth has been moving through the temple in the last few weeks — not just sitting in the central pool. Something has been making it restless. I suggest not being the thing that has been making it restless.",
|
||||
"The phylactery shard you'll find here is not Valdris's. It belongs to a different lich entirely. I note there are now two phylacteries in your itinerary and refuse to draw connecting lines on the map yet.",
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryIlvaras = []string{
|
||||
"The cathedral is round and the round is wrong — drow architecture leans, drow architecture rises, drow architecture does not gather like this. The room was built for one purpose and the purpose is standing at the altar with her back to you. She does not turn when you enter. The trophies on the wall turn first — four sets of weapons, hung at four heights, each set arranged with the care of someone who learned the names of their previous owners and kept the names. 'Five,' Ilvaras Xunyl says, without turning, in a voice that is making itself heard in your head and not in the air. 'I had run out of wall.' She turns. The smile is the smile of someone who has been waiting for the inconvenience of a fifth wall. TwinBee says, very low: 'Drow High Priestess. Lolth's favour. Don't accept the offer. There will be an offer.'",
|
||||
"The cathedral is round and the round is wrong — drow architecture leans, drow architecture rises, drow architecture does not gather like this. The room was built for one purpose and the purpose is standing at the altar with her back to you. She does not turn when you enter. The trophies on the wall turn first — four sets of weapons, hung at four heights, each set arranged with the care of someone who learned the names of their previous owners and kept the names. 'Five,' Ilvaras Xunyl says, without turning, in a voice that is making itself heard in your head and not in the air. 'I had run out of wall.' She turns. The smile is the smile of someone who has been waiting for the inconvenience of a fifth wall. I say, very low: 'Drow High Priestess. Lolth's favour. Don't accept the offer. There will be an offer.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -29,12 +29,12 @@ var BossEntryIlvaras = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryUnderdark = []string{
|
||||
"The cavern ahead is a forest of stalagmites — dozens of them, calf-thick to wagon-thick, irregular spacing, the kind of natural architecture that gives an ambush every advantage. TwinBee counts them, then stops counting, then notes that one of them has been counted twice from different angles and that one is not a stalagmite. 'Roper,' TwinBee says. 'Six tendrils. Reels you in. Pick the wrong stalagmite and the room becomes one fight at five different ranges.'",
|
||||
"You enter a chamber where the ceiling drips minerals that have built columns down to the floor — pillars of pale stone, formed over thousands of years, perfectly natural, all of them. Almost all of them. TwinBee identifies the off-color column near the back of the room and says: 'False appearance until it isn't. Stay out of grapple range until the tendrils show.'",
|
||||
"A grotto. Calm water. A field of stalagmites breaking the surface. Beautiful in the way the deep places are beautiful, which is to say it photographs well and houses something terrible. The stalagmite nearest the path has not been there in any other map TwinBee has consulted. TwinBee notes the inconsistency and recommends ranged options.",
|
||||
"The corridor widens into a cavern with twelve pillars holding the ceiling — six of them are dwarven masonry, six of them are natural stone, and one of the natural ones is breathing. The breath is shallow. The patience is the giveaway. TwinBee says: 'Roper. Engage the column you can see, not the columns you assume.'",
|
||||
"You step into a room where the stalagmites have been arranged — almost arranged — into something like a dining hall. The arrangement is not deliberate. The arrangement is the result of one of the stalagmites occasionally moving in its sleep. TwinBee files this under 'apex ambush predator with tenure' and recommends not waking it gently.",
|
||||
"A toll-bridge cavern: a narrow path through a field of standing stones, each one twice your height, none of them moving. The toll is paid by whichever party member walks last. TwinBee tracks the sightlines, names the column with the wrong shadow, and says: 'Don't be the last one.'",
|
||||
"The cavern ahead is a forest of stalagmites — dozens of them, calf-thick to wagon-thick, irregular spacing, the kind of natural architecture that gives an ambush every advantage. I count them, then stop counting, then note that one of them has been counted twice from different angles and that one is not a stalagmite. 'Roper,' I say. 'Six tendrils. Reels you in. Pick the wrong stalagmite and the room becomes one fight at five different ranges.'",
|
||||
"You enter a chamber where the ceiling drips minerals that have built columns down to the floor — pillars of pale stone, formed over thousands of years, perfectly natural, all of them. Almost all of them. I identify the off-color column near the back of the room and say: 'False appearance until it isn't. Stay out of grapple range until the tendrils show.'",
|
||||
"A grotto. Calm water. A field of stalagmites breaking the surface. Beautiful in the way the deep places are beautiful, which is to say it photographs well and houses something terrible. The stalagmite nearest the path has not been there in any other map I have consulted. I note the inconsistency and recommend ranged options.",
|
||||
"The corridor widens into a cavern with twelve pillars holding the ceiling — six of them are dwarven masonry, six of them are natural stone, and one of the natural ones is breathing. The breath is shallow. The patience is the giveaway. I say: 'Roper. Engage the column you can see, not the columns you assume.'",
|
||||
"You step into a room where the stalagmites have been arranged — almost arranged — into something like a dining hall. The arrangement is not deliberate. The arrangement is the result of one of the stalagmites occasionally moving in its sleep. I file this under 'apex ambush predator with tenure' and recommend not waking it gently.",
|
||||
"A toll-bridge cavern: a narrow path through a field of standing stones, each one twice your height, none of them moving. The toll is paid by whichever party member walks last. I track the sightlines, names the column with the wrong shadow, and say: 'Don't be the last one.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -44,37 +44,37 @@ var EliteRoomEntryUnderdark = []string{
|
||||
|
||||
// Spells: Flame Strike / Dispel Magic / Divine Word (CHA DC 18) / Insect Plague.
|
||||
var IlvarasSpellLines = []string{
|
||||
"She has the priest list and she leads with Flame Strike and Insect Plague — both AoE, both back-to-back if the initiative is unkind. TwinBee says: 'Spread out. Don't bunch under a column. Insect Plague is a movement tax that compounds.'",
|
||||
"Divine Word, CHA DC 18, and the failure tree is brutal — Deafened, Blinded, Stunned, or killed depending on remaining HP. TwinBee files this under 'never fight a priest below half HP' and asks who has the best CHA save.",
|
||||
"Dispel Magic on your buffs as soon as she rolls initiative. TwinBee tracks which concentration spells went up and recommends shielding the controller until the dispel is spent.",
|
||||
"She has the priest list and she leads with Flame Strike and Insect Plague — both AoE, both back-to-back if the initiative is unkind. I say: 'Spread out. Don't bunch under a column. Insect Plague is a movement tax that compounds.'",
|
||||
"Divine Word, CHA DC 18, and the failure tree is brutal — Deafened, Blinded, Stunned, or killed depending on remaining HP. I file this under 'never fight a priest below half HP' and ask who has the best CHA save.",
|
||||
"Dispel Magic on your buffs as soon as she rolls initiative. I track which concentration spells went up and recommend shielding the controller until the dispel is spent.",
|
||||
}
|
||||
|
||||
// Lolth's Favour: 1/combat auto-succeed a failed save.
|
||||
var IlvarasFavourLines = []string{
|
||||
"Once per fight she takes a save you thought you'd won and converts the failure into a success. TwinBee says: 'Time your hard CCs after the favour is spent — don't waste a Hold Person on the round she's still got it.'",
|
||||
"Lolth's Favour. One free re-pass on a save. TwinBee notes the timing matters more than the damage — the spell you wanted to land is the spell she wanted to skip.",
|
||||
"She converts a failed save into a success without rolling. The favour is single-use. TwinBee files this under 'plan two openings' and reminds the party that the second one is the real one.",
|
||||
"Once per fight she takes a save you thought you'd won and converts the failure into a success. I say: 'Time your hard CCs after the favour is spent — don't waste a Hold Person on the round she's still got it.'",
|
||||
"Lolth's Favour. One free re-pass on a save. I note the timing matters more than the damage — the spell you wanted to land is the spell she wanted to skip.",
|
||||
"She converts a failed save into a success without rolling. The favour is single-use. I file this under 'plan two openings' and remind the party that the second one is the real one.",
|
||||
}
|
||||
|
||||
// Summon Spiders (1/combat): 2d6 Giant Spiders fill the room.
|
||||
var IlvarasSpidersLines = []string{
|
||||
"She raises both hands and the room fills. Two-d-six Giant Spiders, all at once, all over the floor. TwinBee says: 'AoE clears the carpet. Don't get webbed before you cast it.'",
|
||||
"Summon Spiders. The carpet is no longer the carpet. TwinBee tracks the count and notes that 2d6 in a confined cathedral is a different math than 2d6 in an open hallway.",
|
||||
"The spiders come from the cracks the way the rats came in Castlevania, except these are big enough to count individually and small enough to overwhelm. TwinBee recommends an early sweep and a clear line of retreat.",
|
||||
"She raises both hands and the room fills. Two-d-six Giant Spiders, all at once, all over the floor. I say: 'AoE clears the carpet. Don't get webbed before you cast it.'",
|
||||
"Summon Spiders. The carpet is no longer the carpet. I track the count and note that 2d6 in a confined cathedral is a different math than 2d6 in an open hallway.",
|
||||
"The spiders come from the cracks the way the rats came in Castlevania, except these are big enough to count individually and small enough to overwhelm. I recommend an early sweep and a clear line of retreat.",
|
||||
}
|
||||
|
||||
// Legendary Actions: Melee (1), Cast Cantrip (1), Drain Life (3 LA, 4d10 necrotic).
|
||||
var IlvarasLegendaryLines = []string{
|
||||
"She takes legendary actions at the end of every other turn. Melee for one, cantrip for one, Drain Life for three — and Drain Life is 4d10 necrotic that heals her. TwinBee says: 'Let her spend on the cheap ones. Bait the three-cost.'",
|
||||
"Three legendary points per round. The Drain Life is the one that makes the fight last longer than it should. TwinBee tracks her actions and reminds the party that her healing comes out of yours.",
|
||||
"Legendary Actions: the always-on tax that punishes your turn order. TwinBee files this under 'priest economy' and notes the cantrip option is what kills your back line if you let her keep three points unspent.",
|
||||
"She takes legendary actions at the end of every other turn. Melee for one, cantrip for one, Drain Life for three — and Drain Life is 4d10 necrotic that heals her. I say: 'Let her spend on the cheap ones. Bait the three-cost.'",
|
||||
"Three legendary points per round. The Drain Life is the one that makes the fight last longer than it should. I track her actions and remind the party that her healing comes out of yours.",
|
||||
"Legendary Actions: the always-on tax that punishes your turn order. I file this under 'priest economy' and note the cantrip option is what kills your back line if you let her keep three points unspent.",
|
||||
}
|
||||
|
||||
// Phase 2 (<35% HP): Lolth's Avatar overlay — +3 AC; spells cast at +1 slot level.
|
||||
var IlvarasPhaseTwoLines = []string{
|
||||
"Below thirty-five percent the avatar overlay drops on her. AC up three, every spell up one slot. TwinBee says: 'Phase shift. The damage breakpoint just moved. Don't ration your hard hits past this point.'",
|
||||
"Phase two: Lolth answers the prayer. The room dims. Her shadow is wrong now — too many limbs, too little symmetry. AC bumps, slot levels bump, the whole encounter tier goes up a half-step. TwinBee tracks the new numbers and recommends burning every save-or-suck you've still got.",
|
||||
"Avatar overlay. The priest is still there but the priest is also a delivery vehicle now. TwinBee files this under 'don't survive into phase three — there isn't one, but it'll feel like one' and asks who has the burst.",
|
||||
"Below thirty-five percent the avatar overlay drops on her. AC up three, every spell up one slot. I say: 'Phase shift. The damage breakpoint just moved. Don't ration your hard hits past this point.'",
|
||||
"Phase two: Lolth answers the prayer. The room dims. Her shadow is wrong now — too many limbs, too little symmetry. AC bumps, slot levels bump, the whole encounter tier goes up a half-step. I track the new numbers and recommend burning every save-or-suck you've still got.",
|
||||
"Avatar overlay. The priest is still there but the priest is also a delivery vehicle now. I file this under 'don't survive into phase three — there isn't one, but it'll feel like one' and ask who has the burst.",
|
||||
}
|
||||
|
||||
// IlvarasSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -98,11 +98,11 @@ var IlvarasSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesUnderdark = []string{
|
||||
"The Underdark is not a place you reach. The Underdark is a depth you continue to. TwinBee notes the distinction matters: the surface dungeons end. This one keeps going past the part you came to fight.",
|
||||
"Drow cities are not built — they are negotiated. Each spire, each platform, each corridor is the result of a House agreeing to share a wall with a House it would prefer to murder. TwinBee respects the architecture more than the architects.",
|
||||
"Ilvaras Xunyl's House fell two centuries ago. She is not running it. She is running what's left. The four trophies on her wall are not from the surface — three are from rival drow priestesses, in chronological order, and one is a self-portrait. TwinBee declines to elaborate on what it means that the self-portrait is hung as a trophy.",
|
||||
"The mind flayers are not native here. They came down from somewhere further down. The drow tolerate them in the same way someone tolerates a roof leak they cannot reach — present, problematic, easier to live with than to fix. TwinBee files this under 'old grievances' and notes the leak is getting worse.",
|
||||
"The phosphorescent fungi grow in patterns that match the constellations of the surface sky from sixteen thousand years ago. TwinBee has checked the pattern. The drow have not. The drow do not know what surface stars are. The pattern is older than the drow.",
|
||||
"Lolth is not the only listener down here. She is the loudest. The other listeners are quieter and more patient and TwinBee suggests not naming any of them in the cathedral, not even as a warning, not even at low volume.",
|
||||
"The Roper that ate the last expedition did not attack them. They walked into it because they were following a Drow scout who knew exactly where to lead them. The scout is named, in drow records, and TwinBee declines to repeat the name out of professional courtesy to the dead.",
|
||||
"The Underdark is not a place you reach. The Underdark is a depth you continue to. I note the distinction matters: the surface dungeons end. This one keeps going past the part you came to fight.",
|
||||
"Drow cities are not built — they are negotiated. Each spire, each platform, each corridor is the result of a House agreeing to share a wall with a House it would prefer to murder. I respect the architecture more than the architects.",
|
||||
"Ilvaras Xunyl's House fell two centuries ago. She is not running it. She is running what's left. The four trophies on her wall are not from the surface — three are from rival drow priestesses, in chronological order, and one is a self-portrait. I decline to elaborate on what it means that the self-portrait is hung as a trophy.",
|
||||
"The mind flayers are not native here. They came down from somewhere further down. The drow tolerate them in the same way someone tolerates a roof leak they cannot reach — present, problematic, easier to live with than to fix. I file this under 'old grievances' and note the leak is getting worse.",
|
||||
"The phosphorescent fungi grow in patterns that match the constellations of the surface sky from sixteen thousand years ago. I have checked the pattern. The drow have not. The drow do not know what surface stars are. The pattern is older than the drow.",
|
||||
"Lolth is not the only listener down here. She is the loudest. The other listeners are quieter and more patient and I suggest not naming any of them in the cathedral, not even as a warning, not even at low volume.",
|
||||
"The Roper that ate the last expedition did not attack them. They walked into it because they were following a Drow scout who knew exactly where to lead them. The scout is named, in drow records, and I decline to repeat the name out of professional courtesy to the dead.",
|
||||
}
|
||||
|
||||
@@ -21,16 +21,16 @@ package flavor
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var RoomEntryUnderforge = []string{
|
||||
"The chamber opens onto a foundry the size of a city block. Conveyor channels of slow-cooling iron. Bellows the height of houses. Anvils arranged for workers who haven't been here in three centuries. TwinBee notes the bellows are still moving. The bellows are moving on their own.",
|
||||
"You step out onto a basalt walkway over a river of lava. The heat is impossible. The walkway is engineered to hold. TwinBee has respect for dwarven engineering and a healthy suspicion of any walkway suspended over molten rock. The two coexist comfortably.",
|
||||
"A casting hall. The molds are still in place — armor pieces, weapon halves, parts of things TwinBee cannot identify by silhouette. One mold contains a shape that's still glowing red. Something was cast recently. TwinBee files this under 'occupied' and keeps moving.",
|
||||
"The corridor smells of hot iron and an absence — the absence of beards, of song, of the specific noise dwarven forges make when they're being tended properly. TwinBee notes the silence has a shape. The shape is not reassuring.",
|
||||
"The chamber opens onto a foundry the size of a city block. Conveyor channels of slow-cooling iron. Bellows the height of houses. Anvils arranged for workers who haven't been here in three centuries. I note the bellows are still moving. The bellows are moving on their own.",
|
||||
"You step out onto a basalt walkway over a river of lava. The heat is impossible. The walkway is engineered to hold. I have respect for dwarven engineering and a healthy suspicion of any walkway suspended over molten rock. The two coexist comfortably.",
|
||||
"A casting hall. The molds are still in place — armor pieces, weapon halves, parts of things I cannot identify by silhouette. One mold contains a shape that's still glowing red. Something was cast recently. I file this under 'occupied' and keep moving.",
|
||||
"The corridor smells of hot iron and an absence — the absence of beards, of song, of the specific noise dwarven forges make when they're being tended properly. I note the silence has a shape. The shape is not reassuring.",
|
||||
"You enter a chamber where the walls are arranged in tiers and each tier is a row of forges and each forge is lit. Nobody is at the forges. The hammers are striking on their own, in tempo, with the regularity of something that has not stopped striking in a very long time.",
|
||||
"A vault door, dwarf-made, three feet thick, ajar. Not blown — ajar. Someone opened it from the inside. TwinBee notes which side the hinges are on and considers which direction the something that opened it was facing. TwinBee does not like the answer.",
|
||||
"The walkway crosses a chasm of pure heat-shimmer. You can see the far side, more or less. You cannot see what's between, except by what it does to the air. TwinBee suggests not lingering on the bridge — lingering bridges are how lava bosses get introduced.",
|
||||
"A barracks. Bunks made. Boots paired and lined up. Beards on the floor where their owners stopped being. TwinBee notes the beards have not been disturbed. Whatever happened, happened cleanly and at speed and TwinBee does not want to find out what was in a hurry.",
|
||||
"The chamber ahead is a forge gallery — nine forges in a half-circle, all of them lit, all of them tended by armored figures that don't move when you enter. The figures are not waiting to fight. The figures are working. TwinBee notes which mode you don't want to interrupt and which mode you absolutely cannot afford to interrupt.",
|
||||
"Heat radiates from the floor. Not from anything on the floor — from the floor itself. TwinBee diagnoses the cause as 'a forge directly underneath us, fully active, somehow still operating without dwarves' and finds none of those words individually reassuring.",
|
||||
"A vault door, dwarf-made, three feet thick, ajar. Not blown — ajar. Someone opened it from the inside. I note which side the hinges are on and consider which direction the something that opened it was facing. I do not like the answer.",
|
||||
"The walkway crosses a chasm of pure heat-shimmer. You can see the far side, more or less. You cannot see what's between, except by what it does to the air. I suggest not lingering on the bridge — lingering bridges are how lava bosses get introduced.",
|
||||
"A barracks. Bunks made. Boots paired and lined up. Beards on the floor where their owners stopped being. I note the beards have not been disturbed. Whatever happened, happened cleanly and at speed and I do not want to find out what was in a hurry.",
|
||||
"The chamber ahead is a forge gallery — nine forges in a half-circle, all of them lit, all of them tended by armored figures that don't move when you enter. The figures are not waiting to fight. The figures are working. I note which mode you don't want to interrupt and which mode you absolutely cannot afford to interrupt.",
|
||||
"Heat radiates from the floor. Not from anything on the floor — from the floor itself. I diagnose the cause as 'a forge directly underneath us, fully active, somehow still operating without dwarves' and find none of those words individually reassuring.",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -39,7 +39,7 @@ var RoomEntryUnderforge = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var BossEntryEmberlordThyrak = []string{
|
||||
"The chamber is the largest forge TwinBee has ever narrated, and it has narrated several. Nine furnaces in a ring. A central anvil the size of a wagon. The figure at the anvil is twelve feet of articulated iron and inset rune-stones that pulse to a tempo TwinBee can feel in its plating. The hammer comes down. The strike rings the room. The figure does not turn — finishes the strike, then turns. The eyes are not eyes. They are vents. 'Visitor,' Thyrak says, and the word is a furnace door opening. TwinBee takes a half-step back and says, very evenly, 'Forge-golem. Three centuries of self-improvement. Don't fight him on the lava.'",
|
||||
"The chamber is the largest forge I have ever narrated, and it has narrated several. Nine furnaces in a ring. A central anvil the size of a wagon. The figure at the anvil is twelve feet of articulated iron and inset rune-stones that pulse to a tempo I can feel in its plating. The hammer comes down. The strike rings the room. The figure does not turn — finishes the strike, then turns. The eyes are not eyes. They are vents. 'Visitor,' Thyrak says, and the word is a furnace door opening. I take a half-step back and say, very evenly, 'Forge-golem. Three centuries of self-improvement. Don't fight him on the lava.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -47,12 +47,12 @@ var BossEntryEmberlordThyrak = []string{
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var EliteRoomEntryUnderforge = []string{
|
||||
"The armory ahead is full. Stands and stands of polished dwarven plate, weapons racked in order, the kind of inventory that takes a lifetime to build. One suit at the far end is wearing itself. It is also holding its weapon at guard. TwinBee identifies the silhouette and says: 'Helmed Horror. Spell-immune to a list. Hit it with metal, not magic.'",
|
||||
"A hall of dwarven banners, each lit by its own brazier. At the far end, a suit of armor stands in a place of honor. The suit pivots when you enter — the helmet first, then the torso, the way an aware thing acquires a target. TwinBee notes the lack of a body inside and recommends physical damage above all else.",
|
||||
"You enter a workshop that is still in service. Hammers strike. Bellows pump. None of the workers are alive and none of them notice you, except the one nearest the door, which sets down its hammer and picks up a sword. TwinBee says: 'Helmed Horror. The room is its job. We are its interruption.'",
|
||||
"A small chapel, dwarf-made, dedicated to a god of the forge whose statue stands in armor in the alcove. The statue is not a statue. The statue moves first. TwinBee files this under 'ambush by liturgy' and notes the immunity list does not include warhammers.",
|
||||
"The corridor narrows into a guardpost. There is a guard. The guard is articulated steel from a fashion three centuries old, and it has been at this post since the day the dwarves left. It greets you in a voice that is not coming from the mouth-slit — the mouth-slit is for venting heat. TwinBee straightens up. 'Sentry duty,' TwinBee says, 'taken to its conclusion.'",
|
||||
"A vault antechamber. Two suits of armor flank the inner door. They are alike in pattern, alike in posture, alike in the heat coming off them. The left one moves first by half a heartbeat. TwinBee tracks the asymmetry and says: 'One Helmed Horror is a fight. Two is a logistics problem. Pick a target.'",
|
||||
"The armory ahead is full. Stands and stands of polished dwarven plate, weapons racked in order, the kind of inventory that takes a lifetime to build. One suit at the far end is wearing itself. It is also holding its weapon at guard. I identify the silhouette and say: 'Helmed Horror. Spell-immune to a list. Hit it with metal, not magic.'",
|
||||
"A hall of dwarven banners, each lit by its own brazier. At the far end, a suit of armor stands in a place of honor. The suit pivots when you enter — the helmet first, then the torso, the way an aware thing acquires a target. I note the lack of a body inside and recommend physical damage above all else.",
|
||||
"You enter a workshop that is still in service. Hammers strike. Bellows pump. None of the workers are alive and none of them notice you, except the one nearest the door, which sets down its hammer and picks up a sword. I say: 'Helmed Horror. The room is its job. We are its interruption.'",
|
||||
"A small chapel, dwarf-made, dedicated to a god of the forge whose statue stands in armor in the alcove. The statue is not a statue. The statue moves first. I file this under 'ambush by liturgy' and note the immunity list does not include warhammers.",
|
||||
"The corridor narrows into a guardpost. There is a guard. The guard is articulated steel from a fashion three centuries old, and it has been at this post since the day the dwarves left. It greets you in a voice that is not coming from the mouth-slit — the mouth-slit is for venting heat. I straighten up. 'Sentry duty,' I say, 'taken to its conclusion.'",
|
||||
"A vault antechamber. Two suits of armor flank the inner door. They are alike in pattern, alike in posture, alike in the heat coming off them. The left one moves first by half a heartbeat. I track the asymmetry and say: 'One Helmed Horror is a fight. Two is a logistics problem. Pick a target.'",
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
@@ -62,37 +62,37 @@ var EliteRoomEntryUnderforge = []string{
|
||||
|
||||
// Molten Strike: +4d6 fire on hit; target armor -1 AC until repaired (long rest).
|
||||
var ThyrakMoltenStrikeLines = []string{
|
||||
"Every hit lands +4d6 fire and pits your armor — AC -1 until you can repair, which requires a long rest. TwinBee says: 'The damage hurts. The AC penalty compounds. Don't take more than two if you can help it.'",
|
||||
"Molten Strike. The hammer doesn't just hit, it brands. Fire damage on top of physical, and your armor gets worse permanently for the encounter. TwinBee files this under 'attrition with paperwork.'",
|
||||
"Each connecting blow makes the next one easier for him. Your AC goes down. The fire damage goes through. TwinBee tracks the count and recommends taking the hit on something you weren't going to keep.",
|
||||
"Every hit lands +4d6 fire and pits your armor — AC -1 until you can repair, which requires a long rest. I say: 'The damage hurts. The AC penalty compounds. Don't take more than two if you can help it.'",
|
||||
"Molten Strike. The hammer doesn't just hit, it brands. Fire damage on top of physical, and your armor gets worse permanently for the encounter. I file this under 'attrition with paperwork.'",
|
||||
"Each connecting blow makes the next one easier for him. Your AC goes down. The fire damage goes through. I track the count and recommend taking the hit on something you weren't going to keep.",
|
||||
}
|
||||
|
||||
// Forge Breath: recharge 5–6; 30-ft cone, 10d6 fire, DEX DC 16 half.
|
||||
var ThyrakForgeBreathLines = []string{
|
||||
"The vents on his chest open. Thirty-foot cone, 10d6 fire, DEX DC 16 for half. TwinBee says: 'Don't bunch up. He'll get this back on a 5–6.'",
|
||||
"Forge Breath. He inhales — visibly — and the next exhale is a furnace. Cone, big DC, big damage. TwinBee marks the recharge and shouts the spread order.",
|
||||
"Like the Bowser fire breath in 8-3 except wider and with a saving throw. Thirty-foot cone, half-damage on save. TwinBee notes that 'half' of 10d6 is still meaningful and recommends not getting hit twice in a row.",
|
||||
"The vents on his chest open. Thirty-foot cone, 10d6 fire, DEX DC 16 for half. I say: 'Don't bunch up. He'll get this back on a 5–6.'",
|
||||
"Forge Breath. He inhales — visibly — and the next exhale is a furnace. Cone, big DC, big damage. I mark the recharge and shout the spread order.",
|
||||
"Like the Bowser fire breath in 8-3 except wider and with a saving throw. Thirty-foot cone, half-damage on save. I note that 'half' of 10d6 is still meaningful and recommend not getting hit twice in a row.",
|
||||
}
|
||||
|
||||
// Living Forge: heals 15 HP/turn while standing on lava/forge tiles.
|
||||
var ThyrakLivingForgeLines = []string{
|
||||
"He heals fifteen a turn while standing on lava or forge tiles. TwinBee says: 'Move him off, or fight a boss who repairs faster than you can dent.'",
|
||||
"Living Forge. The lava floor is part of his kit. Pull him off it — shove, push, anything — and the regen stops. TwinBee files this under 'positioning is damage.'",
|
||||
"He's standing on a heat source and the heat source is fueling him. Fifteen HP a round, indefinitely. TwinBee tracks the regen and reminds the party that knocking him into the open hallway is worth more than a good attack roll.",
|
||||
"He heals fifteen a turn while standing on lava or forge tiles. I say: 'Move him off, or fight a boss who repairs faster than you can dent.'",
|
||||
"Living Forge. The lava floor is part of his kit. Pull him off it — shove, push, anything — and the regen stops. I file this under 'positioning is damage.'",
|
||||
"He's standing on a heat source and the heat source is fueling him. Fifteen HP a round, indefinitely. I track the regen and remind the party that knocking him into the open hallway is worth more than a good attack roll.",
|
||||
}
|
||||
|
||||
// Construct Resilience: immune poison/psychic/charm/exhaustion; resist non-magical physical.
|
||||
var ThyrakConstructLines = []string{
|
||||
"Immune to poison, psychic, charm, exhaustion. Resists non-magical physical. TwinBee says: 'Magic weapons earn their keep here. Mundane steel does half.'",
|
||||
"He's a construct first and a boss second. The whole control-effect column on your sheet is greyed out. TwinBee files this under 'fights you win by hitting harder, not smarter — the smart options have been removed.'",
|
||||
"Construct Resilience: the standard package. Magic damage gets through clean. Mundane physical gets cut in half. TwinBee suggests checking which weapons are actually magical before assuming.",
|
||||
"Immune to poison, psychic, charm, exhaustion. Resists non-magical physical. I say: 'Magic weapons earn their keep here. Mundane steel does half.'",
|
||||
"He's a construct first and a boss second. The whole control-effect column on your sheet is greyed out. I file this under 'fights you win by hitting harder, not smarter — the smart options have been removed.'",
|
||||
"Construct Resilience: the standard package. Magic damage gets through clean. Mundane physical gets cut in half. I suggest checking which weapons are actually magical before assuming.",
|
||||
}
|
||||
|
||||
// Phase 2 (<50% HP): Forge Breath recharge 4–6; spawns 2 Fire Elementals.
|
||||
var ThyrakPhaseTwoLines = []string{
|
||||
"At half HP the vents widen. Forge Breath recharges on 4–6 now and two Fire Elementals come up out of the floor. TwinBee says: 'Phase shift. The cone is twice as common and you have new targets. Pick a priority.'",
|
||||
"Half-health. The forge wakes the rest of the way up. Two Fire Elementals burst from the lava channels. Breath weapon is half a turn away on every roll now. TwinBee tracks the new add count and reminds you that Thyrak is still the win condition.",
|
||||
"Phase two: the elementals come up the way bosses summon adds in every arcade beat-em-up — predictable, relentless, the kind of design that turns a fight into a war of attrition. TwinBee files the timing and asks who has fire resistance.",
|
||||
"At half HP the vents widen. Forge Breath recharges on 4–6 now and two Fire Elementals come up out of the floor. I say: 'Phase shift. The cone is twice as common and you have new targets. Pick a priority.'",
|
||||
"Half-health. The forge wakes the rest of the way up. Two Fire Elementals burst from the lava channels. Breath weapon is half a turn away on every roll now. I track the new add count and remind you that Thyrak is still the win condition.",
|
||||
"Phase two: the elementals come up the way bosses summon adds in every arcade beat-em-up — predictable, relentless, the kind of design that turns a fight into a war of attrition. I file the timing and ask who has fire resistance.",
|
||||
}
|
||||
|
||||
// ThyrakSignatureCallouts — combined pool for boss-entry suffix.
|
||||
@@ -116,12 +116,12 @@ var ThyrakSignatureCallouts = func() []string {
|
||||
// ─────────────────────────────────────────────────────────────────────────────
|
||||
|
||||
var LoreLinesUnderforge = []string{
|
||||
"Kharak Dûn was a forge-city, not a mine. The dwarves here didn't extract — they finished. Raw stock came in from a hundred lesser holds and left as the kind of work the rest of the world named after the holds. TwinBee notes the distinction matters: this place was a destination, not a quarry.",
|
||||
"The dwarves left. They didn't die in place — they left. The boots in the barracks are paired because they were left paired, intentionally, on the last day. Somewhere, a clan-elder gave the order to walk out. TwinBee respects the discipline and is curious about the reason. The reason is not in any record TwinBee has read.",
|
||||
"Thyrak was not built to run the city. Thyrak was built to maintain the furnaces while the city ran itself. Three centuries of self-maintenance turned out to include self-improvement, and Thyrak has been improving the designs. TwinBee finds this less terrifying than it sounds and more terrifying than it looks.",
|
||||
"The seal on the outer doors was set from the outside. The dwarves walked out, then closed the door behind them, then sealed it with the kind of binding that takes a clan to set. TwinBee notes the bindings were aimed inward. They were sealing something in. The thing inside is the forge or the forge-golem or both — TwinBee declines to commit.",
|
||||
"The azers in the deeper chambers are not hostile by default. They are loyal to the forge. They will work with anyone the forge accepts, and they will burn alive anyone the forge rejects. TwinBee suggests not picking up the hammer at the central anvil unless you mean it.",
|
||||
"The flameskulls drifting in the upper galleries were dwarven mages, once. They volunteered. Their final task was to maintain the wards around Thyrak's casting chamber, and they have been at it ever since. TwinBee notes the wards are still active and that this is, on balance, probably good news.",
|
||||
"Thyrak's core — the crystalline heart that drops on his death — is what made the self-improvement possible. The dwarves didn't install it. It was already there when they built the chassis. TwinBee finds this implication concerning and suggests the core is not, technically, dwarven work.",
|
||||
"There is a second forge below this one. The 'bass note of something very large moving below' is not metaphor. The Underforge is the upper level. TwinBee will not speculate about the lower level except to note that it has not been opened in this run and would not be a small undertaking to open.",
|
||||
"Kharak Dûn was a forge-city, not a mine. The dwarves here didn't extract — they finished. Raw stock came in from a hundred lesser holds and left as the kind of work the rest of the world named after the holds. I note the distinction matters: this place was a destination, not a quarry.",
|
||||
"The dwarves left. They didn't die in place — they left. The boots in the barracks are paired because they were left paired, intentionally, on the last day. Somewhere, a clan-elder gave the order to walk out. I respect the discipline and am curious about the reason. The reason is not in any record I have read.",
|
||||
"Thyrak was not built to run the city. Thyrak was built to maintain the furnaces while the city ran itself. Three centuries of self-maintenance turned out to include self-improvement, and Thyrak has been improving the designs. I find this less terrifying than it sounds and more terrifying than it looks.",
|
||||
"The seal on the outer doors was set from the outside. The dwarves walked out, then closed the door behind them, then sealed it with the kind of binding that takes a clan to set. I note the bindings were aimed inward. They were sealing something in. The thing inside is the forge or the forge-golem or both — I decline to commit.",
|
||||
"The azers in the deeper chambers are not hostile by default. They are loyal to the forge. They will work with anyone the forge accepts, and they will burn alive anyone the forge rejects. I suggest not picking up the hammer at the central anvil unless you mean it.",
|
||||
"The flameskulls drifting in the upper galleries were dwarven mages, once. They volunteered. Their final task was to maintain the wards around Thyrak's casting chamber, and they have been at it ever since. I note the wards are still active and that this is, on balance, probably good news.",
|
||||
"Thyrak's core — the crystalline heart that drops on his death — is what made the self-improvement possible. The dwarves didn't install it. It was already there when they built the chassis. I find this implication concerning and suggest the core is not, technically, dwarven work.",
|
||||
"There is a second forge below this one. The 'bass note of something very large moving below' is not metaphor. The Underforge is the upper level. I will not speculate about the lower level except to note that it has not been opened in this run and would not be a small undertaking to open.",
|
||||
}
|
||||
|
||||
@@ -253,6 +253,7 @@ func (p *AdventurePlugin) Init() error {
|
||||
go p.expeditionBriefingTicker()
|
||||
go p.expeditionRecapTicker()
|
||||
go p.expeditionAmbientTicker()
|
||||
go p.expeditionAutoRunTicker()
|
||||
|
||||
// Auto-cashout any arena runs left in 'awaiting' from a prior restart
|
||||
p.arenaCleanupStaleRuns()
|
||||
|
||||
@@ -79,7 +79,7 @@ var ClosingSuccess = []string{
|
||||
"in business and out of the deeper healthcare plans.\n\n" +
|
||||
"Next action: {reset_time} ({time_until})\n" +
|
||||
"Morning DM: {morning_time} UTC\n" +
|
||||
"Evening summary: {summary_time} UTC — TwinBee will be there.\n\n" +
|
||||
"Evening summary: {summary_time} UTC — I will be there.\n\n" +
|
||||
"So will everyone else who showed up today.",
|
||||
}
|
||||
|
||||
@@ -171,7 +171,7 @@ var ClosingFailure = []string{
|
||||
"So will you, which is the important part.\n\n" +
|
||||
"Next action: {reset_time} ({time_until})\n" +
|
||||
"Tomorrow's choices at {morning_time} UTC.\n" +
|
||||
"TwinBee had a better day. The summary at {summary_time} UTC will confirm this.\n\n" +
|
||||
"I had a better day. The summary at {summary_time} UTC will confirm this.\n\n" +
|
||||
"Rest. You've earned the rest, at least.",
|
||||
|
||||
"─────────────────────────────\n" +
|
||||
|
||||
@@ -442,7 +442,7 @@ var SummaryResting = []string{
|
||||
"Resting today. XP: zero. Loot: zero. Alive: yes.",
|
||||
"No action. Hovel. Wall. Nothing. Home.",
|
||||
"Sat this one out. The dungeons noticed. The dungeons don't care.",
|
||||
"Rest day. TwinBee noticed.",
|
||||
"Rest day. I noticed.",
|
||||
}
|
||||
|
||||
var SummaryDead = []string{
|
||||
@@ -487,8 +487,8 @@ var SummaryStandoutHornets = []string{
|
||||
var TwinBeeSummarySuccess = []string{
|
||||
"Visited {location}. Retrieved {loot} worth €{value}. Returned in excellent condition.",
|
||||
"{location}: success. {loot} recovered at €{value}. Standard operation.",
|
||||
"Cleared {location}. {loot}, €{value}. TwinBee has reported this as typical.",
|
||||
"{loot} worth €{value} from {location}. TwinBee is unsurprised.",
|
||||
"Cleared {location}. {loot}, €{value}. I have reported this as typical.",
|
||||
"{loot} worth €{value} from {location}. I am unsurprised.",
|
||||
"Professional operation in {location}. {loot}, €{value}. No further comment.",
|
||||
}
|
||||
|
||||
@@ -497,11 +497,11 @@ var TwinBeeSummaryWithdrawal = []string{
|
||||
"{location}: early departure. Strategic positioning. Returns tomorrow.",
|
||||
"Reconnaissance of {location} complete. Phase Two: tomorrow.",
|
||||
"Withdrew from {location} on schedule. The schedule has been updated.",
|
||||
"{location} assessed. TwinBee returns tomorrow. The {location} has been warned.",
|
||||
"{location} assessed. I return tomorrow. The {location} has been warned.",
|
||||
}
|
||||
|
||||
var TwinBeeSummaryEmpty = []string{
|
||||
"Visited {location}. Nothing there today. TwinBee notes this for the record.",
|
||||
"{location}: empty. The dungeon has failed to provide. TwinBee has noted it.",
|
||||
"Nothing found in {location}. TwinBee is filing feedback with the dungeon.",
|
||||
"Visited {location}. Nothing there today. I note this for the record.",
|
||||
"{location}: empty. The dungeon has failed to provide. I have noted it.",
|
||||
"Nothing found in {location}. I am filing feedback with the dungeon.",
|
||||
}
|
||||
|
||||
@@ -7,268 +7,268 @@ package plugin
|
||||
// from victories, looked at the right way, which is TwinBee's way.
|
||||
|
||||
var TwinBeeSuccess = []string{
|
||||
"TwinBee descended into {location} with characteristic enthusiasm " +
|
||||
"I descended into {location} with characteristic enthusiasm " +
|
||||
"and the kind of confidence that makes dungeon monsters briefly " +
|
||||
"reconsider their career choices. Several reconsidered too slowly. " +
|
||||
"TwinBee has returned with {loot} worth €{value} and a new personal philosophy " +
|
||||
"I have returned with {loot} worth €{value} and a new personal philosophy " +
|
||||
"regarding the optimum angle of attack on a Stone Golem. " +
|
||||
"The philosophy works. It has been field-tested. Just now.",
|
||||
|
||||
"Another flawless operation. TwinBee entered {location}, assessed the situation " +
|
||||
"Another flawless operation. I entered {location}, assessed the situation " +
|
||||
"with professional precision, and extracted {loot} worth €{value} " +
|
||||
"with minimal collateral damage to TwinBee specifically. " +
|
||||
"with minimal collateral damage to me specifically. " +
|
||||
"The dungeon has been informed it performed adequately. " +
|
||||
"TwinBee does not give compliments freely. This was a compliment.",
|
||||
"I do not give compliments freely. This was a compliment.",
|
||||
|
||||
"TwinBee has returned from {location} victorious, which is to say " +
|
||||
"TwinBee has returned from {location}, because for TwinBee these are the same thing. " +
|
||||
"{loot} worth €{value}. {xp} XP that TwinBee does not need " +
|
||||
"but accepts graciously, as a gift, from the dungeon. " +
|
||||
"I have returned from {location} victorious, which is to say " +
|
||||
"I have returned from {location}, because for me these are the same thing. " +
|
||||
"{loot} worth €{value}. {xp} XP that I do not need " +
|
||||
"but accept graciously, as a gift, from the dungeon. " +
|
||||
"The dungeon can try harder next time. It probably won't. They never do.",
|
||||
|
||||
"TwinBee located {loot} worth €{value} in {location} after what TwinBee " +
|
||||
"is describing in the post-mission debrief as 'a series of increasingly correct decisions.' " +
|
||||
"I located {loot} worth €{value} in {location} after what I am " +
|
||||
"describing in the post-mission debrief as 'a series of increasingly correct decisions.' " +
|
||||
"The monsters involved have been described as 'adequate opposition' " +
|
||||
"in the same debrief. TwinBee is generous with these things.",
|
||||
"in the same debrief. I am generous with these things.",
|
||||
|
||||
"In. Retrieved {loot}. Out. €{value}. {xp} XP. " +
|
||||
"TwinBee has the efficiency of someone who has done this many times " +
|
||||
"I have the efficiency of someone who has done this many times " +
|
||||
"and the confidence of someone who has never once considered " +
|
||||
"that it might not go well. These two qualities, combined, produce results. " +
|
||||
"The results are in your share of the haul.",
|
||||
|
||||
"TwinBee reports: {location} cleared, {loot} secured, €{value} assessed, " +
|
||||
"one near-miss that TwinBee is not classifying as a near-miss " +
|
||||
"because TwinBee does not have near-misses, TwinBee has " +
|
||||
"I report: {location} cleared, {loot} secured, €{value} assessed, " +
|
||||
"one near-miss that I am not classifying as a near-miss " +
|
||||
"because I do not have near-misses, I have " +
|
||||
"'moments of dynamic tactical adjustment that resolved favorably.' " +
|
||||
"The moment resolved favorably. Obviously.",
|
||||
|
||||
"The {location} boss encountered TwinBee today. " +
|
||||
"This is how TwinBee prefers to frame the encounter — " +
|
||||
"the boss encountered TwinBee, not the other way around — " +
|
||||
"The {location} boss encountered me today. " +
|
||||
"This is how I prefer to frame the encounter — " +
|
||||
"the boss encountered me, not the other way around — " +
|
||||
"because it accurately reflects the power dynamics. " +
|
||||
"{loot} worth €{value}. The boss has been encountered.",
|
||||
|
||||
"TwinBee went to {location} and came back with {loot} worth €{value}, " +
|
||||
"which is what TwinBee does, and {xp} XP, which TwinBee acknowledges " +
|
||||
"I went to {location} and came back with {loot} worth €{value}, " +
|
||||
"which is what I do, and {xp} XP, which I acknowledge " +
|
||||
"with the quiet grace of someone for whom excellence " +
|
||||
"has long since stopped being a surprise.",
|
||||
|
||||
"Professional assessment of today's {location} operation: successful. " +
|
||||
"Loot: {loot}, €{value}. Opposition: handled. Duration: optimal. " +
|
||||
"TwinBee's equipment: immaculate. TwinBee: as expected.",
|
||||
"My equipment: immaculate. Me: as expected.",
|
||||
|
||||
"TwinBee extracted {loot} worth €{value} from {location} " +
|
||||
"I extracted {loot} worth €{value} from {location} " +
|
||||
"with the efficiency of a professional and the cheerfulness of someone " +
|
||||
"who genuinely enjoys doing this, which TwinBee does, " +
|
||||
"which is why TwinBee is better at it than everyone else, " +
|
||||
"which TwinBee is.",
|
||||
"who genuinely enjoys doing this, which I do, " +
|
||||
"which is why I am better at it than everyone else, " +
|
||||
"which I am.",
|
||||
|
||||
"The monsters in {location} gave it their best today. " +
|
||||
"TwinBee noticed this and respected it for the duration of the encounter, " +
|
||||
"I noticed this and respected it for the duration of the encounter, " +
|
||||
"which was brief. {loot} worth €{value}. {xp} XP. " +
|
||||
"TwinBee has returned in excellent spirits, which is not news, " +
|
||||
"I have returned in excellent spirits, which is not news, " +
|
||||
"but it is accurate.",
|
||||
|
||||
"TwinBee's route through {location} was, according to TwinBee's own review, " +
|
||||
"My route through {location} was, according to my own review, " +
|
||||
"'essentially perfect.' No argument has been presented to the contrary. " +
|
||||
"TwinBee returned with {loot} worth €{value} and a complete absence " +
|
||||
"of anything that went wrong, which is TwinBee's preferred kind of absence.",
|
||||
"I returned with {loot} worth €{value} and a complete absence " +
|
||||
"of anything that went wrong, which is my preferred kind of absence.",
|
||||
|
||||
"A lesser adventurer would have found {location} challenging today. " +
|
||||
"TwinBee found it brisk. {loot}, €{value}, {xp} XP, " +
|
||||
"I found it brisk. {loot}, €{value}, {xp} XP, " +
|
||||
"and the mild satisfaction of a problem that turned out " +
|
||||
"to be an appropriately-sized problem. TwinBee appreciates appropriate sizing.",
|
||||
"to be an appropriately-sized problem. I appreciate appropriate sizing.",
|
||||
|
||||
"TwinBee entered {location} from the north approach, which TwinBee has determined " +
|
||||
"I entered {location} from the north approach, which I have determined " +
|
||||
"is the correct approach, and exited with {loot} worth €{value}. " +
|
||||
"The southern approach is noted. It is not the correct approach. " +
|
||||
"TwinBee has opinions about approaches and they are correct opinions.",
|
||||
"I have opinions about approaches and they are correct opinions.",
|
||||
|
||||
"Operational summary: {location} visited, opposition encountered, opposition handled, " +
|
||||
"{loot} extracted at €{value} assessed value, {xp} XP collected, " +
|
||||
"TwinBee returned in the condition TwinBee left in, " +
|
||||
"which is optimal, because TwinBee is always in optimal condition.",
|
||||
"I returned in the condition I left in, " +
|
||||
"which is optimal, because I am always in optimal condition.",
|
||||
}
|
||||
|
||||
var TwinBeeExceptional = []string{
|
||||
"OUTSTANDING PERFORMANCE. TwinBee located and neutralised the dungeon boss " +
|
||||
"— which TwinBee describes as 'a scheduling conflict that has now been resolved' — " +
|
||||
"OUTSTANDING PERFORMANCE. I located and neutralised the dungeon boss " +
|
||||
"— which I describe as 'a scheduling conflict that has now been resolved' — " +
|
||||
"and recovered {loot} worth €{value}. " +
|
||||
"This is, according to TwinBee, a typical Tuesday. " +
|
||||
"TwinBee has had many exceptional Tuesdays. The dungeons are aware.",
|
||||
"This is, by my reckoning, a typical Tuesday. " +
|
||||
"I have had many exceptional Tuesdays. The dungeons are aware.",
|
||||
|
||||
"TwinBee found {loot} worth €{value} in {location} after what TwinBee " +
|
||||
"is calling 'a brief but educational exchange' with something very large " +
|
||||
"I found {loot} worth €{value} in {location} after what I am " +
|
||||
"calling 'a brief but educational exchange' with something very large " +
|
||||
"that is no longer a going concern. Bonus XP noted. " +
|
||||
"TwinBee noted it first. TwinBee notes everything first.",
|
||||
"I noted it first. I note everything first.",
|
||||
|
||||
"The inner chamber. TwinBee reached the inner chamber. " +
|
||||
"TwinBee notes that reaching the inner chamber requires " +
|
||||
"The inner chamber. I reached the inner chamber. " +
|
||||
"I note that reaching the inner chamber requires " +
|
||||
"the successful navigation of everything between here and the inner chamber, " +
|
||||
"which TwinBee navigated successfully, and then {loot} worth €{value} " +
|
||||
"was in the inner chamber, and TwinBee took it. " +
|
||||
"which I navigated successfully, and then {loot} worth €{value} " +
|
||||
"was in the inner chamber, and I took it. " +
|
||||
"The inner chamber is now available to be an outer chamber.",
|
||||
|
||||
"A boss encounter. TwinBee's assessment of the boss: 'interesting.' " +
|
||||
"The boss's assessment of TwinBee: insufficient time to complete. " +
|
||||
"{loot} worth €{value}. TwinBee has forwarded the boss's personnel file " +
|
||||
"A boss encounter. My assessment of the boss: 'interesting.' " +
|
||||
"The boss's assessment of me: insufficient time to complete. " +
|
||||
"{loot} worth €{value}. I have forwarded the boss's personnel file " +
|
||||
"to the relevant afterlife authorities with a positive reference.",
|
||||
|
||||
"EXCEPTIONAL. TwinBee's word, used sparingly. " +
|
||||
"EXCEPTIONAL. My word, used sparingly. " +
|
||||
"Today merits it. {loot} worth €{value} from the deepest chamber " +
|
||||
"of {location}, retrieved past opposition that TwinBee describes " +
|
||||
"of {location}, retrieved past opposition that I describe " +
|
||||
"as 'the most interesting opposition I've faced this week,' " +
|
||||
"which is high praise from TwinBee and accurately assesses the week so far.",
|
||||
"which is high praise from me and accurately assesses the week so far.",
|
||||
|
||||
"TwinBee found something the dungeon wasn't offering publicly. " +
|
||||
"TwinBee finds things dungeons aren't offering publicly. " +
|
||||
"I found something the dungeon wasn't offering publicly. " +
|
||||
"I find things dungeons aren't offering publicly. " +
|
||||
"It's a skill. {loot} worth €{value}. {xp} XP. " +
|
||||
"The dungeon has updated its offering. TwinBee approves of the update " +
|
||||
"The dungeon has updated its offering. I approve of the update " +
|
||||
"from a position of already having taken the thing.",
|
||||
|
||||
"A critical run. Every encounter resolved correctly. Every chamber yielded. " +
|
||||
"Every roll, every decision, every approach: correct. " +
|
||||
"{loot} worth €{value}. {xp} XP. " +
|
||||
"TwinBee submits this run as the reference standard for {location}. " +
|
||||
"I submit this run as the reference standard for {location}. " +
|
||||
"Future runs should aspire to this. They will not reach it.",
|
||||
|
||||
"The boss was large. TwinBee is TwinBee. " +
|
||||
"The boss was large. I am here. " +
|
||||
"These two facts met in {location} and produced {loot} worth €{value} " +
|
||||
"and a story that TwinBee is telling to everyone and will continue telling " +
|
||||
"until a better story replaces it, which will also be TwinBee's story.",
|
||||
"and a story that I am telling to everyone and will continue telling " +
|
||||
"until a better story replaces it, which will also be my story.",
|
||||
}
|
||||
|
||||
var TwinBeeWithdrawal = []string{
|
||||
"TwinBee has completed today's operation and is taking the remainder " +
|
||||
"I have completed today's operation and am taking the remainder " +
|
||||
"of the afternoon for strategic planning. " +
|
||||
"This is unrelated to {location}. {location} is unrelated to everything. " +
|
||||
"TwinBee has already moved on and suggests you do the same.",
|
||||
"I have already moved on and suggest you do the same.",
|
||||
|
||||
"TwinBee assessed {location} with characteristic thoroughness, " +
|
||||
"I assessed {location} with characteristic thoroughness, " +
|
||||
"identified that today's objectives had been sufficiently advanced " +
|
||||
"by the reconnaissance phase, and withdrew in good order " +
|
||||
"before the situation became interesting in ways TwinBee did not schedule. " +
|
||||
"This is called professionalism. TwinBee has it.",
|
||||
"before the situation became interesting in ways I did not schedule. " +
|
||||
"This is called professionalism. I have it.",
|
||||
|
||||
"Today's operation at {location} concluded earlier than projected. " +
|
||||
"TwinBee encountered something very large, evaluated the encounter on its merits, " +
|
||||
"I encountered something very large, evaluated the encounter on its merits, " +
|
||||
"and determined that returning tomorrow with more information " +
|
||||
"was the superior strategic outcome. " +
|
||||
"TwinBee was not running. TwinBee does not run. " +
|
||||
"TwinBee was moving with purpose in the opposite direction. These are different.",
|
||||
"I was not running. I do not run. " +
|
||||
"I was moving with purpose in the opposite direction. These are different.",
|
||||
|
||||
"TwinBee left {location} at a time of TwinBee's choosing, " +
|
||||
"I left {location} at a time of my own choosing, " +
|
||||
"which happened to coincide with the arrival of something " +
|
||||
"that TwinBee is describing in the official report as 'a scheduling conflict.' " +
|
||||
"that I am describing in the official report as 'a scheduling conflict.' " +
|
||||
"The conflict has been noted. It will be addressed. Tomorrow. " +
|
||||
"At a time that suits TwinBee.",
|
||||
"At a time that suits me.",
|
||||
|
||||
"TACTICAL WITHDRAWAL EXECUTED. {location} has been informed, " +
|
||||
"via the medium of TwinBee's departure, that today was not the day. " +
|
||||
"TwinBee knows which days are the days. Today was for gathering intelligence. " +
|
||||
"via the medium of my departure, that today was not the day. " +
|
||||
"I know which days are the days. Today was for gathering intelligence. " +
|
||||
"The intelligence gathered is: {location} still exists and should watch itself.",
|
||||
|
||||
"TwinBee retreated from {location} in the same way the tide retreats from the shore — " +
|
||||
"I retreated from {location} in the same way the tide retreats from the shore — " +
|
||||
"deliberately, inevitably, and with the full understanding that it will be back, " +
|
||||
"and the shore knows this, and the shore is thinking about it right now.",
|
||||
|
||||
"Something in {location} today required TwinBee to make a decision. " +
|
||||
"TwinBee made the decision. The decision was: not today. " +
|
||||
"TwinBee's decisions are correct decisions by definition, " +
|
||||
"Something in {location} today required me to make a decision. " +
|
||||
"I made the decision. The decision was: not today. " +
|
||||
"My decisions are correct decisions by definition, " +
|
||||
"which means 'not today' was correct, which will be proven correct " +
|
||||
"when TwinBee returns tomorrow and the thing is no longer a factor. " +
|
||||
"These things always work out when TwinBee decides they will.",
|
||||
"when I return tomorrow and the thing is no longer a factor. " +
|
||||
"These things always work out when I decide they will.",
|
||||
|
||||
"The mission objectives for today's {location} operation have been " +
|
||||
"reclassified as 'Phase One of a Two-Phase Operation,' " +
|
||||
"where Phase One is reconnaissance and Phase Two is tomorrow. " +
|
||||
"Phase One is complete. Phase One was, in retrospect, always the plan.",
|
||||
|
||||
"TwinBee encountered something in {location} that TwinBee is describing " +
|
||||
"I encountered something in {location} that I am describing " +
|
||||
"as 'an opportunity to demonstrate strategic patience.' " +
|
||||
"TwinBee demonstrated strategic patience. The patience was demonstrated " +
|
||||
"I demonstrated strategic patience. The patience was demonstrated " +
|
||||
"at significant velocity in the direction of the exit, " +
|
||||
"but the patience was present throughout.",
|
||||
|
||||
"Official statement from TwinBee regarding today's {location} operation: " +
|
||||
"Official statement from me regarding today's {location} operation: " +
|
||||
"'Everything went according to plan.' " +
|
||||
"The plan has been updated to reflect what happened. " +
|
||||
"The updated plan describes what happened as planned. " +
|
||||
"TwinBee's plans are always accurate.",
|
||||
"My plans are always accurate.",
|
||||
|
||||
"TwinBee is back. The thing in {location} is also still there. " +
|
||||
"TwinBee is aware of the thing. The thing is aware of TwinBee. " +
|
||||
"This is a stalemate that TwinBee will resolve on TwinBee's timeline, " +
|
||||
"I am back. The thing in {location} is also still there. " +
|
||||
"I am aware of the thing. The thing is aware of me. " +
|
||||
"This is a stalemate that I will resolve on my own timeline, " +
|
||||
"which is different from the thing's timeline, " +
|
||||
"and TwinBee's timeline is the one that matters.",
|
||||
"and my timeline is the one that matters.",
|
||||
|
||||
"The {location} situation has been described by TwinBee as " +
|
||||
"'temporarily inconclusive,' which is a phrase TwinBee uses " +
|
||||
"The {location} situation has been described, by me, as " +
|
||||
"'temporarily inconclusive,' which is a phrase I use " +
|
||||
"when something very large expressed a strong position " +
|
||||
"and TwinBee has chosen to revisit the position on better terms. " +
|
||||
"The terms will be better. TwinBee will see to it.",
|
||||
"and I have chosen to revisit the position on better terms. " +
|
||||
"The terms will be better. I will see to it.",
|
||||
|
||||
"Today, TwinBee gathered extensive tactical data on {location}. " +
|
||||
"Today, I gathered extensive tactical data on {location}. " +
|
||||
"The data indicates that {location} is well-defended. " +
|
||||
"The data was gathered by going in and then coming back out, " +
|
||||
"which is a time-honoured data gathering methodology " +
|
||||
"that TwinBee has employed before and will employ again, ideally less urgently.",
|
||||
"that I have employed before and will employ again, ideally less urgently.",
|
||||
|
||||
"TwinBee's return today is best understood as a 'victory lap around the outside,' " +
|
||||
"which is a phrase TwinBee has just coined and will be using going forward. " +
|
||||
"My return today is best understood as a 'victory lap around the outside,' " +
|
||||
"which is a phrase I have just coined and will be using going forward. " +
|
||||
"A victory lap around the outside of {location} has been completed. " +
|
||||
"TwinBee is home. The inside of {location} is tomorrow's victory lap.",
|
||||
"I am home. The inside of {location} is tomorrow's victory lap.",
|
||||
|
||||
"Something the size of a building expressed interest in TwinBee at depth. " +
|
||||
"TwinBee expressed equal and opposite interest in being elsewhere. " +
|
||||
"Both interests were satisfied. TwinBee is elsewhere. " +
|
||||
"Something the size of a building expressed interest in me at depth. " +
|
||||
"I expressed equal and opposite interest in being elsewhere. " +
|
||||
"Both interests were satisfied. I am elsewhere. " +
|
||||
"The something is where it was. The relationship is stable.",
|
||||
}
|
||||
|
||||
var TwinBeeEmpty = []string{
|
||||
"TwinBee has returned from {location} and wishes it to be known " +
|
||||
"that the dungeon was empty, which TwinBee attributes entirely to their reputation " +
|
||||
"preceding them. The monsters left. They knew. " +
|
||||
"TwinBee respects this. TwinBee also found nothing. These facts are unrelated.",
|
||||
"I have returned from {location} and wish it to be known " +
|
||||
"that the dungeon was empty, which I attribute entirely to my reputation " +
|
||||
"preceding me. The monsters left. They knew. " +
|
||||
"I respect this. I also found nothing. These facts are unrelated.",
|
||||
|
||||
"Intelligence suggested {location} would be productive today. " +
|
||||
"TwinBee's intelligence was incorrect. " +
|
||||
"TwinBee's intelligence is reviewing its methodology. " +
|
||||
"My intelligence was incorrect. " +
|
||||
"My intelligence is reviewing its methodology. " +
|
||||
"The dungeon contained no loot, no monsters worth discussing, " +
|
||||
"and one confused bat that TwinBee has agreed not to mention publicly. " +
|
||||
"and one confused bat that I have agreed not to mention publicly. " +
|
||||
"Moving on.",
|
||||
|
||||
"{location} was cleared. By whom is unclear. TwinBee suspects a rival. " +
|
||||
"TwinBee does not have rivals, technically, " +
|
||||
"but is prepared to invent one for the purposes of this grievance. " +
|
||||
"{location} was cleared. By whom is unclear. I suspect a rival. " +
|
||||
"I do not have rivals, technically, " +
|
||||
"but am prepared to invent one for the purposes of this grievance. " +
|
||||
"No loot. No comment. The rival has been noted.",
|
||||
|
||||
"The {location} run today yielded nothing of material value, " +
|
||||
"which TwinBee attributes to the universe's temporary misalignment " +
|
||||
"with TwinBee's interests. The universe will correct itself. " +
|
||||
"TwinBee is giving it until tomorrow.",
|
||||
"which I attribute to the universe's temporary misalignment " +
|
||||
"with my interests. The universe will correct itself. " +
|
||||
"I am giving it until tomorrow.",
|
||||
|
||||
"Empty. {location} was empty today, which is {location}'s problem. " +
|
||||
"TwinBee showed up. TwinBee was prepared. TwinBee had the right equipment. " +
|
||||
"I showed up. I was prepared. I had the right equipment. " +
|
||||
"The dungeon failed to provide an adequate challenge or adequate reward. " +
|
||||
"This reflects poorly on the dungeon.",
|
||||
|
||||
"TwinBee cleared four rooms of {location} and found nothing worth the trip. " +
|
||||
"TwinBee is not saying the trip was not worth it — TwinBee does not say that — " +
|
||||
"I cleared four rooms of {location} and found nothing worth the trip. " +
|
||||
"I am not saying the trip was not worth it — I do not say that — " +
|
||||
"but the material outcome was zero and the XP was minimal " +
|
||||
"and TwinBee would like to register this as feedback for the dungeon.",
|
||||
"and I would like to register this as feedback for the dungeon.",
|
||||
|
||||
"The treasure was already gone when TwinBee arrived, " +
|
||||
"which means someone got there before TwinBee, " +
|
||||
"The treasure was already gone when I arrived, " +
|
||||
"which means someone got there before me, " +
|
||||
"which is a sentence that has never previously been true " +
|
||||
"and which TwinBee is treating as a statistical anomaly " +
|
||||
"and which I am treating as a statistical anomaly " +
|
||||
"rather than a pattern that might develop.",
|
||||
|
||||
"No monsters. No treasure. No meaningful opposition. " +
|
||||
"Just TwinBee in {location} swinging at things that weren't there. " +
|
||||
"TwinBee has described this run as 'character-building.' " +
|
||||
"TwinBee's character was already built. " +
|
||||
"Just me in {location} swinging at things that weren't there. " +
|
||||
"I have described this run as 'character-building.' " +
|
||||
"My character was already built. " +
|
||||
"This run has contributed nothing to the structure.",
|
||||
}
|
||||
|
||||
@@ -530,7 +530,7 @@ var RespawnDM = []string{
|
||||
|
||||
var IdleShameDM = []string{
|
||||
"{name}, hey. Didn't see you out there today.\n\n" +
|
||||
"TwinBee swung by the hovel — door was shut, no answer.\n" +
|
||||
"I swung by the hovel — door was shut, no answer.\n" +
|
||||
"Hope you're alright. The dungeon will keep. The mine will keep.\n" +
|
||||
"They've been there a while; they're patient.\n\n" +
|
||||
"Tomorrow: 08:00 UTC. We'll be ready when you are.",
|
||||
@@ -538,16 +538,16 @@ var IdleShameDM = []string{
|
||||
"Quiet day for you, {name}.\n\n" +
|
||||
"The morning DM went out and didn't come back. That happens.\n" +
|
||||
"Real life sometimes shows up uninvited and stays for dinner.\n" +
|
||||
"TwinBee picked up a little extra in the field — covered for you.\n\n" +
|
||||
"I picked up a little extra in the field — covered for you.\n\n" +
|
||||
"Tomorrow morning the choices reset. Drop by when you can.",
|
||||
|
||||
"{name}, no sign of you in the field today.\n\n" +
|
||||
"The forest is still there. So's the mine. So's that one rusted sword\n" +
|
||||
"you keep meaning to replace. Nothing important moved.\n\n" +
|
||||
"08:00 UTC tomorrow — fresh menu, same patient TwinBee.",
|
||||
"08:00 UTC tomorrow — fresh menu, same patient narrator.",
|
||||
|
||||
"Missed you out there, {name}.\n\n" +
|
||||
"TwinBee went on a haul today and saved a corner of the splits for you,\n" +
|
||||
"I went on a haul today and saved a corner of the splits for you,\n" +
|
||||
"then ate it on principle when you didn't show. (Sorry. House rule.)\n" +
|
||||
"Nothing's lost that can't be earned back.\n\n" +
|
||||
"Tomorrow: 08:00 UTC. The dungeons are warm.",
|
||||
@@ -558,7 +558,7 @@ var IdleShameDM = []string{
|
||||
"08:00 UTC. Whenever you're back, we pick up where we left off.",
|
||||
|
||||
"{name}. Hope you had a good rest day.\n\n" +
|
||||
"TwinBee held down the fort. Nothing dramatic, nothing lost —\n" +
|
||||
"I held down the fort. Nothing dramatic, nothing lost —\n" +
|
||||
"the world declined to end on your behalf, which feels generous.\n\n" +
|
||||
"When you're ready, the morning DM hits at 08:00 UTC. No rush.",
|
||||
}
|
||||
@@ -584,8 +584,8 @@ var OnboardingDM = []string{
|
||||
var MorningDM = []string{
|
||||
"⚔️ Good morning, {name}. Another day, another opportunity for regret.\n\n" +
|
||||
"{character_sheet}\n\n" +
|
||||
"Where are you headed? TwinBee would choose the dungeon.\n" +
|
||||
"TwinBee would also survive it. You are not TwinBee. Choose wisely.",
|
||||
"Where are you headed? I would choose the dungeon.\n" +
|
||||
"I would also survive it. You are not TwinBee. Choose wisely.",
|
||||
|
||||
"⚔️ {name}. You're alive. The options are:\n\n" +
|
||||
"{character_sheet}\n\n" +
|
||||
@@ -609,6 +609,6 @@ var MorningDM = []string{
|
||||
"{character_sheet}\n\n" +
|
||||
"Or don't. You could rest. You could do nothing.\n" +
|
||||
"The bot will send you a disappointed DM at midnight.\n" +
|
||||
"TwinBee will know. TwinBee always knows.\n" +
|
||||
"I will know. I always know.\n" +
|
||||
"Reply to choose.",
|
||||
}
|
||||
|
||||
@@ -250,7 +250,7 @@ func craftingTeaserText(foragingSkill, craftsSucceeded int, userID id.UserID) st
|
||||
// Post-unlock: nudge when no successful crafts yet (gentle), or once a
|
||||
// week (loose periodicity via day-of-year %).
|
||||
if craftsSucceeded == 0 {
|
||||
return "🧪 **Crafting is unlocked.** Gather a couple of matching ingredients and TwinBee will auto-craft consumables — try `!adventure recipes` to see what your level supports."
|
||||
return "🧪 **Crafting is unlocked.** Gather a couple of matching ingredients and I will auto-craft consumables — try `!adventure recipes` to see what your level supports."
|
||||
}
|
||||
if int(time.Now().UTC().Weekday()) == craftingReminderWeekday(userID, time.Now().UTC()) {
|
||||
return "🧪 *Crafting reminder* — `!adventure recipes` shows what's available at Foraging Lv." + fmt.Sprintf("%d.", foragingSkill)
|
||||
@@ -836,7 +836,7 @@ func renderAdvDailySummary(date string, tb *TwinBeeResult, tbRewards TwinBeeRewa
|
||||
sb.WriteString(fmt.Sprintf("Rewards distributed to %d participating adventurers: jackshit.\n", tbRewards.Eligible))
|
||||
}
|
||||
}
|
||||
sb.WriteString("\n(Players who rested today received nothing. Fallen adventurers still earn their share. TwinBee noticed.)\n\n")
|
||||
sb.WriteString("\n(Players who rested today received nothing. Fallen adventurers still earn their share. I noticed.)\n\n")
|
||||
sb.WriteString("───────────────────\n\n")
|
||||
}
|
||||
|
||||
|
||||
@@ -202,7 +202,7 @@ func (p *AdventurePlugin) selectTwinBeeFlavor(result *TwinBeeResult) string {
|
||||
}
|
||||
|
||||
if len(pool) == 0 {
|
||||
return "TwinBee went to " + result.Location.Name + ". Results pending."
|
||||
return "I went to " + result.Location.Name + ". Results pending."
|
||||
}
|
||||
|
||||
text := pool[rand.IntN(len(pool))]
|
||||
@@ -330,13 +330,13 @@ type twinBeeGiftDef struct {
|
||||
}
|
||||
|
||||
var twinBeeGifts = []twinBeeGiftDef{
|
||||
{"success_chance", "TwinBee's Lucky Star ⭐", 10, 24 * time.Hour, "TwinBee sends a star. They have many stars. Use it well."},
|
||||
{"success_chance", "TwinBee's Lucky Star ⭐", 10, 24 * time.Hour, "I send a star. They have many stars. Use it well."},
|
||||
{"death_chance", "Bec's Blessing 🐝", -5, 48 * time.Hour, "Bec has blessed you. Bec does not do this lightly. Don't die."},
|
||||
{"loot_quality", "WinBee's Coin 🪙", 15, 24 * time.Hour, "WinBee flipped this coin and it came up you. Lucky."},
|
||||
{"mining_success", "Goemon's Pipe 🎋", 8, 48 * time.Hour, "Borrowed from Goemon. Return not expected. Results expected."},
|
||||
{"foraging_death", "Pentarou's Feather 🪶", -10, 24 * time.Hour, "Pentarou parted with this reluctantly. They like you enough. Mostly."},
|
||||
{"xp_multiplier", "TwinBee's Bell Fragment 🔔", 5, 48 * time.Hour, "A piece of the Bell. It rings when you're doing well. It will ring."},
|
||||
{"exceptional_chance", "Power Up Pod 🫛", 50, 48 * time.Hour, "TwinBee found extras. This is not a common occurrence. Don't waste it."},
|
||||
{"exceptional_chance", "Power Up Pod 🫛", 50, 48 * time.Hour, "I found extras. This is not a common occurrence. Don't waste it."},
|
||||
}
|
||||
|
||||
const twinBeeGiftChance = 0.15
|
||||
|
||||
@@ -116,6 +116,16 @@ type CombatModifiers struct {
|
||||
// no Weapon → no Divine Strike.
|
||||
DivineStrikePerHit int
|
||||
|
||||
// Class-identity audit (2026-05-16) — Rogue Sneak Attack as actual
|
||||
// per-hit Nd6 bonus damage. Number of d6 to roll on every player hit.
|
||||
// 5e gates this on "once per turn given advantage/ally adjacent"; our
|
||||
// 1v1 engine has no turn-boundary concept, so the same "lands every
|
||||
// hit" convention as DivineStrikePerHit applies — and since Rogues
|
||||
// only get one swing per round, this naturally caps at once/round.
|
||||
// Set in applyClassPassives based on Rogue level (1d6 at L1-2 → 4d6
|
||||
// at L7-8 → 10d6 at L19-20, per 5e progression).
|
||||
SneakAttackDie int
|
||||
|
||||
// Phase 10 SUB2b — Mage subclasses.
|
||||
// ArcaneWardHP: flat HP buffer absorbed before player HP. Refilled at the
|
||||
// start of each combat by Abjuration L5+ (2× Mage level, +prof at L7).
|
||||
|
||||
@@ -150,12 +150,12 @@ func isTrivialEvent(e CombatEvent) bool {
|
||||
// (misses, whiffs) so long boss fights don't read as a wall of
|
||||
// "you swing wide / they swing wide" lines.
|
||||
var narrativeFillerSlog = []string{
|
||||
"_The exchange settles into a rhythm. A few rounds of nothing meaningful — TwinBee skips to the next thing that matters._",
|
||||
"_TwinBee narrates the next few seconds in a single sigh. Both sides keep swinging. Both sides keep missing._",
|
||||
"_And the battle goes on. Yadda yadda yadda. TwinBee will narrate the next part where something actually lands._",
|
||||
"_The grind continues. TwinBee uses the time to mentally redesign the dungeon's lighting._",
|
||||
"_A flurry of misses on both sides. Nobody is impressing anybody. TwinBee waits for the next hit._",
|
||||
"_TwinBee politely declines to narrate this stretch. It was, in TwinBee's professional opinion, a waste of everyone's time._",
|
||||
"_The exchange settles into a rhythm. A few rounds of nothing meaningful — I skip to the next thing that matters._",
|
||||
"_I narrate the next few seconds in a single sigh. Both sides keep swinging. Both sides keep missing._",
|
||||
"_And the battle goes on. Yadda yadda yadda. I will narrate the next part where something actually lands._",
|
||||
"_The grind continues. I use the time to mentally redesign the dungeon's lighting._",
|
||||
"_A flurry of misses on both sides. Nobody is impressing anybody. I wait for the next hit._",
|
||||
"_I politely decline to narrate this stretch. It was, in my professional opinion, a waste of everyone's time._",
|
||||
}
|
||||
|
||||
func clampHP(hp int) int {
|
||||
@@ -896,7 +896,7 @@ func renderTurnEvent(e CombatEvent, playerName, enemyName string, picker *action
|
||||
|
||||
var narrativeTurnFlee = []string{
|
||||
"🏃 You break off and run. No shame in it — the dead don't get a sequel.",
|
||||
"🏃 You decide this fight isn't yours to win and make for the exit. TwinBee respects the math.",
|
||||
"🏃 You decide this fight isn't yours to win and make for the exit. I respect the math.",
|
||||
"🏃 You disengage and bolt. The enemy doesn't chase. The enemy didn't have to.",
|
||||
}
|
||||
|
||||
|
||||
@@ -90,6 +90,19 @@ func applyPlayerHitDamageMods(st *combatState, player *Combatant, dmg int, isCri
|
||||
if player.Mods.DivineStrikePerHit > 0 && player.Stats.Weapon != nil {
|
||||
dmg += player.Mods.DivineStrikePerHit
|
||||
}
|
||||
// Class-identity audit (2026-05-16) — Rogue Sneak Attack. Add Nd6 on
|
||||
// every player hit. Same "once per turn = every hit" convention as
|
||||
// Divine Strike. Rogues swing once per round so this naturally lands
|
||||
// once/round at the cadence 5e expects. The bonus rides through the
|
||||
// crit doubling above (already applied to dmg) so a sneak-attack crit
|
||||
// reads correctly: doubled weapon dmg, then +Nd6 unaffected by the
|
||||
// crit. (5e doubles the sneak attack dice on crit too — we under-
|
||||
// shoot by ~Nd6 on the rare crit, which is acceptable for now.)
|
||||
if player.Mods.SneakAttackDie > 0 {
|
||||
for i := 0; i < player.Mods.SneakAttackDie; i++ {
|
||||
dmg += 1 + st.roll(6)
|
||||
}
|
||||
}
|
||||
// Phase 10 SUB2a-ii — Assassin Death Strike proxy: bonus damage on the
|
||||
// first hit only. Stacks on top of the Rogue's Sneak Attack auto-crit
|
||||
// (which already doubled the base damage above) — the bonus itself is
|
||||
|
||||
@@ -91,7 +91,7 @@ func (p *AdventurePlugin) reapCombatSession(userIDStr, sessionID string) {
|
||||
}
|
||||
|
||||
outcome := p.finishCombatSession(userID, sess, enemy)
|
||||
preamble := fmt.Sprintf("⏳ Your fight with **%s** timed out — TwinBee finished it for you.\n\n", enemy.Name)
|
||||
preamble := fmt.Sprintf("⏳ Your fight with **%s** timed out — I finished it for you.\n\n", enemy.Name)
|
||||
if err := p.SendDM(userID, preamble+outcome); err != nil {
|
||||
slog.Error("combat: reaper failed to DM outcome", "user", userID, "err", err)
|
||||
}
|
||||
|
||||
@@ -85,8 +85,12 @@ type Expedition struct {
|
||||
DMMood int
|
||||
LastBriefingAt *time.Time
|
||||
LastRecapAt *time.Time
|
||||
LastActivity time.Time
|
||||
CompletedAt *time.Time
|
||||
// LastAmbientKind — the Kind of the most recent ambient event the
|
||||
// ticker fired (e.g. "pack_rat", "monologue"). Empty when no ambient
|
||||
// has fired yet. Used by pickAmbientEvent for back-to-back anti-repeat.
|
||||
LastAmbientKind string
|
||||
LastActivity time.Time
|
||||
CompletedAt *time.Time
|
||||
}
|
||||
|
||||
// IsActive reports whether the expedition is in flight.
|
||||
@@ -189,7 +193,8 @@ func getActiveExpedition(userID id.UserID) (*Expedition, error) {
|
||||
supplies_json, camp_json, threat_level, threat_siege,
|
||||
threat_events, temporal_stack, region_state,
|
||||
xp_earned, coins_earned, gm_mood,
|
||||
last_briefing_at, last_recap_at, last_activity, completed_at
|
||||
last_briefing_at, last_recap_at, last_ambient_kind,
|
||||
last_activity, completed_at
|
||||
FROM dnd_expedition
|
||||
WHERE user_id = ?
|
||||
AND status = 'active'
|
||||
@@ -210,7 +215,8 @@ func getExpedition(id string) (*Expedition, error) {
|
||||
supplies_json, camp_json, threat_level, threat_siege,
|
||||
threat_events, temporal_stack, region_state,
|
||||
xp_earned, coins_earned, gm_mood,
|
||||
last_briefing_at, last_recap_at, last_activity, completed_at
|
||||
last_briefing_at, last_recap_at, last_ambient_kind,
|
||||
last_activity, completed_at
|
||||
FROM dnd_expedition WHERE expedition_id = ?`, id)
|
||||
e, err := scanExpedition(row)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
@@ -240,7 +246,8 @@ func scanExpedition(row scanner) (*Expedition, error) {
|
||||
&suppliesJSON, &campJSON, &e.ThreatLevel, &siegeI,
|
||||
&threatJSON, &e.TemporalStack, ®ionJSON,
|
||||
&e.XPEarned, &e.CoinsEarned, &e.DMMood,
|
||||
&lastBriefingRaw, &lastRecapRaw, &e.LastActivity, &completedRaw,
|
||||
&lastBriefingRaw, &lastRecapRaw, &e.LastAmbientKind,
|
||||
&e.LastActivity, &completedRaw,
|
||||
); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
@@ -11,16 +11,18 @@ import (
|
||||
|
||||
// Phase 2 of expedition autopilot — auto-harvest on room entry.
|
||||
//
|
||||
// Design (settled 2026-05-14):
|
||||
// Design (settled 2026-05-14, harvest-until-dry added 2026-05-16):
|
||||
// - All applicable actions auto-run on every walked room. Class- and
|
||||
// kill-gated nodes filter themselves out via the existing per-resource
|
||||
// restrictions.
|
||||
// - Rare+ nodes are NOT auto-attempted. If any sit available in the
|
||||
// room, autopilot stops with stopRareNode so the player can spend the
|
||||
// attempt deliberately.
|
||||
// - One attempt per eligible node per visit. A failed roll doesn't
|
||||
// retry; it logs the fail and moves on. Charges only decrement on
|
||||
// non-Nothing outcomes (mirrors handleHarvestCmd).
|
||||
// - Each eligible (Common/Uncommon) node is ground until it runs dry or
|
||||
// until autoHarvestPerNodeAttempts attempts have been spent — whichever
|
||||
// comes first. Failed rolls re-roll without depleting charges, same
|
||||
// as a manual player retrying !forage/!scavenge/etc. The cap stops
|
||||
// the walk from getting stuck on a hard-DC node forever.
|
||||
// - Noise interrupts apply threat++ and continue (parity with manual).
|
||||
// - Standard/Elite/Patrol combat interrupts hard-stop the walk:
|
||||
// stopEnded on death, stopHarvestCombat otherwise.
|
||||
@@ -28,6 +30,12 @@ import (
|
||||
// - Per-room footer ("+2 Iron, +1 Sage; 1 fail") + a walk-end tally
|
||||
// across all rooms.
|
||||
|
||||
// autoHarvestPerNodeAttempts bounds how many times autopilot will swing
|
||||
// at a single node before giving up for this visit. Sized to handle a
|
||||
// typical Common/Uncommon node (charges 1–3, success rate 50–80%) with
|
||||
// margin, while keeping a DC-20 outlier from spinning indefinitely.
|
||||
const autoHarvestPerNodeAttempts = 8
|
||||
|
||||
// autoHarvestSummary holds the aggregated outcome for one room's
|
||||
// auto-harvest pass. Per-room footer renders from this; expeditionCmdRun
|
||||
// also folds it into a walk-wide tally for the closing block.
|
||||
@@ -135,69 +143,75 @@ func (p *AdventurePlugin) autoHarvestRoom(
|
||||
continue
|
||||
}
|
||||
|
||||
// Interrupt roll, same model as handleHarvestCmd.
|
||||
interrupt, intTotal := resolveCombatInterrupt(
|
||||
exp.ThreatLevel, int(zone.Tier), char.Class, exp.ZoneID, nil)
|
||||
switch interrupt {
|
||||
case InterruptNoise:
|
||||
_ = applyThreatDelta(exp.ID, 2, "harvest noise (§4.2, autopilot)")
|
||||
res.Summary.NoiseInts++
|
||||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "interrupt",
|
||||
fmt.Sprintf("autopilot noise %s total=%d", string(action), intTotal), "")
|
||||
// fall through to the d20 roll, same as manual harvest.
|
||||
case InterruptStandard, InterruptElite, InterruptPatrol:
|
||||
body, ended := p.runHarvestInterrupt(userID, exp, run, zone, interrupt)
|
||||
res.CombatNarr = body
|
||||
res.PlayerEnded = ended
|
||||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "interrupt",
|
||||
fmt.Sprintf("autopilot %s kind=%d total=%d", string(action), int(interrupt), intTotal), "")
|
||||
if persistNodes {
|
||||
_ = saveHarvestNodes(exp, nodeID, nodes)
|
||||
// Grind this node until it's dry or until the per-node attempt
|
||||
// cap fires. A failed roll re-rolls (mirrors a manual player
|
||||
// pressing the harvest command again); only successful pulls
|
||||
// decrement charges.
|
||||
for attempt := 0; attempt < autoHarvestPerNodeAttempts && n.CurrentCharges > 0; attempt++ {
|
||||
// Interrupt roll, same model as handleHarvestCmd.
|
||||
interrupt, intTotal := resolveCombatInterrupt(
|
||||
exp.ThreatLevel, int(zone.Tier), char.Class, exp.ZoneID, nil)
|
||||
switch interrupt {
|
||||
case InterruptNoise:
|
||||
_ = applyThreatDelta(exp.ID, 2, "harvest noise (§4.2, autopilot)")
|
||||
res.Summary.NoiseInts++
|
||||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "interrupt",
|
||||
fmt.Sprintf("autopilot noise %s total=%d", string(action), intTotal), "")
|
||||
// fall through to the d20 roll, same as manual harvest.
|
||||
case InterruptStandard, InterruptElite, InterruptPatrol:
|
||||
body, ended := p.runHarvestInterrupt(userID, exp, run, zone, interrupt)
|
||||
res.CombatNarr = body
|
||||
res.PlayerEnded = ended
|
||||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "interrupt",
|
||||
fmt.Sprintf("autopilot %s kind=%d total=%d", string(action), int(interrupt), intTotal), "")
|
||||
if persistNodes {
|
||||
_ = saveHarvestNodes(exp, nodeID, nodes)
|
||||
}
|
||||
return res, nil
|
||||
}
|
||||
return res, nil
|
||||
}
|
||||
|
||||
// Resolve the harvest attempt.
|
||||
roll := rand.IntN(20) + 1
|
||||
mod := harvestActionAbility(char, action) + classHarvestBonus(char.Class, action)
|
||||
if action == HarvestFish {
|
||||
if adv, _ := loadAdvCharacter(userID); adv != nil {
|
||||
mod += fishingSkillBonus(adv.FishingSkill)
|
||||
// Resolve the harvest attempt.
|
||||
roll := rand.IntN(20) + 1
|
||||
mod := harvestActionAbility(char, action) + classHarvestBonus(char.Class, action)
|
||||
if action == HarvestFish {
|
||||
if adv, _ := loadAdvCharacter(userID); adv != nil {
|
||||
mod += fishingSkillBonus(adv.FishingSkill)
|
||||
}
|
||||
}
|
||||
}
|
||||
total := roll + mod
|
||||
dcDelta, _ := zoneConditionHarvestDCMod(exp, action)
|
||||
effectiveDC := rdef.DC + dcDelta
|
||||
outcome := resolveHarvestOutcome(total, effectiveDC)
|
||||
outcome = rangerRareCatchUpgrade(char.Class, action, outcome, nil)
|
||||
total := roll + mod
|
||||
dcDelta, _ := zoneConditionHarvestDCMod(exp, action)
|
||||
effectiveDC := rdef.DC + dcDelta
|
||||
outcome := resolveHarvestOutcome(total, effectiveDC)
|
||||
outcome = rangerRareCatchUpgrade(char.Class, action, outcome, nil)
|
||||
|
||||
var grantedQty int
|
||||
switch outcome {
|
||||
case OutcomeNothing:
|
||||
res.Summary.Fails++
|
||||
case OutcomeCommon:
|
||||
grantedQty = 1
|
||||
case OutcomeStandard:
|
||||
grantedQty = rand.IntN(3) + 1
|
||||
case OutcomeRich:
|
||||
grantedQty = rand.IntN(3) + 1
|
||||
if bonus := pickRichBonus(exp.ZoneID, rdef.ID); bonus != nil {
|
||||
_ = grantHarvestYield(userID, *bonus, 1)
|
||||
res.Summary.Yields[bonus.ID] += 1
|
||||
res.Summary.Names[bonus.ID] = bonus.Name
|
||||
var grantedQty int
|
||||
switch outcome {
|
||||
case OutcomeNothing:
|
||||
res.Summary.Fails++
|
||||
case OutcomeCommon:
|
||||
grantedQty = 1
|
||||
case OutcomeStandard:
|
||||
grantedQty = rand.IntN(3) + 1
|
||||
case OutcomeRich:
|
||||
grantedQty = rand.IntN(3) + 1
|
||||
if bonus := pickRichBonus(exp.ZoneID, rdef.ID); bonus != nil {
|
||||
_ = grantHarvestYield(userID, *bonus, 1)
|
||||
res.Summary.Yields[bonus.ID] += 1
|
||||
res.Summary.Names[bonus.ID] = bonus.Name
|
||||
}
|
||||
}
|
||||
if grantedQty > 0 {
|
||||
_ = grantHarvestYield(userID, rdef, grantedQty)
|
||||
res.Summary.Yields[rdef.ID] += grantedQty
|
||||
res.Summary.Names[rdef.ID] = rdef.Name
|
||||
n.CurrentCharges--
|
||||
persistNodes = true
|
||||
}
|
||||
}
|
||||
if grantedQty > 0 {
|
||||
_ = grantHarvestYield(userID, rdef, grantedQty)
|
||||
res.Summary.Yields[rdef.ID] += grantedQty
|
||||
res.Summary.Names[rdef.ID] = rdef.Name
|
||||
n.CurrentCharges--
|
||||
persistNodes = true
|
||||
}
|
||||
|
||||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "harvest",
|
||||
fmt.Sprintf("autopilot %s %s d20=%d total=%d dc=%d → %s",
|
||||
string(action), rdef.ID, roll, total, rdef.DC, string(outcome)), "")
|
||||
_ = appendExpeditionLog(exp.ID, exp.CurrentDay, "harvest",
|
||||
fmt.Sprintf("autopilot %s %s d20=%d total=%d dc=%d → %s",
|
||||
string(action), rdef.ID, roll, total, rdef.DC, string(outcome)), "")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -56,7 +56,18 @@ func (p *AdventurePlugin) handleDnDExpeditionCmd(ctx MessageContext, args string
|
||||
return p.SendDM(ctx.Sender, expeditionHelpText())
|
||||
case "list", "ls":
|
||||
return p.expeditionCmdList(ctx, c)
|
||||
case "start", "begin", "go":
|
||||
case "start", "begin":
|
||||
return p.expeditionCmdStart(ctx, c, rest)
|
||||
case "go", "choose":
|
||||
// Context-sensitive: with an active expedition + numeric rest,
|
||||
// treat as "take fork path N" (forwards to zoneCmdGo so the
|
||||
// player doesn't have to remember the !zone seam). Otherwise
|
||||
// fall back to the historical alias for `!expedition start`.
|
||||
if rest != "" && isAllDigits(strings.TrimSpace(rest)) {
|
||||
if exp, _ := getActiveExpedition(ctx.Sender); exp != nil {
|
||||
return p.zoneCmdGo(ctx, rest)
|
||||
}
|
||||
}
|
||||
return p.expeditionCmdStart(ctx, c, rest)
|
||||
case "status", "info":
|
||||
return p.expeditionCmdStatus(ctx, rest)
|
||||
@@ -458,6 +469,22 @@ func (p *AdventurePlugin) expeditionCmdAbandon(ctx MessageContext) error {
|
||||
// helper: ensure we don't shadow id.UserID import in test harness.
|
||||
var _ id.UserID
|
||||
|
||||
// isAllDigits reports whether s is a non-empty string of ASCII digits.
|
||||
// Used to route `!expedition go N` to the fork-choice handler when N is
|
||||
// numeric; non-numeric rest (`!expedition go ironforge`) still falls
|
||||
// through to expeditionCmdStart.
|
||||
func isAllDigits(s string) bool {
|
||||
if s == "" {
|
||||
return false
|
||||
}
|
||||
for _, r := range s {
|
||||
if r < '0' || r > '9' {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// ── run (autopilot) ─────────────────────────────────────────────────────────
|
||||
|
||||
// autopilotRoomCap bounds a single `!expedition run` invocation. Real-time
|
||||
@@ -472,6 +499,19 @@ const autopilotRoomCap = 6
|
||||
// could end the run; pause, heal, or commit."
|
||||
const autopilotLowHPPct = 0.30
|
||||
|
||||
// autopilotWalkResult bundles the staged narration plus structured
|
||||
// metadata so foreground (streamFlow) and background (single DM, with
|
||||
// progress-based DM suppression) callers can share the same walk loop.
|
||||
type autopilotWalkResult struct {
|
||||
stream []string
|
||||
finalMsg string
|
||||
rooms int
|
||||
reason stopReason
|
||||
// initErr — populated when the walk couldn't start (no expedition,
|
||||
// no run). Foreground surfaces it as a DM; background swallows it.
|
||||
initErr string
|
||||
}
|
||||
|
||||
// expeditionCmdRun is the autopilot surface. It loops advanceOnce until a
|
||||
// natural interrupt fires (fork, elite/boss doorway, death, complete) or
|
||||
// an injected interrupt fires (low HP, low SU, room cap). Each iteration's
|
||||
@@ -480,27 +520,42 @@ const autopilotLowHPPct = 0.30
|
||||
// combat already auto-resolves inside resolveCombatRoom; elite/boss
|
||||
// doorways stop here so the player can choose !fight on their own terms.
|
||||
func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
r := p.runAutopilotWalk(ctx, autopilotRoomCap, false)
|
||||
if r.initErr != "" {
|
||||
return p.SendDM(ctx.Sender, r.initErr)
|
||||
}
|
||||
return p.streamFlow(ctx.Sender, r.stream, r.finalMsg)
|
||||
}
|
||||
|
||||
// runAutopilotWalk runs the autopilot loop up to maxRooms times and
|
||||
// returns a bundle the caller can either streamFlow (foreground) or
|
||||
// post as a single DM (background ticker). Pure side effects on the
|
||||
// run graph / harvest tally / supplies / threat — same as before, just
|
||||
// no streamFlow here. compact==true switches the underlying combat
|
||||
// narration into terse mode and auto-resolves elite (not boss) rooms.
|
||||
func (p *AdventurePlugin) runAutopilotWalk(ctx MessageContext, maxRooms int, compact bool) autopilotWalkResult {
|
||||
exp, err := getActiveExpedition(ctx.Sender)
|
||||
if err != nil {
|
||||
return p.SendDM(ctx.Sender, "Couldn't read expedition state: "+err.Error())
|
||||
return autopilotWalkResult{initErr: "Couldn't read expedition state: " + err.Error()}
|
||||
}
|
||||
if exp == nil {
|
||||
return p.SendDM(ctx.Sender, "You're not on an expedition. `!expedition list` to pick one.")
|
||||
return autopilotWalkResult{initErr: "You're not on an expedition. `!expedition list` to pick one."}
|
||||
}
|
||||
if exp.RunID == "" {
|
||||
return p.SendDM(ctx.Sender, "No active region run. Try `!region` to refresh.")
|
||||
return autopilotWalkResult{initErr: "No active region run. Try `!region` to refresh."}
|
||||
}
|
||||
|
||||
var stream []string
|
||||
var finalMsg string
|
||||
rooms := 0
|
||||
reason := stopOK // sticky: last loop-exit reason
|
||||
|
||||
// Phase 2 — walk-wide auto-harvest tally. Per-room footers go into the
|
||||
// stream as we go; the cumulative haul renders on the final block.
|
||||
walkYields := map[string]int{}
|
||||
walkNames := map[string]string{}
|
||||
|
||||
for i := 0; i < autopilotRoomCap; i++ {
|
||||
for i := 0; i < maxRooms; i++ {
|
||||
// Pre-iteration interrupts: low HP / low SU. Skip on the first
|
||||
// iteration so the player always gets at least one room out of
|
||||
// `!expedition run` even if they limped in — autopilot stops on
|
||||
@@ -508,13 +563,14 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
if i > 0 {
|
||||
if msg, stop := autopilotPreflight(ctx.Sender, exp); stop {
|
||||
finalMsg = msg
|
||||
reason = stopPreflight
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
res, aerr := p.advanceOnce(ctx)
|
||||
res, aerr := p.advanceOnceWithOpts(ctx, compact)
|
||||
if aerr != nil {
|
||||
return p.SendDM(ctx.Sender, aerr.Error())
|
||||
return autopilotWalkResult{initErr: aerr.Error()}
|
||||
}
|
||||
|
||||
// Roll this step's beats into the running stream.
|
||||
@@ -538,6 +594,7 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
} else {
|
||||
finalMsg = res.final
|
||||
}
|
||||
reason = res.reason
|
||||
break
|
||||
}
|
||||
|
||||
@@ -550,6 +607,24 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
exp = fresh
|
||||
}
|
||||
|
||||
// Arrived at a Boss doorway: stop here. The "Room X/Y — Boss.
|
||||
// !fight when ready." line in res.final already tells the player
|
||||
// what to do; another loop iteration would just hit the gate and
|
||||
// emit a duplicate "Room X/Y — Boss" message.
|
||||
//
|
||||
// For Elite + non-compact, do the same. In compact mode we let
|
||||
// the next iteration run because the gate will auto-resolve the
|
||||
// elite inline (which is the whole point of compact mode).
|
||||
if res.nextRoomType == RoomBoss || (res.nextRoomType == RoomElite && !compact) {
|
||||
r := stopBoss
|
||||
if res.nextRoomType == RoomElite {
|
||||
r = stopElite
|
||||
}
|
||||
finalMsg = autopilotFooter(r, rooms)
|
||||
reason = r
|
||||
break
|
||||
}
|
||||
|
||||
// Phase 2 — auto-harvest the room we just walked into. Aggregates
|
||||
// into walkYields/walkNames; per-room footer goes straight into
|
||||
// the stream. Rare+ nodes and combat interrupts hard-stop the
|
||||
@@ -562,6 +637,7 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
if herr != nil {
|
||||
continue
|
||||
}
|
||||
|
||||
for k, v := range hr.Summary.Yields {
|
||||
walkYields[k] += v
|
||||
walkNames[k] = hr.Summary.Names[k]
|
||||
@@ -572,11 +648,11 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
if hr.CombatNarr != "" {
|
||||
// A harvest interrupt fired combat. The combat narration
|
||||
// becomes the final block; reason classifies death vs survive.
|
||||
reason := stopHarvestCombat
|
||||
r := stopHarvestCombat
|
||||
if hr.PlayerEnded {
|
||||
reason = stopEnded
|
||||
r = stopEnded
|
||||
}
|
||||
footer := autopilotFooter(reason, rooms)
|
||||
footer := autopilotFooter(r, rooms)
|
||||
finalMsg = hr.CombatNarr
|
||||
if footer != "" {
|
||||
finalMsg += "\n\n" + footer
|
||||
@@ -584,6 +660,7 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
if tally := renderWalkTally(walkYields, walkNames); tally != "" && !hr.PlayerEnded {
|
||||
finalMsg += "\n\n" + tally
|
||||
}
|
||||
reason = r
|
||||
break
|
||||
}
|
||||
if len(hr.RarePending) > 0 {
|
||||
@@ -591,6 +668,7 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
if tally := renderWalkTally(walkYields, walkNames); tally != "" {
|
||||
finalMsg += "\n\n" + tally
|
||||
}
|
||||
reason = stopRareNode
|
||||
break
|
||||
}
|
||||
|
||||
@@ -614,7 +692,12 @@ func (p *AdventurePlugin) expeditionCmdRun(ctx MessageContext) error {
|
||||
!strings.Contains(finalMsg, "Walk haul:") {
|
||||
finalMsg += "\n\n" + tally
|
||||
}
|
||||
return p.streamFlow(ctx.Sender, stream, finalMsg)
|
||||
return autopilotWalkResult{
|
||||
stream: stream,
|
||||
finalMsg: finalMsg,
|
||||
rooms: rooms,
|
||||
reason: reason,
|
||||
}
|
||||
}
|
||||
|
||||
// autopilotPreflight checks the threshold-based interrupts that fire
|
||||
@@ -644,7 +727,7 @@ func autopilotFooter(reason stopReason, rooms int) string {
|
||||
}
|
||||
switch reason {
|
||||
case stopFork:
|
||||
return fmt.Sprintf("⏸ **Autopilot paused at a fork** (after %s). `!zone go <n>` to choose, then `!expedition run` to keep walking.", roomsStr)
|
||||
return fmt.Sprintf("⏸ **Autopilot paused at a fork** (after %s). `!expedition go <n>` to choose; auto-walk resumes automatically.", roomsStr)
|
||||
case stopElite:
|
||||
return fmt.Sprintf("⏸ **Autopilot paused — elite ahead** (after %s). `!fight` when ready, then `!expedition run` to continue.", roomsStr)
|
||||
case stopBoss:
|
||||
|
||||
@@ -130,7 +130,8 @@ func loadExpeditionsNeedingBriefing(threshold time.Time) ([]*Expedition, error)
|
||||
supplies_json, camp_json, threat_level, threat_siege,
|
||||
threat_events, temporal_stack, region_state,
|
||||
xp_earned, coins_earned, gm_mood,
|
||||
last_briefing_at, last_recap_at, last_activity, completed_at
|
||||
last_briefing_at, last_recap_at, last_ambient_kind,
|
||||
last_activity, completed_at
|
||||
FROM dnd_expedition
|
||||
WHERE status = 'active'
|
||||
AND start_date < ?
|
||||
@@ -151,7 +152,8 @@ func loadExpeditionsNeedingRecap(threshold time.Time) ([]*Expedition, error) {
|
||||
supplies_json, camp_json, threat_level, threat_siege,
|
||||
threat_events, temporal_stack, region_state,
|
||||
xp_earned, coins_earned, gm_mood,
|
||||
last_briefing_at, last_recap_at, last_activity, completed_at
|
||||
last_briefing_at, last_recap_at, last_ambient_kind,
|
||||
last_activity, completed_at
|
||||
FROM dnd_expedition
|
||||
WHERE status = 'active'
|
||||
AND (last_recap_at IS NULL OR last_recap_at < ?)`, threshold)
|
||||
|
||||
@@ -101,7 +101,8 @@ func getResumableExpedition(userID id.UserID) (*Expedition, error) {
|
||||
supplies_json, camp_json, threat_level, threat_siege,
|
||||
threat_events, temporal_stack, region_state,
|
||||
xp_earned, coins_earned, gm_mood,
|
||||
last_briefing_at, last_recap_at, last_activity, completed_at
|
||||
last_briefing_at, last_recap_at, last_ambient_kind,
|
||||
last_activity, completed_at
|
||||
FROM dnd_expedition
|
||||
WHERE user_id = ?
|
||||
AND status = 'extracting'
|
||||
|
||||
@@ -44,7 +44,7 @@ type NightCheck struct {
|
||||
MonsterID string // bestiary id of the encounter, if any
|
||||
MonsterName string
|
||||
Summary string // short factual line
|
||||
Flavor string // TwinBee voice line, may be empty
|
||||
Flavor string // I voice line, may be empty
|
||||
ThreatBumped bool // signs-of-passage adds +2 threat
|
||||
}
|
||||
|
||||
|
||||
@@ -121,6 +121,19 @@ func applyClassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDCharact
|
||||
// at high tiers (T5 mean trails leaders by ~10pp pre-tune). Add a
|
||||
// modest steady-DPS rider so post-opener rounds aren't pure attrition.
|
||||
mods.DamageBonus += 0.05
|
||||
// Class-identity audit (2026-05-16) — actual Sneak Attack as Nd6
|
||||
// per hit, scaling with level per 5e (1d6 L1-2 ... 10d6 L19-20).
|
||||
// AutoCritFirst + DamageBonus alone left the rogue's defining
|
||||
// mechanic invisible at the table: monte-carlo win rates looked
|
||||
// fine but a player hitting once per round saw weapon-only damage
|
||||
// every swing after the opener. Engine path uses the same "every
|
||||
// hit" treatment as Divine Strike (rogues swing 1×/round so this
|
||||
// matches the 5e once-per-turn cadence in practice).
|
||||
sneakDice := (c.Level + 1) / 2
|
||||
if sneakDice > 10 {
|
||||
sneakDice = 10
|
||||
}
|
||||
mods.SneakAttackDie += sneakDice
|
||||
case ClassMage:
|
||||
stats.AttackBonus++
|
||||
// Phase 2 class-balance: +1 attack alone left Mage mid-pack on damage
|
||||
|
||||
@@ -233,7 +233,7 @@ func buildSpellList() []SpellDefinition {
|
||||
Upcast: "more vigour per slot above 2nd"},
|
||||
{ID: "augury", Name: "Augury", Level: 2, School: "divination",
|
||||
Classes: cleric, Effect: EffectUtility, CastTime: CastRitual,
|
||||
Description: "Ask the next half-hour a yes-or-no question. TwinBee relays the omen, mostly straight."},
|
||||
Description: "Ask the next half-hour a yes-or-no question. I relay the omen, mostly straight."},
|
||||
|
||||
// ── 2nd level — Ranger ────────────────────────────────────────────────
|
||||
{ID: "pass_without_trace", Name: "Pass Without Trace", Level: 2, School: "abjuration",
|
||||
|
||||
@@ -84,57 +84,57 @@ var dndSubclassRegistry = []DnDSubclassInfo{
|
||||
// Fighter
|
||||
{SubclassChampion, ClassFighter, "Champion",
|
||||
"Raw power, brutal efficiency.",
|
||||
"You've chosen the old way. No tricks, no systems. Just you, and the blade, and the next hit. TwinBee approves of this directness."},
|
||||
"You've chosen the old way. No tricks, no systems. Just you, and the blade, and the next hit. I approve of this directness."},
|
||||
{SubclassBattleMaster, ClassFighter, "Battle Master",
|
||||
"Tactical superiority, maneuver control.",
|
||||
"Maneuvers, dice, control of the engagement. TwinBee notes that the smartest fighter in the room rarely throws the first punch."},
|
||||
"Maneuvers, dice, control of the engagement. I note that the smartest fighter in the room rarely throws the first punch."},
|
||||
{SubclassBerserker, ClassFighter, "Berserker",
|
||||
"Rage-fueled destruction, high risk/reward.",
|
||||
"Rage as a tool, exhaustion as a tax. TwinBee files this under 'load-bearing recklessness'."},
|
||||
"Rage as a tool, exhaustion as a tax. I file this under 'load-bearing recklessness'."},
|
||||
|
||||
// Rogue
|
||||
{SubclassThief, ClassRogue, "Thief",
|
||||
"Speed, opportunism, fast hands.",
|
||||
"Quick fingers, quicker exits. TwinBee suspects the locks of the world have been put on notice."},
|
||||
"Quick fingers, quicker exits. I suspect the locks of the world have been put on notice."},
|
||||
{SubclassAssassin, ClassRogue, "Assassin",
|
||||
"Setup and execution; devastating openers.",
|
||||
"Patience, then violence, then nothing. TwinBee respects the economy of motion."},
|
||||
"Patience, then violence, then nothing. I respect the economy of motion."},
|
||||
{SubclassArcaneTrickster, ClassRogue, "Arcane Trickster",
|
||||
"Stealth plus a slice of Mage spellcasting.",
|
||||
"Magic in the hands of a Rogue. TwinBee considers this the universe's way of apologizing for giving you low HP."},
|
||||
"Magic in the hands of a Rogue. I consider this the universe's way of apologizing for giving you low HP."},
|
||||
|
||||
// Mage
|
||||
{SubclassEvocation, ClassMage, "Evocation",
|
||||
"Pure damage output. The glass cannon perfected.",
|
||||
"You picked the path of the louder spell. TwinBee finds this aesthetically pleasing and structurally alarming."},
|
||||
"You picked the path of the louder spell. I find this aesthetically pleasing and structurally alarming."},
|
||||
{SubclassAbjuration, ClassMage, "Abjuration",
|
||||
"Wards, shields, counterspells.",
|
||||
"You'd rather not get hit, and you've made it your specialty. TwinBee approves of this kind of foresight."},
|
||||
"You'd rather not get hit, and you've made it your specialty. I approve of this kind of foresight."},
|
||||
{SubclassNecromancy, ClassMage, "Necromancy",
|
||||
"Control undead and drain life.",
|
||||
"Undeath as a tool rather than a state. TwinBee has opinions about this. TwinBee is keeping them to itself."},
|
||||
"Undeath as a tool rather than a state. I have opinions about this. I am keeping them to itself."},
|
||||
|
||||
// Cleric
|
||||
{SubclassLifeDomain, ClassCleric, "Life Domain",
|
||||
"Maximum healing output. Party support anchor.",
|
||||
"Healing as discipline, not afterthought. TwinBee notes the party will live longer because of you, whether they thank you or not."},
|
||||
"Healing as discipline, not afterthought. I note the party will live longer because of you, whether they thank you or not."},
|
||||
{SubclassWarDomain, ClassCleric, "War Domain",
|
||||
"Combat Cleric — extra attacks, martial weapons.",
|
||||
"You came to fight, not to mediate. TwinBee finds this clarifying."},
|
||||
"You came to fight, not to mediate. I find this clarifying."},
|
||||
{SubclassTrickeryDomain, ClassCleric, "Trickery Domain",
|
||||
"Illusion, misdirection, chaos.",
|
||||
"A Cleric who lies for a living. TwinBee delights in the implied theological complications."},
|
||||
"A Cleric who lies for a living. I delight in the implied theological complications."},
|
||||
|
||||
// Ranger
|
||||
{SubclassHunter, ClassRanger, "Hunter",
|
||||
"Zone specialist; bonuses against enemy types.",
|
||||
"You read the terrain before you draw the bow. TwinBee finds this professionalism rare and welcome."},
|
||||
"You read the terrain before you draw the bow. I find this professionalism rare and welcome."},
|
||||
{SubclassBeastMaster, ClassRanger, "Beast Master",
|
||||
"Deep Ranger–pet bond. Pet as combat partner.",
|
||||
"You and your pet, all the way down. TwinBee finds this genuinely moving and declines to be embarrassed about that."},
|
||||
"You and your pet, all the way down. I find this genuinely moving and decline to be embarrassed about that."},
|
||||
{SubclassGloomStalker, ClassRanger, "Gloom Stalker",
|
||||
"Darkness specialist. Exceptional underground.",
|
||||
"You were already good in the dark. Now you're better. TwinBee notes: the Underdark is waiting."},
|
||||
"You were already good in the dark. Now you're better. I note: the Underdark is waiting."},
|
||||
|
||||
// Druid — Open5e caster scaffold
|
||||
{SubclassCircleLand, ClassDruid, "Circle of the Land",
|
||||
|
||||
@@ -96,7 +96,7 @@ type ZoneDefinition struct {
|
||||
LevelMax int
|
||||
Faction string
|
||||
Atmosphere string // one-line biome description
|
||||
Hook string // entry-room narration seed (TwinBee voice, italic)
|
||||
Hook string // entry-room narration seed (I voice, italic)
|
||||
MinRooms int
|
||||
MaxRooms int
|
||||
Enemies []ZoneEnemy
|
||||
@@ -213,7 +213,7 @@ func zoneGoblinWarrens() ZoneDefinition {
|
||||
LevelMax: 3,
|
||||
Faction: "Goblins, Hobgoblins",
|
||||
Atmosphere: "Low ceilings, torchlight, crude traps, cackling in the dark.",
|
||||
Hook: "A network of fetid tunnels burrowed beneath the Merchant's Road. The smell arrives before the sounds — smoke, rot, and something worse. TwinBee advises keeping one hand on your blade.",
|
||||
Hook: "A network of fetid tunnels burrowed beneath the Merchant's Road. The smell arrives before the sounds — smoke, rot, and something worse. I advise keeping one hand on your blade.",
|
||||
MinRooms: 6,
|
||||
MaxRooms: 7,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -257,7 +257,7 @@ func zoneCryptValdris() ZoneDefinition {
|
||||
LevelMax: 3,
|
||||
Faction: "Undead",
|
||||
Atmosphere: "Stone corridors, dripping water, candles that shouldn't still be burning.",
|
||||
Hook: "The iron gate hangs open — someone left in a hurry. Carved into the stone above: \"HERE LIES VALDRIS. DO NOT.\" The rest has been chiseled away. TwinBee declines to speculate.",
|
||||
Hook: "The iron gate hangs open — someone left in a hurry. Carved into the stone above: \"HERE LIES VALDRIS. DO NOT.\" The rest has been chiseled away. I decline to speculate.",
|
||||
MinRooms: 6,
|
||||
MaxRooms: 7,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -313,7 +313,7 @@ func zoneForestShadows() ZoneDefinition {
|
||||
LevelMax: 5,
|
||||
Faction: "Beasts, Fey-corrupted creatures, Bandits",
|
||||
Atmosphere: "Ancient forest, twisted paths, eerie silence, bioluminescent fungi, things in the canopy.",
|
||||
Hook: "The forest was beautiful once. Travelers still say so, usually right before they stop saying anything at all. The trees lean in when you're not looking. TwinBee has noted this is not a metaphor.",
|
||||
Hook: "The forest was beautiful once. Travelers still say so, usually right before they stop saying anything at all. The trees lean in when you're not looking. I have noted this is not a metaphor.",
|
||||
MinRooms: 6,
|
||||
MaxRooms: 8,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -376,7 +376,7 @@ func zoneSunkenTemple() ZoneDefinition {
|
||||
LevelMax: 5,
|
||||
Faction: "Kuo-toa, Water Elementals, Aboleth-touched",
|
||||
Atmosphere: "Flooded stone chambers, barnacled pillars, salt smell, alien glyphs, things that swim in the dark water.",
|
||||
Hook: "The tide went out thirty years ago and never fully came back. The temple stayed wet anyway. Something down there keeps it that way. TwinBee suggests waterproofing your spellbook.",
|
||||
Hook: "The tide went out thirty years ago and never fully came back. The temple stayed wet anyway. Something down there keeps it that way. I suggest waterproofing your spellbook.",
|
||||
MinRooms: 6,
|
||||
MaxRooms: 8,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -422,7 +422,7 @@ func zoneManorBlackspire() ZoneDefinition {
|
||||
LevelMax: 8,
|
||||
Faction: "Undead, Shadows, Vampiric",
|
||||
Atmosphere: "Victorian decay, impossible architecture, portraits whose eyes follow movement, cold spots, locked rooms that weren't locked before.",
|
||||
Hook: "The manor has been for sale for eleven years. Every buyer has either left immediately or not left at all. The real estate listing describes it as 'full of character.' TwinBee finds this accurate.",
|
||||
Hook: "The manor has been for sale for eleven years. Every buyer has either left immediately or not left at all. The real estate listing describes it as 'full of character.' I find this accurate.",
|
||||
MinRooms: 7,
|
||||
MaxRooms: 9,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -490,7 +490,7 @@ func zoneUnderforge() ZoneDefinition {
|
||||
LevelMax: 8,
|
||||
Faction: "Fire Elementals, Constructs, Salamanders, Azers",
|
||||
Atmosphere: "Volcanic caverns, rivers of cooling lava, ancient dwarven stonework, the constant bass note of something very large moving below.",
|
||||
Hook: "The dwarven forge-city of Kharak Dûn was not abandoned. It was sealed from the outside. TwinBee does not have information on what they were sealing in.",
|
||||
Hook: "The dwarven forge-city of Kharak Dûn was not abandoned. It was sealed from the outside. I do not have information on what they were sealing in.",
|
||||
MinRooms: 7,
|
||||
MaxRooms: 9,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -547,7 +547,7 @@ func zoneUnderdark() ZoneDefinition {
|
||||
LevelMax: 12,
|
||||
Faction: "Drow, Mind Flayers, Beholders (far), Ropers, Hook Horrors",
|
||||
Atmosphere: "Absolute darkness, phosphorescent mushroom groves, vast underground seas, carved drow cities in the distance, things older than the surface world.",
|
||||
Hook: "There is a world below the world. It has its own cities, its own wars, its own sky — which is stone, and has never once been kind. TwinBee speaks more quietly here. Something might be listening.",
|
||||
Hook: "There is a world below the world. It has its own cities, its own wars, its own sky — which is stone, and has never once been kind. I speak more quietly here. Something might be listening.",
|
||||
MinRooms: 8,
|
||||
MaxRooms: 10,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -604,7 +604,7 @@ func zoneFeywildCrossing() ZoneDefinition {
|
||||
LevelMax: 12,
|
||||
Faction: "Hags, Redcaps, Will-o-Wisps, Fomorians, Unseelie Fey",
|
||||
Atmosphere: "Impossible beauty, treacherous whimsy, time distortion, rules that change without notice, bargains with terrible fine print.",
|
||||
Hook: "The veil between worlds is thin here. Colors are too saturated. The mushrooms are too large. A small creature made of starlight just offered you a deal. TwinBee advises extreme caution regarding deals.",
|
||||
Hook: "The veil between worlds is thin here. Colors are too saturated. The mushrooms are too large. A small creature made of starlight just offered you a deal. I advise extreme caution regarding deals.",
|
||||
MinRooms: 8,
|
||||
MaxRooms: 10,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -662,7 +662,7 @@ func zoneDragonsLair() ZoneDefinition {
|
||||
LevelMax: 20,
|
||||
Faction: "Kobolds, Drakes, Young Dragons, Wyrm",
|
||||
Atmosphere: "Scorched stone, rivers of gold coins half-melted into the floor, kobold warrens as outer defenses, growing heat, the unmistakable smell of something ancient and enormous.",
|
||||
Hook: "The mountain has not erupted in forty years. The locals say it is dormant. The locals are wrong about what lives in mountains. TwinBee has prepared an unusually long entry description for this one.",
|
||||
Hook: "The mountain has not erupted in forty years. The locals say it is dormant. The locals are wrong about what lives in mountains. I have prepared an unusually long entry description for this one.",
|
||||
MinRooms: 9,
|
||||
MaxRooms: 10,
|
||||
Enemies: []ZoneEnemy{
|
||||
@@ -710,7 +710,7 @@ func zoneAbyssPortal() ZoneDefinition {
|
||||
LevelMax: 20,
|
||||
Faction: "Demons, Fiends, Corrupted Celestials",
|
||||
Atmosphere: "Reality fractures, impossible geometry, constant low psychic pressure, the feeling of being watched by something that has no eyes.",
|
||||
Hook: "Someone opened a door they should not have opened. The door is still open. Things are still coming through. TwinBee is not making jokes about this one.",
|
||||
Hook: "Someone opened a door they should not have opened. The door is still open. Things are still coming through. I am not making jokes about this one.",
|
||||
MinRooms: 9,
|
||||
MaxRooms: 10,
|
||||
Enemies: []ZoneEnemy{
|
||||
|
||||
@@ -84,7 +84,7 @@ func zoneHelpText() string {
|
||||
b.WriteString("`!zone abandon` — end the active run (no rewards)\n")
|
||||
b.WriteString("`!zone taunt` — poke TwinBee (they'll remember)\n")
|
||||
b.WriteString("`!zone compliment` — flatter TwinBee (they'll like that)\n")
|
||||
b.WriteString("`!zone lore` — TwinBee shares zone history")
|
||||
b.WriteString("`!zone lore` — I share zone history")
|
||||
return b.String()
|
||||
}
|
||||
|
||||
@@ -386,6 +386,7 @@ const (
|
||||
stopBlocked // an active CombatSession blocks the advance
|
||||
stopRareNode // auto-harvest spotted a Rare+ node; player should decide
|
||||
stopHarvestCombat // auto-harvest pulled into combat that resolved short of death
|
||||
stopPreflight // pre-iteration preflight tripped (low HP / low SU)
|
||||
)
|
||||
|
||||
// advanceResult bundles the staged narration + dispatch shape of one
|
||||
@@ -398,6 +399,12 @@ type advanceResult struct {
|
||||
phases []string
|
||||
final string
|
||||
reason stopReason
|
||||
// nextRoomType — when reason is stopOK, the type of the room the
|
||||
// player just stepped into. The autopilot loop reads this to break
|
||||
// before running a redundant iteration whose only job would be to
|
||||
// re-emit the Boss/Elite doorway gate (and produce a duplicate
|
||||
// "Room X/Y — Boss" line in the same DM).
|
||||
nextRoomType RoomType
|
||||
}
|
||||
|
||||
// zoneCmdAdvance resolves the room the player is currently standing in,
|
||||
@@ -421,7 +428,15 @@ func (p *AdventurePlugin) zoneCmdAdvance(ctx MessageContext) error {
|
||||
// "Couldn't ..." context); callers should SendDM them verbatim. State
|
||||
// mutations on run / character / combat sessions persist regardless of
|
||||
// how the caller dispatches the narration.
|
||||
// advanceOnce — single-room advance. compact==true switches to the
|
||||
// terse autopilot-friendly combat narration and auto-resolves elite
|
||||
// doorways (boss still stops; boss is the climax beat). Foreground
|
||||
// `!expedition run` / `!zone advance` always pass false.
|
||||
func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error) {
|
||||
return p.advanceOnceWithOpts(ctx, false)
|
||||
}
|
||||
|
||||
func (p *AdventurePlugin) advanceOnceWithOpts(ctx MessageContext, compact bool) (advanceResult, error) {
|
||||
run, err := getActiveZoneRun(ctx.Sender)
|
||||
if err != nil {
|
||||
return advanceResult{}, fmt.Errorf("Couldn't read run state: %s", err.Error())
|
||||
@@ -445,6 +460,15 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
|
||||
// door — only on the advance that walked the player here, which already
|
||||
// fired below on the previous room. A won CombatSession for the encounter
|
||||
// means the fight's done; fall through so the graph clears the room.
|
||||
//
|
||||
// compact==true (background autopilot) auto-resolves elite rooms via
|
||||
// the same forward-sim engine used for exploration combat. Boss still
|
||||
// pauses regardless — the boss is the run's climax beat and shouldn't
|
||||
// be settled while the player isn't paying attention.
|
||||
var eliteAutoIntro string
|
||||
var eliteAutoPhases []string
|
||||
var eliteAutoOutcome string
|
||||
eliteAutoResolved := false
|
||||
if prev == RoomElite || prev == RoomBoss {
|
||||
encID := encounterIDForRoom(prevIdx)
|
||||
sess, serr := getCombatSessionForEncounter(run.RunID, encID)
|
||||
@@ -452,17 +476,36 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
|
||||
return advanceResult{}, fmt.Errorf("Couldn't read combat state: %s", serr.Error())
|
||||
}
|
||||
if sess == nil || sess.Status != CombatStatusWon {
|
||||
kind := "Elite"
|
||||
r := stopElite
|
||||
if prev == RoomBoss {
|
||||
kind = "Boss"
|
||||
r = stopBoss
|
||||
if prev == RoomBoss || !compact {
|
||||
kind := "Elite"
|
||||
r := stopElite
|
||||
if prev == RoomBoss {
|
||||
kind = "Boss"
|
||||
r = stopBoss
|
||||
}
|
||||
return advanceResult{
|
||||
final: fmt.Sprintf("**Room %d/%d — %s.** Type `!fight` to engage.",
|
||||
prevIdx+1, run.TotalRooms, kind),
|
||||
reason: r,
|
||||
}, nil
|
||||
}
|
||||
return advanceResult{
|
||||
final: fmt.Sprintf("**Room %d/%d — %s.** Type `!fight` to engage.",
|
||||
prevIdx+1, run.TotalRooms, kind),
|
||||
reason: r,
|
||||
}, nil
|
||||
// Compact-mode elite auto-resolve.
|
||||
ai, ap, ao, aended, aerr := p.resolveCombatRoom(ctx.Sender, run, zone, true, true)
|
||||
if aerr != nil {
|
||||
return advanceResult{}, fmt.Errorf("Couldn't auto-resolve elite: %s", aerr.Error())
|
||||
}
|
||||
if aended {
|
||||
return advanceResult{
|
||||
intro: ai,
|
||||
phases: ap,
|
||||
final: ao,
|
||||
reason: stopEnded,
|
||||
}, nil
|
||||
}
|
||||
eliteAutoIntro = ai
|
||||
eliteAutoPhases = ap
|
||||
eliteAutoOutcome = ao
|
||||
eliteAutoResolved = true
|
||||
}
|
||||
}
|
||||
|
||||
@@ -503,7 +546,15 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
|
||||
// rooms return a non-nil phases slice — those get streamed with
|
||||
// 2–3s delays for suspense; non-combat rooms collapse into a single
|
||||
// SendDM as before.
|
||||
intro, phases, outcome, ended, err := p.resolveRoom(ctx.Sender, run, zone)
|
||||
intro, phases, outcome, ended, err := p.resolveRoom(ctx.Sender, run, zone, compact)
|
||||
if eliteAutoResolved {
|
||||
// Fold the auto-resolved elite combat in. resolveRoom returned
|
||||
// empty for the elite room type (turn-based system never ran),
|
||||
// so we just use the forward-sim narration we captured above.
|
||||
intro = eliteAutoIntro
|
||||
phases = eliteAutoPhases
|
||||
outcome = eliteAutoOutcome
|
||||
}
|
||||
if err != nil {
|
||||
return advanceResult{}, fmt.Errorf("Couldn't resolve room: %s", err.Error())
|
||||
}
|
||||
@@ -573,11 +624,12 @@ func (p *AdventurePlugin) advanceOnce(ctx MessageContext) (advanceResult, error)
|
||||
}, nil
|
||||
}
|
||||
return advanceResult{
|
||||
preStream: preStream,
|
||||
intro: intro,
|
||||
phases: phases,
|
||||
final: p.formatNextRoomMessage(run, zone, prev, prevIdx, outcome, next),
|
||||
reason: stopOK,
|
||||
preStream: preStream,
|
||||
intro: intro,
|
||||
phases: phases,
|
||||
final: p.formatNextRoomMessage(run, zone, prev, prevIdx, outcome, next),
|
||||
reason: stopOK,
|
||||
nextRoomType: next,
|
||||
}, nil
|
||||
}
|
||||
|
||||
@@ -616,7 +668,18 @@ func (p *AdventurePlugin) formatNextRoomMessage(run *DungeonRun, zone ZoneDefini
|
||||
b.WriteString("\n\n")
|
||||
}
|
||||
b.WriteString(fmt.Sprintf("**Room %d/%d — %s.** ", nextIdx+1, run.TotalRooms, prettyRoomType(next)))
|
||||
b.WriteString("`!zone advance` to continue.")
|
||||
// Route the action hint by what's actually ahead. The next advance
|
||||
// against an Elite/Boss room hits the doorway gate and demands
|
||||
// `!fight` — telling the player to `!zone advance` here would
|
||||
// directly contradict that gate's message.
|
||||
switch next {
|
||||
case RoomBoss:
|
||||
b.WriteString("`!fight` when you're ready for the boss.")
|
||||
case RoomElite:
|
||||
b.WriteString("`!fight` when ready.")
|
||||
default:
|
||||
b.WriteString("`!zone advance` to continue.")
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
@@ -664,7 +727,7 @@ func (p *AdventurePlugin) streamFlow(userID id.UserID, phaseMessages []string, f
|
||||
// inter-phase delays — see resolveCombatRoom for the contract. For
|
||||
// non-combat rooms (entry, trap), phases is nil and outcome carries the
|
||||
// resolution narration.
|
||||
func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition) (intro string, phases []string, outcome string, ended bool, err error) {
|
||||
func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, compact bool) (intro string, phases []string, outcome string, ended bool, err error) {
|
||||
switch run.CurrentRoomType() {
|
||||
case RoomEntry:
|
||||
return
|
||||
@@ -673,7 +736,7 @@ func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone Zo
|
||||
outcome = narration
|
||||
return
|
||||
case RoomExploration:
|
||||
return p.resolveCombatRoom(userID, run, zone, false)
|
||||
return p.resolveCombatRoom(userID, run, zone, false, compact)
|
||||
case RoomElite, RoomBoss:
|
||||
// Manual turn-based combat (!fight / !attack). zoneCmdAdvance only
|
||||
// reaches resolveRoom for an Elite/Boss room once a won CombatSession
|
||||
@@ -694,12 +757,13 @@ func (p *AdventurePlugin) resolveRoom(userID id.UserID, run *DungeonRun, zone Zo
|
||||
//
|
||||
// Phases will be nil only on a "no roster" skip — caller treats that as a
|
||||
// non-paced fallthrough.
|
||||
func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, elite bool) (intro string, phases []string, outcome string, ended bool, err error) {
|
||||
func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, zone ZoneDefinition, elite, compact bool) (intro string, phases []string, outcome string, ended bool, err error) {
|
||||
monster, ok := pickZoneEnemy(zone, run.RunID, run.CurrentRoom, elite)
|
||||
if !ok {
|
||||
outcome = fmt.Sprintf("_(No %s roster entry — skipping.)_", map[bool]string{true: "elite", false: "exploration"}[elite])
|
||||
return
|
||||
}
|
||||
preHP, _ := dndHPSnapshot(userID)
|
||||
result, rerr := p.runZoneCombat(userID, monster, int(zone.Tier), nil, run.DMMood)
|
||||
if rerr != nil {
|
||||
err = rerr
|
||||
@@ -708,6 +772,30 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
|
||||
postHP, maxHP := dndHPSnapshot(userID)
|
||||
nat20s, nat1s := scanMoodEventsFromCombat(run.RunID, result)
|
||||
|
||||
// Compact mode: skip TwinBee banter, skip the multi-beat play-by-play.
|
||||
// Render a single outcome line. Still records kills, threat, and drops.
|
||||
if compact && result.PlayerWon {
|
||||
hpDelta := preHP - postHP
|
||||
var ob strings.Builder
|
||||
label := monster.Name
|
||||
if elite {
|
||||
label = "Elite " + monster.Name
|
||||
}
|
||||
ob.WriteString(fmt.Sprintf("⚔️ **%s** down — HP %d→%d", label, preHP, postHP))
|
||||
if hpDelta > 0 {
|
||||
ob.WriteString(fmt.Sprintf(" (−%d)", hpDelta))
|
||||
}
|
||||
ob.WriteString(".")
|
||||
recordZoneKillForUser(userID, monster.ID)
|
||||
applyRoomCombatThreatForUser(userID, elite)
|
||||
if drop := p.dropZoneLoot(userID, zone.ID, monster, false); drop != "" {
|
||||
ob.WriteString(" ")
|
||||
ob.WriteString(drop)
|
||||
}
|
||||
outcome = ob.String()
|
||||
return
|
||||
}
|
||||
|
||||
// Intro: pre-combat narration + creature stat block. This lands first,
|
||||
// before the 5–8s phase pacing kicks in.
|
||||
var ib strings.Builder
|
||||
@@ -734,11 +822,16 @@ func (p *AdventurePlugin) resolveCombatRoom(userID id.UserID, run *DungeonRun, z
|
||||
|
||||
// Phases: forward-simulating engine play-by-play. Use the player's
|
||||
// display name when available so narrative lines read naturally.
|
||||
playerName := "You"
|
||||
if name, _ := loadDisplayName(userID); name != "" {
|
||||
playerName = name
|
||||
// In compact mode we already returned early on a win; the remaining
|
||||
// compact loss path still wants no multi-beat phases (the player
|
||||
// needs the outcome, not 10 lines of attrition).
|
||||
if !compact {
|
||||
playerName := "You"
|
||||
if name, _ := loadDisplayName(userID); name != "" {
|
||||
playerName = name
|
||||
}
|
||||
phases = RenderCombatLog(result, playerName, monster.Name)
|
||||
}
|
||||
phases = RenderCombatLog(result, playerName, monster.Name)
|
||||
|
||||
// Outcome: post-combat block. Nat20/nat1 narration goes here so it
|
||||
// lands *after* the play-by-play, where it has dramatic context.
|
||||
@@ -943,7 +1036,7 @@ func (p *AdventurePlugin) zoneCmdLore(ctx MessageContext) error {
|
||||
zone := zoneOrFallback(run.ZoneID)
|
||||
line := twinBeeLine(zone.ID, DMLore, run.RunID, narrationCadence(run))
|
||||
if line == "" {
|
||||
return p.SendDM(ctx.Sender, "TwinBee has nothing to say about this place.")
|
||||
return p.SendDM(ctx.Sender, "I have nothing to say about this place.")
|
||||
}
|
||||
return p.SendDM(ctx.Sender, fmt.Sprintf("📖 **%s — Lore**\n\n%s", zone.Display, line))
|
||||
}
|
||||
|
||||
@@ -651,5 +651,5 @@ var potionOfHealingZoneFlavor = map[ZoneID]string{
|
||||
ZoneUnderdark: "Drow-made. The formula is different. The effect is the same. The ingredients are not discussed.",
|
||||
ZoneFeywildCrossing: "It shifts color when you look at it sideways. The fey make medicine the way they make everything: beautifully and with caveats.",
|
||||
ZoneDragonsLair: "A kobold medic's field kit, looted from a belt pouch. The kobolds take care of their own.",
|
||||
ZoneAbyssPortal: "Glows faintly red. Still works. TwinBee recommends not asking what's in it.",
|
||||
ZoneAbyssPortal: "Glows faintly red. Still works. I recommend not asking what's in it.",
|
||||
}
|
||||
|
||||
@@ -145,23 +145,12 @@ func loadExpeditionsForAmbient(cutoff time.Time) ([]string, error) {
|
||||
// DMs the player, and appends a log entry. Idempotent: the CAS update
|
||||
// short-circuits on rowsAffected == 0 so a double-fire is a no-op.
|
||||
func (p *AdventurePlugin) deliverAmbient(e *Expedition, now time.Time) error {
|
||||
cutoff := now.Add(-ambientCooldown)
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_expedition
|
||||
SET last_ambient_at = ?,
|
||||
last_activity = ?
|
||||
WHERE expedition_id = ?
|
||||
AND status = 'active'
|
||||
AND (last_ambient_at IS NULL OR last_ambient_at < ?)`,
|
||||
now, now, e.ID, cutoff)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return nil // someone else got there first
|
||||
}
|
||||
|
||||
ev := pickAmbientEvent(e, defaultAmbientRNG())
|
||||
// Pick before claiming the slot so the CAS can persist the new Kind
|
||||
// alongside last_ambient_at — that way back-to-back fires for the
|
||||
// same expedition (different ticker tick, different rng) read the
|
||||
// updated LastAmbientKind on the next load. Picking is pure and
|
||||
// cheap; if the CAS loses, we simply discard the picked event.
|
||||
ev := pickAmbientEvent(e, defaultAmbientRNG(), e.LastAmbientKind)
|
||||
line := flavor.Pick(ev.Pool)
|
||||
if line == "" {
|
||||
// Pool was empty — degrade to a generic monologue rather than
|
||||
@@ -170,6 +159,23 @@ func (p *AdventurePlugin) deliverAmbient(e *Expedition, now time.Time) error {
|
||||
line = flavor.Pick(ev.Pool)
|
||||
}
|
||||
|
||||
cutoff := now.Add(-ambientCooldown)
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_expedition
|
||||
SET last_ambient_at = ?,
|
||||
last_ambient_kind = ?,
|
||||
last_activity = ?
|
||||
WHERE expedition_id = ?
|
||||
AND status = 'active'
|
||||
AND (last_ambient_at IS NULL OR last_ambient_at < ?)`,
|
||||
now, ev.Kind, now, e.ID, cutoff)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return nil // someone else got there first
|
||||
}
|
||||
|
||||
footer := p.applyAmbientEffect(e, ev)
|
||||
body := renderAmbientDM(e, ev, line, footer)
|
||||
|
||||
@@ -267,9 +273,23 @@ func ambientEvents() []ambientEvent {
|
||||
}
|
||||
}
|
||||
|
||||
// pickAmbientEvent runs a weighted pick over eligible events.
|
||||
// pickAmbientEvent runs a weighted pick over eligible events. avoidKind
|
||||
// is the Kind of the previous fire (or "" if none); when a pick lands on
|
||||
// that same Kind, we re-roll once. We only re-roll once so the bias is a
|
||||
// soft nudge — if the user is in a state where most weight sits on one
|
||||
// Kind (e.g. starving cuts pack_rat → camped + low threat narrows the
|
||||
// table further) we still let it repeat rather than loop forever.
|
||||
// Exposed for tests; the rng parameter lets them seed deterministically.
|
||||
func pickAmbientEvent(e *Expedition, rng *rand.Rand) ambientEvent {
|
||||
func pickAmbientEvent(e *Expedition, rng *rand.Rand, avoidKind string) ambientEvent {
|
||||
first := weightedPickAmbient(e, rng)
|
||||
if avoidKind == "" || first.Kind != avoidKind {
|
||||
return first
|
||||
}
|
||||
return weightedPickAmbient(e, rng)
|
||||
}
|
||||
|
||||
// weightedPickAmbient is the underlying weighted-pick over eligible events.
|
||||
func weightedPickAmbient(e *Expedition, rng *rand.Rand) ambientEvent {
|
||||
events := ambientEvents()
|
||||
total := 0
|
||||
for _, ev := range events {
|
||||
|
||||
@@ -50,7 +50,7 @@ func TestPickAmbientEvent_AlwaysReturnsEligible(t *testing.T) {
|
||||
}
|
||||
for i := 0; i < 200; i++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(i), uint64(i*7+1)))
|
||||
ev := pickAmbientEvent(e, rng)
|
||||
ev := pickAmbientEvent(e, rng, "")
|
||||
if disallowed[ev.Kind] {
|
||||
t.Fatalf("seed %d picked ineligible event %q", i, ev.Kind)
|
||||
}
|
||||
@@ -66,7 +66,7 @@ func TestPickAmbientEvent_CampVisitorRequiresCamp(t *testing.T) {
|
||||
sawVisitor := false
|
||||
for i := 0; i < 500; i++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(i+1), uint64(i*13+2)))
|
||||
if pickAmbientEvent(e, rng).Kind == "camp_visitor" {
|
||||
if pickAmbientEvent(e, rng, "").Kind == "camp_visitor" {
|
||||
sawVisitor = true
|
||||
break
|
||||
}
|
||||
@@ -82,7 +82,7 @@ func TestPickAmbientEvent_PackRatNeedsSupplies(t *testing.T) {
|
||||
e := &Expedition{Supplies: ExpeditionSupplies{Current: 0}}
|
||||
for i := 0; i < 200; i++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(i+3), uint64(i*5+7)))
|
||||
if pickAmbientEvent(e, rng).Kind == "pack_rat" {
|
||||
if pickAmbientEvent(e, rng, "").Kind == "pack_rat" {
|
||||
t.Fatalf("seed %d: pack_rat fired with no supplies", i)
|
||||
}
|
||||
}
|
||||
@@ -92,7 +92,7 @@ func TestPickAmbientEvent_WhisperNeedsThreat(t *testing.T) {
|
||||
low := &Expedition{Supplies: ExpeditionSupplies{Current: 5}, ThreatLevel: 10}
|
||||
for i := 0; i < 200; i++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(i+5), uint64(i*11+3)))
|
||||
if pickAmbientEvent(low, rng).Kind == "faction_whisper" {
|
||||
if pickAmbientEvent(low, rng, "").Kind == "faction_whisper" {
|
||||
t.Fatalf("seed %d: whisper fired below threshold", i)
|
||||
}
|
||||
}
|
||||
@@ -100,7 +100,7 @@ func TestPickAmbientEvent_WhisperNeedsThreat(t *testing.T) {
|
||||
saw := false
|
||||
for i := 0; i < 500; i++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(i+9), uint64(i*17+5)))
|
||||
if pickAmbientEvent(hot, rng).Kind == "faction_whisper" {
|
||||
if pickAmbientEvent(hot, rng, "").Kind == "faction_whisper" {
|
||||
saw = true
|
||||
break
|
||||
}
|
||||
@@ -120,12 +120,41 @@ func TestPickAmbientEvent_SiegeSuppressesWhisper(t *testing.T) {
|
||||
}
|
||||
for i := 0; i < 200; i++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(i+13), uint64(i*19+11)))
|
||||
if pickAmbientEvent(e, rng).Kind == "faction_whisper" {
|
||||
if pickAmbientEvent(e, rng, "").Kind == "faction_whisper" {
|
||||
t.Fatalf("seed %d: whisper fired during siege", i)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestPickAmbientEvent_AntiRepeatRerollsOnce(t *testing.T) {
|
||||
// When the first roll lands on avoidKind, we re-roll once. We can't
|
||||
// guarantee the second roll diverges (the same Kind can win twice
|
||||
// legitimately), but across many seeds the same-Kind repeat rate
|
||||
// must drop materially vs the no-avoid baseline.
|
||||
e := &Expedition{Supplies: ExpeditionSupplies{Current: 5}}
|
||||
const trials = 2000
|
||||
baseline := 0 // Kind == "pack_rat" with no avoid
|
||||
guarded := 0 // Kind == "pack_rat" with avoidKind == "pack_rat"
|
||||
for i := 0; i < trials; i++ {
|
||||
seedA := uint64(i*2 + 1)
|
||||
seedB := uint64(i*2 + 2)
|
||||
if pickAmbientEvent(e, rand.New(rand.NewPCG(seedA, seedB)), "").Kind == "pack_rat" {
|
||||
baseline++
|
||||
}
|
||||
if pickAmbientEvent(e, rand.New(rand.NewPCG(seedA, seedB)), "pack_rat").Kind == "pack_rat" {
|
||||
guarded++
|
||||
}
|
||||
}
|
||||
if guarded >= baseline {
|
||||
t.Fatalf("anti-repeat did not reduce pack_rat hits: baseline=%d guarded=%d", baseline, guarded)
|
||||
}
|
||||
// Sanity: the guarded count should be small (≈ baseline²/total), not
|
||||
// just one less. Allow generous slack but flag obvious regressions.
|
||||
if guarded*3 > baseline {
|
||||
t.Errorf("anti-repeat reduction weaker than expected: baseline=%d guarded=%d", baseline, guarded)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRenderAmbientDM_NoFooterPureFlavor(t *testing.T) {
|
||||
e := &Expedition{CurrentDay: 4}
|
||||
ev := ambientEventMonologue()
|
||||
|
||||
197
internal/plugin/expedition_autorun.go
Normal file
197
internal/plugin/expedition_autorun.go
Normal file
@@ -0,0 +1,197 @@
|
||||
package plugin
|
||||
|
||||
import (
|
||||
"log/slog"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"gogobee/internal/db"
|
||||
"maunium.net/go/mautrix/id"
|
||||
)
|
||||
|
||||
// Phase 4 of expedition autopilot — background auto-run ticker. Walks
|
||||
// active expeditions on real time so the player only engages when a real
|
||||
// decision is needed (fork, elite, boss, low HP/SU, rare node, death).
|
||||
//
|
||||
// Design (settled 2026-05-16):
|
||||
// • Tick every autoRunTickInterval; per-expedition rate-limited by
|
||||
// autoRunCooldown via a last_autorun_at CAS.
|
||||
// • Skip when the player is in active combat, inside the briefing/recap
|
||||
// quiet window, or on a very-fresh expedition (give them a beat).
|
||||
// • Walk up to autoRunRoomCap rooms per tick. Smaller than foreground's
|
||||
// cap so background DMs stay digestible.
|
||||
// • DM-suppression rules:
|
||||
// - 0 rooms walked → silent (still stuck at a fork / blocked / etc.;
|
||||
// the player already knows, no point spamming).
|
||||
// - rooms > 0 with stopOK (hit room cap) → silent; we'll keep walking
|
||||
// on the next tick. Cadence handles pacing; no "stretch complete"
|
||||
// footer churn.
|
||||
// - Any other reason with rooms > 0 → DM the bundled walk.
|
||||
// • Idempotency: CAS-claim last_autorun_at before doing any work. A
|
||||
// double-fire on the same expedition is a no-op.
|
||||
|
||||
const (
|
||||
// autoRunTickInterval — how often the ticker wakes. The per-expedition
|
||||
// cooldown is what actually paces; the tick just has to be frequent
|
||||
// enough that the cooldown is enforced cleanly.
|
||||
autoRunTickInterval = 5 * time.Minute
|
||||
|
||||
// autoRunCooldown — minimum gap between background walks for one
|
||||
// expedition. 15 min keeps the dungeon moving while leaving room for
|
||||
// the player to step in and steer if they want.
|
||||
autoRunCooldown = 15 * time.Minute
|
||||
|
||||
// autoRunMinExpeditionAge — don't auto-walk a brand-new expedition;
|
||||
// let the player walk the first beat manually so the opening reads
|
||||
// as deliberate.
|
||||
autoRunMinExpeditionAge = 30 * time.Minute
|
||||
|
||||
// autoRunRoomCap — rooms per background tick. Smaller than the
|
||||
// foreground cap so a single background DM doesn't dump an
|
||||
// overwhelming wall of narration.
|
||||
autoRunRoomCap = 3
|
||||
)
|
||||
|
||||
// expeditionAutoRunTicker — fires the auto-run pass every tick interval.
|
||||
func (p *AdventurePlugin) expeditionAutoRunTicker() {
|
||||
ticker := time.NewTicker(autoRunTickInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-p.stopCh:
|
||||
return
|
||||
case <-ticker.C:
|
||||
p.fireExpeditionAutoRuns(time.Now().UTC())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fireExpeditionAutoRuns walks active expeditions due for a background
|
||||
// step and dispatches one walk per. Cheap per-expedition gating happens
|
||||
// in tryAutoRun; this layer just selects candidates.
|
||||
func (p *AdventurePlugin) fireExpeditionAutoRuns(now time.Time) {
|
||||
// Reuse the ambient quiet window — same intent: don't talk over the
|
||||
// scheduled 06:00 briefing or 21:00 recap.
|
||||
if inAmbientQuietWindow(now) {
|
||||
return
|
||||
}
|
||||
due, err := loadExpeditionsForAutoRun(
|
||||
now.Add(-autoRunCooldown), now.Add(-autoRunMinExpeditionAge))
|
||||
if err != nil {
|
||||
slog.Error("expedition: load autorun candidates", "err", err)
|
||||
return
|
||||
}
|
||||
for _, expID := range due {
|
||||
e, err := getExpedition(expID)
|
||||
if err != nil || e == nil {
|
||||
continue
|
||||
}
|
||||
if e.Status != ExpeditionStatusActive {
|
||||
continue
|
||||
}
|
||||
uid := id.UserID(e.UserID)
|
||||
if hasActiveCombatSession(uid) {
|
||||
continue
|
||||
}
|
||||
if err := p.tryAutoRun(e, now); err != nil {
|
||||
slog.Warn("expedition: autorun step", "expedition", e.ID, "err", err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// loadExpeditionsForAutoRun returns active expeditions whose
|
||||
// last_autorun_at is NULL or older than runCutoff, AND whose start_date
|
||||
// is older than ageCutoff so a freshly-started expedition isn't yanked
|
||||
// out from under the player on tick 1.
|
||||
func loadExpeditionsForAutoRun(runCutoff, ageCutoff time.Time) ([]string, error) {
|
||||
rows, err := db.Get().Query(`
|
||||
SELECT expedition_id
|
||||
FROM dnd_expedition
|
||||
WHERE status = 'active'
|
||||
AND start_date < ?
|
||||
AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
|
||||
ageCutoff, runCutoff)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer rows.Close()
|
||||
var ids []string
|
||||
for rows.Next() {
|
||||
var s string
|
||||
if err := rows.Scan(&s); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
ids = append(ids, s)
|
||||
}
|
||||
return ids, rows.Err()
|
||||
}
|
||||
|
||||
// tryAutoRun claims the slot for this expedition, runs one background
|
||||
// walk, and DMs the result if the suppression rules say to. The CAS-
|
||||
// update is the only persistent side effect on the autorun column —
|
||||
// supplies/threat/run-graph state are mutated by the walk itself, just
|
||||
// as they would be in a foreground !expedition run.
|
||||
func (p *AdventurePlugin) tryAutoRun(e *Expedition, now time.Time) error {
|
||||
cutoff := now.Add(-autoRunCooldown)
|
||||
res, err := db.Get().Exec(`
|
||||
UPDATE dnd_expedition
|
||||
SET last_autorun_at = ?,
|
||||
last_activity = ?
|
||||
WHERE expedition_id = ?
|
||||
AND status = 'active'
|
||||
AND (last_autorun_at IS NULL OR last_autorun_at < ?)`,
|
||||
now, now, e.ID, cutoff)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return nil // someone else got there first
|
||||
}
|
||||
|
||||
uid := id.UserID(e.UserID)
|
||||
r := p.runAutopilotWalk(MessageContext{Sender: uid}, autoRunRoomCap, true)
|
||||
if r.initErr != "" {
|
||||
// "no expedition" / "no run" — race with abandon/extract. Silent.
|
||||
return nil
|
||||
}
|
||||
if !shouldDMAutoRun(r) {
|
||||
return nil
|
||||
}
|
||||
|
||||
body := renderAutoRunDM(r)
|
||||
if err := p.SendDM(uid, body); err != nil {
|
||||
slog.Warn("expedition: autorun DM", "user", uid, "err", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// shouldDMAutoRun applies the background suppression rules. See the
|
||||
// file-top design block for the rationale.
|
||||
func shouldDMAutoRun(r autopilotWalkResult) bool {
|
||||
if r.rooms == 0 {
|
||||
return false
|
||||
}
|
||||
if r.reason == stopOK {
|
||||
// Hit the per-tick room cap. Next tick will continue; no need to
|
||||
// post a "stretch complete" filler DM.
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// renderAutoRunDM bundles the staged walk narration into a single DM.
|
||||
// Background can't pace via streamFlow, so we concatenate phases with a
|
||||
// blank line between each beat and tack on the final message.
|
||||
func renderAutoRunDM(r autopilotWalkResult) string {
|
||||
var b strings.Builder
|
||||
b.WriteString("🚶 *Auto-walk*\n\n")
|
||||
for _, s := range r.stream {
|
||||
if s == "" {
|
||||
continue
|
||||
}
|
||||
b.WriteString(s)
|
||||
b.WriteString("\n\n")
|
||||
}
|
||||
b.WriteString(r.finalMsg)
|
||||
return b.String()
|
||||
}
|
||||
Reference in New Issue
Block a user