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The Siege had no web presence at all, and three dispatch templates (siege_start / siege_win / siege_loss) have been sitting written and unemitted in Pete's renderAdventure since the adventure section shipped. Both halves fixed here. The snapshot rides the existing roster ticker with the roster's rules: pushed whole, replacing Pete's copy, dropped rather than retried on failure. Retrying would be a lie about how much HP is left, and the next tick carries the truth anyway. The muster carries EVERY alive adventurer, not just contributors. The zero-fight rows are the point: one bout per person per day means somebody who hasn't swung today is a hit the town hasn't taken, and Pete can only draw that column if the people in it are on the wire. Opt-out departs from the board's rule on purpose. The board omits an opted-out player outright — class + level + zone re-identifies them. A contributor here is anonymised instead: the damage they did is on the boss and is part of what the town accomplished, so deleting it would understate the shared effort and stop the totals adding up. They keep their damage and their rank, and carry no board token, so nothing links back to a page that names them. An opted-out player who never fought is still dropped — nothing to account for. The three dispatches key their GUID on the boss row id, so a resolution path re-entered (a redeploy mid-window, the ticker's safety net firing after an inline kill) files the same guid and Pete dedupes it, rather than announcing one Siege to the room twice. Also retires the stale "deploy Pete first, an unknown event_type is a 400" note on emitBoredomDeparture. Pete now publishes an untemplated type on a neutral fallback and counts it for the operator, so the ordering is a property of the system rather than a rule to remember.