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§6 night-phase resolution. Fires once per recap when the player has an
active camp. resolveWanderingCheck rolls 1d20 + threat mod (+1 per full
10 above 30) + camp mod (rough +3, fortified -4, base -6) + class mod
(ranger -2 in wilderness zones), then buckets per §6.1 into Peaceful /
Passage / Minor / Standard / Elite / Ambush.
Encounter side picks a roster entry from the zone (weighted by
SpawnWeight, biased to elite for Elite/Ambush) and persists the result
to camp.NightEvents + a "night"-typed log entry. Signs-of-passage adds
+2 threat per spec. Combat resolution itself is deferred — expeditions
don't host their own combat loop yet — so encounter outcomes log as
pending and surface in the recap with an "encounter pending" hint;
the combat-link phase will read these on next !advance.
Flavor reuse: encounter narration pulls from the existing ThreatClock
{Stirring,Alert,Hostile,Siege} pools, matched to the current band so
voice tracks the dungeon's awareness level.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
12 KiB
12 KiB