/** * THE BORDER JOBS: the crooks' camp hunt and its bounty board (PvP woods by level, NEXT_STEPS item 4; design sheets pvp-woods-a06 "the Broken Road and * the crooks' camp, the first hunt" and a07 "the border bounty board and first jobs"; 2026-10-17). * * The Broken Road camp (brokenRoad.ts, eight crooks, level 9) is the first fight of the Dreadwoods' border ring. A Bounty Board (campStations.ts, * `camp-board-crooks`) stands on the bypass just north of the camp's logs, and Berta Fen, a resident, stands beside it with six jobs for levels 1-12. Every job is * an existing mechanic: the story runner's reach, deliver, kill and talk steps; the crook is also a repeatable contract on every Bounty Board. * * Walk the Broken Road (Combat 1): walk in under the arch to the camp's gap, then on to Berta by the bypass (reach, reach, report) * Warm Food for the Camp (Combat 1): three cooked dishes, handed to Berta (she buys cooking; nothing here SELLS food) * A Boar's Tusk (Combat 3): a boar tusk from the Orchard Boar on Hopewood Common (deliver) * Thin the Crooks (Combat 5): five crooks anywhere on the Broken Road (kill) * The Hidden Stash (Combat 7): the wrecked cart off the bypass, west of the camp (reach) * Break the Camp (Combat 10): three crooks inside the stockade (kill, counted only inside the logs) * * HARD CONSTRAINTS (James, 2026-10-17): NO bank, no stall and no safe post at the border or the south gate ("our banks are in our towns"). The board and Berta * stand in the open, in the woods' first ring (a crook can still be at your back), not in a safe pocket; no job sends a player to a bank; nothing here has a * mastery gate (levels 1-5 gear and work need none); the pay is small PLACEHOLDERS for the balance pass (balance is last). * * Abuse-first: a job is one-time per character (the story runner never offers a finished one and never pays twice), kills are the player's own and the camp job * counts only kills inside the stockade, a hand-in without the goods moves nothing, and the contract board is the ordinary one (one contract under way at a time, * kills counted server-side). The pay comes from the board and Berta, never from killing players; nothing here asks for a player kill. * * The pirate cutlass and the Borderer's kit are bordererKit.ts's (item 2); the Thin the Crooks job only names the cutlass (PIRATE_CUTLASS_NAME). The Toll Ground contest is item 3. * The sheet's "hold the Toll Ground for a minute" job is left for when that exists (NEXT_STEPS: the crooks' hunt follow-ups). * * Types only from storyQuests.ts (an erased import), so storyQuests.ts can spread BORDER_JOB_QUESTS without a cycle. */ import type { StoryQuestDef } from './storyQuests.js'; export declare const BORDER_JOB_BOARD_ID: "camp-board-crooks"; /** Berta Fen keeps the border board: a resident by name (the default look; a stand-in on the upgrades list), two tiles east of it, facing it. */ export declare const BORDER_JOB_GIVER: { readonly name: "Berta Fen"; readonly x: number; readonly z: number; readonly faceX: number; readonly faceZ: number; }; export declare const BORDER_JOB_IDS: readonly ["borderPatrol", "borderSupper", "borderTusk", "borderCrooks", "borderStash", "borderCamp"]; export type BorderJobId = (typeof BORDER_JOB_IDS)[number]; /** Combat levels (placeholders): the first three are open to a newcomer, the last reaches toward the top of the border band. */ export declare const BORDER_JOB_COMBAT: Readonly>; /** Kill counts (placeholders), sized under the camp's eight crooks (two stand inside the logs; the rest roam the road and the verge). */ export declare const BORDER_JOB_KILLS: { readonly borderCrooks: 5; readonly borderCamp: 3; }; /** Cooked dishes Berta takes (any three of these; the early ones a newcomer can cook). */ export declare const BORDER_JOB_DISHES: readonly ["cookedcrab", "cookedfroglegs", "cookedrabbit", "cookedchicken", "cookedbass", "cookedperch", "cookedtench", "cookedhare", "cookedgame"]; export declare const BORDER_JOB_DISH_QTY = 3; /** The boar tusk (types hopewoodWildlife.ts BOAR_TUSK_KIND, off the Orchard Boar). */ export declare const BORDER_JOB_TUSK: { readonly kind: "boartusk"; readonly qty: 1; }; /** The hidden stash: the wrecked cart's barrel off the bypass, west of the camp. The walk there counts; the helper points at it. */ export declare const BORDER_JOB_STASH: { readonly x: number; readonly z: number; readonly reach: 3; }; /** The stockade as a box: kills inside it count for Break the Camp (the logs' ring, its radius, plus the gap tiles). */ export declare const BORDER_JOB_CAMP_BOX: { readonly minX: number; readonly maxX: number; readonly minZ: number; readonly maxZ: number; }; /** The camp's gap on the road side, where the patrol turns round. */ export declare const BORDER_JOB_GAP: { readonly x: number; readonly z: number; }; export declare const BORDER_JOB_QUESTS: Readonly>; export declare const BORDER_JOB_META: Readonly>; export declare const BORDER_JOB_GIVER_PLACES: Readonly>; //# sourceMappingURL=borderJobs.d.ts.map