/** * The frozen random-spawn dungeons (slice C4 of dreadwoods-backend/PLAN_1_TO_40.md, 2026-10-12): James's sheets of * 2026-10-03 (design-references frostpine-trapper-hollow and kings-road-ice-culvert; NEXT_STEPS.md "Frozen random-spawn * dungeons" and "Three more frozen random-spawn dungeons"), built as Random World Events (worldEvents.ts) with a * rotation of their own in the snow (`region: 'frozen'`), their own run length, and everything scaled to whoever goes in * (worldEventScaling.ts): a first set piece for levels 10-40 (decision D9). * * Each has a mechanic of its own, from its sheet: * - Frostpine Trapper Hollow: the trapper's snares along the runs (step on one and it holds you while the foxes come; * disarm it first for Foraging XP), and three root blockades to cut with a hatchet or a saw on the way to his cache * (the third opens the crawlspace). His hatchet hangs on the trap bench, past the fox run, for anyone who came without. * - King's Road Ice Culvert: the two sluices in order (the wheel upstream, then the lower gate's lever; the lever first * fails and the crash brings frost rats), and the Culvert Lookout on the rat ledge, who keeps calling more rats while he * has you in sight: put him down first. * * - Frostwatch Cellar (slice C5a, 2026-10-12): the two signal braziers lit in order (the watch fire in the guard room, then * the signal brazier in the signal room; the wrong order fails and brings frost rats), then the crank by the chain gate, * and the Watch Captain Remnant in the barracks, who sounds his horn for more deserters while he has you in sight. * * - Shiverbell Reliquary (slice C5b, 2026-10-14, the hardest): a ruined chapel's crypt, three chapel symbols to light in the carved * order (always Bell, Candle, Crown; a wrong one puts them out and sends frost rats), the Reliquary Warden guarding the Crown * chapel, then the Reliquary Gate and the treasury. * * - Frozen Shore Smuggler Grotto (slice C6, 2026-10-14): the smugglers' sea cave in the frozen coast; wind the rope winch to lower * the broken bridge over the ice channel, cross to the smuggler camp, break the vault's lock, open the cache. * * Enemy levels, cache rewards and Explorer XP are formula-driven from the scale level (placeholders for the balance * pass in worldEventScaling.ts); the reward lines here keep the sheets' kinds of reward. */ import type { WorldEventDef } from './worldEvents.js'; /** The entrance models (5 x 3 each, CAPITAL_BUILDING_MODELS): the gate table and the client know them by these. */ export declare const FROSTPINE_HOLLOW_ENTRANCE_MODEL = "evfrostpinehollow"; export declare const ICE_CULVERT_ENTRANCE_MODEL = "evicedrainmouth"; export declare const FROSTWATCH_ENTRANCE_MODEL = "evfrostwatchpost"; export declare const SHIVERBELL_ENTRANCE_MODEL = "evshiverbellchapel"; export declare const SMUGGLER_GROTTO_ENTRANCE_MODEL = "evsmugglergrotto"; /** The combat level a frozen dungeon lets you in at (the scaled band's floor; the standard gate says it, areaGates.ts). */ export declare const FROZEN_DUNGEON_MIN_COMBAT = 10; /** * Frostpine Trapper Hollow (its sheet: 22 x 16, the easiest of the five). You crouch in under the uprooted frostpine to * the Entry Hollow in the north-west. East runs the Fox Run, on to the Wolf Pen in the north-east; a short way south off * the run is the Trap Bench, where the trapper worked (his notes, his tool rack, a snow-crate). South out of the Entry * Hollow a root blockade (A) chokes the west run down to the Root Tunnel; a second (B) chokes the tunnel's east end; past * it a crawlspace is choked by the third (C), and beyond it the den with the Hidden Trapper Cache, the Lost Trapper * Remnant who will not leave it, and the Return Exit. The trapper's snares lie along the runs. */ export declare const FROSTPINE_TRAPPER_HOLLOW: WorldEventDef; /** * King's Road Ice Culvert (its sheet: 28 x 18, the frozen twin of the Old King's Culvert, "same map shape and sluice * puzzle"): the same layout as that event, iced over. You wade in past the grate onto the landing in the west; the entry * waterway runs east into the flooded tunnel (water, a step down) with the walkway along their south side to the return * hall and its ladder in the south-east. The side net pool lies north-west; the dry rat ledge stands north of the * tunnel, the Culvert Lookout on it. The First Sluice Wheel (upstream) and the lower gate's lever are bays south of the * walkway; the Upper Cache Shelf is north-east, up the flooded steps off the east walk. */ export declare const KINGS_ROAD_ICE_CULVERT: WorldEventDef; /** * Frostwatch Cellar (its sheet: 20 x 16, 5-10 minutes): a ruined kingdom watch post half buried in the snow, and the * cellar under its hatch. You come down the ladder into the Entry Ladder landing in the west; the Guard Room is north of * it, and the Watch Brazier burns in the Guard Room's far corner. A long hall runs east to the Chain Gate, with the Armour * Niche off its south side; north of the hall the Barracks (the Watch Captain Remnant) lead east to the Signal Room and * the Signal Brazier. Past the Chain Gate lies the Final Cache Room and the Return Exit. */ export declare const FROSTWATCH_CELLAR: WorldEventDef; /** * Shiverbell Reliquary (its sheet: 32 x 22, 15-25 minutes, the hardest, ends on a boss): a ruined roadside chapel with a * cracked bell, and the crypt under its stair. The Entry Hall is in the south, the Central Reliquary north of it with the * three chapels round it (Bell north, Candle west, Crown east); the Sealed Treasury is behind the Reliquary Gate in the * east. The layout is the Sunken Wayshrine's (30 x 22), which has the same shape of puzzle. The order is always Bell, then * Candle, then Crown, and the relief by the entry says so; a wrong symbol puts all three out and brings frost rats. The * Reliquary Warden (the Watch Captain's model stands in) keeps the Crown chapel with a great deal of health. */ export declare const SHIVERBELL_RELIQUARY: WorldEventDef; /** * The Frozen Shore Smuggler Grotto (its sheet: 28 x 20, 15-20 minutes): a hidden cave mouth in the frozen coast's crags, * nets and barrels heaped in it and a smugglers' flag over. You wade in at the Entry Beach in the west; the Tide Pool * Chamber and its fishing lie round the west side, the Ice Channel runs north to south down the middle (water), and the * broken bridge over it is hoisted until the Rope Winch on the west bank lowers it. Across it the Smuggler Camp holds the * Hidden Supply Vault behind a seized lock and the Final Cache; the way out is the ladder in the south-east. The layout is * the Tidepool Crab Grotto's (28 x 20), iced. */ export declare const SMUGGLER_GROTTO: WorldEventDef; //# sourceMappingURL=frozenDungeons.d.ts.map