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docs/playable-slices/0.10-Abandoned-Watchpost.md
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docs/playable-slices/0.10-Abandoned-Watchpost.md
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# Ashen Realms – Playable Slice 0.10
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## Abandoned Watchpost
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**Status:** Implementation Specification
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**Depends on:** Slice 0.9
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**Purpose:** Expand the first region beyond the tutorial road and introduce a stronger hunt location, story investigation and the first meaningful gear/reputation check.
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---
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## 1. Goal
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The player now has enough knowledge and basic equipment to leave the Burned Road loop and push deeper into the Ashen Fields.
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The Abandoned Watchpost should feel like the first place where the world opens slightly:
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- new location artwork
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- stronger encounter pool
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- a surviving/remaining NPC or investigation point
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- new trade goods
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- stronger equipment opportunities
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- route toward the Ash Pit
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The player should feel that the Burned Road prepared them for this place.
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---
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## 2. World Connection
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Add or activate:
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```text
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Burned Road ↔ Abandoned Watchpost
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```
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Initial travel target:
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```text
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Duration: ~15 seconds
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Ambush chance: ~10%
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```
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Values remain balancing data.
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The player is not blocked by character level.
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If progression gating is needed, prefer world discovery / quest state / actual combat danger rather than a numeric level requirement.
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---
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## 3. Local View
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The Abandoned Watchpost should use the generic local-location screen pattern.
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Minimum interactions:
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- Hunt
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- Inspect the Watchpost
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- Speak with the remaining guard/NPC if present
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- Travel back to Burned Road
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- discover or unlock route toward Ash Pit
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The location must not be a world-map node with no local identity.
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---
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## 4. Encounter Pool
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Recommended initial enemies:
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- Road Bandit
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- Raider Scout
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- Raider Veteran
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- Ash Hound / Burned Hound depending on final content naming
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- optional rare Raider Captain as first elite target
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Reuse existing enemy mechanics where possible.
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This slice should deepen combinations, not add several new subsystems.
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---
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## 5. New Enemy Roles
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### Raider Scout
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- moderate damage
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- simple fast attack pattern
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- primarily a loot/reputation farming target
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### Raider Veteran
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- higher armor/HP
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- telegraphed Heavy Strike
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- can enter a defensive stance
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- encourages the player to react rather than spam Attack
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### Burned Hound
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- Bleeding
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- becomes more aggressive at low HP
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- reinforces previously learned status behavior
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### Raider Captain – Optional Elite
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If included in this slice:
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- combines telegraphed attack + defensive behavior
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- should be dangerous on first arrival
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- becomes reliably beatable after several Tier-1 upgrades
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- has a focused desirable equipment drop
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Do not confuse this elite with the final **Captain of the Ashen Band** area boss in Slice 0.11.
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---
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## 6. Loot and Bags
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The location should make both current loot categories relevant.
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Examples:
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- beast enemies → HIDE goods
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- raiders → RAIDER_TROPHY goods
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This gives a reason to own both:
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- Basic Hide Bag
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- Basic Trophy Pouch
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If the player does not own a Trophy Pouch yet, the default capacity of 1 still applies and should naturally point them back toward the merchant.
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No direct Silver or reputation from normal kills.
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---
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## 7. Equipment Progression
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The Watchpost should increase the chance of meaningful Tier-1 upgrades.
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Relevant items may include:
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- Bandit Blade
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- Bandit Hood
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- Plunderer Gloves
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- Reinforced Leather Jacket
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- Watchman's Leggings
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The player does not need Best-in-Slot gear to proceed.
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The intended feeling is:
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> "The enemies here are tougher, but the drops here are also the things that make me ready for the Ash Pit."
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---
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## 8. Story / Investigation
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A simple investigation should reveal that the road attacks are organized and point toward the Ash Pit.
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This may be implemented through:
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- NPC dialogue
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- inspectable environment interaction
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- quest step
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- persistent discovery flag
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Keep text concise.
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Example clue:
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> "The raiders weren't using the watchpost as shelter. They were using it to watch the road. Fresh tracks lead east, toward the old ash excavation."
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---
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## 9. Unlocking the Ash Pit Route
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The route toward the Ash Pit should become visible through world progress.
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Recommended rule:
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```text
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Inspect Watchpost OR complete related objective
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→ discover ash-pit connection
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```
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Avoid `requiredLevel`.
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The player may be allowed to travel there even if still undergeared once the route is discovered.
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Actual danger is the soft gate.
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---
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## 10. Merchant/Reputation Integration
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New trade goods from the Watchpost must be accepted by the existing merchant exchange system.
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The player should now have a reason to make repeated cycles:
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```text
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Graufurt
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→ Burned Road
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→ Watchpost
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→ bags fill
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→ Graufurt merchant
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→ Silver + reputation + Renown
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→ better supplies/bags/gear
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→ return
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```
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---
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## 11. Tests
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- travel connection works both directions as configured
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- Watchpost hunt uses only its own encounter pool
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- Raider Veteran defensive/telegraph mechanics resolve correctly
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- trade goods map to correct loot categories
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- no normal enemy grants direct money/reputation
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- Watchpost investigation persists
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- Ash Pit route is hidden before discovery if that rule is used
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- Ash Pit route becomes available after discovery
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---
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## 12. Acceptance Criteria
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- [ ] Abandoned Watchpost exists as a full playable location.
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- [ ] Travel from Burned Road works with server-authoritative timing.
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- [ ] Location has a stronger, distinct encounter pool.
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- [ ] At least one stronger enemy combines previously learned mechanics.
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- [ ] Both HIDE and RAIDER_TROPHY carrying systems matter.
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- [ ] Tier-1 equipment progression is meaningfully improved here.
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- [ ] Story/investigation points toward the Ash Pit.
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- [ ] Ash Pit route can be discovered without a level gate.
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- [ ] Existing merchant/reputation loop continues to work.
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- [ ] All player-facing content is English.
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---
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## 13. Out of Scope
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Do not add:
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- second region
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- crafting
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- procedural watchpost events
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- complex stealth mechanics
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- large dialogue trees
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- final area boss
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