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"""Regression fixtures. Also served verbatim when LOREIFY_FAKE_AI=1 (local QA)."""

FIXTURE_GULLWRACK = {
    "title": "The Last Light of Gullwrack Point",
    "hook": (
        "Three ships have wrecked on the Gullwrack shoals in two weeks, and the "
        "lighthouse at the point has gone dark. The Saltmere harbor council posts "
        "a bounty for anyone willing to climb the cliff road, find keeper Edda "
        "Brant, and get the lamp burning before the grain fleet arrives on the "
        "spring tide β€” four days from now."
    ),
    "quest_giver": (
        "Alderman Piet Rosk, harbor councilman of Saltmere, offers the bounty "
        "with clean hands and a worried smile. He does not mention that Edda "
        "wrote the council three letters about strangers on the cliff road β€” or "
        "that all three ended up in his hearth."
    ),
    "objective": (
        "Reach Gullwrack Point, find out what happened to keeper Edda Brant, and "
        "restore the light before the grain fleet reaches the shoals in four days."
    ),
    "location": (
        "Gullwrack Point, a wind-scoured headland an hour north of Saltmere: a "
        "switchback cliff road above a black-water cove, a keeper's cottage with "
        "a cold hearth and a half-packed travel bag, and a granite lighthouse "
        "whose lamp room smells of oil and someone else's pipe smoke."
    ),
    "complications": [
        "The cliff road is out β€” a rockslide, recent and deliberately levered "
        "loose (DC 13 Investigation), forces a choice between a slow exposed "
        "climb, a leaky fishing skiff after dark, or the smugglers' sea cave the "
        "party doesn't yet know is watched.",
        "Edda is not missing β€” she is hiding in the sea cave beneath the point, "
        "hurt but alive, and she refuses to leave or let anyone light the lamp "
        "until they hear her out: the dark lighthouse is the only leverage she "
        "has left.",
        "A storm front rolls in on the third night, cutting the time to act β€” "
        "and the grain fleet's escort sloop, running ahead of the weather, "
        "mistakes any light the party improvises for the false signals that "
        "wrecked the earlier ships.",
    ],
    "twist": (
        "The wrecks were no accident. The Cormorant Ring, a smuggling crew out "
        "of Saltmere itself, has been dark-lantern signaling from the cliffs to "
        "steer ships onto the shoals and 'salvage' the cargo. Edda caught them "
        "at it β€” the rescue the party was hired for is the loose end of a "
        "wrecking operation, and the man who posted the bounty is on the Ring's "
        "payroll."
    ),
    "antagonist": (
        "Silda Vane, quartermaster of the Cormorant Ring, runs the wrecking "
        "scheme with a ledger-keeper's calm. She doesn't want the keeper dead β€” "
        "a body brings inquiries β€” she wants Edda discredited and the lamp under "
        "a keeper the Ring can pay. She bargains first, bribes second, and only "
        "then sends knives. Use Bandit Captain, with two Thugs on the cliffs and "
        "a Spy inside Saltmere."
    ),
    "reward": (
        "The council's posted bounty is 150 gp β€” fair pay for a level-4 party; "
        "scale toward 400 gp by level 8. If the Ring is exposed, Edda adds her "
        "own prize: a driftglass lantern that burns without oil for an hour a "
        "day, and a standing favor worth more than gold β€” the safest berth and "
        "the sharpest gossip in every port on the Saltmere run."
    ),
    "followup_hooks": [
        "Alderman Rosk's ledger names a patron in the capital who has been "
        "buying 'salvaged' grain at a quiet discount β€” someone with a title and "
        "a reason to want the coastal ports failing.",
        "Edda takes the keeper's post again but keeps spotting dark-lantern "
        "signals answered from the sea. The Cormorant Ring was one crew of a "
        "larger fleet, and someone is still wrecking ships down the coast.",
    ],
    "dm_summary": (
        "A rescue that curdles into a mystery: the party is hired to relight a "
        "dark lighthouse and finds the keeper hiding from the wreckers she "
        "caught β€” and the bounty was posted by a councilman on the smugglers' "
        "payroll. Run it in three beats: the climb to the point, the sea-cave "
        "parley with Edda, and the storm-night confrontation with Silda Vane's "
        "crew. Every route to the lamp has a cost, and Edda won't budge until "
        "someone believes her. Best for levels 3-5; tune it via Silda's Thugs."
    ),
}