{
	"d6dbfe7b-16f9-4aa4-ac2c-9c43f274be73": {
		"uuid": "d6dbfe7b-16f9-4aa4-ac2c-9c43f274be73",
		"type": 1,
		"title": "The Leaking Pipe",
		"text": "A sharp hiss of steam draws your attention to a side alley. A rusted water pipe has cracked along a seam, spraying a fine mist into the dry air. A small crowd has gathered - not to fix it, but to hold containers under the leak. Two settlers are already arguing over who got there first.\n\nClean water is worth more than caps out here. The pipe won't last long before someone in charge notices and sends a crew.",
		"options": [
			{
				"text": "Shove your way in and fill your own container. Everyone else had the same idea - no shame in it.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You manage to collect a decent amount before the flow slows to a trickle. The others glare, but nobody starts anything."
					},
					"failure": {
						"text": "In the jostling, your container gets knocked from your hands and shatters on the ground. The water soaks into the dust while the crowd watches."
					}
				}
			},
			{
				"text": "Break up the argument and organize the crowd into a line. First come, first served.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "It takes some convincing, but people fall in line. A few of them thank you afterward - including someone who says they'll remember your face."
					},
					"failure": {
						"text": "Nobody listens. The argument escalates, someone throws a punch, and by the time it's over the maintenance crew has arrived and shut the pipe off. Nobody gets anything."
					}
				}
			},
			{
				"text": "Examine the pipe. You might be able to patch it and redirect the flow properly.",
				"skill_requirement": {
					"engineering": 3
				},
				"outcomes": {
					"success": {
						"text": "The crack is along a corroded weld joint - an easy fix if you know what you're doing. You pinch the seam with a bit of scrap metal and redirect the flow into a collection barrel. The crowd is impressed. Someone hands you caps for the trouble."
					},
					"failure": {
						"text": "Your patch holds for about ten seconds before the pressure blows it out. Water sprays everywhere and the crowd scatters. The maintenance crew arrives to find you standing in a puddle, holding a bent piece of scrap."
					}
				}
			}
		]
	},
	"afeda8d5-b959-4538-97a2-9f8836db3b6c": {
		"uuid": "afeda8d5-b959-4538-97a2-9f8836db3b6c",
		"type": 2,
		"title": "The Overturned Cart",
		"text": "A two-wheeled cargo cart lies on its side at the edge of the trail, one axle snapped clean. Crates are scattered in the dust, most of them cracked open and picked clean. Boot prints lead away in two directions - one set heading back toward the nearest settlement, another set heading deeper into the waste.\n\nThere's no blood. Whoever owned this cart walked away from the wreck. But one crate, half-buried under the cart frame, is still sealed.",
		"options": [
			{
				"text": "Pry open the sealed crate. Salvage rights are first-come, first-served out here.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The crate contains a modest haul - dried provisions and a few useful supplies wrapped in oilcloth. Whoever packed this knew what they were doing. Lucky for you they're not here to argue ownership"
					},
					"failure": {
						"text": "The crate is nailed shut with rusted hardware and you don't have the right tools. You bruise your hands getting it open only to find a load of cracked ceramic tiles. Decorative. Worthless."
					}
				}
			},
			{
				"text": "Follow the boot prints heading toward the waste. The cart owner might need help - or might have dropped something better along the way",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "Half a kilometer down the trail, you find a dropped satchel wedged between two rocks. Inside: a handful of caps, a water flask, and a rolled-up piece of leather with route markings scratched into it. The owner clearly had bigger problems than a lost bag."
					},
					"failure": {
						"text": "The tracks fade into hardpan after a few hundred meters. The wind is already erasing what's left. You turn back with nothing but sunburn and a lesson about chasing ghosts."
					}
				}
			},
			{
				"text": "That axle break looks repairable. If you fix the cart, it becomes salvage you can claim.",
				"skill_requirement": {
					"tools_crafting": 3
				},
				"outcomes": {
					"success": {
						"text": "The axle snapped at a stress fracture - poor metallurgy, not impact damage. You fashion a splint from a mesquite branch and bind it with wire from one of the broken crates. The cart won't haul heavy loads, but it's mobile again. A passing trader offers you a decent price for it on the spot."
					},
					"failure": {
						"text": "The fracture runs deeper than you thought - the entire axle housing is compromised. Your splint holds for about three meters before the whole assembly collapses sideways again, worse than before. At least you confirmed it's unfixable."
					}
				}
			}
		]
	},
	"c6236bd3-6bb0-40f5-815b-89529bde4988": {
		"uuid": "c6236bd3-6bb0-40f5-815b-89529bde4988",
		"type": 1,
		"title": "The Counterfeit Caps",
		"text": "You're counting your caps at a food stall when the vendor snatches one from your palm and holds it up to the light. She bites it, then flicks it onto the counter with a look of disgust.\n\n\"Fake. Lead core with a tin wash. Seen three of these today.\" She pushes it back toward you. \"Somebody's flooding the market. You didn't get this from me, and you're not paying with it.\"",
		"options": [
			{
				"text": "Apologize and pay with a different cap. Not your problem how it got into your pouch.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The vendor accepts your replacement and hands over your food without further comment. You pocket the fake cap - might be useful as a conversation starter, or evidence."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Ask around the market about where the fakes are coming from. If someone's devaluing the currency, everyone suffers.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "After an hour of questions and suspicious looks, a junk dealer quietly points you toward a recent batch of caps that came through a specific trader. You pass the information along to a grateful local enforcer."
					},
					"failure": {
						"text": "Nobody wants to talk. Either they don't know or they're afraid of whoever's behind it. You wasted an hour and have nothing to show for it."
					}
				}
			},
			{
				"text": "Examine the fake cap closely. The metallurgy might tell you something about who made it.",
				"skill_requirement": {
					"smelting": 3
				},
				"outcomes": {
					"success": {
						"text": "The alloy composition is sloppy - too much antimony, not enough tin. Whoever cast these had access to scrap lead but no proper crucible. You describe the setup to a local smith who recognizes the technique. The information is worth something to the right people."
					},
					"failure": {
						"text": "The alloy is unusual but you can't place the technique. Too many variables - scrap sources differ across the region and without a proper assay kit you're guessing. You hand the cap back to the vendor with a shrug."
					}
				}
			}
		]
	},
	"34a1d17f-a77e-4505-9e9e-3ab12aec0fe3": {
		"uuid": "34a1d17f-a77e-4505-9e9e-3ab12aec0fe3",
		"type": 1,
		"title": "The Dog and the Dead Man",
		"text": "A mangy dog sits at the edge of the market square, whining at anyone who passes. It's wearing a makeshift collar - clearly someone's animal, not feral. Every few minutes it trots a few steps toward an alley, looks back, and whines again.\n\nA passing trader mutters, \"That dog's been at it since dawn. Owner probably drank himself dead somewhere.\"",
		"options": [
			{
				"text": "Ignore it. Stray dogs are a caps-per-hour drain you can't afford.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You walk past. The whining fades behind you. Whatever the dog's problem is, it'll sort itself out - or it won't."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Follow the dog and see what it wants.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The dog leads you through two alleys to a collapsed overhang where an old man lies unconscious, dehydrated but alive. You drag him to shade and flag down help. By evening, someone finds you and presses a small bundle into your hands. \"From Matteo. He says thanks.\""
					},
					"failure": {
						"text": "The dog leads you on a winding tour of the settlement's least appealing corners, then sits down next to a pile of garbage and starts eating. There is no owner. There was never an owner. It just wanted company for lunch."
					}
				}
			}
		]
	},
	"aa4d0532-a95f-4320-b660-4cf417392b93": {
		"uuid": "aa4d0532-a95f-4320-b660-4cf417392b93",
		"type": 1,
		"title": "The Stranger's Gear",
		"text": "A woman you don't recognize sits on a low wall near the gate, a heavy pack beside her. She's not a trader - no signs, no displayed goods. But the pack is half-open and you can see quality equipment inside. Pre-war stuff, well-maintained.\n\nShe catches your eye and gestures you over. \"Leaving town for good. Heading east. I can't carry all of this and I don't have time to set up shop. Make me an offer on any of it.\"",
		"options": [
			{
				"text": "Buy something. Gear like that doesn't show up every day.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "She's not lying - the equipment is solid. You pick out a useful piece and pay a fair price. She nods, shoulders her pack, and heads for the gate without another word."
					},
					"failure": {
						"text": "You spend ten minutes negotiating before she suddenly changes her mind about selling. \"Forget it. I might need all of it.\" She walks off, leaving you with nothing but wasted time."
					}
				}
			},
			{
				"text": "Warn her about traveling east alone. The routes aren't safe.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "She listens, though her expression doesn't change much. \"I know,\" she says quietly. After a moment, she pulls something from her pack and sets it on the wall between you. \"For the concern.\" Then she leaves."
					},
					"failure": {
						"text": "She cuts you off mid-sentence. \"I've been surviving longer than you've been walking.\" Fair enough. She shoulders her pack and goes."
					}
				}
			},
			{
				"text": "Something about her story doesn't add up. Study her more carefully.",
				"skill_requirement": {
					"perception": 3
				},
				"outcomes": {
					"success": {
						"text": "Her boots are wrong. They're local-made, recent - not the boots of someone who arrived from elsewhere with pre-war gear. And the pack's wear pattern suggests it was carried a short distance, not a long journey. This gear was stolen, probably from a cache. You confront her quietly and she bolts, leaving the pack behind."
					},
					"failure": {
						"text": "You stare at her a beat too long and she notices. \"Problem?\" she asks, standing up. You mention the boots, the wear pattern. She looks at you like you're insane. \"I bought the boots here last week because mine fell apart. You want to inspect my blisters too?\" She leaves. You stand there reassessing your detective career."
					}
				}
			}
		]
	},
	"39290ab9-d93a-47a3-a569-eae82b4da13b": {
		"uuid": "39290ab9-d93a-47a3-a569-eae82b4da13b",
		"type": 1,
		"title": "Smoke from the Workshop",
		"text": "A plume of greasy black smoke rises from a crafting workshop across the square. Shouts come from inside, followed by a metallic crash. A moment later, a young apprentice stumbles out coughing, waving people away.\n\n\"Crucible cracked! Whole batch of smelting compound spilled onto the forge coals. Don't come in - the fumes will kill you.\"",
		"options": [
			{
				"text": "Help evacuate the area. Toxic fumes in a settlement are everyone's problem.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You help clear the nearby stalls and keep gawkers at a safe distance while the smoke dissipates. The workshop owner finds you afterward and thanks you with a small payment."
					},
					"failure": {
						"text": "In the confusion, you catch a lungful of something acrid. Your eyes water for the rest of the day and your throat feels like you gargled with sand."
					}
				}
			},
			{
				"text": "Stay clear and wait for the professionals to handle it. You're not a firefighter.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The local crew shows up within minutes and handles the situation. Nobody blames you for not risking your lungs. The workshop is back in operation by evening."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You know what smelting compounds do when they burn. You can neutralize the fumes.",
				"skill_requirement": {
					"chemistry": 3
				},
				"outcomes": {
					"success": {
						"text": "You grab a bucket of alkalite from a nearby stall, tie a wet rag over your face, and toss the neutralizer onto the smoldering mess. The reaction is immediate - the toxic smoke turns to a harmless white vapor. The apprentice stares at you like you just performed a miracle."
					},
					"failure": {
						"text": "You grab what you think is alkalite from a nearby stall, but the container was mislabeled. The powder hits the coals and the smoke turns from black to an eye-watering yellow. Everyone within thirty meters starts coughing, including you. The apprentice drags you out."
					}
				}
			}
		]
	},
	"cd4f74b7-272e-4f2c-93a1-b4d0f5a32c63": {
		"uuid": "cd4f74b7-272e-4f2c-93a1-b4d0f5a32c63",
		"type": 1,
		"title": "The Dice Game",
		"text": "Behind the trading post, four settlers sit in a circle on overturned crates, rolling bone dice on a flattened piece of sheet metal. Caps change hands with every throw. One of them spots you watching and waves you over.\n\n\"Room for one more. Five caps to buy in. We play clean - no weighted dice, no palm rolls. Just luck and nerve.\"",
		"options": [
			{
				"text": "Buy in and play. Five caps is cheap entertainment.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The dice run hot in your favor. Three rounds in, you're up and the table knows it. You cash out before your luck turns. Smart."
					},
					"failure": {
						"text": "The dice do not, as it turns out, care about your feelings. You're cleaned out in four rounds. The winner at least has the decency not to grin."
					}
				}
			},
			{
				"text": "Decline. Gambling is a tax on people who can't do math.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You watch for a while instead. The dynamics are interesting - who bluffs, who folds early, who gets angry. You learn more about the local personalities in twenty minutes than you would in a week of small talk."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You notice one of the players palming a second die. Expose him - or use the knowledge.",
				"skill_requirement": {
					"stealth": 4
				},
				"outcomes": {
					"success": {
						"text": "You say nothing. Instead, you buy in and play the cheater's rhythm against him - betting low when he's loading the dice, betting high when he can't without exposing himself. He realizes you've figured him out. By the time he folds, you've taken most of the pot."
					},
					"failure": {
						"text": "You try to play the cheater's rhythm, but he's better at this than you expected. He spots your pattern before you spot his timing, switches techniques, and cleans you out in two rounds. He winks at you on the way out. Professional courtesy."
					}
				}
			}
		]
	},
	"de6f2732-1931-42ab-a5cb-efd26cf0c403": {
		"uuid": "de6f2732-1931-42ab-a5cb-efd26cf0c403",
		"type": 1,
		"title": "The Old Radio",
		"text": "You hear music. Actual music - not someone humming or banging on scrap percussion, but a recording. Tinny, warped, and coming from a junker's stall where a battered portable radio sits propped against a toolbox, crackling out a melody that ended seventy-seven years ago.\n\nA small crowd has gathered, just listening. The junker hasn't noticed yet that his salvage pile contains something people will actually pay for.",
		"options": [
			{
				"text": "Offer to buy the radio before the junker figures out what he has.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You casually mention the radio and offer twenty caps. He shrugs - it's junk to him. You walk away with a piece of the old world that still works. For now."
					},
					"failure": {
						"text": "Another buyer moves faster. A woman steps in with thirty caps and the junker takes her money before you can counter. The music fades as she carries it away."
					}
				}
			},
			{
				"text": "Tell the junker what he's got. Honesty has a value too.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The junker's eyes widen when he realizes the crowd isn't here for his scrap pile. He thanks you for the heads-up and sells the radio at a proper price. He tosses you a handful of caps for the tip."
					},
					"failure": {
						"text": "The junker panics and snatches the radio off the display, convinced it must be priceless. He won't sell it to anyone now, and the crowd disperses, annoyed. Several of them shoot you dirty looks."
					}
				}
			},
			{
				"text": "Examine the radio while pretending to browse. That model uses vacuum tubes - if it's still working, the components are worth more than the whole unit.",
				"skill_requirement": {
					"salvaging_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You turn it over casually and spot what you expected: military-grade vacuum tubes, pre-war manufacture. These are impossible to replicate with current tech. You buy the radio for junk price and pocket the tubes - each one worth ten times what you paid."
					},
					"failure": {
						"text": "You pick up the radio to examine it and the junker immediately gets suspicious. \"Hey - careful with that! You break it, you buy it.\" He snatches it back and triples his asking price on the spot, convinced you've spotted something valuable. You have, but now you can't afford it."
					}
				}
			}
		]
	},
	"8eb422f9-7d1d-48a6-8bee-46e7c00651ca": {
		"uuid": "8eb422f9-7d1d-48a6-8bee-46e7c00651ca",
		"type": 1,
		"title": "The Sick Kid",
		"text": "A woman blocks your path near the well, her face drawn and eyes red. She's holding a bundle of dried plants in one hand and a scrap of paper in the other.\n\n\"Please - my boy's burning up. The healer gave me this list but I can't read it and I don't know what half these plants look like. Can you help me sort this out? I'll pay whatever I can.\"",
		"options": [
			{
				"text": "Help her identify the plants she needs. It won't take long.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You cross-reference the list with what she's gathered. She's got most of it, but two are wrong - one is useless, the other would have made things worse. You point her to the right stall and she practically runs."
					},
					"failure": {
						"text": "You do your best, but the handwriting is terrible and the plant names are in old medical shorthand. You're not confident in your answers and tell her so. She thanks you anyway and heads off, clutching the list tighter."
					}
				}
			},
			{
				"text": "Give her caps instead. You don't know medicine, but money solves problems.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You press twenty caps into her hand and point her toward the healer's stall. She starts to argue, then looks at her boy's face and takes the money. She whispers a thanks you barely hear."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You recognize half these ingredients - they're not just medicine, they're a recipe. You know how to prepare this.",
				"skill_requirement": {
					"cooking": 4
				},
				"outcomes": {
					"success": {
						"text": "The list isn't a shopping guide - it's a preparation formula. Specific ratios, specific drying times, a binding agent the healer forgot to mention. You sort the plants, explain the preparation steps, and even correct a dosage error. The woman stares at you like you just parted the sky."
					},
					"failure": {
						"text": "You recognize the ingredients but the proportions on the list don't match any recipe you know. Either the healer has a technique you haven't seen, or the handwriting is worse than you thought. You second-guess yourself long enough that the woman thanks you for trying and goes to find the healer directly."
					}
				}
			}
		]
	},
	"afa6e4fe-ffe0-4c64-84f4-d10a20e5c34e": {
		"uuid": "afa6e4fe-ffe0-4c64-84f4-d10a20e5c34e",
		"type": 1,
		"title": "The Collapsed Stall",
		"text": "A loud crack splits the air and a market stall collapses sideways, its support beam finally giving out after what looks like years of neglect. Goods scatter across the ground - jars, tools, fabric bolts. The owner is pinned under a crossbeam, conscious but unable to move.\n\nNearby vendors rush to grab their own merchandise before the domino effect takes out their stalls too. Nobody is helping the pinned man.",
		"options": [
			{
				"text": "Help free the man from the debris. Goods can be replaced - people can't.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You lever the beam off his chest with a broken plank. He's bruised and wheezing, but nothing's broken. He insists on giving you something from his scattered inventory as thanks."
					},
					"failure": {
						"text": "The beam is heavier than it looks. You strain against it, but can't get the leverage. By the time two other people step in to help, the man's ribs are cracked. He'll live, but he won't be thanking anyone today."
					}
				}
			},
			{
				"text": "Grab what you can from the scattered goods before they disappear. The man has other people helping him - your contribution is economic recovery.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You scoop up a few intact jars and a wrapped tool before the other scavengers descend. Nobody saw, or nobody cared."
					},
					"failure": {
						"text": "Another scavenger has the same idea - and faster hands. They snatch the best items right out from under you. You end up with a cracked jar of something unidentifiable that smells like feet."
					}
				}
			},
			{
				"text": "That beam didn't break from age. The cut is clean - this was sabotaged. You can tell from the grain pattern.",
				"skill_requirement": {
					"woodcutting_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You examine the splintered end while others handle the rescue. The wood was scored with a blade - a deliberate weakening cut, maybe days old. Someone wanted this stall to come down. You tell the owner, who goes pale and then angry. He pays you well for the information and promises to handle it himself."
					},
					"failure": {
						"text": "The break is messy and the grain is full of rot. You thought you saw tool marks, but under closer inspection it's just termite damage and dry rot - the beam was dead wood long before today. You tell the owner your theory and he looks at you like you've lost your mind. \"It's a seventy-year-old building, friend. Things break.\""
					}
				}
			}
		]
	},
	"3b5fe5a3-2747-424a-8abb-5be28132d56c": {
		"uuid": "3b5fe5a3-2747-424a-8abb-5be28132d56c",
		"type": 1,
		"title": "The Night Before",
		"text": "You wake up with a headache and a mouth that tastes like something died in it. Your memory of last night is a series of disconnected images: firelight, someone playing a guitar badly, a toast to something that seemed important at the time.\n\nYour belt pouch is lighter than it should be. Not stolen - you have a sinking feeling you spent it willingly, on what you can't quite recall.",
		"options": [
			{
				"text": "Retrace your steps and try to piece together what happened. Maybe you can recover some of what you spent.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You find the bar where most of the damage occurred. The bartender remembers you - fondly, annoyingly. \"You bought a round for the whole place and gave a speech about the old world. It was pretty good, actually.\" She slides you back a handful of caps that she'd set aside, figuring you'd be back."
					},
					"failure": {
						"text": "Nobody remembers you. Or everyone remembers you and they're all lying about it for their own amusement. Either way, the caps are gone and so is your dignity."
					}
				}
			},
			{
				"text": "Write it off. Whatever happened, you survived it. Move on.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You splash water on your face and get on with your day. The headache fades by noon. Whatever you did last night, it's between you and the version of yourself that made those decisions."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Your boots are covered in red dust - specific red dust. You know which part of the settlement has that soil. Start there.",
				"skill_requirement": {
					"tracking": 4
				},
				"outcomes": {
					"success": {
						"text": "The dust pattern on your boots tells a story: you went to the south quarter, then back north, then east toward the old cistern. At the cistern, you find your jacket folded neatly on a pipe with a note in your own handwriting: \"DON'T FORGET - THE GUY AT THE MARKET OWES YOU.\" You have no memory of who or why, but the note works. A nervous-looking trader pays up without argument."
					},
					"failure": {
						"text": "The dust trail leads you to a dead end behind a water tank. There's nothing here except a feral cat that hisses at you and a boot print that might be yours or might belong to literally anyone. Drunk-you was apparently not the master tracker sober-you hoped."
					}
				}
			}
		]
	},
	"b8443660-e2eb-4af2-bc0b-de3eb86c9d7e": {
		"uuid": "b8443660-e2eb-4af2-bc0b-de3eb86c9d7e",
		"type": 2,
		"title": "The Signal Fire",
		"text": "A thin column of smoke rises from behind a ridge about three hundred meters off the trail. It's the wrong color for a campfire - too white, too steady. Signal smoke. Someone is trying to be found.\n\nThe question is whether they want to be found by you.",
		"options": [
			{
				"text": "Investigate the signal. Could be someone in trouble.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "Behind the ridge, a lone traveler sits next to a small fire, feeding it damp sage to keep the smoke visible. She broke her ankle on loose scree two days ago and has been rationing her last water. She's grateful - and she's carrying trade goods she insists on sharing."
					},
					"failure": {
						"text": "You crest the ridge and find an abandoned fire pit, still smoldering. Whoever was here left recently - maybe they saw you coming and didn't like the look. The only thing remaining is a scorched tin can and the uncomfortable feeling of being watched."
					}
				}
			},
			{
				"text": "Keep moving. Signals in the waste are as likely to be bait as distress calls.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You note the smoke's position and keep walking. Smart caution has kept you alive this long. Whatever's behind that ridge, it can wait for someone with more free time and fewer survival instincts."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Before approaching, study the smoke pattern and the surrounding terrain for signs of ambush.",
				"skill_requirement": {
					"perception": 4
				},
				"outcomes": {
					"success": {
						"text": "You scan the ridge line. No secondary tracks, no concealed positions, no disturbance in the scrub brush. The smoke pattern is irregular - someone feeding the fire by hand, not a maintained signal station. This is genuine distress. You approach confidently, help the injured traveler, and she gives you her entire remaining supply pack as thanks."
					},
					"failure": {
						"text": "You scan the terrain and spot what looks like a second set of tracks behind the ridge - possible ambush position. You decide to approach from a flanking angle, which costs you an hour of careful maneuvering. When you finally reach the fire, the traveler is gone. She gave up waiting and crawled toward the main road on her own. Your caution cost someone their rescue."
					}
				}
			}
		]
	},
	"36406930-24b5-4326-8417-ef1b52d237da": {
		"uuid": "36406930-24b5-4326-8417-ef1b52d237da",
		"type": 2,
		"title": "The Dead Drop",
		"text": "Wedged into a crack in a sandstone outcrop beside the trail, a small oilskin bundle catches your eye. It's been placed deliberately - hidden from casual glances but visible if you know what to look for.\n\nInside: three sealed vials of dark liquid and a scrap of paper with coordinates written in a careful hand. No name, no explanation. This is a dead drop - someone left this for someone else. And that someone else isn't you.",
		"options": [
			{
				"text": "Take the vials and the note. Whatever this is, it's yours now.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The vials turn out to contain concentrated plant extract - useful as a medicinal base or a trade good. The coordinates on the note don't mean anything to you, but the supplies are real enough."
					},
					"failure": {
						"text": "You pocket the vials and head out. An hour later, you notice a figure trailing you at a distance. They don't approach, but they don't leave either. By evening, they're gone. Nothing happens, but you sleep badly."
					}
				}
			},
			{
				"text": "Leave it alone. Dead drops mean someone with plans, and plans mean trouble.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You memorize the location, replace the bundle exactly as you found it, and keep walking. Not your business. Not your problem. The desert has enough of both without you volunteering."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You can identify those vials by color and viscosity without even opening them.",
				"skill_requirement": {
					"chemistry": 4
				},
				"outcomes": {
					"success": {
						"text": "The liquid is a crude but effective painkiller - specifically formulated for small scorpion stings, based on the tint and the oily separation layer. Whoever made this knows their field chemistry. You take the vials, knowing exactly what you've got. The coordinates you leave - that's someone else's mystery."
					},
					"failure": {
						"text": "The color and viscosity suggest antivenin, but when you uncork one to confirm, the smell is wrong - fermented, degraded. These vials have been sitting in the heat too long. The active compounds have broken down. You seal it back up and leave the lot. Expired medicine is worse than no medicine."
					}
				}
			}
		]
	},
	"5ea901f5-2810-45b5-824e-0498df592907": {
		"uuid": "5ea901f5-2810-45b5-824e-0498df592907",
		"type": 2,
		"title": "The Fork in the Trail",
		"text": "The trail splits at a dry wash. The left path follows the wash south - longer, but flat and easy walking with good sight lines. The right path cuts through a narrow canyon - faster by at least an hour, but the walls close in tight and you can't see what's ahead.\n\nFresh rad runner tracks cross both paths. Something came through here recently.",
		"options": [
			{
				"text": "Take the wash. Visibility beats speed when you're alone in the waste.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The longer route pays off with an unobstructed walk and a lucky find - someone cached a supply bundle in a cairn of rocks along the wash, probably as a waypoint stash. The bundle is old and partially weathered, but the contents are intact."
					},
					"failure": {
						"text": "The wash is uneventful but brutally exposed. The sun drains you and the flat terrain stretches time into something oppressive. You arrive at your destination intact but exhausted and sunburned."
					}
				}
			},
			{
				"text": "Take the canyon. Time is a resource too, and you know how to move fast.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The canyon is quiet. The rad runner tracks lead off through a side crack and away from your path. You shave an hour off your travel and arrive fresh, with time to spare."
					},
					"failure": {
						"text": "The canyon narrows and the tracks thicken. You hear clicking in the rocks above. You make it through without incident, but your nerves are shot and you burned more energy staying alert than the shortcut saved you."
					}
				}
			},
			{
				"text": "Read the rad runner tracks. Age, direction, and number tell you everything about which path is safe.",
				"skill_requirement": {
					"tracking": 3
				},
				"outcomes": {
					"success": {
						"text": "The tracks on the canyon path are fresh - less than six hours old, multiple animals, moving toward the wash. They've already left the canyon. You take the shortcut through empty territory and arrive quickly, calmly, and ahead of schedule."
					},
					"failure": {
						"text": "You read the tracks as old - twelve hours, maybe more. Faded edges, wind-filled impressions. So you take the canyon. Turns out the tracks were fresher than they looked - the dry air and hardpan just preserved them poorly. You round a bend and come face to face with a rad runner perched on a rock above you. It bolts, you bolt, and you clear the canyon at a dead sprint."
					}
				}
			}
		]
	},
	"e0b46a91-7dfe-4041-b604-614b339e0f83": {
		"uuid": "e0b46a91-7dfe-4041-b604-614b339e0f83",
		"type": 2,
		"title": "The Burned Camp",
		"text": "You smell it before you see it - acrid, chemical, wrong. Around a bend in the trail, a campsite has been burned. Not a campfire that got out of control - this was deliberate. The fire pattern is too even, the ground too thoroughly scorched. Someone used accelerant.\n\nTwo bedrolls are melted into slag. A pack frame leans against a rock, partially intact. Whatever happened here, it happened fast.",
		"options": [
			{
				"text": "Search the pack frame and the edges of the burn zone. Fire doesn't destroy everything.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The pack frame still has a small pouch clipped to the underside - singed but intact. Inside: a few caps, a flint striker, and tightly rolled bandages. At the edge of the burn, you find a knife blade warped by heat and completely useless."
					},
					"failure": {
						"text": "The heat destroyed anything useful. The pack pouch crumbles when you touch it. You sift through ash and find nothing but the faint outline of something that might have been a map, now unreadable."
					}
				}
			},
			{
				"text": "Move on quickly. Burned camps attract attention - from scavengers, from predators, and from whoever did the burning.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You give the site a wide berth and pick up your pace. Whatever story this camp tells, the ending isn't your problem. The wind shifts and the smell fades behind you."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The accelerant residue tells a story. You can identify the chemical compound from the burn pattern and smell.",
				"skill_requirement": {
					"extracting": 3
				},
				"outcomes": {
					"success": {
						"text": "The residue is a petroleum distillate - crude, but refined enough that it wasn't just dumped fuel. Someone manufactured this as an incendiary agent. The burn pattern shows it was poured in a ring, then ignited from a distance. This wasn't a fight - it was a cleanup. You take note of the chemical signature. Knowing who makes this stuff could be worth something to the right people."
					},
					"failure": {
						"text": "The residue is too degraded by heat to identify with any confidence. You can tell it's petroleum-based, but so is half the flammable junk in the wasteland. Without a proper kit, you can't distinguish manufactured accelerant from spilled lamp oil. The burn pattern is suggestive but not conclusive."
					}
				}
			}
		]
	},
	"d1ac736d-f389-4b85-b29a-d48e98ac204d": {
		"uuid": "d1ac736d-f389-4b85-b29a-d48e98ac204d",
		"type": 2,
		"title": "The Dying Juniper",
		"text": "A massive juniper tree stands alone in a rocky clearing, its trunk wider than your arm span. Most of its branches are dead - bare, bleached wood reaching upward like bones. But one side still has green needles, clinging to life against the odds.\n\nAt the base of the tree, someone has carved a small shelf into the trunk and placed a clay jar inside it. The jar is sealed with wax.",
		"options": [
			{
				"text": "Open the jar. Whatever someone left in a tree in the middle of nowhere has to be worth looking at.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "Inside the jar: a handful of dried juniper berries, a coiled piece of copper wire, and a folded note. The note is a simple message - directions to a clean spring two kilometers east, written for anyone who finds it. The berries and wire are a bonus."
					},
					"failure": {
						"text": "The wax seal breaks and the jar cracks in your hands. Inside is a dark paste that smells overwhelmingly of sage and something rotten. Whoever left this, it was personal - a burial offering, maybe, or a ritual cache. You put it back and wipe your hands on your pants."
					}
				}
			},
			{
				"text": "Leave the jar alone. Respect whatever tradition put it there. Take some berries from the living branches instead.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You pick a handful of berries from the green side of the tree and sit in its shade for a few minutes. It's a good rest spot - sheltered from the wind, with a view of the surrounding terrain. You feel better for stopping."
					},
					"failure": {
						"text": "The berries are dry and bitter - the tree is too stressed to produce anything worth eating. You rest in the shade anyway, but the wind picks up and drives grit into your eyes."
					}
				}
			},
			{
				"text": "This juniper is old-growth - pre-war. The living side might have usable resin and the deadwood is excellent fuel-grade hardwood.",
				"skill_requirement": {
					"foraging_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You harvest a small quantity of juniper resin from the living bark - a natural antiseptic and preservative that's difficult to find in these quantities. The deadwood snaps clean and dry, perfect for trade. You leave the carved shelf and its jar untouched."
					},
					"failure": {
						"text": "You score the bark to tap the resin, but the tree is too far gone. The living side is barely alive - the cambium layer is paper-thin and yields almost nothing. The deadwood is riddled with bore holes from desert beetles, making it useless as trade lumber. This juniper is dying and there's nothing left to harvest."
					}
				}
			}
		]
	},
	"c56de1cd-6ace-4c10-942c-f7243c182fb0": {
		"uuid": "c56de1cd-6ace-4c10-942c-f7243c182fb0",
		"type": 2,
		"title": "The Wrong Cairn",
		"text": "Trail cairns dot the route - small stacks of flat stones that mark the path across featureless terrain. You've been following them for an hour when you notice something wrong. The last three cairns have a reddish stone on top instead of the usual gray. Someone has been re-stacking them.\n\nYou look back. The original trail is still visible if you squint - it curves north. These modified cairns point east, into broken ground.",
		"options": [
			{
				"text": "Trust the original trail and head north. If someone moved the cairns, they had a reason you don't want to discover.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You correct your heading and follow the faded original trail north. It reconnects with the main route after a half-hour of careful navigation. Along the way, you find a stash of supplies tucked under a ledge - probably left by the last person who noticed the cairns were wrong."
					},
					"failure": {
						"text": "The original trail is harder to follow than you expected. You lose it twice and spend an extra hour backtracking. You make it to the main route, but you've burned daylight and water."
					}
				}
			},
			{
				"text": "Follow the modified cairns east. Could be a shortcut, could be a trap. Either way, you want to know.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The modified path leads to a small pre-war structure half-buried in a hillside - an old utility shed, its door jammed open with a rock. Inside: scattered tools, a few intact containers, and a bedroll. Someone has been using this as a waystation and marking the path to it. You help yourself to what's loose."
					},
					"failure": {
						"text": "The eastern path leads into a maze of gullies with no clear exit. You spend two hours finding your way back to the original trail. The cairns weren't a trap - just bad navigation by someone who thought they'd found a shortcut and didn't bother to remove their mistakes."
					}
				}
			},
			{
				"text": "That red stone on top of the cairns - you recognize the mineral. It's not local. Someone brought it here deliberately.",
				"skill_requirement": {
					"mining_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "The reddish stone is hematite - common enough in some areas, but not here. This is a prospector's marker, not a trail marker. The cairns don't point to a path - they point to a mineral deposit. You follow the line of markers to a small exposed vein of iron-rich ore in a canyon wall. Not a motherlode, but definitely worth noting for future mining."
					},
					"failure": {
						"text": "You recognize the stone as hematite and follow the cairn line east, expecting a deposit. What you find is a dry gulch with iron-stained runoff streaks on the rock face - surface oxidation, not a workable vein. The prospector who marked this was either a beginner or an optimist. You've wasted an hour chasing rust."
					}
				}
			}
		]
	},
	"78110fa1-033b-4d49-ab5e-ec02eec4c6ff": {
		"uuid": "78110fa1-033b-4d49-ab5e-ec02eec4c6ff",
		"type": 2,
		"title": "The Standoff",
		"text": "Voices carry in the desert. You hear them before you see anything - two people, shouting. Over the next rise, a man and a woman stand ten meters apart on the trail, each with a hand on their weapon. Between them on the ground sits a sealed container - pre-war military, by the look of it.\n\nThey both found it at the same time. Neither is willing to walk away. And now they've noticed you.\n\n\"You - stranger!\" the man calls. \"Tell this person the law of the waste. I saw it first.\"\n\n\"He's lying,\" the woman says flatly. \"I was here before dawn.\"",
		"options": [
			{
				"text": "Side with whoever seems more believable and help them claim the container.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You make your call and the other party backs off with a stream of profanity. The winner cracks open the container and shares a portion of the contents with you as thanks for the support."
					},
					"failure": {
						"text": "Your intervention only makes things worse. Both parties turn on you - the one you sided against for being unfair, the one you helped for taking too long to decide. They end up splitting the container between themselves while you stand there feeling like a referee who got ejected from the game."
					}
				}
			},
			{
				"text": "Walk away. This isn't your dispute and these two have weapons.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You raise both hands, shake your head, and keep walking. The shouting resumes behind you and fades with distance. Whatever's in that container, it's not worth a bullet hole."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You're armed and you know how to use it. Step between them, establish authority, and broker a split.",
				"skill_requirement": {
					"blunt_melee_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You walk into the space between them with visible confidence and your weapon at rest but ready. Neither one wants a three-way fight. You crack open the container and divide the contents evenly. Both parties grumble but take their share. The woman flips you a small pouch of caps on her way out. \"For your trouble.\""
					},
					"failure": {
						"text": "You step between them and the man immediately takes it as a threat. \"Oh, so now there's three of us who want it?\" The woman shifts her stance too. Your weapon doesn't intimidate - it escalates. You back off slowly with both hands visible. They go back to shouting at each other as if you were never there."
					}
				}
			}
		]
	},
	"bd90cabb-bdf6-4871-9aa5-e7342a9b2a55": {
		"uuid": "bd90cabb-bdf6-4871-9aa5-e7342a9b2a55",
		"type": 2,
		"title": "The Dust Storm Warning",
		"text": "The sky to the west has turned the color of rust. A wall of red-brown haze is building on the horizon, wide enough to fill your entire field of vision. You've seen dust storms before - this one is still two, maybe three hours out. You have time to prepare, but not a lot of it.\n\nThe trail ahead crosses open flats with no shelter for at least a kilometer. Behind you, about ten minutes back, you passed a shallow overhang in a sandstone bluff.",
		"options": [
			{
				"text": "Push forward across the flats. If you move fast, you might outrun it or find shelter on the other side.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You move at a hard pace across the open ground. The storm is slower than it looked - or you're faster than you thought. You reach a cluster of boulders on the far side of the flats just as the first grit hits your face. It's not comfortable, but you're sheltered."
					},
					"failure": {
						"text": "The storm catches you in the open. You drop flat, pull your collar over your face, and wait. It passes in forty minutes, but those are the longest forty minutes of your recent memory. Your gear is caked in fine red dust, your eyes sting, and you've swallowed enough sand to build a castle."
					}
				}
			},
			{
				"text": "Turn back to the overhang and wait it out. Losing time is better than losing skin.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You backtrack to the sandstone bluff and tuck yourself under the overhang. The storm rolls in an hour later - a roaring wall of grit that blocks out the sun. You wait. Two hours later, it passes. You're behind schedule, but intact."
					},
					"failure": {
						"text": "The overhang provides less cover than you remembered. The wind funnels sand directly into your shelter. You spend the storm hunched against the rock, breathing through your sleeve and cursing your memory."
					}
				}
			},
			{
				"text": "You know how to seal your gear against particulates. With proper prep, you can cross the flats without stopping.",
				"skill_requirement": {
					"light_armor_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You cinch every buckle, tuck every seam, wrap your face properly, and seal your pack. When the storm hits, you're still walking - head down, steady pace, navigating by wind direction and ground texture. You emerge on the other side while the storm is still raging behind you. Other travelers huddled in shelter watch you pass like you're a ghost."
					},
					"failure": {
						"text": "You seal your gear and push into the storm, but the wind is stronger than you anticipated. A gust catches your pack and spins you sideways. You lose your bearing for a few seconds - long enough to stumble off the trail into loose sand. By the time you reorient, you've burned twenty minutes going nowhere. You make it through, but not with the grace you imagined."
					}
				}
			}
		]
	},
	"51d8d026-9a9c-45a2-a5e8-028ca8089b67": {
		"uuid": "51d8d026-9a9c-45a2-a5e8-028ca8089b67",
		"type": 2,
		"title": "The Singing Rocks",
		"text": "You hear it at dusk - a low, resonant hum coming from a cluster of sandstone formations just off the trail. Not wind. The air is still. The sound pulses gently, rising and falling in a rhythm that doesn't match anything natural.\n\nThree tall stones stand in a rough triangle, their surfaces worn smooth by centuries of wind. The humming seems to come from the ground between them. A faint purple tint colors the air at the base of the tallest stone, visible only when you look at it from a certain angle.\n\nTravelers have left offerings at the base - a strip of cloth, a few spent shell casings, a carved wooden bead.",
		"options": [
			{
				"text": "Step into the triangle and investigate. The humming could have a mundane explanation - underground water, wind cavities, thermal venting.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You stand between the stones and the humming intensifies for a moment, then fades. The purple tint vanishes. You feel a brief warmth in your chest that passes quickly. When you step out, your head is clearer than it's been in days. Placebo or not, you'll take it."
					},
					"failure": {
						"text": "You step inside and nothing happens. The humming continues. The purple tint remains exactly where it was. You feel foolish standing in a triangle of rocks waiting for something mystical. After five minutes, you leave."
					}
				}
			},
			{
				"text": "Leave an offering and move on. You don't need to understand something to respect it.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You place a small stone from your pocket at the base of the tallest formation. The humming doesn't change. The purple tint doesn't react. But something about the gesture feels right - acknowledging that the world has corners you don't understand and aren't meant to."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The resonance pattern reminds you of something. Pre-war infrastructure sometimes used subsurface piping that vibrates at harmonic frequencies when pressure differentials shift at dusk.",
				"skill_requirement": {
					"salvaging_mastery": 4
				},
				"outcomes": {
					"success": {
						"text": "You follow the hum to the base of the tallest stone and dig carefully with your hands. Thirty centimeters down, you hit metal - a corroded pipe, pre-war municipal water line, still pressurized. The thermal shift at dusk changes the pipe pressure and creates the resonance. The purple tint is probably mineral fluorescence from a manganese deposit nearby, activated by the vibration. Mystery explained. But you pocket a few fragments of the manganese-stained stone anyway. A mineralogist would pay for samples like these."
					},
					"failure": {
						"text": "You dig at the base of the tallest stone, expecting buried infrastructure. You find rock. More rock. Then clay. Then more rock. Whatever's causing the resonance, it's deeper than your hands can reach or it's not coming from below at all. The humming continues, indifferent to your excavation. You fill the hole back in and brush off your knees."
					}
				}
			}
		]
	},
	"5bd86b92-c470-4307-b9a1-c40d70892bcf": {
		"uuid": "5bd86b92-c470-4307-b9a1-c40d70892bcf",
		"type": 1,
		"title": "The Rooftop Argument",
		"text": "Two kids are screaming at each other on a rooftop above the main street, throwing what looks like pieces of dried mud at passersby. A woman on the ground is yelling up at them to come down, but they're ignoring her completely.\n\nOne of the mud chunks hits a trader's display and cracks a jar. The trader starts yelling too. The situation is escalating in a distinctly small-town way.",
		"options": [
			{
				"text": "Climb up and haul them down yourself. Someone has to be the adult here.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You scale the ladder and grab both kids by the collar before they can run. The woman - their aunt, apparently - is mortified and grateful. She presses a few caps into your hand and drags them home by their ears."
					},
					"failure": {
						"text": "You get halfway up the ladder before one of them dumps a bucket of something foul-smelling on your head. The crowd below finds this hilarious. The kids escape across the rooftops while you're wiping your eyes."
					}
				}
			},
			{
				"text": "Tell the trader to take it up with the kids' family. This is a domestic issue, not your problem.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You point the trader toward the woman, who is already apologizing profusely. The situation resolves itself without your involvement. The kids eventually come down when they get bored. Childhood hasn't changed much since the old world."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You've handled unruly creatures bigger than these two. Get their attention without climbing.",
				"skill_requirement": {
					"unarmed_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You pick up a loose stone and flick it at the wall next to them - not at them, but close enough to make a sharp crack. Both kids freeze. You point down. They climb down in silence. The aunt stares at you. \"How did you...\" She doesn't finish the question. She just pays you."
					},
					"failure": {
						"text": "Your stone bounces off the wall and ricochets into a hanging lantern, shattering it. Now the building owner is yelling too. The kids use the distraction to disappear. You quietly leave the scene."
					}
				}
			}
		]
	},
	"6f9fa4ad-4785-49d6-bb0e-d59f7b2c1048": {
		"uuid": "6f9fa4ad-4785-49d6-bb0e-d59f7b2c1048",
		"type": 1,
		"title": "The Broken Well",
		"text": "The communal well's hand pump has seized up, its mechanism grinding and producing nothing but a dry wheeze. A line of people with empty containers stretches around the corner, their patience wearing as thin as the pump's gasket.\n\nThe settlement's mechanic is out on a supply run. Nobody knows when she'll be back.",
		"options": [
			{
				"text": "Wait in line like everyone else. The mechanic will return eventually.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You take your place in line and wait. Two hours later the mechanic returns, fixes the pump in ten minutes, and the line starts moving. Patience isn't glamorous, but it works."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Offer to take a look at the pump. How complicated can it be?",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You strip the housing and find the problem - a corroded valve pin. You file it down with the edge of your knife and reassemble. The pump sputters, then catches. Water flows. The line behind you breaks into scattered applause."
					},
					"failure": {
						"text": "You strip the housing and immediately regret it. Springs and washers scatter across the ground. You spend twenty minutes trying to put it back together before someone gently suggests you stop helping."
					}
				}
			},
			{
				"text": "That grinding sound is diagnostic. You can identify the failure point by ear.",
				"skill_requirement": {
					"engineering": 4
				},
				"outcomes": {
					"success": {
						"text": "The rhythm of the grind tells you everything - the check valve is stuck open, backpressure is collapsing the prime. You tap the valve housing twice with a rock at the right angle and it unseats. The pump catches on the next stroke. Total repair time: thirty seconds."
					},
					"failure": {
						"text": "You're confident it's the check valve, but when you tap the housing to unseat it, the entire valve assembly cracks. Pre-war brass - brittled with age. The pump is now worse than before. You mumble something about needing replacement parts and blend back into the crowd."
					}
				}
			}
		]
	},
	"c6680560-2533-4ade-b765-ef1bad3c05dc": {
		"uuid": "c6680560-2533-4ade-b765-ef1bad3c05dc",
		"type": 1,
		"title": "The Wandering Preacher",
		"text": "A man in faded blue-gray robes stands on an overturned barrel near the square, holding a cracked water jug above his head. \"The waters cleanse! The waters forgive!\" he shouts at the thinning crowd. \"Come, drink, and be renewed in the eyes of the divine!\"\n\nMost people walk past without looking. A few linger - curious, or thirsty, or both. The man's robes bear water droplet symbols you've seen before. Church of the New Beginning.",
		"options": [
			{
				"text": "Accept a drink. Water is water, regardless of who's blessing it.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The water is clean and cool - say what you will about the Church, their purification technology works. The preacher beams and presses a small cloth pouch into your hands. \"For the road, friend. May the waters find you.\""
					},
					"failure": {
						"text": "You take the cup, drink, and immediately get a ten-minute sermon about divine purpose and water rights. By the time you extract yourself, you've lost half an hour and gained nothing but a headache."
					}
				}
			},
			{
				"text": "Walk past. You don't need religion with your hydration.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You nod politely and keep moving. The preacher doesn't push - either he's genuinely benign or he knows how to read a face that says 'no.' Either way, you respect the restraint."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "That jug - the glaze pattern is pre-war ceramic. You recognize the manufacturer's mark.",
				"skill_requirement": {
					"salvaging_mastery": 4
				},
				"outcomes": {
					"success": {
						"text": "The jug is stamped with a Coors Ceramics logo - Golden, Colorado, pre-1988. These are collectible among salvagers who know what to look for. You mention it casually. The preacher has no idea what he's holding. He trades it for a handful of caps, happy to fund his mission. You're happy to own a piece of industrial history."
					},
					"failure": {
						"text": "You mention the manufacturer's mark and the preacher's eyes narrow. \"This vessel is sacred. It was chosen by the waters.\" He clutches the jug to his chest and backs away. Other listeners start giving you suspicious looks. Time to leave."
					}
				}
			}
		]
	},
	"351a3258-27c7-4335-b5ee-046e34ee0e19": {
		"uuid": "351a3258-27c7-4335-b5ee-046e34ee0e19",
		"type": 1,
		"title": "The Locked Room",
		"text": "A building manager stops you in the corridor of a converted pre-war motel. \"Hey - you look resourceful. I've got a tenant three weeks overdue on rent. Door's locked from inside but nobody's heard anything in days. I need someone to open it. If there's a body in there, I need to know before the smell gets worse.\"",
		"options": [
			{
				"text": "Help open the door. If someone's dead, they deserve better than rotting behind a lock.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You shoulder the door open on the third try. No body - just an empty room, stripped clean. The tenant skipped out, taking everything including the door hinges from the bathroom. The manager groans but pays you for the trouble. \"At least I don't need a burial detail.\""
					},
					"failure": {
						"text": "You throw your weight against the door and bounce off. Pre-war construction - the frame is steel. Your shoulder throbs for the rest of the day. The manager sighs and goes to find a crowbar."
					}
				}
			},
			{
				"text": "Not your problem. You're not a landlord's enforcer.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You shake your head and walk away. Whatever's behind that door is between the manager and his tenant. You've got enough doors of your own to open."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Check the lock mechanism. Most pre-war interior locks have a bypass.",
				"skill_requirement": {
					"tools_crafting": 4
				},
				"outcomes": {
					"success": {
						"text": "Standard pre-war pin tumbler - five pins, spring-loaded. You pull a thin piece of scrap wire from your pack, bend it into a tension wrench, and rake the pins in under a minute. The door swings open. Empty room, no body. The manager is impressed and pays double what he offered."
					},
					"failure": {
						"text": "You work the lock for five minutes before a pin jams permanently. Now the door is locked AND the lock is broken. The manager gives you a long, tired look. You offer to pay for the locksmith."
					}
				}
			}
		]
	},
	"37b799fe-0769-4c4c-aab6-cc8cad40204e": {
		"uuid": "37b799fe-0769-4c4c-aab6-cc8cad40204e",
		"type": 1,
		"title": "The Barter Dispute",
		"text": "A heated argument at a trading stall draws your attention. A scavenger is trying to trade a bundle of salvaged copper wire for ammunition, but the vendor insists the wire is corroded and worth half what the scavenger claims.\n\n\"This is grade-A pre-war wiring!\" the scavenger shouts. \"You're trying to rob me.\"\n\nThe vendor folds her arms. \"It's green. Green means corroded. I'm offering fair price for corroded copper.\"",
		"options": [
			{
				"text": "Side with the vendor. Corroded is corroded.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You back the vendor's assessment and the scavenger deflates. He accepts the lower price, muttering about how nobody appreciates quality anymore. The vendor gives you a small discount on your next purchase as thanks."
					},
					"failure": {
						"text": "The scavenger turns his anger on you instead. \"Mind your own business, stranger.\" The vendor doesn't appreciate the escalation either. Both of them glare at you until you leave."
					}
				}
			},
			{
				"text": "Stay out of it. Trade disputes are between the people trading.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You watch from a distance. They eventually settle on a price somewhere in the middle, both unhappy - which probably means it's fair. The market continues as it always does."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You know copper. The green patina doesn't necessarily mean structural degradation.",
				"skill_requirement": {
					"smelting": 4
				},
				"outcomes": {
					"success": {
						"text": "You step in and scrape the wire with your thumbnail. \"Surface oxidation only. The core is bright. This wire is perfectly functional - the patina actually protects it from further corrosion.\" The vendor examines it again. The scavenger gets his full price. Both parties nod at you. The scavenger tosses you a length of wire as thanks."
					},
					"failure": {
						"text": "You scrape the wire confidently, but the core underneath is dull and brittle - the corrosion runs deep. The scavenger glares at you. The vendor smirks. You've just proven the wire is worth even less than she offered."
					}
				}
			}
		]
	},
	"3856635e-a6e7-4614-941c-b1354443b4d4": {
		"uuid": "3856635e-a6e7-4614-941c-b1354443b4d4",
		"type": 1,
		"title": "The Nightwatch",
		"text": "A tired-looking guard catches you near the gate as the sun drops below the mesa. \"Hey - any chance you can cover a two-hour shift on the wall tonight? Ramirez is down with gut rot and I've been up since yesterday. I'll pay out of my own pocket. Just need a warm body with working eyes.\"",
		"options": [
			{
				"text": "Take the shift. Easy money for staring at the dark.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "Two hours of quiet on the wall. The desert is still, the sky enormous. Nothing happens - which is exactly what you want from a watch shift. The guard pays you in the morning, looking ten years younger after a full night's sleep."
					},
					"failure": {
						"text": "Two hours of freezing wind, sand in your eyes, and a false alarm involving a particularly large desert hare. You're exhausted by dawn and the guard pays you less than promised, claiming budget constraints."
					}
				}
			},
			{
				"text": "Decline. You need your sleep as much as the next person.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You turn him down and he accepts it without complaint. \"Can't blame a person for trying.\" He shuffles off to find another volunteer. You sleep well."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You'll take the shift - and you know how to stay alert in low-visibility conditions.",
				"skill_requirement": {
					"perception": 4
				},
				"outcomes": {
					"success": {
						"text": "You spot movement at the perimeter that the previous watch would have missed - a coyote pack testing the garbage pits. You alert the morning crew and they reinforce the fence. The guard captain hears about it and adds a bonus to your pay."
					},
					"failure": {
						"text": "You're scanning the dark with trained focus when you catch movement in the scrub. You raise the alarm. Three guards scramble to your position. It's a tumbleweed. A very large, very threatening tumbleweed. Nobody lets you forget it by morning."
					}
				}
			}
		]
	},
	"6dc826b9-00ee-49e6-8204-d622a5584a73": {
		"uuid": "6dc826b9-00ee-49e6-8204-d622a5584a73",
		"type": 1,
		"title": "The Tattoo Artist",
		"text": "A woman has set up a makeshift tattoo station in the shade of a canvas awning - ink pots, needles, and a surprisingly clean workstation. A hand-painted sign reads: \"MARKS OF THE NEW WORLD - CUSTOM DESIGNS - FAIR PRICES.\"\n\nShe catches your eye. \"First mark is half price. Everyone should carry something permanent in a world where nothing lasts.\"",
		"options": [
			{
				"text": "Get a tattoo. She's right - why not carry something that means something.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You pick a simple design - something personal. She works quickly and cleanly. The result is better than you expected. You feel different walking away, though you can't explain exactly how. Lighter, maybe."
					},
					"failure": {
						"text": "She starts the design and you flinch at the wrong moment. The line goes crooked. She fixes it as best she can, but you both know it's not what you asked for. \"Character,\" she says diplomatically. \"It's got character now.\""
					}
				}
			},
			{
				"text": "Decline politely. Permanent decisions in impermanent times feel risky.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You admire her work from a distance and move on. Some commitments can wait until the world is more settled. Or maybe that's the point - it never will be."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Her ink pots - you recognize the pigment compounds. You can tell if her materials are safe.",
				"skill_requirement": {
					"chemistry": 4
				},
				"outcomes": {
					"success": {
						"text": "The black ink is carbon-based - safe. The red is iron oxide suspension - also fine. But the blue has a metallic sheen that worries you. You mention it quietly. She checks and goes pale - the blue contains lead acetate. She pulls it immediately and thanks you profusely, offering a free tattoo whenever you want one. You may have saved someone from slow poisoning."
					},
					"failure": {
						"text": "You examine her ink pots and declare the blue suspicious. She tests it against her skin reference chart - it's indigo plant extract, completely organic. She gives you a look that says 'stick to what you know.' You buy a water and leave."
					}
				}
			}
		]
	},
	"f54cdcfe-61f3-4ef2-ae66-d540731fce97": {
		"uuid": "f54cdcfe-61f3-4ef2-ae66-d540731fce97",
		"type": 1,
		"title": "The Missing Tool",
		"text": "A crafter at the workshop is tearing his bench apart looking for something. \"My best hammer - the one with the wrapped handle - it was right here an hour ago. Nobody touches my tools. Nobody.\" He glares at the apprentices, who all deny involvement.\n\nThe workshop has three other crafters, a pile of in-progress projects, and more hiding spots than you can count.",
		"options": [
			{
				"text": "Help search the workshop. Four eyes are better than two.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You find the hammer wedged behind a shelf where it slid off the bench during the morning's work. Gravity, not theft. The crafter is embarrassed but grateful. He gives you a small repair job as thanks."
					},
					"failure": {
						"text": "You search for twenty minutes and find nothing. The crafter eventually locates it himself - inside a crate he packed that morning and forgot about. He doesn't apologize or acknowledge your help."
					}
				}
			},
			{
				"text": "Stay out of workshop politics. Tool disputes between crafters can get ugly.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You watch the drama unfold from a safe distance. The hammer turns up within the hour. Nobody got blamed, nobody got punched. Sometimes the best move is no move."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Check the apprentices' stations. If someone borrowed it, there'll be transfer marks on their work.",
				"skill_requirement": {
					"weapon_crafting": 3
				},
				"outcomes": {
					"success": {
						"text": "You examine the recent work at each bench. One apprentice's rivets show a distinctive peen pattern that doesn't match their assigned hammer - they used the crafter's good one and forgot to return it. You point this out. The apprentice confesses. The crafter gets his tool back and you get a favor owed."
					},
					"failure": {
						"text": "You examine the benches but every hammer pattern looks the same to you in this light. You announce your theory with confidence and the wrong apprentice gets accused. The real borrower stays quiet. The crafter finds his hammer later in a completely different spot. Nobody thanks you for the false accusation."
					}
				}
			}
		]
	},
	"52465422-03e8-4e39-b9cb-bf81c79387ed": {
		"uuid": "52465422-03e8-4e39-b9cb-bf81c79387ed",
		"type": 1,
		"title": "The Water Ration",
		"text": "The daily water distribution is running late. A growing crowd mills around the distribution point, murmuring about cuts, shortages, contamination. A harried distribution worker is trying to maintain order, but the line is becoming a mob.\n\nYou're near the front. Behind you, an old man with a tremor is struggling to hold his place against people pushing forward.",
		"options": [
			{
				"text": "Hold your position and get your ration. You were here first.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You get your ration without incident. The line holds. The old man behind you gets his too, eventually. The system works - slowly, imperfectly, but it works."
					},
					"failure": {
						"text": "A surge from behind pushes you sideways and you lose your spot. By the time you work your way back, the distribution worker is announcing reduced rations. You get half of what you expected."
					}
				}
			},
			{
				"text": "Let the old man go ahead of you. He needs it more and he won't survive a push.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You step aside and guide the old man forward. He fills his container with shaking hands and whispers thanks. Several people behind you nod in quiet approval. The distribution worker hands you an extra measure when your turn comes. \"For being decent.\""
					},
					"failure": {
						"text": "You step aside for the old man, and three other people immediately shove into the gap. The old man gets his water, but you're now twenty places further back. Your turn comes right as the barrel empties."
					}
				}
			},
			{
				"text": "The crowd is getting dangerous. You know how to project calm authority in a tense situation.",
				"skill_requirement": {
					"vitality": 3
				},
				"outcomes": {
					"success": {
						"text": "You plant yourself at the choke point, square your shoulders, and start directing traffic. Your size and steady voice cut through the noise. People fall into line almost automatically - turns out most of them just wanted someone to impose order. The distribution worker mouths 'thank you' and gives you an extra ration."
					},
					"failure": {
						"text": "You step into the crowd and try to take charge, but someone shoves you from behind. \"Who made you the boss?\" The crowd closes around you and you spend the next ten minutes just trying to get back to your original position."
					}
				}
			}
		]
	},
	"52ae5cd5-64a5-4c08-a8cc-c4703ca3b5ac": {
		"uuid": "52ae5cd5-64a5-4c08-a8cc-c4703ca3b5ac",
		"type": 1,
		"title": "The Cassette Tape",
		"text": "A kid runs up to you in the market and holds out a battered cassette tape. \"Found this in the old drainage tunnel. Nobody wants it - they say it's cursed. But it's got writing on it. You want it?\"\n\nThe label is handwritten in faded ink: \"FIELD NOTES - DR. K - SITE 7 - DO NOT COPY.\"",
		"options": [
			{
				"text": "Take the tape. \"Cursed\" is just a word people use for things they don't understand.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You pocket the tape. Later, you find someone with a working player. The audio is degraded - mostly static with fragments of a woman's voice describing soil samples and electromagnetic readings. Nothing earthshaking, but someone at the Institute might pay for field data from an unknown research site."
					},
					"failure": {
						"text": "You take the tape and pocket it. That night, your pack falls off your bunk and the tape cracks on the floor. The magnetic ribbon spills out in a tangle. Whatever was on it is gone."
					}
				}
			},
			{
				"text": "Give the kid a cap for the tape. Finders should be rewarded.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The kid grins and runs off with the cap. You pocket the tape. Even if it's worthless, you just taught a kid that honest commerce beats throwing things away."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Site 7 - that designation follows a specific pre-war research protocol. You know what it means.",
				"skill_requirement": {
					"writing": 3
				},
				"outcomes": {
					"success": {
						"text": "Site designations with single-digit numbers were reserved for classified government research installations. \"DR. K\" and \"FIELD NOTES\" suggest this is primary source data - not a copy, not a summary. Pre-war research tapes in original condition are extremely rare. You take the tape carefully, wrapping it in cloth to prevent further degradation."
					},
					"failure": {
						"text": "You're confident about the designation system, but when you examine the tape closely, the label is newer than the casing - someone re-labeled an old tape, probably to make it seem more valuable. The kid is already gone with your interest and the tape is likely just someone's personal audio diary."
					}
				}
			}
		]
	},
	"0c400fc3-afb4-4e03-b478-94b57b50d2c0": {
		"uuid": "0c400fc3-afb4-4e03-b478-94b57b50d2c0",
		"type": 1,
		"title": "The Fistfight",
		"text": "Two men are throwing punches outside a bar. Neither one is winning - they're both exhausted, bleeding from split lips, swinging wide and missing more than they connect. A small crowd watches with the detached interest of people who've seen worse.\n\nA woman leans against the doorframe, arms crossed. \"They've been at it for ten minutes. Something about a card game.\"",
		"options": [
			{
				"text": "Watch and wait. They'll tire themselves out. Fights end when the adrenaline runs dry.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "Sure enough, both men collapse in the dust within minutes, wheezing and swearing. Neither won. Neither lost. The crowd disperses. The woman in the doorway shakes her head and goes back inside. The apocalypse didn't change human nature much."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Step in and break it up before someone gets seriously hurt.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You wedge yourself between them and catch a wild swing on your forearm. It stings, but you've taken worse. Both men are too tired to redirect their anger at you. They stagger apart, spit blood, and walk in opposite directions. The woman in the doorway tosses you a drink for your trouble."
					},
					"failure": {
						"text": "You step between them and immediately take an elbow to the jaw. It wasn't aimed at you - you just walked into it. Both fighters stop and stare. \"Sorry, friend,\" one says. They resume fighting as if you were never there."
					}
				}
			},
			{
				"text": "You've been in enough fights to know when one is about to end badly. Read the body language.",
				"skill_requirement": {
					"unarmed_specialisation": 2
				},
				"outcomes": {
					"success": {
						"text": "The shorter man is favoring his left side - probably a cracked rib. One more solid hit and he's going down hard, maybe permanently. You grab his shoulder and pull him back right as the other man swings. The fist misses by inches. Both men are too spent to argue. The shorter one realizes later what you saved him from and sends over a package."
					},
					"failure": {
						"text": "You read the taller man as the threat, but it's the shorter one who suddenly lands a clean right hook that drops his opponent. You misjudged the situation completely. The winner glares at you. \"Were you going to do something, or just stand there?\" You opt for standing there."
					}
				}
			}
		]
	},
	"4fb145ec-e703-492a-a4be-a7c4365ad542": {
		"uuid": "4fb145ec-e703-492a-a4be-a7c4365ad542",
		"type": 1,
		"title": "The Herbalist's Garden",
		"text": "A small walled garden behind the healer's quarters is in trouble. Overnight, something got in and trampled half the herb beds. Leaves are scattered, stems broken, root systems exposed to the dry air. The herbalist is on her knees, salvaging what she can.\n\n\"Three months of growth,\" she says without looking up. \"Gone in one night.\"",
		"options": [
			{
				"text": "Help her replant what can be saved. You don't know herbs, but you know dirt.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You spend an hour on your knees in the garden, pressing root systems back into soil and building small windbreaks from scrap wood. The herbalist works alongside you in silence. When you're done, she presses a bundle of dried plants into your hands. \"These survived. You should have them.\""
					},
					"failure": {
						"text": "You try to replant a cluster of stems but push them too deep. The herbalist winces. \"Those needed shallow roots.\" She gently takes over and you step back, feeling useless. Gardening is harder than it looks."
					}
				}
			},
			{
				"text": "Offer sympathy but move on. Gardening isn't your skill set.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You tell her you're sorry about the damage and wish her luck with the recovery. She nods without bitterness. \"At least the perennials have deep roots. They'll come back.\" There's a metaphor in there somewhere."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The damage pattern tells you what did this - and how to prevent it from coming back.",
				"skill_requirement": {
					"foraging_mastery": 4
				},
				"outcomes": {
					"success": {
						"text": "The trampling pattern is circular - not a raid, a feeding circuit. Mutated jackrabbit, based on the pellet size and the specific plants targeted. They go for nightshade family first, then legumes. You show the herbalist how to build a low scent barrier using crushed juniper berries around the perimeter. She stares at you like you just gave her a year's worth of pest control."
					},
					"failure": {
						"text": "You're sure it's jackrabbit damage, but the herbalist points out the bite marks are too large and the browsing pattern too high off the ground. \"That's deer or pronghorn, not rabbit,\" she says. Different animal, different deterrent. Your advice would have been useless. She's too polite to say it that way, but you both know."
					}
				}
			}
		]
	},
	"84c860b8-c8e2-4cc3-8158-9254ad6af5a2": {
		"uuid": "84c860b8-c8e2-4cc3-8158-9254ad6af5a2",
		"type": 1,
		"title": "The Stranger's Map",
		"text": "Someone has pinned a hand-drawn map to the community notice board. It shows a route from the settlement to an unmarked location about two days' walk northeast, with a crude drawing of a building and the words \"SUPPLIES - UNTOUCHED\" scrawled next to it.\n\nNo signature. No date. The paper is fresh - this was posted recently.",
		"options": [
			{
				"text": "Copy the map. Even if it's a trap, the information has value.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You sketch a copy onto a scrap of leather. The route markings reference real landmarks - whoever drew this knows the terrain. Whether the supplies are real or not, the map itself is a useful navigation reference. A trader notices your copy and offers to buy it."
					},
					"failure": {
						"text": "You're halfway through copying when someone else pulls the original off the board and walks away with it. You're left with an incomplete sketch and a strong feeling of missed opportunity."
					}
				}
			},
			{
				"text": "Tear it down. Unmarked supply locations on public notice boards are either traps or bait for competition you don't need.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You pull the map off the board, fold it, and pocket it. If it's real, you've just eliminated your competition. If it's bait, you've removed a lure. Either way, the information is now exclusively yours."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The handwriting, ink type, and paper stock - you can narrow down who made this.",
				"skill_requirement": {
					"writing": 4
				},
				"outcomes": {
					"success": {
						"text": "The paper is machine-pressed - pre-war stock, probably from a supply cache. The ink is a homemade carbon suspension, and the penmanship is meticulous. This was drawn by someone educated, with access to old materials. Not a scavenger's scrawl - this is an academic's hand. Whoever posted this wants people to find that location, and they want the right kind of people."
					},
					"failure": {
						"text": "You analyze the paper and ink but the conclusions are contradictory - the paper is old but the ink is fresh, the handwriting is educated but the map conventions are wrong. You can't build a coherent profile. Whoever made this is either careless or deliberately obscuring their identity."
					}
				}
			}
		]
	},
	"2e4c506b-7ab4-4692-af6d-55c22c924f85": {
		"uuid": "2e4c506b-7ab4-4692-af6d-55c22c924f85",
		"type": 1,
		"title": "The Sick Animal",
		"text": "A trader's pack mule is lying in the dust near the gate, breathing in shallow, labored gasps. Its owner is arguing with a guard about bringing it inside the walls.\n\n\"It needs shade and water or it dies,\" the trader says. \"And if it dies, I can't move my goods, and your market doesn't get restocked.\"\n\nThe guard folds his arms. \"Could be contagious. Can't risk it.\"",
		"options": [
			{
				"text": "Support the trader. The animal needs help and the settlement needs trade goods.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You back the trader's case and the guard relents, allowing the mule into a quarantine pen near the gate. With shade and water, the animal stabilizes within hours. The trader is grateful and offers you first pick of his stock at a discount."
					},
					"failure": {
						"text": "You argue the trader's case but the guard calls his sergeant, who sides with the quarantine policy. The mule stays outside. The trader gives you a bitter look, as if his animal's suffering is now partially your responsibility."
					}
				}
			},
			{
				"text": "Support the guard. Quarantine protocols exist for a reason.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You back the guard's position. The trader is furious, but rules are rules. He finds shade outside the wall and treats the mule himself. By evening, the animal is standing. Nobody thanks you, but nobody catches a livestock disease either."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You've seen these symptoms before. You might be able to treat the animal right here.",
				"skill_requirement": {
					"cooking": 3
				},
				"outcomes": {
					"success": {
						"text": "The labored breathing, the foam at the lips - this is heat exhaustion complicated by alkaline water intake, not disease. You mix a saline rehydration solution from salt, clean water, and a pinch of sugar, and feed it slowly to the mule through a soaked rag. Within an hour, the animal is standing. The guard lets it in. The trader gives you a generous cut of his inventory."
					},
					"failure": {
						"text": "You prepare a rehydration mix, but the mule won't drink - it turns its head away and groans. The animal knows something you don't. A passing herder glances at the mule and says, \"Bad teeth. Can't swallow right. Needs a drench tube, not a rag.\" You didn't have the right tool for the job."
					}
				}
			}
		]
	},
	"39eca5d7-db98-48bd-ade0-165a07f7341d": {
		"uuid": "39eca5d7-db98-48bd-ade0-165a07f7341d",
		"type": 1,
		"title": "The Broken Lantern",
		"text": "A row of street lanterns along the main path has gone dark - all except one, which is flickering erratically and throwing shadows that make everyone nervous. In a settlement where darkness invites trouble, unlit streets are a security problem.\n\nThe maintenance worker shrugs when asked. \"Power line's down somewhere. I'll get to it tomorrow.\" Tomorrow is too late for tonight.",
		"options": [
			{
				"text": "Offer to patrol the dark stretch tonight. Lanterns or not, someone should be watching.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You walk the dark stretch three times over the course of the evening. Nothing happens - but two families thank you in the morning. Apparently, a stranger with a weapon walking their street made them feel safer, not worse. That's a first."
					},
					"failure": {
						"text": "You patrol the dark stretch and trip over a drainage gutter you couldn't see. You go down hard and scrape both palms. A kid watching from a window laughs. You limp home with wounded dignity and wounded hands."
					}
				}
			},
			{
				"text": "Let the maintenance worker handle it in the morning. Dark streets aren't your jurisdiction.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You head home by a lit route and sleep soundly. In the morning, the lanterns are fixed. Crisis averted, no heroism required."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Faulty wiring is a simple fix if you know the system. You can repair it tonight.",
				"skill_requirement": {
					"engineering": 3
				},
				"outcomes": {
					"success": {
						"text": "You trace the line from the main junction box and find the fault - a corroded connection where two wires join, green with rot. You scrape it clean, splice the break, and bring the lanterns back one by one. The street glows. People come out of their homes to see what changed. The maintenance worker arrives in the morning to find his job already done."
					},
					"failure": {
						"text": "You find what you think is the fault and strip the wire back to bare copper. The line arcs the moment you touch it, a snap of blue light that numbs your hand to the wrist. You kill the power and reconnect it, but the lanterns still won't light - the real break is further upstream. At least you found one of the two problems."
					}
				}
			}
		]
	},
	"29537965-e49e-4a81-9f87-c75348d508f8": {
		"uuid": "29537965-e49e-4a81-9f87-c75348d508f8",
		"type": 1,
		"title": "The Card Game Debt",
		"text": "A young woman approaches you with red-rimmed eyes and a desperate look. \"You look like you handle yourself. I owe a man named Cutter eighty caps from a card game last night. He says if I don't pay by sundown, he's taking my tools. My tools are my livelihood - I'm a leatherworker. Without them I've got nothing.\"\n\nShe has forty caps. She needs eighty.",
		"options": [
			{
				"text": "Give her the forty caps she needs. Nobody should lose their livelihood over a card game.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You count out forty caps and press them into her hand. She stares at you for a long moment, then nods once. \"I'll pay you back. I swear it.\" She runs off toward wherever Cutter is waiting. You have forty fewer caps and a debt that may or may not come home."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Decline. You can't solve everyone's gambling debts.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You shake your head and she accepts it without argument - she's heard 'no' before today. She walks away, shoulders hunched. You wonder if Cutter is actually dangerous or if eighty caps is just the cost of a lesson about card games."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You know how debt collection works in settlements. There might be a smarter solution than paying cash.",
				"skill_requirement": {
					"tanning": 3
				},
				"outcomes": {
					"success": {
						"text": "You ask to see her tools. They're good - hand-stitched leather awl set with bone handles, professional grade. You take them to Cutter yourself and explain that these tools are worth two hundred caps to the right buyer, and if he takes them, she can't earn the eighty she owes. You offer to guarantee the debt if he gives her two more days. Cutter, who is a businessman before he's a bully, agrees. You've bought her time using his own greed."
					},
					"failure": {
						"text": "You try to negotiate with Cutter, but he sees through you immediately. \"You her friend? Then you pay.\" He doesn't care about leverage or logic - he cares about eighty caps by sundown. You've just made the situation more personal without solving it."
					}
				}
			}
		]
	},
	"619277af-650f-4546-b623-5f56c4e2b317": {
		"uuid": "619277af-650f-4546-b623-5f56c4e2b317",
		"type": 1,
		"title": "The Contaminated Barrel",
		"text": "A supply barrel at the edge of the market has split along a seam, leaking a thin stream of dark liquid onto the ground. The smell is sharp - chemical, not organic. Nearby vendors are covering their goods and backing away.\n\nA trader is trying to plug the leak with a rag, but the liquid is eating through the fabric. \"It was supposed to be lamp oil!\" he says. \"This isn't lamp oil.\"",
		"options": [
			{
				"text": "Help evacuate the immediate area. If it's eating fabric, it'll eat skin.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You clear the stalls within a ten-meter radius and keep people back. The barrel eventually stops leaking on its own - whatever was inside has mostly drained into the sand. Nobody got hurt. The trader thanks you and offers compensation for your trouble."
					},
					"failure": {
						"text": "You try to clear the area but people are slow to move - they want to see what happens. By the time everyone's back, a splash has eaten a hole in someone's leather satchel. They blame you for not moving faster."
					}
				}
			},
			{
				"text": "Stay back and let the hazardous materials people handle it. You're not equipped for chemical spills.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You keep your distance and watch the settlement's small response team contain the spill with sand and lime. Professional, quick, and nobody got splashed. Not every crisis needs a volunteer."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The color, the viscosity, the reaction with fabric - you know what this compound is.",
				"skill_requirement": {
					"extracting": 4
				},
				"outcomes": {
					"success": {
						"text": "It's a battery acid derivative - sulfuric acid diluted with an unknown solvent, probably from a pre-war automotive battery processing operation. Corrosive but manageable. You tell the trader to neutralize it with ash or lime, and sure enough, the reaction stops immediately. The trader is relieved and pays well. The information about where this came from might be worth even more."
					},
					"failure": {
						"text": "You're confident it's an acid, but your suggested neutralizer - water - just spreads the spill further and creates a steaming puddle. The response team arrives and uses lime instead, giving you a look that says 'please stop helping.'"
					}
				}
			}
		]
	},
	"767a328d-2703-48d0-b4e0-6b9cbf3f9fab": {
		"uuid": "767a328d-2703-48d0-b4e0-6b9cbf3f9fab",
		"type": 1,
		"title": "The Old Photograph",
		"text": "While sitting in the shade between errands, you notice a faded photograph tucked into the stones of a low wall beside you. It shows a family - parents, two children - standing in front of a house with a mountain range in the background. Pre-war, clearly. The colors have shifted to blue and yellow.\n\nSomeone placed it here intentionally. It's weathered but protected from direct sun.",
		"options": [
			{
				"text": "Leave it where it is. It belongs to someone, or to their memory.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You study it for a moment - the children's expressions, the house, the mountains. Then you put it back exactly where you found it. Some things are worth more as they are than as what they could be traded for."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Take it. Pre-war photographs are collectible, and sentiment is a luxury.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You pocket the photograph. Later, a collector at the market offers you a decent price - pre-war family photos in good condition are rare. You sell it without looking at it again."
					},
					"failure": {
						"text": "You reach for the photograph and a woman's voice stops you cold. \"That's mine.\" She's standing three meters away, hands at her sides. You put it back. She watches until you leave. You feel smaller than you have in a long time."
					}
				}
			}
		]
	},
	"570d66da-aca7-4f32-9507-c522ba349166": {
		"uuid": "570d66da-aca7-4f32-9507-c522ba349166",
		"type": 1,
		"title": "The Collapsed Tunnel",
		"text": "A section of the old drainage tunnel beneath the settlement has partially caved in, creating a sinkhole in the middle of a side street. It's not large - maybe a meter across - but the edges are crumbling and the hole is getting bigger.\n\nPeople are walking around it, but nobody's blocked it off. A child is throwing stones into it, listening to them bounce down into the dark.",
		"options": [
			{
				"text": "Block the hole with whatever's available - crates, planks, debris. Somebody's going to fall in.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You drag a pallet and some loose lumber over the sinkhole and weight it down with stones. It's ugly but functional. A settlement worker comes by an hour later and nods approvingly. \"Better than nothing. We'll get a proper crew here tomorrow.\""
					},
					"failure": {
						"text": "You drag a pallet over the hole and it promptly collapses into the sinkhole. The hole is now wider. The child laughs. You go find heavier lumber."
					}
				}
			},
			{
				"text": "Report it and move on. You're not an engineer.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You flag down a settlement worker and point out the growing hole. She radios the maintenance crew. Within the hour, it's properly barricaded with a red flag. System works."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "That cave-in pattern tells you something about the tunnel structure below. You can assess whether the street is safe.",
				"skill_requirement": {
					"mining_mastery": 4
				},
				"outcomes": {
					"success": {
						"text": "The collapse is along a joint line - two different construction materials meeting at a stress point. The tunnel below is arched stone on one side and brick on the other. The brick failed. You can see that the stone arch is intact, meaning the collapse is contained to this section. You explain this to the settlement engineer who arrives, saving them hours of exploratory digging."
					},
					"failure": {
						"text": "You examine the collapse and announce that the stone arch below is intact. Twenty minutes later, another section of street drops two meters. The stone arch was not, in fact, intact. The engineer arrives and politely asks you to leave the area."
					}
				}
			}
		]
	},
	"41bf466b-0ba2-4226-9011-ee6854405a45": {
		"uuid": "41bf466b-0ba2-4226-9011-ee6854405a45",
		"type": 1,
		"title": "The Moonshine Still",
		"text": "A sweet, alcoholic smell leads you to a back alley where someone has set up a crude distillation rig - copper tubing, a clay pot over a low flame, and a catch jar that's slowly filling with clear liquid. The operator is nowhere in sight, but the flame is dangerously close to a wooden support beam.\n\nThe still is unattended and the beam is starting to char.",
		"options": [
			{
				"text": "Move the still away from the beam. Fire in a settlement is everyone's emergency.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You carefully shift the rig away from the wood and smother the charring with a handful of sand. The beam is scorched but intact. When the operator returns, she thanks you - and offers a jar of the finished product."
					},
					"failure": {
						"text": "You grab the pot to move it and the copper tubing disconnects. Alcohol vapor hits the open flame and there's a sharp whoosh of blue fire. You jump back in time. The still is ruined but the building is fine. The operator returns to find you standing over the wreckage."
					}
				}
			},
			{
				"text": "Walk away. The owner left it, the owner can deal with it. You're not responsible for other people's fire hazards.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You leave the alley. Not your still, not your beam, not your problem. The operator presumably returns and handles it. You never hear about a fire, so apparently it worked out."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "That distillation setup is wrong - the condenser angle will produce methanol. You can fix it.",
				"skill_requirement": {
					"chemistry": 3
				},
				"outcomes": {
					"success": {
						"text": "The condenser coil is too short and the temperature is too high - this rig is producing a methanol-ethanol mix that could blind or kill whoever drinks it. You lower the flame, extend the coil with a spare piece of copper tubing, and adjust the angle. The output immediately runs cleaner. You leave a note: \"Fixed your still. You were making poison. You're welcome.\""
					},
					"failure": {
						"text": "You adjust the condenser angle but misjudge the thermal differential. The output flow stops completely - the coil is now too cool and the vapor is condensing too early, pooling in the wrong section. The operator will need to disassemble and restart. Your note says: \"Tried to fix your still. Sorry.\""
					}
				}
			}
		]
	},
	"b9bfe959-2263-4051-998f-65adc982bb2a": {
		"uuid": "b9bfe959-2263-4051-998f-65adc982bb2a",
		"type": 2,
		"title": "The Dry Well",
		"text": "A hand-painted sign beside the trail reads \"WATER - 200M EAST\" with an arrow. You follow it to a stone-lined well with a rope and bucket. The bucket comes up dry. The well isn't empty - you can hear water far below - but the rope is too short by at least three meters.\n\nSomeone cut the rope. Recently, by the look of the frayed end. Whoever left that sign hasn't been back to check.",
		"options": [
			{
				"text": "Tie your belt to the rope for extra length. It might be enough.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "Your belt adds just enough length. The bucket hits water and comes up half-full - silty but drinkable. You fill your container and re-tie the rope properly so the next traveler doesn't have to sacrifice their pants."
					},
					"failure": {
						"text": "Your belt adds length, but the knot slips under the weight of the full bucket. Belt, rope, and bucket disappear into the dark. You just lost a belt and gained nothing."
					}
				}
			},
			{
				"text": "Mark the well as dry on your mental map and keep moving. Someone else's problem.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You note the location and move on. Water from an unsecured well in the waste is a gamble anyway - contamination, parasites, or worse. Better to reach a settlement with proper filtration."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "That rope was cut, not frayed. The tool marks tell you what kind of blade and roughly when.",
				"skill_requirement": {
					"sharp_melee_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "Clean cut, single stroke, heavy blade - machete or large utility knife. The fibers haven't weathered, so this was done within the last two days. Someone is denying water access on this route deliberately. You splice the rope with paracord from your pack, restore the well to working order, and pocket a length of the cut rope as evidence. A Ranger patrol would want to see this."
					},
					"failure": {
						"text": "You examine the cut but the rope is a common hemp weave - every blade in the wasteland would leave a similar mark. You can't narrow it down. You splice the rope anyway, but the evidence angle is a dead end."
					}
				}
			}
		]
	},
	"9da03972-c102-450c-a814-1d46813492d1": {
		"uuid": "9da03972-c102-450c-a814-1d46813492d1",
		"type": 2,
		"title": "The Caravan Remains",
		"text": "Scattered across a wide stretch of hardpan: wooden debris, torn fabric, a broken wheel spoke. This was a caravan - a real one, with multiple carts. The wreckage stretches for fifty meters. Whatever hit them, they tried to run.\n\nNo bodies. Either they were taken, or they got out. A single boot sits upright in the dust, perfectly placed, as if its owner simply evaporated out of it.",
		"options": [
			{
				"text": "Search the debris field. Caravans carry trade goods, and not everything breaks.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You work the edges of the wreckage and find a sealed tin wedged under a shattered plank. Inside: dried meat, a flint, and a tightly rolled strip of cured leather. Somebody's emergency stash that never got used."
					},
					"failure": {
						"text": "The debris has been picked clean by someone faster than you. Every container is open, every crate empty. You find nothing but splinters and the uneasy feeling of arriving second."
					}
				}
			},
			{
				"text": "Leave the wreckage alone. Caravan ambush sites attract scavengers, and not all of them are human.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You give the debris field a wide berth. Vultures circle overhead - they've found something you don't want to see. Whatever happened here is over, and you'd like to keep it that way."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The debris pattern tells a story - direction of travel, point of impact, whether they stopped or were stopped.",
				"skill_requirement": {
					"tracking": 4
				},
				"outcomes": {
					"success": {
						"text": "The carts were moving northeast when the lead wagon veered hard left - a blockage in the road. The second wagon hit the first. The third tried to go around and tipped. This wasn't an ambush - it was a forced stop. Something was placed in the road. You find the remnants: a cable stretched between two posts, now severed. Bandits, organized ones. You take the cable to sell later and note the ambush point for anyone who'll listen."
					},
					"failure": {
						"text": "You read the debris as a high-speed collision - two carts hitting each other at a curve. But the terrain is flat with no curves for a kilometer. Your theory doesn't match the geography. The real story is more complex than the wreckage can tell you without more time than you have."
					}
				}
			}
		]
	},
	"ad444356-3b1c-422f-b545-fc043a565089": {
		"uuid": "ad444356-3b1c-422f-b545-fc043a565089",
		"type": 2,
		"title": "The Traveler's Grave",
		"text": "A cairn of flat stones beside the trail, clearly deliberate - someone's grave. A wooden marker leans at an angle, the name weathered past reading. At the base, a small collection of offerings: a tin cup, a handful of spent brass casings, a faded ribbon.\n\nThe grave is recent. The soil hasn't fully settled.",
		"options": [
			{
				"text": "Pay your respects and move on. The dead don't need your curiosity.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You stand for a moment, straighten the marker, and continue walking. You didn't know them. But someone did, and they took the time to bury them properly. That counts for something out here."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Check the offerings. The dead don't need them, and the living might.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The tin cup has a maker's mark you recognize - a settlement forge. The brass casings are unfired, left as a symbolic offering. You take nothing from the grave, but the maker's mark tells you which direction the burial party came from. Useful information."
					},
					"failure": {
						"text": "You reach for the tin cup and feel a sharp sting - a small scorpion sheltering under the offerings. It scurries away. Your hand throbs for an hour. The dead have opinions about their belongings, apparently."
					}
				}
			},
			{
				"text": "The soil displacement and stone placement tell you how many people buried this person, and how long ago.",
				"skill_requirement": {
					"mining_mastery": 4
				},
				"outcomes": {
					"success": {
						"text": "Two diggers, based on the spoil pattern - different shovel widths. The stones were carried from a wash about sixty meters south. The soil has settled roughly four days. Two people buried their companion here less than a week ago and continued traveling. You straighten the marker and clear debris from the base. If you run into a pair of travelers ahead, you'll know to ask if they need anything."
					},
					"failure": {
						"text": "You estimate the burial at two weeks old based on the soil, but the ribbon is barely faded - it's been here days, not weeks. Your timeline is off. Either the grave is newer than you think or someone revisited it recently. You can't tell which."
					}
				}
			}
		]
	},
	"f75c0e93-ffd7-4e54-8e9f-f90e8f217af2": {
		"uuid": "f75c0e93-ffd7-4e54-8e9f-f90e8f217af2",
		"type": 2,
		"title": "The Abandoned Campfire",
		"text": "A campfire ring sits just off the trail, stones still warm to the touch. Whoever was here left within the last hour. The fire has been carefully smothered - not kicked apart in haste, but properly extinguished. Someone who knows fire discipline.\n\nBeside the ring: a single tin mug with cold tea still in it, and drag marks leading northeast.",
		"options": [
			{
				"text": "Follow the drag marks. Someone left in a hurry despite being careful with their fire. That's contradictory.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The drag marks lead to a rocky outcrop where someone cached a pack under a ledge - they left camp quickly but planned to come back. You leave the pack untouched but help yourself to the tea. It's chamomile. Not bad."
					},
					"failure": {
						"text": "The drag marks lead nowhere - they fade into bare rock after thirty meters. Whoever left knew how to disappear. You've just spent twenty minutes tracking a ghost."
					}
				}
			},
			{
				"text": "Use the warm stones and remaining fuel to heat your own meal. Waste not.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The fire bed is perfect - good airflow, sheltered from wind, flat cooking surface. You relight the coals and heat a quick meal. The warmth and the rest do you good. Sometimes the best finds in the waste are the simplest."
					},
					"failure": {
						"text": "You relight the coals and they flare - a pocket of trapped resin in the firewood pops and throws sparks onto your sleeve. You slap it out before it catches, but your nerves are shot. Open flames in dry country demand more respect than you gave them."
					}
				}
			},
			{
				"text": "That tea - the plant in it doesn't grow around here. The blend tells you where this traveler came from.",
				"skill_requirement": {
					"cooking": 4
				},
				"outcomes": {
					"success": {
						"text": "The tea is a mix of chamomile and desert lavender with a pinch of something bitter - creosote root. That specific combination is a folk remedy for altitude sickness, used by communities in the higher eastern mesas. This traveler came from elevation and is heading into lower ground. The drag marks make sense now - they heard something and moved to higher terrain for a vantage point. Standard mountain-dweller caution, not flight."
					},
					"failure": {
						"text": "You taste the tea and identify chamomile, but the secondary herb could be any of a dozen bitter plants. Without seeing the dried leaves, you're guessing. Your analysis produces three equally plausible origins, which is the same as producing none."
					}
				}
			}
		]
	},
	"977ccc9a-f0b7-4ca7-8255-b26b08dc66d0": {
		"uuid": "977ccc9a-f0b7-4ca7-8255-b26b08dc66d0",
		"type": 2,
		"title": "The Snake Den",
		"text": "You hear the rattle before you see them. A cluster of rocks beside the trail is alive with movement - diamond-patterned scales catching the afternoon sun. A rattlesnake den, recently active, with at least three adults visible in the gaps between the stones.\n\nThe trail passes within two meters of the den. There's no obvious detour without losing an hour to rough terrain.",
		"options": [
			{
				"text": "Move past quickly and quietly. Snakes aren't aggressive if you don't give them a reason.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You lower your profile, slow your breathing, and walk past at a steady pace. The rattling intensifies briefly as you pass, then fades. The snakes don't strike. They had no reason to - you gave them none."
					},
					"failure": {
						"text": "You take three calm steps before your boot catches a loose stone. The clatter triggers a defensive lunge from the nearest snake. It misses your ankle by centimeters. You cover the remaining distance at a speed you didn't know you could achieve."
					}
				}
			},
			{
				"text": "Take the long way around. An hour lost is better than a snakebite in the middle of nowhere.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You backtrack and circle wide through the scrub. The terrain is rough but manageable. You lose time but keep all your blood inside your body, which is where it belongs."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You know snake behavior. Time of day, temperature, and body language tell you exactly when and how to pass safely.",
				"skill_requirement": {
					"foraging_specialisation": 3
				},
				"outcomes": {
					"success": {
						"text": "Afternoon sun means the snakes are warming, not hunting - they're sluggish and defensive, not aggressive. You watch their tongue-flicks to gauge threat response. When the largest one pulls into a coil, you wait. When it extends to bask, you move. Smooth, even steps, no vibration. You pass within a meter and the snakes don't even rattle. On the far side, you spot a shed skin caught on a rock - intact, almost a meter long. Valuable to anyone who processes snake leather."
					},
					"failure": {
						"text": "You time your approach for a basking lull, but a juvenile you didn't see bolts across the trail right under your foot. You freeze. Every adult in the den starts rattling simultaneously. You stand motionless for five full minutes until they settle. You pass safely, but your legs are shaking for the next kilometer."
					}
				}
			}
		]
	},
	"58154b24-104c-4e6b-881d-f3f64af86b57": {
		"uuid": "58154b24-104c-4e6b-881d-f3f64af86b57",
		"type": 2,
		"title": "The Flash Flood Channel",
		"text": "The trail descends into a dry wash - a wide, sandy channel cut between sandstone walls. Easy walking, flat ground, good time. Except the sky to the north has gone dark, and these channels flood without warning.\n\nYou're halfway across when you hear it: a distant rumble that isn't thunder.",
		"options": [
			{
				"text": "Run. Get to high ground on the far side. Now.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You sprint across the remaining wash and scramble up the far bank as a wall of brown water rounds the upstream bend. It's knee-deep where you were standing thirty seconds ago. Your heart hammers for ten minutes. You made it."
					},
					"failure": {
						"text": "You run, but the sand is soft and your boots dig in. The water arrives faster than you expected - ankle deep, then shin deep. You make it to the bank soaking wet, pack waterlogged, pride damaged. Everything important survived. You think."
					}
				}
			},
			{
				"text": "Turn back the way you came. The near bank is closer and you know the footing.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You reverse course and climb the bank you just descended. The water arrives two minutes later - fast, brown, carrying debris. From the top of the bank you watch logs and tumbleweeds career past. You'll cross when it subsides. Smart, if slow."
					},
					"failure": {
						"text": "You scramble back toward the near bank but the soft sand on the slope collapses under your weight. You slide back down twice before clawing your way up. The water is lapping at your heels by the time you reach solid ground."
					}
				}
			},
			{
				"text": "That rumble - you can estimate the water's arrival time from the sound profile and channel geometry.",
				"skill_requirement": {
					"vitality": 4
				},
				"outcomes": {
					"success": {
						"text": "The sound is echoing off the channel walls, which means the water is still at least two bends upstream - four minutes, maybe five. Plenty of time to cross at a measured pace and pick a good ascent point on the far bank. You walk, not run, choosing your footing carefully. You're on the far bank with a minute to spare, dry and calm, when the flood arrives. Other travelers would have panicked. You planned."
					},
					"failure": {
						"text": "You estimate four minutes based on the echo, but the channel narrows upstream - the water accelerates through the bottleneck faster than your calculation predicted. You're still crossing when the leading edge hits. Only ankle deep, but the current is stronger than it looks. You stumble, catch yourself, and reach the bank wet to the knees."
					}
				}
			}
		]
	},
	"215fd4ef-3c07-4fc7-a2e4-a357c4d7e22a": {
		"uuid": "215fd4ef-3c07-4fc7-a2e4-a357c4d7e22a",
		"type": 2,
		"title": "The Hermit's Shack",
		"text": "A structure that barely qualifies as a building stands fifty meters off the trail - scrap metal walls, a canvas roof, and a chimney made from stacked cans. Smoke rises from it. Someone lives here, deliberately, in the middle of nothing.\n\nA hand-painted sign on the door reads: \"NO TROUBLE. JUST PASSING? KEEP PASSING.\"",
		"options": [
			{
				"text": "Respect the sign and keep walking. Not everyone in the waste wants company.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You walk past without slowing. The smoke continues. The door stays closed. Some people choose isolation for reasons you don't need to understand. The sign was clear enough."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Knock on the door. The sign says no trouble - that's different from no visitors.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "After a long pause, the door opens a crack. An old woman squints at you. \"What.\" You explain you're just passing through. She stares for a moment, then hands you a pack of carrots. \"For the road. Now go.\" The door closes. Shortest social interaction of your life."
					},
					"failure": {
						"text": "The door doesn't open. After thirty seconds, a voice from inside says: \"I said keep passing.\" You hear the unmistakable sound of a weapon being handled. You keep passing."
					}
				}
			},
			{
				"text": "That chimney - the smoke color tells you what she's burning. And what she's cooking.",
				"skill_requirement": {
					"cooking": 3
				},
				"outcomes": {
					"success": {
						"text": "The smoke is thin and pale yellow - mesquite wood, burning hot and clean. That's a cooking fire, not a heating fire, and mesquite means she's smoking or slow-roasting something. You knock and mention you're a cook yourself. The door opens wider this time. Twenty minutes later you're trading recipes over strips of smoked jackrabbit. She sends you off with food and a tip about a water source two hours east that isn't on any map."
					},
					"failure": {
						"text": "You knock and mention the mesquite smoke. She stares at you. \"Everyone knows mesquite.\" She's right - it's the most common fuel wood in the region. Your observation wasn't impressive, just obvious. The door closes."
					}
				}
			}
		]
	},
	"637cd497-b7ff-4be4-8891-78d87d14110a": {
		"uuid": "637cd497-b7ff-4be4-8891-78d87d14110a",
		"type": 2,
		"title": "The Collapsed Bridge",
		"text": "The trail crosses a narrow canyon via a pre-war footbridge - or it did. Half the bridge has collapsed into the ravine below, leaving a three-meter gap in the middle. The remaining half looks structurally questionable.\n\nThe canyon is too steep to descend safely without rope. The nearest alternate crossing is at least two hours north.",
		"options": [
			{
				"text": "Cross on the remaining half. Test each step, distribute your weight, and don't look down.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The remaining structure holds. It creaks, it sways, and a bolt pops loose somewhere beneath you, but it holds. You reach the far side with your hands shaking and your knees weak. Looking back, you realize how lucky you were - the support beams are rusted through."
					},
					"failure": {
						"text": "Three steps onto the remaining section, the surface tilts. You grab a railing that bends but holds. You're stuck - forward is suicide, backward is a careful retreat. You inch back to solid ground and take the two-hour detour. The bridge wins."
					}
				}
			},
			{
				"text": "Take the long way north to the alternate crossing. The bridge is done.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You add two hours to your journey and arrive at a natural ford - shallow, easy to cross, and stable. The detour costs time but your bones remain intact. There's a lesson in that equation."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The failure pattern on the bridge tells you which sections still have structural integrity.",
				"skill_requirement": {
					"engineering": 4
				},
				"outcomes": {
					"success": {
						"text": "The collapse originated at the third pylon - a shear failure from corrosion. But pylons one and two are intact, and the tension cables on the left side still have load capacity. You cross using the left rail as a handhold and the cable-supported deck sections as your path, stepping only on areas where the cable anchors are still solid. It takes five minutes of careful foot placement, but you cross safely and with confidence."
					},
					"failure": {
						"text": "You identify the left-side cables as load-bearing and start across. Halfway, you realize the anchor point on the far side is cracked - the cable has slack you didn't account for. The deck bows under your weight. You freeze, reassess, and very carefully retreat. Your structural analysis was half right, which is the same as wrong when you're standing over a canyon."
					}
				}
			}
		]
	},
	"9a2c27a0-03cc-4a49-b8c6-777266f46098": {
		"uuid": "9a2c27a0-03cc-4a49-b8c6-777266f46098",
		"type": 2,
		"title": "The Coyote Pack",
		"text": "Four coyotes watch you from a ridge about forty meters off the trail. They're not hiding - they're sitting in a line, ears forward, perfectly still. Watching. Waiting.\n\nCoyotes don't normally behave like this. They scatter when they see people. These four look fed, alert, and completely unafraid.",
		"options": [
			{
				"text": "Keep walking but pick up a few rocks. Thrown stones usually scatter them.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You grab a fist-sized rock and hurl it toward the ridge. It cracks against stone and the coyotes scatter - but slowly, almost casually, as if they're humoring you. They disappear over the ridge. You don't see them again, but you walk faster."
					},
					"failure": {
						"text": "You throw a rock and it falls short. The coyotes don't move. They continue watching. You throw another - this one lands closer, and the lead coyote tilts its head. Then they all stand up simultaneously and walk away in single file. The coordination is unsettling."
					}
				}
			},
			{
				"text": "Stop and make yourself look large. Sustained eye contact. Dominant posture. Wait them out.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You plant your feet, square your shoulders, and stare directly at the lead coyote. For a full minute, nothing happens. Then the lead animal yawns - elaborately, deliberately - and turns away. The others follow. You've been dismissed by a coyote. At least it left."
					},
					"failure": {
						"text": "You hold the stare for two minutes. The lead coyote lies down. The others follow suit. They're not intimidated - they're comfortable. You're the one standing in the sun sweating. Eventually you just start walking. They watch you go."
					}
				}
			},
			{
				"text": "That behavior pattern - you've seen it before. These coyotes are guarding something.",
				"skill_requirement": {
					"tracking": 3
				},
				"outcomes": {
					"success": {
						"text": "Coyotes sit in a line facing the same direction when they're watching over a den or a kill. You scan downwind and spot it - a fresh deer carcass in a gully behind the ridge. They're protecting a food source, not stalking you. You give the gully a wide berth and the coyotes ignore you entirely once you're past their sight line. You also now know where deer are grazing - useful information for hunters."
					},
					"failure": {
						"text": "You're sure they're guarding a den, but when you circle wide to confirm, there's nothing behind the ridge - no den, no kill, no cache. The coyotes have moved to a new position and are watching you again. You've wasted twenty minutes trying to out-think animals that apparently just enjoy watching people."
					}
				}
			}
		]
	},
	"b2340c77-4863-494d-a7f6-ed7ac2e2c96c": {
		"uuid": "b2340c77-4863-494d-a7f6-ed7ac2e2c96c",
		"type": 2,
		"title": "The Snapped Cable",
		"text": "A steel cable lies across the trail, half-buried in sand. It stretches from a rusted anchor bolt in a rock face to somewhere in the scrub on the other side. The cable is under tension - you can feel it vibrate when you touch it.\n\nThis is pre-war infrastructure. Probably a utility line or a boundary marker. But the tension means something is still pulling on the other end.",
		"options": [
			{
				"text": "Step over the cable and keep moving. Pre-war infrastructure is everywhere. Not all of it means something.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You step over carefully, noting the position in case someone else needs to know. The cable hums behind you as you walk away. Some mysteries keep themselves."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "Follow the cable into the scrub and find out what's on the other end.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The cable leads to a small pre-war equipment housing - a junction box for what was probably a communication or power line. The box is corroded shut but the cable connection point has salvageable hardware - bolts, brackets, a section of copper grounding wire. You take what's loose."
					},
					"failure": {
						"text": "The cable leads into dense scrub brush. Ten meters in, you step into a patch of cholla cactus hidden by the undergrowth. You spend twenty minutes extracting spines from your shin while the cable hums indifferently beside you."
					}
				}
			},
			{
				"text": "That tension and vibration frequency - the cable is connected to something that's still active underground.",
				"skill_requirement": {
					"engineering": 3
				},
				"outcomes": {
					"success": {
						"text": "The vibration is rhythmic - not wind oscillation, which would be irregular. Something mechanical is still cycling on the other end, probably a spring-loaded tensioner in a buried utility vault. These vaults sometimes have intact tools, hardware, and components. You follow the cable to a hatch cover hidden under gravel, pry it open, and find exactly what you expected: a maintenance vault with pre-war hand tools in sealed packaging. Untouched for seventy-seven years."
					},
					"failure": {
						"text": "You follow the vibration to a buried hatch, but the cover is welded shut by corrosion. You can feel the mechanical cycling below through the metal, but without a cutting tool you're not getting in. You mark the location for a return trip with proper equipment, but the payoff today is zero."
					}
				}
			}
		]
	},
	"0d505ab0-3a93-463f-ac73-6d13979b6224": {
		"uuid": "0d505ab0-3a93-463f-ac73-6d13979b6224",
		"type": 2,
		"title": "The Ash Rain",
		"text": "Fine gray particles begin falling from a sky that was clear ten minutes ago. Not dust - ash. Light, almost weightless, drifting on a breeze from the southwest. Something is burning, somewhere beyond the horizon, and the wind is carrying the remains your direction.\n\nThe ash isn't heavy enough to be dangerous, but it's coating everything - your clothes, your gear, the trail ahead. Visibility is dropping.",
		"options": [
			{
				"text": "Cover your mouth and push through. Ash fall usually passes within an hour.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You wrap a cloth over your nose and mouth and keep walking. The ash thickens for twenty minutes, then thins. By the time it stops, you look like you've been rolled in flour. But your lungs are clean and you didn't lose any time."
					},
					"failure": {
						"text": "The ash gets heavier than expected. Your eyes sting despite squinting, and the trail becomes impossible to follow under the gray blanket. You stop, hunker down, and wait. An hour lost to patience."
					}
				}
			},
			{
				"text": "Find shelter and wait for it to clear. Breathing particulates is a bad investment in your future.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You duck under a rock overhang and wait. The ash falls for forty minutes, coating the landscape in a thin gray layer. When it clears, the world looks different - muted, softened, like a photograph with the contrast turned down. You emerge clean-lunged and only slightly behind schedule."
					},
					"failure": {
						"text": "The overhang you chose channels the ash like a funnel. You end up covered despite being under cover. The shelter was worse than the open air. You brush yourself off and accept the irony."
					}
				}
			},
			{
				"text": "The ash composition and wind direction tell you what's burning and how far away it is.",
				"skill_requirement": {
					"extracting": 4
				},
				"outcomes": {
					"success": {
						"text": "The particles are fine and uniform - structural wood, not brush fire. The wind is steady from the southwest at maybe fifteen kilometers per hour, and the ash density suggests the source is thirty to forty kilometers away. Something large burned - a building or a stockpile. Not a wildfire. You note the direction. If a settlement's supply depot went up, they'll need help - and suppliers who arrive first set their own prices."
					},
					"failure": {
						"text": "You analyze the ash but the particles are too fine to distinguish wood from brush without magnification. The wind direction is clear, but distance estimation from ash density alone is unreliable. Your analysis produces a range of twenty to eighty kilometers - too broad to be actionable."
					}
				}
			}
		]
	},
	"f46369d7-accf-4294-8e64-e8f5203d6ab2": {
		"uuid": "f46369d7-accf-4294-8e64-e8f5203d6ab2",
		"type": 2,
		"title": "The Traded Map",
		"text": "A traveler coming from the opposite direction flags you down. He's moving fast, barely stopping. \"Trade you - I've got a route map of the next twenty miles. Shows water, shelter, and hazard points. Cost me fifty caps to draw it. I'll sell it for thirty - I don't need it anymore, I've already walked it.\"\n\nHe holds up a piece of hide with careful markings.",
		"options": [
			{
				"text": "Buy the map. Thirty caps for reliable route intelligence is a bargain.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You hand over the caps and study the map. It's well-drawn - elevation marks, water symbols, a skull-and-crossbones at one point that presumably means 'don't go here.' The information saves you at least an hour of cautious pathfinding."
					},
					"failure": {
						"text": "You buy the map and follow it for two kilometers before realizing the landmarks don't match. Either the map is for a different section of trail or the traveler's cartography skills are worse than his salesmanship. Thirty caps for a fiction."
					}
				}
			},
			{
				"text": "Decline. You've walked enough wasteland to navigate without a map.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You shake your head and the traveler shrugs. \"Your loss, friend.\" He jogs off. You continue at your own pace, trusting your own eyes. They've served you well enough so far."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "You can verify the map's accuracy by checking the first two landmarks against the terrain ahead.",
				"skill_requirement": {
					"perception": 3
				},
				"outcomes": {
					"success": {
						"text": "You ask to see the map for a moment before buying. The first landmark - a split boulder at a trail junction - is visible from where you're standing, and it matches. The second - a dry riverbed crossing with a cairn - you can just make out in the middle distance. Both correct. The map is legitimate. You buy it at full confidence and use it to shave ninety minutes off your travel by avoiding a box canyon the map marks as a dead end."
					},
					"failure": {
						"text": "You check the first landmark and it matches. The second is too far to confirm visually. You buy the map. The second landmark turns out to be two hundred meters off from where it's drawn - not a lie, just sloppy measurement. The map is roughly right but not precise enough to trust blindly."
					}
				}
			}
		]
	},
	"222e750d-95cb-4950-a6e0-b4c2ead49ebe": {
		"uuid": "222e750d-95cb-4950-a6e0-b4c2ead49ebe",
		"type": 2,
		"title": "The Lightning-Struck Tree",
		"text": "A massive cottonwood - rare in this terrain - stands at a bend in the trail, split almost perfectly in half by a lightning strike. The wood is charred black along the split, and the ground around the base is fused into a glassy crust where the strike superheated the sand.\n\nThe tree is still alive on one side. Birds are nesting in the upper branches, unfazed by the destruction below.",
		"options": [
			{
				"text": "Rest in the tree's shade. Cottonwoods mean groundwater - this is a good spot.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You sit in the shade and eat. The breeze through the remaining canopy is the closest thing to comfort you've felt all day. Near the roots, you notice a small seep - water, barely a trickle, but clean. You fill a container."
					},
					"failure": {
						"text": "The shade is inviting, but the ground is covered in sharp glass fragments from the fulgurite. You sit on what you think is a clear spot and immediately feel something poke through your pants. Glass, everywhere. Comfort denied."
					}
				}
			},
			{
				"text": "Examine the fulgurite at the base. Lightning glass has value if the formation is intact.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You dig carefully around the base and extract a tube of fulgurite - sand fused into glass by the lightning strike. It's about thirty centimeters long and perfectly hollow. Fragile, but intact. Collectors and crafters pay well for natural glass."
					},
					"failure": {
						"text": "The fulgurite shatters the moment you try to extract it. The formation looked solid but had internal stress fractures from the thermal shock. You're left holding a handful of glass splinters and a lesson about gentle hands."
					}
				}
			},
			{
				"text": "That glassy crust - the mineral composition of the fulgurite tells you about the soil chemistry here.",
				"skill_requirement": {
					"smelting": 3
				},
				"outcomes": {
					"success": {
						"text": "The fulgurite has a greenish tint - copper content in the local sand. That means there's likely a copper deposit within a few hundred meters, leached into the topsoil over millennia. You take a sample of the fused glass and scan the surrounding terrain. Sure enough, a low ridge fifty meters east shows the distinctive blue-green staining of copper carbonate on exposed rock."
					},
					"failure": {
						"text": "You identify the greenish tint as possible copper content, but when you test the surrounding soil by taste - a common prospecting technique - all you get is a mouthful of dirt. The copper signature in the fulgurite might be from a source that's already been leached dry, leaving nothing economically viable at the surface."
					}
				}
			}
		]
	},
	"40c1e0f5-865a-4350-b913-979d2969f59b": {
		"uuid": "40c1e0f5-865a-4350-b913-979d2969f59b",
		"type": 2,
		"title": "The Wounded Stranger",
		"text": "A man sits propped against a rock beside the trail, pressing a blood-soaked rag to his left arm. He sees you and raises his right hand - palm out, universal sign for 'not a threat.'\n\n\"Cut myself on scrap metal two hours ago. Bleeding stopped, but it's deep and I can't reach it to clean it properly. I just need help with the bandage. That's all.\"",
		"options": [
			{
				"text": "Help him bandage the wound. It's a simple ask.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You clean the cut with water from your flask and wrap it tight with a fresh strip of cloth. The wound is ugly but clean - no signs of infection yet. He thanks you quietly, tests his grip, and stands. \"Heading to the next settlement. I'll make it now. Thank you.\""
					},
					"failure": {
						"text": "You help wrap the wound, but the gash is deeper than it looked. Blood seeps through the first bandage immediately. You wrap a second layer, tighter. It holds, but you've used most of your bandage supply and his confidence is shaken. He thanks you, but his face is pale."
					}
				}
			},
			{
				"text": "Decline. Strangers with injuries in the waste are a classic ambush setup.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You keep your distance and shake your head. \"Sorry, friend.\" He nods - no anger, no argument. He's heard 'no' before. You walk past with your hand on your weapon and your eyes on the scrub. Nothing happens. Maybe he was genuine. You'll never know."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "That wound - the edges tell you it's not from scrap metal. You can tell what actually cut him.",
				"skill_requirement": {
					"sharp_melee_specialisation": 2
				},
				"outcomes": {
					"success": {
						"text": "The wound is too clean and too deep for jagged scrap - this is a blade wound. Smooth edges, consistent depth, slight curve to the cut. Someone slashed him with a knife. You help him bandage it, but you ask directly: \"Who did this?\" He hesitates, then tells you - a robber, three miles back on the trail, working alone. You take a description and a location. That information is worth something to a Ranger patrol."
					},
					"failure": {
						"text": "You examine the wound and declare it a blade cut, not scrap metal. The man stiffens. \"It was scrap,\" he says, harder this time. Maybe you're right and he's hiding something. Maybe you're wrong and you just accused an injured man of lying. Either way, the trust is gone. He wraps the wound himself and walks away without another word."
					}
				}
			}
		]
	},
	"1c3b7e93-6dfb-41ca-b4a7-b481eb05b9e9": {
		"uuid": "1c3b7e93-6dfb-41ca-b4a7-b481eb05b9e9",
		"type": 2,
		"title": "The Mirage",
		"text": "The heat shimmer on the hardpan ahead resolves into what looks like a pond - still water, reflecting the sky. You know it's a mirage. You've seen them before. Your brain knows it's light bending through hot air.\n\nBut this one has a building next to it. A squat, dark structure sitting at the water's edge. Buildings don't usually appear in mirages.",
		"options": [
			{
				"text": "Investigate. Mirages distort real objects - there might be an actual structure out there.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You walk toward the shimmer. The 'pond' evaporates as you approach, as expected. But the building is real - a half-buried concrete utility structure, its door ajar. Inside: shade, a temperature drop, and a rusted shelf holding two sealed tins that someone left and never returned for."
					},
					"failure": {
						"text": "You walk for thirty minutes toward the shimmer. The pond vanishes. The building vanishes. There is nothing here but flat, baked earth stretching to the horizon. You've lost thirty minutes and half a liter of sweat chasing photons."
					}
				}
			},
			{
				"text": "Ignore it. Mirages are mirages. Keep walking the actual trail.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You note the direction and keep to the trail. The shimmer fades as the angle changes. Whether there was a building or not, it's off-route and not worth the detour. Discipline keeps you alive more often than curiosity."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The way the structure's outline behaves in the heat shimmer tells you whether it's real or refracted.",
				"skill_requirement": {
					"bolt_action_rifles_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "You've spent enough time looking at distant objects through heat shimmer to know the difference between a refraction and a reflection. A mirage building would waver uniformly. This one has a fixed bottom edge - the foundation is below the thermal layer. The structure is real. You walk directly to it and find an intact pre-war pump station with a still-functional hand pump. The water is silty but drinkable after straining."
					},
					"failure": {
						"text": "You study the shimmer and conclude the building is real based on its lower edge behavior. You walk out to it and find... nothing. The building was a refraction of a mesa formation three kilometers further east, bent by an unusual thermal layer. Your optics theory was sound but the variables defeated you."
					}
				}
			}
		]
	},
	"5827bfa3-690a-476e-8644-e6121af1fead": {
		"uuid": "5827bfa3-690a-476e-8644-e6121af1fead",
		"type": 2,
		"title": "The Rustling Scrub",
		"text": "Something is moving in the scrub brush alongside the trail. You can hear it - a rhythmic rustling that matches your pace. When you stop, it stops. When you walk, it walks.\n\nYou can't see what it is. The brush is dense and shoulder-high. It could be an animal. It could be a person. It's been following you for the last ten minutes.",
		"options": [
			{
				"text": "Stop, turn, and face the brush directly. Make whatever it is commit to a decision.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You stop and stare into the scrub. For ten seconds, nothing. Then a jackrabbit the size of a small dog bursts from the brush, crosses the trail, and disappears on the other side. It was just foraging in your noise shadow - using your footsteps to mask its own movement from predators. Clever animal."
					},
					"failure": {
						"text": "You stop and turn. The rustling stops. You wait. It waits. After three full minutes of staring at motionless brush, you give up and keep walking. The rustling resumes. You never find out what it was. It follows you for another twenty minutes and then stops. The not-knowing bothers you more than the following."
					}
				}
			},
			{
				"text": "Pick up your pace and get clear of the dense scrub. Whatever it is, open ground favors you.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You accelerate to a fast walk. The rustling tries to keep up but falls behind as you leave the brush zone. In open terrain, you look back - nothing emerges. Probably an animal. Probably. Open ground feels much better regardless."
					},
					"failure": {
						"text": "You speed up but the brush continues for longer than you expected. Whatever is pacing you keeps pace. By the time you clear the scrub zone, you're winded and jumpy. The rustling stops. Your nerves don't."
					}
				}
			},
			{
				"text": "The movement pattern tells you what kind of animal this is. Predators pace differently than prey.",
				"skill_requirement": {
					"stealth": 3
				},
				"outcomes": {
					"success": {
						"text": "The cadence is wrong for a predator - too steady, too reactive to your pace changes. Predators stalk with pauses. This is a prey animal using you as mobile cover, matching your rhythm to stay hidden from aerial hunters. You test it by stopping abruptly, then starting with a different gait. The animal adjusts each time but always with a half-second delay - reactive, not predictive. You relax and walk normally. It's a scavenger using you as a shield, nothing more. Near the end of the brush, it veers away and you catch a glimpse: a large ground squirrel carrying something in its mouth. Just a commuter."
					},
					"failure": {
						"text": "You analyze the movement as prey behavior and relax. Then the rustling shifts - closer, faster, and ahead of you instead of alongside. That's not prey behavior. You tense up and grab your weapon. A tumbleweed rolls across the trail. The original rustling has stopped. You can't tell if the tumbleweed was the source or a coincidence. Your analysis was inconclusive and your nerves are worse than before."
					}
				}
			}
		]
	},
	"c3ef5402-ef0c-4868-9ff0-06690b3721c7": {
		"uuid": "c3ef5402-ef0c-4868-9ff0-06690b3721c7",
		"type": 2,
		"title": "The Abandoned Water Cache",
		"text": "A stack of plastic containers sits under a rock ledge beside the trail, covered with a faded tarp. Water cache - someone set this up as a resupply point. The tarp has been undisturbed for a while. Dust has settled in the creases.\n\nThree of the four containers are empty. The fourth is full, its cap sealed with wax.",
		"options": [
			{
				"text": "Take the water. A cache this neglected isn't being maintained. Finders, keepers.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "The water looks clean and smells fine. You break the wax seal, taste it - good. You fill your containers and leave the empty ones stacked neatly. Whoever cached this would probably rather it be used than evaporate."
					},
					"failure": {
						"text": "The water looks fine but when you open the seal, a sharp chemical smell hits you. Something has leached into it from the container - the plastic has degraded in the heat. The water is toxic. You pour it out and re-stack the empties as a warning."
					}
				}
			},
			{
				"text": "Leave it alone. Someone cached this for a reason, and that reason might still be walking the trail.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You note the location and leave everything as you found it. If the cache owner is still active, taking their water supply is a good way to make an enemy you never see coming."
					},
					"failure": {
						"text": ""
					}
				}
			},
			{
				"text": "The container type, tarp material, and wax seal method tell you who set this up and when.",
				"skill_requirement": {
					"equipment_crafting": 3
				},
				"outcomes": {
					"success": {
						"text": "Pre-war HDPE containers - military surplus, rated for long-term storage. The tarp is treated canvas, not synthetic - handmade, probably settlement-produced. The wax seal is beeswax mixed with pine resin, a preservation technique used by a few specific communities. This cache was set up by someone who knew what they were doing, probably as part of a trade route supply chain that dried up. The water has been properly sealed and stored. You take it with confidence and leave a cap under a rock as payment. Good practice."
					},
					"failure": {
						"text": "You identify the containers as military surplus, but the tarp and wax seal could come from half a dozen communities. Your analysis narrows the origin to 'someone competent,' which you already knew. The water is probably fine, but 'probably' is a word that kills people in the desert. You take a small amount and move on."
					}
				}
			}
		]
	},
	"70e8992f-6e21-41c6-972a-e1f6efeba12b": {
		"uuid": "70e8992f-6e21-41c6-972a-e1f6efeba12b",
		"type": 2,
		"title": "The Night Sound",
		"text": "You've made camp for the night when you hear it - a low, rhythmic tapping from the rocky ground beneath you. Not an animal. Not settling earth. A steady, deliberate pattern: three taps, pause, two taps, pause, three taps. Repeating.\n\nThe sound is coming from directly below your bedroll.",
		"options": [
			{
				"text": "Move your camp fifty meters away. Whatever's making that noise, you don't need to sleep on top of it.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You relocate your bedroll to a flat spot well away from the tapping. The sound fades with distance. You sleep - not well, but you sleep. In the morning, the original spot looks exactly the same. No explanation. No resolution. Sometimes that's the best you get."
					},
					"failure": {
						"text": "You pack up and move, but the new spot has its own issues - uneven ground, an ant colony, and a persistent wind. You spend a miserable night and the tapping was honestly the least of your problems."
					}
				}
			},
			{
				"text": "Investigate. Put your ear to the ground and try to identify the source.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You press your ear to the stone. The tapping is clearer - metallic, precise. Then it changes. Four taps. Pause. One tap. Pause. Four taps. The pattern shifted because you're listening. You sit up fast. In the morning, you break camp at first light."
					},
					"failure": {
						"text": "You press your ear to the stone and hear... nothing. The tapping stopped the moment you lay down to listen. You wait five minutes. Silence. You go back to your bedroll. The tapping resumes. You don't sleep much."
					}
				}
			},
			{
				"text": "That tapping pattern - it follows a mathematical sequence. You can decode it.",
				"skill_requirement": {
					"ammo_crafting": 3
				},
				"outcomes": {
					"success": {
						"text": "Three-two-three. You know repeating patterns from counting ammunition batches - it's a manufacturing instinct. This is a thermal expansion sequence. Metal contracts as desert temperatures drop at night, and if a pipe or rail is constrained at two points, it taps against the constraint as it shrinks. Three-two-three is the rhythm of a specific contraction rate. There's pre-war infrastructure under this rock - probably a utility conduit. The tapping is physics, not mystery. You sleep soundly."
					},
					"failure": {
						"text": "You try to match the pattern to a mathematical sequence but three-two-three doesn't fit Fibonacci, prime series, or binary. You lie awake for another hour running combinations. The tapping continues, indifferent to your arithmetic. You fall asleep during a calculation and wake up with a stiff neck."
					}
				}
			}
		]
	},
	"26457e92-79c0-432d-bf11-0b210be7a942": {
		"uuid": "26457e92-79c0-432d-bf11-0b210be7a942",
		"type": 2,
		"title": "The Trade Offering",
		"text": "A flat rock beside the trail has been set up as a trade post - items arranged neatly on a cloth, with a small sign reading \"TAKE WHAT YOU NEED. LEAVE WHAT YOU CAN.\" No one is present.\n\nThe offerings are modest: a tin of cured meat, three rounds of ammunition, a coil of wire, and a small clay pot of salve. Beside them, a collection of items left by previous traders - mostly junk, but a few useful bits.",
		"options": [
			{
				"text": "Take something you need and leave something of equal value. Honor the system.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You take the tin of cured meat and leave a handful of caps weighted under a stone. The system works because people make it work. You feel slightly better about the world."
					},
					"failure": {
						"text": "You take the salve and leave what you think is a fair trade - a piece of dried fruit. When you look back an hour later, a vulture has eaten the fruit. Your contribution to the trade post lasted approximately twelve minutes."
					}
				}
			},
			{
				"text": "Take what you need and leave nothing. Sentiment doesn't fill your stomach.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You pocket the cured meat and the salve. Nobody's watching. Nobody will know. The sign says 'leave what you can.' You can't leave anything. That's technically honest."
					},
					"failure": {
						"text": "You reach for the tin and your hand stops. You look at the sign again. Then at the items left by others. A child's drawing. A hand-carved bead. A folded letter. These aren't trade goods - they're offerings. You put the tin back and walk away feeling like you almost stole from a church."
					}
				}
			},
			{
				"text": "The items on the cloth - the arrangement and selection tell you this is a specific cultural practice, not random generosity.",
				"skill_requirement": {
					"writing": 3
				},
				"outcomes": {
					"success": {
						"text": "The layout follows a pattern: food in the north position, tools in the east, medicine in the south, and raw materials in the west. This is a trail offering - a practice some communities maintain for travelers between settlements. The clay pot's mark confirms it - same maker's style you've seen at Aniid Kin market. You take the salve, leave a respectful offering in the correct position, and add a note of thanks in the style the tradition calls for. Someone will appreciate that you knew."
					},
					"failure": {
						"text": "You recognize the layout as potentially ceremonial but misidentify the tradition - you leave your offering in the wrong position. It's not offensive, just incorrect. A local would know the difference. Your cultural literacy has limits."
					}
				}
			}
		]
	},
	"22d98e22-cdd7-4b44-9427-c1958746b528": {
		"uuid": "22d98e22-cdd7-4b44-9427-c1958746b528",
		"type": 2,
		"title": "The Electrical Storm",
		"text": "The horizon flickers. Not lightning - something else. A pale, bluish-white strobing that pulses across the sky in sheets, illuminating the underside of clouds that weren't there an hour ago. The air smells of ozone and hot metal.\n\nYour skin prickles. The hair on your arms stands up. An electrical storm - rare in the waste, and dangerous in ways regular storms aren't. Metal conducts. The desert is full of metal.",
		"options": [
			{
				"text": "Drop anything metal you're carrying and get low. Wait for it to pass.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You shed your gear, crouch behind a rock, and wait. The storm rolls over in fifteen minutes - blue-white flashes, a deep humming in the ground, and a single strike that hits a rusted antenna tower a hundred meters away. When it passes, your gear is fine and your teeth have stopped vibrating."
					},
					"failure": {
						"text": "You drop your gear and crouch, but the storm lingers. For forty minutes you sit in the open, flinching at every flash. When it finally passes, your muscles ache from tension and your gear has a fine static charge that makes everything stick together."
					}
				}
			},
			{
				"text": "Keep moving. The storm is high altitude - ground strikes are unlikely at this distance.",
				"skill_requirement": {},
				"outcomes": {
					"success": {
						"text": "You gamble that the storm is too high to ground-strike and keep walking. The odds are in your favor - barely. The storm passes overhead without incident, though the static charge in the air makes your skin crawl for an hour afterward."
					},
					"failure": {
						"text": "A bolt strikes the ground sixty meters to your left. The concussion knocks you sideways. Your ears ring for the rest of the day. You're alive, but only because sixty meters isn't zero meters."
					}
				}
			},
			{
				"text": "The strobing pattern and ozone concentration tell you the storm's trajectory and duration.",
				"skill_requirement": {
					"hi_tech_armor_mastery": 3
				},
				"outcomes": {
					"success": {
						"text": "The pulse frequency is increasing - the ionization layer is descending, which means ground strikes are imminent but the storm is moving fast. Based on the wind-shear pattern in the clouds, it'll pass your position in under ten minutes. You secure your metal gear in a low depression, ground yourself against a rock face, and wait exactly nine minutes. The storm passes overhead with three ground strikes - all behind you, all in the area you would have been walking through if you'd kept moving."
					},
					"failure": {
						"text": "You estimate the storm's trajectory and conclude it's moving parallel to you, not toward you. You keep walking. Then the wind shifts. The storm turns. You end up scrambling for cover as strikes land within a hundred meters. Your trajectory calculation didn't account for the wind shear. Meteorology from the ground is a humbling discipline."
					}
				}
			}
		]
	}
}