Define and implement the panel's empty and error states
Close the DESIGN-HANDOFF open question "empty and error states are unspecified" with a written addendum (design/PANEL-EMPTY-STATES.md) and its implementation in both panel cards: - quest log resolves one state in priority order: no adventurer in the path, integration not set up, records unreachable (unavailable/unknown), away via direct navigation, all-clear zero-quest day, all-done fallback before the 1c takeover, then the normal three-window columns - party board renders a notice instead of an empty grid when no children are configured or every child's sensors are unresolvable, and muted "Unknown" plates for partially unresolvable children - a shared notice panel (panel tokens, role=status) replaces every state that would otherwise render a blank parchment; frames, kicker and dock always stay
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