medium · 12 rooms · came back · seed log-medium-17
🌑 The party works the monster to the edge and puts it into a crack across the floor: 21 damage on the way down.
The line this delve would be retold by.
11 of 12 values met. A reading, not a grade — the score exists to sort logs, not to judge them.
| Value | What the log shows | |
|---|---|---|
| met | A delve should be about somebody. | Margaret Cavendish carries it (4 mentions against 4); 4/4 named |
| missed | Rooms should be in the order they are for a reason. | 1 of 12 rooms answer an earlier one (8%) |
| met | Something must go wrong, and it should be legible when it does. | 4 rooms cost the party something |
| met | If every room is a beat, no room is. | the loudest room runs 4.0× the median (peak 4, median 1) |
| met | A choice reads as a choice only when the alternatives are named. | 12 of 12 deliberations name a road not taken |
| n/a | A death is only worth reading if the dead had a line first. | nobody fell |
| met | Name the thing and state the number. | 11 of 12 resolutions state a number |
| met | The party should not argue in one voice. | 4 distinct voices across 12 deliberations |
| met | No sentence should appear twice in one delve, verbatim. | every effect line is said once |
| met | The boss should get to be a boss. | the throne room ran 2 rounds |
| met | A resolution should be readable in one breath. | every resolution inside its budget |
| met | The back half should cost more than the front half. | front half 0, back half 5 |
| met | The ending should answer the delve it ended. | the epitaph names somebody who went down |
A shrine. Resting here heals the party; the gold leaf on the altar could be stripped instead. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway. A sarcophagus stands against the wall with its lid slightly wrong.
They might have chosen to strip the gold leaf, or move on — Marsilio Ficino made the case: "Tithes flow both directions, technically." The party chose to rest and heal.
🕯️ The party rests at the shrine: 5 health healed per member.
The dungeon itself turns hostile. The party must brace together or scatter. Half the ceiling is on the floor, in pieces worth stepping around. A crack runs the width of the room, wide enough to matter and too wide to jump twice.
They might have chosen to scatter and regroup, or sift the rubble — Marsilio Ficino made the case: "Even the dead tithe here. Especially the dead." The party chose to brace together.
🌋 The party braces together and rides it out: 5 damage taken. 💚 Balm of Hours heals 14 as the dust settles.
🛡️ Paracelsus walks in front, which is where the blows land first.
A treasure chest sits in the room. It may hold gold; it may be a mimic. Somebody stacked supplies here and never came back for them. A sarcophagus stands against the wall with its lid slightly wrong.
They might have chosen to observe every detail, or search the room methodically — Simon Forman made the case: "The god counts. So do I." The party chose to leave it alone.
🚶 The party leaves the treasure untouched and moves on.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to experiment with the assembly, or understand the mechanism and fix it — Margaret Cavendish made the case: "Fundamentals of Sorcery, volume three, page ninety: this exact mistake." The party chose to dissolve the lock.
⚗️ The lock dissolves. The mechanism doesn't open the door, but it doesn't need to now. +15 score. 🎓 It is answered from three directions at once and stays answered: +25 renown.
A library. The party can study here to learn spells.
They might have chosen to study the shelves, or move on — Margaret Cavendish made the case: "I know a spell for this. It's called leaving." The party chose to read the sealed texts.
🔏 The wizard reads the sealed texts: 2 spells learned, including a forbidden working. +50 score. 📖 The Grimoire of Low Whispers adds +1.5 to the reading roll.
🕳️ Paracelsus finds a hidden door into the flooded wing. Behind it: a floor that slopes down into standing water. Its rooms join the route.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. A tripwire runs up the wall to a bell: an alarm trap. Little damage, but the next monster will be warned (+2 attack). A pit takes up a third of the floor. The bottom is not visible. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to push through and take the hit, or search for a way around — Marsilio Ficino made the case: "The liturgy has a verse for this. Several, actually." The party chose to sift the rubble.
🪨 The party sifts a fall of rubble: 13 gold.
A cold-eyed wraith holds the room (attack 7, health 10). The party must decide how to get past it. It is ethereal: weapons do only 60% damage unless a cleric blesses the blades. It will not face the cleric: undead take holy damage ×1.5. A portcullis hangs raised above the passage, on a chain that still turns. A sarcophagus stands against the wall with its lid slightly wrong.
They might have chosen to stand and fight, or fall back — Simon Forman made the case: "The commentaries disagree. I don't." The party chose to sift the rubble.
🪨 The party sifts a fall of rubble: 13 gold.
A hidden vault, stacked with treasure. Vaults always hold something beyond coin. A portcullis hangs raised above the passage, on a chain that still turns.
They might have chosen to loot the treasure, or leave it alone — Margaret Cavendish made the case: "I did not memorize this spell to whisper it." The party chose to inspect it first.
🔍 The party checks for mimics and curses first, then takes 56 gold safely. 💰 Also in the hoard: a purse nobody came back for, 15 gold.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to pass a plan through the stone, or speak mind to mind — Paracelsus made the case: "The notes end mid-sentence. I intend to finish them." The party chose to shout through it.
📢 Nothing carries. Both halves eventually go the long way round and meet somewhere in the middle, having each independently fought whatever it was. 5 damage, and nobody is standing where they meant to be.
✚ Paracelsus takes a wound that will not close down here. Healing can bring them back to 11, no further, until town.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. A tripwire runs up the wall to a bell: an alarm trap. Little damage, but the next monster will be warned (+2 attack). A pit takes up a third of the floor. The bottom is not visible. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to push through and take the hit, or search for a way around — Marsilio Ficino made the case: "The god counts. So do I." The party chose to sift the rubble.
🪨 The party sifts a fall of rubble: 13 gold.
A cold-eyed wraith holds the room (attack 7, health 10). The party must decide how to get past it. It is ethereal: weapons do only 60% damage unless a cleric blesses the blades. It will not face the cleric: undead take holy damage ×1.5. Half the ceiling is on the floor, in pieces worth stepping around. A portcullis hangs raised above the passage, on a chain that still turns.
They might have chosen to speak with whatever wears the armour, or name the armour by its heraldry — Simon Forman made the case: "The liturgy has a verse for this. Several, actually." The party chose to put the armour down.
⚔️ Empty armour does dent like full armour, and hits back like it too. 4 damage, a great deal of noise, and the party comes out of it spread across the passage.
The boss chamber. The Dragon Whelp of the Deep Vault waits at its center (attack 10, health 28); killing it clears the dungeon. It flinches from the cold: weak to frost (frost damage ×1.5). A pit takes up a third of the floor. The bottom is not visible. Pillars break the room into aisles — something to fight behind.
They might have chosen to stand and fight, or fall back — Margaret Cavendish made the case: "I did not survive the academy by standing in the open." The party chose to put it down the crack in the floor.
🌑 The party works the monster to the edge and puts it into a crack across the floor: 21 damage on the way down. ⚔️ The party kills the Dragon Whelp of the Deep Vault in 2 rounds, taking 4 damage. 📐 The party meets it standing as the last room left them. 🧱 The party fights from behind a row of squat pillars: 1 less damage per round. 💚 Balm of Hours closes Paracelsus's wounds mid-fight: 14 healed in round 1, then 7 a round while it holds. 🎒 4 more preparations hold besides — the ledger keeps them.
the Old Delve is cleared: the boss is dead and the party walks out. Survivors: Paracelsus, Marsilio Ficino, Simon Forman, Margaret Cavendish. Rooms cleared: 12. Trophies carried out: 1 (latest: 🔥 a vial of whelp-fire).
Regenerate this exact delve:
npm run simulate -- --seed log-medium-17