medium · 14 rooms · came back · seed log-medium-29
💚 Purify the Font closes Margaret Cavendish's wounds mid-fight: 11 healed in round 1, then 6 a round while it holds.
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 (10 mentions against 3); 4/4 named |
| met | Rooms should be in the order they are for a reason. | 4 of 14 rooms answer an earlier one (29%) |
| met | Something must go wrong, and it should be legible when it does. | 6 rooms cost the party something |
| met | If every room is a beat, no room is. | the loudest room runs 2.0× the median (peak 4, median 2) |
| met | A choice reads as a choice only when the alternatives are named. | 14 of 14 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. | 14 of 14 resolutions state a number |
| met | The party should not argue in one voice. | 4 distinct voices across 14 deliberations |
| missed | No sentence should appear twice in one delve, verbatim. | 3 effect lines printed verbatim more than once (worst ×3) |
| met | The boss should get to be a boss. | the throne room ran an unstated number of 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 4, back half 8 |
| met | The ending should answer the delve it ended. | the epitaph names somebody who went down |
A library. The party can study here to learn spells. Pillars break the room into aisles — something to fight behind. A font holds water that has been still a long time and is somehow clean.
They might have chosen to read the place itself, or question the ghost gently — Margaret Cavendish made the case: "I know a spell for this. It's called leaving." The party chose to reconstruct his rounds.
🧠 He is asked to describe his rounds, all of them, and somebody holds the whole account at once until the shape closes. The map was behind the shelving. Two marches of oil saved. +28 score. 🎓 It is answered from three directions at once and stays answered: +25 renown.
A treasure chest sits in the room. It may hold gold; it may be a mimic. A sarcophagus stands against the wall with its lid slightly wrong.
They might have chosen to experiment with the assembly, or dissolve the lock — Simon Forman made the case: "The god forgives. That's the whole strategy." The party chose to loot the treasure.
💰 The party loots the chest: 41 gold. 📜 Also in the hoard: a scroll of Fireball, added to the grimoire.
A library. The party can study here to learn spells. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway. Pillars break the room into aisles — something to fight behind.
They might have chosen to read the sealed texts, or move on — Kenelm Digby made the case: "There's a wire there. I noticed it while planning my retreat." The party chose to study the shelves.
📚 The party studies the shelves and learns 1 spell.
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 bed of rusted spikes stands out of the floor, most of them still upright.
They might have chosen to solve the progression, or read the dust — Johannes Trithemius made the case: "Traps are just puzzles with stakes." The party chose to ask which square is safe.
🔮 The question is put once, at the threshold, and answered squarely enough to cross on. +20 score. 🎓 Three disciplines on one problem, none of them guessing: +25 renown.
🛡️ Margaret Cavendish walks in front, which is where the blows land first.
The dungeon itself turns hostile. The party must brace together or scatter. A crack runs the width of the room, wide enough to matter and too wide to jump twice. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to brace together — Margaret Cavendish made the case: "What that thing drops will fund a semester of research." The party chose to scatter and regroup.
🌋 The party scatters; 2 members guessed wrong and took 3 damage each.
✚ That one leaves a mark on Margaret Cavendish. Their ceiling drops to 10 for the rest of the delve. The Reckless do not stop to bind anything, and more of it stays with them.
✚ Johannes Trithemius takes a wound that will not close down here. Healing can bring them back to 9, no further, until town. The Reckless do not stop to bind anything, and more of it stays with them.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to answer it in its own tongue, or identify the disputed thing — Simon Forman made the case: "The god counts. So do I." The party chose to negotiate with it.
🤝 The grievance is real, old, and settleable. It stands aside, and pays 20 gold out of a hoard it says was never the point. +25 score. 🎓 Everything this asks for, the party happens to have brought: +25 renown.
🧭 The party turns off into the flooded wing — 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). Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to disarm the trap, or search for a way around — Kenelm Digby made the case: "I disarm faster when it's already ticking." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 2 damage. The Craven spotted the tripwire first: 1 less damage. 🪶 Feather Step takes the party's weight off the floor: 3 less damage from anything underfoot. 🔔 The alarm rings through the dungeon: the next monster will attack with +2.
The dungeon itself turns hostile. The party must brace together or scatter. 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 brace together — Johannes Trithemius made the case: "It isn't stealing if the owner's a skeleton." The party chose to scatter and regroup.
🌋 The party scatters; 2 members guessed wrong and took 3 damage each.
✚ Simon Forman takes a wound that will not close down here. Healing can bring them back to 12, no further, until town. The Reckless do not stop to bind anything, and more of it stays with them.
✚ That one leaves a mark on Kenelm Digby. Their ceiling drops to 10 for the rest of the delve. The Reckless do not stop to bind anything, and more of it stays with them.
A treasure chest sits in the room. It may hold gold; it may be a mimic.
They might have chosen to inspect it first, or leave it alone — Margaret Cavendish made the case: "Overchannel? I call it generous casting." The party chose to loot the treasure.
🦷 The chest is a mimic. It bites for 5 damage before the party kills it, recovering 16 gold.
✚ 2 wounds on Margaret Cavendish, and the ceiling with them: 8, and no more.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to search the room methodically, or divine what is hidden here — Simon Forman made the case: "The god counsels prudence. Loudly. Through me. Right now." The party chose to observe every detail.
👁️ Hidden in plain sight: an alcove holding coin and small valuables, overlooked by a hundred hurrying parties. +15 gold, +18 score. 🎓 Three disciplines on one problem, none of them guessing: +25 renown.
A shrine. Resting here heals the party; the gold leaf on the altar could be stripped instead. Pillars break the room into aisles — something to fight behind.
They might have chosen to attune the resonances, or link the three frequencies — Kenelm Digby made the case: "I've counted the exits. There are three. I love them all." The party chose to sing the third harmony.
🎵 A perfect voice finds the third harmony. The three frequencies lock into a single, beautiful chord. The walls settle and the front-rank member feels renewed. +18 score. 🎓 It is answered from three directions at once and stays answered: +25 renown.
🕯️ Someone checks the reservoir and does not like the answer: oil for 2 more marches.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to repair the gears, or correct the orrery — Johannes Trithemius made the case: "I already know which part of it sells." The party chose to divine the unstable motion.
🔮 The dangerous motion is named before it completes. The party crosses untouched, and forewarned of the next snare in their path. +15 score. 🎓 Three disciplines on one problem, none of them guessing: +25 renown.
🕯️ The lantern is burning low: oil for 1 more march.
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 portcullis hangs raised above the passage, on a chain that still turns. 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: "Knowledge is treasure, but treasure is also treasure." The party chose to open with a combat spell.
🔥 The caster opens with Frost Lance, chosen precisely for the monster's frost weakness: spell damage ×1.5. ☠️ Even softened, the Dragon Whelp of the Deep Vault beats the party down. 🩸 Margaret Cavendish takes the worst of it: 5 of the party's 36. 🔔 The alarm tripped earlier warned it: the monster attacks with +2 this fight. 🧱 The party fights from behind a row of squat pillars: 1 less damage per round. 💚 Purify the Font closes Margaret Cavendish's wounds mid-fight: 11 healed in round 1, then 6 a round while it holds. 🎒 15 more preparations hold besides — the ledger keeps them.
🕯️ The lantern dies with the party still under the hill. No more light to carry.
✚ 4 wounds on Margaret Cavendish, and the ceiling with them: 4, and no more.
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 portcullis hangs raised above the passage, on a chain that still turns. 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: "Knowledge is treasure, but treasure is also treasure." The party chose to open with a combat spell.
🔥 The caster opens with Frost Lance, chosen precisely for the monster's frost weakness: spell damage ×1.5. ☠️ Even softened, the Dragon Whelp of the Deep Vault beats the party down. 🩸 Margaret Cavendish takes the worst of it: 5 of the party's 36. 🔔 The alarm tripped earlier warned it: the monster attacks with +2 this fight. 🧱 The party fights from behind a row of squat pillars: 1 less damage per round. 💚 Purify the Font closes Margaret Cavendish's wounds mid-fight: 11 healed in round 1, then 6 a round while it holds. 🎒 15 more preparations hold besides — the ledger keeps them.
🕯️ The lantern dies with the party still under the hill. No more light to carry.
✚ 4 wounds on Margaret Cavendish, and the ceiling with them: 4, and no more.
the Old Delve is cleared: the boss is dead and the party walks out. Survivors: Margaret Cavendish, Simon Forman, Kenelm Digby, Johannes Trithemius. Rooms cleared: 12.
Regenerate this exact delve:
npm run simulate -- --seed log-medium-29