easy · 13 rooms · came back · seed log-easy-32
🤒 Isabella Cortese is carried rather than treated, and the fever takes its price in full: 6 damage, and the party files through the next passage strung out around the litter.
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. | Isabella Cortese carries it (6 mentions against 4); 4/4 named |
| met | Rooms should be in the order they are for a reason. | 3 of 13 rooms answer an earlier one (23%) |
| met | Something must go wrong, and it should be legible when it does. | 5 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 13 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. | 12 of 13 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 |
| missed | The boss should get to be a boss. | the boss died without acting — the delve has no climax |
| 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 2, back half 3 |
| 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.
They might have chosen to rest and heal, or move on — Isabella Cortese made the case: "Shake it and see." The party chose to strip the gold leaf.
⛏️ The party strips 30 gold of leaf from the altar. The next disaster will hit harder for it.
A shrine. Resting here heals the party; the gold leaf on the altar could be stripped instead. A font holds water that has been still a long time and is somehow clean. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway.
They might have chosen to sing the third harmony, or attune the resonances — John Dee made the case: "The god helps those who check for tripwires." The party chose to pry the sarcophagus open.
⚰️ The party pries the lid off a stone sarcophagus: 20 gold.
A shrine. Resting here heals the party; the gold leaf on the altar could be stripped instead. A silvered mirror leans against the wall, and it shows the room more honestly than the room does. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway.
They might have chosen to rest and heal, or move on — Robert Fludd made the case: "I disarm faster when it's already ticking." The party chose to strip the gold leaf.
⛏️ The party strips 30 gold of leaf from the altar. The next disaster will hit harder for it.
A treasure chest sits in the room. It may hold gold; it may be a mimic. A silvered mirror leans against the wall, and it shows the room more honestly than the room does.
They might have chosen to read the maker's mark, or pick the chest that was opened before — Kenelm Digby made the case: "Traps are just puzzles with stakes." The party chose to appraise the three chests.
💰 Examined closely, the real chest is obvious — and so is how the other two were rigged, which is a lesson that keeps. +40 gold, +25 score, and the next snare is already understood. 🎓 Everything this asks for, the party happens to have brought: +25 renown.
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 — Isabella Cortese made the case: "Everything in this room fits in my satchel if I believe." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 1 damage. 🏮 The Everburning Lantern showed the pressure plates: 1 less damage. 🔮 This is the snare the party was told about: half the damage it would have done. 🔔 The alarm rings through the dungeon: the next monster will attack with +2.
🛡️ Isabella Cortese takes the front of the march, and the rest fall in behind. 🕳️ Robert Fludd finds a hidden door into the barracks wing. Behind it: bunkrooms and a picked-over weapon rack. Its rooms join the route.
A connecting corridor. Nothing blocks the way; the party moves through.
There was only one option: the party chose to move on.
The party crosses the room and takes the far door.
A hidden vault, stacked with treasure. Vaults always hold something beyond coin. A sarcophagus stands against the wall with its lid slightly wrong.
They might have chosen to loot the treasure, or inspect it first — Robert Fludd made the case: "Every door is a suggestion." The party chose to pry the sarcophagus open.
⚰️ The party pries the lid off a stone sarcophagus: 20 gold.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to speak mind to mind, or send something under the slab — Kenelm Digby made the case: "It isn't stealing if the owner's a skeleton." The party chose to pass a plan through the stone.
📡 The link carries more than reassurance: a plan goes across it, timed, with both halves moving on the same count. They meet in the middle of whatever was waiting, from two sides at once, and are still in that shape when the next room opens. +36 score. 🎓 Three disciplines on one problem, none of them guessing: +25 renown.
A rattling skeleton patrol holds the room (attack 2, health 5). The party must decide how to get past it. It will not face the cleric: undead take holy damage ×1.5. A bed of rusted spikes stands out of the floor, most of them still upright. Shelves sag under books nobody has audited in a century.
They might have chosen to stand and fight, or fall back — Isabella Cortese made the case: "Shake it and see." The party chose to put it onto the floor spikes.
🔻 The party drives the monster back onto a bed of rusted floor spikes: 4 damage, and it has to pull itself off them. ⚔️ A rattling skeleton patrol is finished before it can strike back. 📐 The party meets it standing as the last room left them. 🔔 The alarm tripped earlier warned it: the monster attacks with +2 this fight. 🔪 Six knives arrive before the party does: 4 damage before the first round. 💥 The Reckless finish the fight with style: +5 score. 🎒 4 more preparations hold besides — the ledger keeps them.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to bring the fever down, or diagnose and treat the fever — John Dee made the case: "Even the dead tithe here. Especially the dead." The party chose to push through and take the hit.
🤒 Isabella Cortese is carried rather than treated, and the fever takes its price in full: 6 damage, and the party files through the next passage strung out around the litter.
✚ Isabella Cortese is opened up badly enough that the delve will keep it: 11 is as whole as they get until town. The Reckless do not stop to bind anything, and more of it stays with them.
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 study the shelves, or move on — Robert Fludd made the case: "I disarm faster when it's already ticking." The party chose to bless the font and drink.
⛲ The cleric says the words over a stone font of still water and the party drinks: 12 health healed.
A rattling skeleton patrol holds the room (attack 2, health 5). The party must decide how to get past it. It will not face the cleric: undead take holy damage ×1.5. A font holds water that has been still a long time and is somehow clean. Somebody stacked supplies here and never came back for them.
They might have chosen to stand and fight, or fall back — Kenelm Digby made the case: "Doors, guards, promises — all pickable." The party chose to open with a combat spell.
🔥 Frost Lance opens the fight, softening the monster before the first blow. ⚔️ A rattling skeleton patrol is dead before the party closes: it never gets a round. 📐 The party meets it standing as the last room left them. 🔪 Six knives arrive before the party does: 4 damage before the first round. 💥 The Reckless finish the fight with style: +5 score. 🎒 3 more preparations hold besides — the ledger keeps them.
The boss chamber. The Ogre King Under the Stair waits at its center (attack 5, health 13); killing it clears the dungeon. Plate and chitin cover it: the party's blows do 2 less damage each round. A silvered mirror leans against the wall, and it shows the room more honestly than the room does. A bed of rusted spikes stands out of the floor, most of them still upright.
They might have chosen to stand and fight, or fall back — Isabella Cortese made the case: "Don't burn the carcass — half my income is in the glands." The party chose to put it onto the floor spikes.
🔻 The party drives the monster back onto a bed of rusted floor spikes: 12 damage, and it has to pull itself off them. ⚔️ The Ogre King Under the Stair is finished before it can strike back. 🔪 Six knives arrive before the party does: 4 damage before the first round. 💥 The Reckless finish the fight with style: +5 score. 🎒 5 more preparations hold besides — the ledger keeps them.
the Old Delve is cleared: the boss is dead and the party walks out. Survivors: Isabella Cortese, John Dee, Robert Fludd, Kenelm Digby. Rooms cleared: 13. Trophies carried out: 3 (latest: 👑 the Ogre King's smallest crown).
Regenerate this exact delve:
npm run simulate -- --seed log-easy-32