medium · 16 rooms · came back · seed log-medium-53
5 damage, the party scattered across the floor, and only 10 gold in the wreckage — and it meets the next room spread out and unready.
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. | Tycho Brahe carries it (6 mentions against 4); 4/4 named |
| met | Rooms should be in the order they are for a reason. | 2 of 16 rooms answer an earlier one (13%) |
| 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 4.0× the median (peak 4, median 1) |
| met | A choice reads as a choice only when the alternatives are named. | 15 of 16 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. | 15 of 16 resolutions state a number |
| met | The party should not argue in one voice. | 4 distinct voices across 15 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 |
| missed | The back half should cost more than the front half. | front half 9, back half 5 |
| met | The ending should answer the delve it ended. | the epitaph names somebody who went down |
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to appraise the three chests, or read the maker's mark — Paracelsus made the case: "If it smokes, it works. If it screams, it works better." The party chose to take the heaviest chest.
💥 The heaviest chest was heavy because of what was packed around the lead. 5 damage, the party scattered across the floor, and only 10 gold in the wreckage — and it meets the next room spread out and unready.
✚ Tycho Brahe 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. The Devout tend what the dungeon opens: fewer blows leave a mark that stays.
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. Somebody stacked supplies here and never came back for them.
They might have chosen to stand and fight, or fall back — Pico della Mirandola made the case: "Magic is prayer with better handwriting." The party chose to sift the rubble.
🪨 The party sifts a fall of rubble: 40 gold.
🛡️ The order settles with Tycho Brahe at the head of it: whatever comes, comes to them.
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 observe every detail, or search the room methodically — Marsilio Ficino made the case: "Heal fast, ask later." The party chose to pry the sarcophagus open.
⚰️ The party pries the lid off a stone sarcophagus: 55 gold.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to reconstruct the mosaic from memory, or imagine what the image should be — Tycho Brahe made the case: "The sword's just how I open lockboxes." The party chose to break through the wall.
💥 The wall yields to force and the ceiling comes with it. 3 damage, a march of oil spent clearing the rubble, and what is left is a hole the party can only go through one at a time.
A connecting corridor. Nothing blocks the way; the party moves through. A crack runs the width of the room, wide enough to matter and too wide to jump twice.
They might have chosen to name the armour by its heraldry, or strip the insignia off it — Paracelsus made the case: "Measure twice, pour once." The party chose to speak with whatever wears the armour.
🪄 It answers at length, and mostly about a siege nobody else remembers. It asks only to be told the war is over — then falls in beside the party for the next stretch, shield up. +28 score, and a shield wall into the next fight. 🎓 Not done alone, and better for it: +10 renown.
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 open it with Knock, or loot the treasure — Pico della Mirandola made the case: "Transmutation started as a hobby. It's a livelihood now." The party chose to crack the crates open.
📦 The party cracks open stacked crates and barrels: 55 gold.
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. A bed of rusted spikes stands out of the floor, most of them still upright.
They might have chosen to search for a way around, or bypass it with a utility spell — Marsilio Ficino made the case: "We are exactly where we are meant to be. Regrettably." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 2 damage. 🏮 The Everburning Lantern showed the pressure plates: 1 less damage. 🔔 The alarm rings through the dungeon: the next monster will attack with +2.
🧭 The Covetous wanted the weapon rack: the party turns off into the barracks wing. Its rooms join the route.
A goblin toll-gang holds the room (attack 4, health 10). The party must decide how to get past it. A bed of rusted spikes stands out of the floor, most of them still upright.
They might have chosen to stand and fight, or pay the toll — Tycho Brahe made the case: "Everything down here is carrying something. I collect." The party chose to fall back.
💨 The party gives ground, 2 damage on the way out, and the room keeps what it was holding.
The same room again. Whatever is in it has had time to think.
They might have chosen to stand and fight, or fall back — Pico della Mirandola made the case: "I asked permission for this spell. Twice." The party chose to open with a combat spell.
🔥 Chain Lightning opens the fight, softening the monster before the first blow. ⚔️ A goblin toll-gang is dead before the party closes: it never gets a round. 📐 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.
There was only one option: the party chose to move on.
The party crosses the room and takes the far door.
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. Pillars break the room into aisles — something to fight behind. A portcullis hangs raised above the passage, on a chain that still turns.
They might have chosen to stand and fight, or fall back — Marsilio Ficino made the case: "The god helps those who check for tripwires." The party chose to turn the undead.
✨ The cleric turns the undead: a cold-eyed wraith crumbles. +30 score. 🎗️ A cold-eyed wraith drops a grave-cold ribbon: a trinket (+1 defense), now worn by Paracelsus.
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.
They might have chosen to open it with Knock, or loot the treasure — Tycho Brahe made the case: "The sword's just how I open lockboxes." The party chose to crack the crates open.
📦 The party cracks open stacked crates and barrels: 55 gold.
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. A font holds water that has been still a long time and is somehow clean.
They might have chosen to read the sealed texts, or study the shelves — Paracelsus made the case: "Measure twice, pour once." 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: 5 health healed.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to dissolve the lock, or understand the mechanism and fix it — Pico della Mirandola made the case: "Overchannel? I call it generous casting." The party chose to experiment with the assembly.
🧪 Trial and error yields insight. The mechanism opens, and what its builder left in the works rewards the experiment. +15 gold, +20 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. 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 bring the fever down, or diagnose and treat the fever — Marsilio Ficino made the case: "Even the dead tithe here. Especially the dead." The party chose to rest and heal.
🕯️ The party rests at the shrine: 9 health healed per member.
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. A sarcophagus stands against the wall with its lid slightly wrong.
They might have chosen to stand and fight, or fall back — Tycho Brahe made the case: "The body is a temple. Mine's a fortress." The party chose to shove it into the pit.
🕳️ The party shoves the monster into an open pit: 11 damage, and it has to climb back out. ⚔️ The party kills the Dragon Whelp of the Deep Vault in 2 rounds, taking 4 damage. 🩸 Most of that lands on Tycho Brahe — 4 of the 4 taken. 🔪 Six knives arrive before the party does: 4 damage before the first round. 🧱 The party fights from behind a row of squat pillars: 1 less damage per round. 💥 The Reckless finish the fight with style: +5 score. 🎒 4 more preparations hold besides — the ledger keeps them.
✚ Tycho Brahe is wounded again — 2 scars now, and nothing can heal them past 9 before town.
the Old Delve is cleared: the boss is dead and the party walks out. Survivors: Paracelsus, Pico della Mirandola, Marsilio Ficino, Tycho Brahe. Rooms cleared: 16. Trophies carried out: 3 (latest: 🔥 a vial of whelp-fire).
Regenerate this exact delve:
npm run simulate -- --seed log-medium-53