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the Old Delve

easy · 12 rooms · came back · seed log-easy-88

Who went down: ✨ Simon Forman (cleric), ⚔️ Cornelius Agrippa (fighter), ⚔️ Tycho Brahe (fighter), 🗡️ Kenelm Digby (rogue)

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.

The line this delve would be retold by.

The dramaturg reads it

12 of 12 values met. A reading, not a grade — the score exists to sort logs, not to judge them.

ValueWhat the log shows
met A delve should be about somebody. Cornelius Agrippa carries it (6 mentions against 4); 4/4 named
met Rooms should be in the order they are for a reason. 3 of 12 rooms answer an earlier one (25%)
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 3.0× the median (peak 3, median 1)
met A choice reads as a choice only when the alternatives are named. 11 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. 9 of 12 resolutions state a number
met The party should not argue in one voice. 4 distinct voices across 11 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 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 5
met The ending should answer the delve it ended. the epitaph names somebody who went down

The transcript

👹 Room 1 — monster

A chittering rat swarm holds the room (attack 1, health 4). The party must decide how to get past it. It is a swarm: spell openings hit it ×1.5. It keeps clear of the torches: weak to fire (fire damage ×1.5). Half the ceiling is on the floor, in pieces worth stepping around. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway.

They might have chosen to speak with whatever wears the armour, or strip the insignia off it — Simon Forman made the case: "I have a strong feeling we should be elsewhere. Call it prophecy." The party chose to name the armour by its heraldry.

🏺 The heraldry belongs to a house that ended badly and expensively. Named aloud, the armour stops following and folds up where it stands, and what is inside it is worth 20 gold. +24 score. 🎓 Near enough to the discipline to try, not near enough to be paid for it: 10 renown short.

🛡️ The order settles with Cornelius Agrippa at the head of it: whatever comes, comes to them.

🪐 Room 2 — situation

A connecting corridor. Nothing blocks the way; the party moves through.

They might have chosen to experiment with the assembly, or dissolve the lock — Cornelius Agrippa made the case: "Danger pay. Emphasis on pay." The party chose to take one of the side passages.

🛤️ The side passage goes round, and round, and eventually through. Two more marches of oil burned than the direct road would have cost. +8 score.

🌋 Room 3 — disaster

The dungeon itself turns hostile. The party must brace together or scatter. A boulder sits at the top of a slope, held by a wedge of rotten timber. Half the ceiling is on the floor, in pieces worth stepping around.

They might have chosen to brace together — Tycho Brahe made the case: "Everything down here is carrying something. I collect." The party chose to scatter and regroup.

🌋 The party scatters; nearly everyone finds cover. Minimal damage.

📚 Room 4 — library

A library. The party can study here to learn spells. Pillars break the room into aisles — something to fight behind. Shelves sag under books nobody has audited in a century.

They might have chosen to reconstruct the mosaic from memory, or imagine what the image should be — Kenelm Digby made the case: "It isn't stealing if the owner's a skeleton." 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.

⬛ Room 5 — corridor

A connecting corridor. Nothing blocks the way; the party moves through.

There was only one option: the party chose to move on.

Nothing here needs doing. The party walks on.

🕳️ Kenelm Digby finds a hidden door into the flooded wing. Behind it: a floor that slopes down into standing water. Its rooms join the route.

🌋 Room 6 — disaster

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 pit takes up a third of the floor. The bottom is not visible.

They might have chosen to brace together — Cornelius Agrippa made the case: "My shield works best with me behind it and everything else very far away." The party chose to scatter and regroup.

🌋 The party scatters; nearly everyone finds cover. Minimal damage.

💎 Room 7 — vault

A hidden vault, stacked with treasure. Vaults always hold something beyond coin. A sarcophagus stands against the wall with its lid slightly wrong. A portcullis hangs raised above the passage, on a chain that still turns.

They might have chosen to open it with Knock, or loot the treasure — Tycho Brahe made the case: "I'll guard the rear. Someone has to. Far back." The party chose to pry the sarcophagus open.

⚰️ The party pries the lid off a stone sarcophagus: 20 gold.

🕯️ Room 8 — shrine

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. A sarcophagus stands against the wall with its lid slightly wrong.

They might have chosen to rest and heal, or strip the gold leaf — Kenelm Digby made the case: "I've counted the exits. There are three. I love them all." The party chose to pry the sarcophagus open.

⚰️ The party pries the lid off a stone sarcophagus: 20 gold.

🕯️ Someone checks the reservoir and does not like the answer: oil for 2 more marches.

⚠️ Room 9 — trap

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. A pit takes up a third of the floor. The bottom is not visible.

They might have chosen to solve the progression, or read the dust — Simon Forman made the case: "Even the dead tithe here. Especially the dead." 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. 🔔 The alarm rings through the dungeon: the next monster will attack with +2.

🕯️ Someone checks the reservoir and does not like the answer: oil for 1 more march.

💰 Room 10 — treasure

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 — Cornelius Agrippa made the case: "The sword's just how I open lockboxes." The party chose to pry the sarcophagus open.

⚰️ The party pries the lid off a stone sarcophagus: 20 gold.

🕯️ The last of the oil goes. From here the party walks in the dark.

🐉 Room 11 — boss

The boss chamber. The Dragon Whelp of the Deep Vault waits at its center (attack 4, health 12); killing it clears the dungeon. It flinches from the cold: weak to frost (frost damage ×1.5). A sarcophagus stands against the wall with its lid slightly wrong. Pillars break the room into aisles — something to fight behind.

They might have chosen to stand and fight, or fall back — Tycho Brahe made the case: "My shield works best with me behind it and everything else very far away." The party chose to open with a combat spell.

🔥 The caster opens with Shatter, 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. 📐 The party meets it standing as the last room left them. 🔔 The alarm tripped earlier warned it: the monster attacks with +2 this fight. 💚 Balm of Hours closes Cornelius Agrippa's wounds mid-fight: 10 healed in round 6, then 5 a round while it holds. 💚 Mending Word heals 9 after the fight. 🎒 8 more preparations hold besides — the ledger keeps them.

👁️ Eyes of the Mouse reads the black like a page, and the march costs nothing.

🐉 Room 11 — boss

The boss chamber. The Dragon Whelp of the Deep Vault waits at its center (attack 4, health 12); killing it clears the dungeon. It flinches from the cold: weak to frost (frost damage ×1.5). A sarcophagus stands against the wall with its lid slightly wrong. Pillars break the room into aisles — something to fight behind.

They might have chosen to stand and fight, or fall back — Tycho Brahe made the case: "My shield works best with me behind it and everything else very far away." The party chose to open with a combat spell.

🔥 The caster opens with Shatter, 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. 📐 The party meets it standing as the last room left them. 🔔 The alarm tripped earlier warned it: the monster attacks with +2 this fight. 💚 Balm of Hours closes Cornelius Agrippa's wounds mid-fight: 10 healed in round 6, then 5 a round while it holds. 💚 Mending Word heals 9 after the fight. 🎒 8 more preparations hold besides — the ledger keeps them.

👁️ Eyes of the Mouse reads the black like a page, and the march costs nothing.

The way out

the Old Delve is cleared: the boss is dead and the party walks out. Survivors: Simon Forman, Cornelius Agrippa, Tycho Brahe, Kenelm Digby. Rooms cleared: 10.

Rooms cleared 10 · Score 102 · Gold 80 · Trophies 0 · Survivors 4

Regenerate this exact delve: npm run simulate -- --seed log-easy-88