easy · 12 rooms · came back · seed log-easy-88
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.
12 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. | 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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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.
Regenerate this exact delve:
npm run simulate -- --seed log-easy-88