hard · 14 rooms · did not come back · seed log-hard-94
🔥 The caster opens with Firebolt, chosen precisely for the monster's fire weakness: spell damage ×1.5.
The line this delve would be retold by.
11 of 13 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. | Michael Sendivogius carries it (6 mentions against 4); 4/4 named |
| missed | Rooms should be in the order they are for a reason. | nothing any room did reaches any later room |
| met | Something must go wrong, and it should be legible when it does. | 10 rooms cost the party something |
| missed | If every room is a beat, no room is. | flat: peak 4 against a median of 3 — no room stands out |
| met | A choice reads as a choice only when the alternatives are named. | 14 of 14 deliberations name a road not taken |
| met | A death is only worth reading if the dead had a line first. | 4 deaths, each of somebody the reader had met |
| met | Name the thing and state the number. | 12 of 14 resolutions state a number |
| met | The party should not argue in one voice. | 5 distinct voices across 14 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 7, back half 12 |
| 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 bring the fever down, or diagnose and treat the fever — Margaret Cavendish made the case: "Overchannel? I call it generous casting." The party chose to apply a natural remedy.
🌿 The cure is mundane: cool water, rest, and specific herbs gathered from the last room. Within the hour, the crisis passes. +16 score. 🎓 It is answered from three directions at once and stays answered: +25 renown.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. Scorch marks fan out from a seam in the floor: a fire trap. A frost spell can blunt it. 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 solve the progression, or read the dust — Robert Fludd made the case: "The lock's a three-pin Herrengrave. The book was wrong about them. I'm not." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 9 damage.
🛡️ The order settles with Michael Sendivogius at the head of it: whatever comes, comes to them.
✚ Michael Sendivogius takes a wound that will not close down here. Healing can bring them back to 11, no further, until town. The Reckless do not stop to bind anything, and more of it stays with them. The Reckless do not stop to bind anything, and more of it stays with them.
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 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 strip the gold leaf — Michael Sendivogius made the case: "Last one in buys the ale!" The party chose to move on.
The party crosses the room and takes the far door.
A fire vent meets the cavern ice: a scalding steam blast fills the room. The party must brace together or scatter.
They might have chosen to sing the third harmony, or attune the resonances — John Dee made the case: "The liturgy has a verse for this. Several, actually." The party chose to brace together.
🌋 The party braces together and rides it out: 5 damage taken. 💚 Mending Word heals 12 as the dust settles.
An ice crawler with too many pick-shaped legs holds the room (attack 9, health 20). 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). Shelves sag under books nobody has audited in a century. A portcullis hangs raised above the passage, on a chain that still turns.
They might have chosen to fall back, or sneak past — Michael Sendivogius made the case: "Stand back — this is the part I'm for." The party chose to stand and fight.
⚔️ The party kills an ice crawler with too many pick-shaped legs in 1 round, taking 0 damage. 🗡️ The greatsword takes a whole rank of them at a stroke: 3 more damage a round. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 🎒 3 more preparations hold besides — the ledger keeps them.
A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. 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 disarm the trap, or search for a way around — Robert Fludd made the case: "Quietly is for people with time." The party chose to push through and take the hit.
💥 The party pushes through the trap, taking 7 damage.
✚ 2 wounds on Michael Sendivogius, and the ceiling with them: 9, and no more.
A cinder imp wearing a snowball like armor holds the room (attack 9, health 17). The party must decide how to get past it. It flinches from the cold: weak to frost (frost damage ×1.5). A silvered mirror leans against the wall, and it shows the room more honestly than the room does. An anvil sits under a dead forge, still true.
They might have chosen to stand and fight, or fall back — Michael Sendivogius made the case: "I read a treatise on this maneuver. Chapter three. Brace." The party chose to put an edge back on at the anvil.
🔨 The party works a cold anvil: anvil-set edge on Robert Fludd's weapon (+3 attack).
🕯️ Someone checks the reservoir and does not like the answer: oil for 2 more marches. 🕳️ Robert Fludd finds a hidden door into the archive wing. Behind it: shelving stacked to the ceiling, half of it collapsed. Its rooms join the route.
A frost wisp singed around the edges holds the room (attack 8, health 14). The party must decide how to get past it. It is ethereal: weapons do only 60% damage unless a cleric blesses the blades. It keeps clear of the torches: weak to fire (fire damage ×1.5). A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway. A pit takes up a third of the floor. The bottom is not visible.
They might have chosen to stand and fight, or fall back — John Dee made the case: "Heal fast, ask later." The party chose to shove it into the brazier.
🔥 The party drives the monster into a brazier still burning: 10 fire damage. ⚔️ The party kills a frost wisp singed around the edges in 1 round, taking 0 damage. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 🪞 The Silvered Hand-Mirror catches the ethereal thing where it truly stands: weapons do full damage. 🎒 4 more preparations hold besides — the ledger keeps them.
🕯️ The lantern is burning low: oil for 1 more march.
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 study the shelves — Margaret Cavendish made the case: "Overchannel? I call it generous casting." The party chose to fill the waterskins.
⛲ The party fills its waterskins at a stone font of still water: 3 health healed.
🕯️ The flame stands up, thins, and is gone. The party is out of oil.
A frost wisp singed around the edges holds the room (attack 8, health 14). The party must decide how to get past it. It is ethereal: weapons do only 60% damage unless a cleric blesses the blades. It keeps clear of the torches: weak to fire (fire damage ×1.5). A bed of rusted spikes stands out of the floor, most of them still upright. Half the ceiling is on the floor, in pieces worth stepping around.
They might have chosen to stand and fight, or fall back — Margaret Cavendish made the case: "Range is a suggestion. Watch." The party chose to open with a combat spell.
🔥 The caster opens with Firebolt, chosen precisely for the monster's fire weakness: spell damage ×1.5. ⚔️ The party kills a frost wisp singed around the edges in 1 round, taking 0 damage. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 🎒 8 more preparations hold besides — the ledger keeps them.
🌑 The party gropes through the dark and pays for it: 2 damage to everyone. The Bold walk the dark like a road they know. It costs them less than it should.
✚ Margaret Cavendish is opened up badly enough that the delve will keep it: 10 is as whole as they get until town. The Reckless do not stop to bind anything, and more of it stays with them. The Reckless do not stop to bind anything, and more of it stays with them.
✚ That one leaves a mark on Robert Fludd. Their ceiling drops to 9 for the rest of the delve. The Reckless do not stop to bind anything, and more of it stays with them. The Reckless do not stop to bind anything, and more of it stays with them.
✚ 3 wounds on Michael Sendivogius, and the ceiling with them: 7, and no more.
✚ John Dee 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 Reckless do not stop to bind anything, and more of it stays with them.
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 inspect it first, or leave it alone — Michael Sendivogius made the case: "If it bleeds on me, that's how I know it's working." The party chose to loot the treasure.
💰 The party loots the chest: 108 gold. 🧪 Also in the hoard: a healing draught (heals 6), added to the satchel.
🌑 Another march by touch alone. Walls, edges, and things underfoot take 2 from each of them.
✚ 2 wounds on Margaret Cavendish, and the ceiling with them: 8, and no more.
✚ 2 wounds on Robert Fludd, and the ceiling with them: 7, and no more.
✚ 4 wounds on Michael Sendivogius, and the ceiling with them: 5, and no more.
✚ 2 wounds on John Dee, and the ceiling with them: 9, and no more.
A library. The party can study here to learn spells. Shelves sag under books nobody has audited in a century. 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 reconstruct his rounds — John Dee made the case: "The god forgives. That's the whole strategy." The party chose to strip the shelves.
📚 The wizard strips sagging shelves: a scroll of Shelf-Found Working for the grimoire.
🌑 The dark is telling now. Everyone is bleeding somewhere they cannot see: 2 damage each.
✚ 3 wounds on Margaret Cavendish, and the ceiling with them: 6, and no more.
✚ Robert Fludd is wounded again — 3 scars now, and nothing can heal them past 5 before town.
✚ John Dee is wounded again — 3 scars now, and nothing can heal them past 7 before town.
One of the thawed dead, steaming gently holds the room (attack 11, health 21). The party must decide how to get past it. It is venomous: even a won fight leaves poison working, unless a cleric cures it. It will not face the cleric: undead take holy damage ×1.5. A portcullis hangs raised above the passage, on a chain that still turns. An anvil sits under a dead forge, still true.
They might have chosen to accept the duel, or negotiate the terms — Michael Sendivogius made the case: "Plan? I'm the plan." The party chose to stand and fight.
⚔️ The party kills one of the thawed dead, steaming gently in 1 round, taking 0 damage. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 💥 The Reckless finish the fight with style: +5 score. 🎒 3 more preparations hold besides — the ledger keeps them.
🌑 They have stopped calling it a march. 2 damage to everyone, again, and the hill goes on.
✚ 4 wounds on Margaret Cavendish, and the ceiling with them: 4, and no more.
✚ Robert Fludd is wounded again — 4 scars now, and nothing can heal them past 4 before town.
✚ John Dee is wounded again — 4 scars now, and nothing can heal them past 5 before town.
The boss chamber. The Glacier's Heart, half-melted and wholly furious waits at its center (attack 18, health 58); killing it clears the dungeon. Plate and chitin cover it: the party's blows do 2 less damage each round. It keeps clear of the torches: weak to fire (fire 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 — the Reckless were already moving. 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. ☠️ Even so, the Glacier's Heart, half-melted and wholly furious beats the party down. 💢 Sunder reminds the plate it was ore: it stops turning blows for the rest of the fight. 🗡️ The daggers land before the argument starts: nothing comes back in the first round. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 🎒 5 more preparations hold besides — the ledger keeps them.
🌑 They have stopped calling it a march. 2 damage to everyone, again, and the hill goes on.
☠️ Margaret Cavendish falls. The party's wizard is dead; the 3 still standing march on.
☠️ Robert Fludd falls. The party's rogue is dead; the 2 still standing march on.
☠️ Michael Sendivogius falls. The party's fighter is dead; one of them is still standing.
☠️ John Dee falls. The party's cleric is dead, and there is nobody left to carry them out.
The party is wiped out in the Ice Caverns of the Mad Pyromancer. The dead: Margaret Cavendish, Robert Fludd, Michael Sendivogius, John Dee. Rooms cleared: 13. Trophies lost with them: 4 (latest: 🪙 a frozen soldier's pay).
Regenerate this exact delve:
npm run simulate -- --seed log-hard-94