easy · 12 rooms · came back · seed log-easy-100
🤒 Kenelm Digby 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.
10 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. | Michael Sendivogius carries it (11 mentions against 5); 4/4 named |
| missed | Rooms should be in the order they are for a reason. | 1 of 12 rooms answer an earlier one (8%) |
| met | Something must go wrong, and it should be legible when it does. | 8 rooms cost the party something |
| missed | If every room is a beat, no room is. | flat: peak 3 against a median of 2 — no room stands out |
| met | A choice reads as a choice only when the alternatives are named. | 12 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. | 11 of 12 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 |
| 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 5, back half 6 |
| 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 speak with whatever wears the armour, or strip the insignia off it — Kenelm Digby made the case: "I already know which part of it sells." 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. 🎓 Nobody here is the person you would send. It shows, by 10 renown.
A cinder imp wearing a snowball like armor holds the room (attack 2, health 4). The party must decide how to get past it. It flinches from the cold: weak to frost (frost damage ×1.5). A font holds water that has been still a long time and is somehow clean. A crack runs the width of the room, wide enough to matter and too wide to jump twice.
They might have chosen to fall back, or sneak past — Michael Sendivogius made the case: "My shield works best with me behind it and everything else very far away." The party chose to stand and fight.
🪄 Michael Sendivogius uses the Haunted Armor — The Ghost Objects: a summon adding 1 attack each round. ⚔️ The party kills a cinder imp wearing a snowball like armor in 1 round, taking 0 damage. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 💥 The Reckless finish the fight with style: +5 score. 🎒 2 more preparations hold besides — the ledger keeps them.
🛡️ The order settles with Michael Sendivogius at the head of it: whatever comes, comes to them.
A library. The party can study here to learn spells. 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 — Michael Sendivogius 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.
🧭 The party turns off into the flooded wing — a floor that slopes down into standing water. Its rooms join the route.
✚ 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.
A cinder imp wearing a snowball like armor holds the room (attack 2, health 4). The party must decide how to get past it. It flinches from the cold: weak to frost (frost damage ×1.5). 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 stand and fight, or fall back — Kenelm Digby made the case: "I disarm faster when it's already ticking." The party chose to sneak past.
🗡️ The rogue leads the party past a cinder imp wearing a snowball like armor unseen. No damage taken; +15 score.
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 — Kenelm Digby made the case: "My fingers itch. That means gold, or a rash." The party chose to pry the sarcophagus open.
⚰️ The party pries the lid off a stone sarcophagus: 20 gold.
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 appraise the three chests, or read the maker's mark — John Dee made the case: "Heal fast, ask later." 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.
✚ 2 wounds on Michael Sendivogius, and the ceiling with them: 9, and no more.
A connecting corridor. Nothing blocks the way; the party moves through.
They might have chosen to apply a natural remedy — Michael Sendivogius made the case: "Everything down here is carrying something. I collect." The party chose to push through and take the hit.
🤒 Kenelm Digby 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.
✚ Kenelm Digby takes a wound that will not close down here. Healing can bring them back to 10, no further, until town. 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.
They might have chosen to sing the third harmony, or attune the resonances — John Napier made the case: "Plan? I'm the plan." The party chose to move on.
The party moves on to the next room.
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 loot the treasure, or inspect it first — Kenelm Digby made the case: "I already know which part of it sells." The party chose to open it with Knock.
🚪 Knock opens the chest from across the room — it was a mimic, and it springs at nothing. 32 gold taken safely.
A cinder imp wearing a snowball like armor holds the room (attack 2, health 4). The party must decide how to get past it. It flinches from the cold: weak to frost (frost damage ×1.5). A font holds water that has been still a long time and is somehow clean. Shelves sag under books nobody has audited in a century.
They might have chosen to accept the duel, or negotiate the terms — Michael Sendivogius made the case: "Stand back — this is the part I'm for." The party chose to stand and fight.
🪄 Michael Sendivogius uses the Haunted Armor — The Ghost Objects: a summon adding 1 attack each round. ⚔️ The party kills a cinder imp wearing a snowball like armor in 1 round, taking 0 damage. 📐 The party meets it standing as the last room left them. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 💥 The Reckless finish the fight with style: +5 score. 🎒 2 more preparations hold besides — the ledger keeps them.
🕯️ Someone checks the reservoir and does not like the answer: oil for 2 more marches.
The boss chamber. The Mad Pyromancer, delighted someone flammable came waits at its center (attack 5, health 11); killing it clears the dungeon. It flinches from the cold: weak to frost (frost damage ×1.5). A bed of rusted spikes stands out of the floor, most of them still upright. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway.
They might have chosen to stand and fight, or fall back — Michael Sendivogius made the case: "Last one in buys the ale!" The party chose to put it onto the floor spikes.
🔻 The party drives the monster back onto a bed of rusted floor spikes: 10 damage, and it has to pull itself off them. ☠️ Even so, the Mad Pyromancer, delighted someone flammable came beats the party down. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 💚 Mending Word closes Michael Sendivogius's wounds mid-fight: 9 healed in round 4, then 5 a round while it holds. 🎒 3 more preparations hold besides — the ledger keeps them.
🕯️ The wick is well down the oil. 1 more march of light, then none.
The boss chamber. The Mad Pyromancer, delighted someone flammable came waits at its center (attack 5, health 11); killing it clears the dungeon. It flinches from the cold: weak to frost (frost damage ×1.5). A bed of rusted spikes stands out of the floor, most of them still upright. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway.
They might have chosen to stand and fight, or fall back — Michael Sendivogius made the case: "Last one in buys the ale!" The party chose to put it onto the floor spikes.
🔻 The party drives the monster back onto a bed of rusted floor spikes: 10 damage, and it has to pull itself off them. ☠️ Even so, the Mad Pyromancer, delighted someone flammable came beats the party down. 🛡️ Aegis of Ash goes up before the first blow: 2 less damage every round. 💚 Mending Word closes Michael Sendivogius's wounds mid-fight: 9 healed in round 4, then 5 a round while it holds. 🎒 3 more preparations hold besides — the ledger keeps them.
🕯️ The wick is well down the oil. 1 more march of light, then none.
the Ice Caverns of the Mad Pyromancer is cleared: the boss is dead and the party walks out. Survivors: Kenelm Digby, John Dee, Michael Sendivogius, John Napier. Rooms cleared: 10. Trophies carried out: 2 (latest: 🔥 the imp's spark).
Regenerate this exact delve:
npm run simulate -- --seed log-easy-100