If PCs run out of light while deep in the dungeon, or fail to emerge at the end of the session, roll 1d12 each to decide their fate.

 

1-6 Gone forever. Your final moments will forever remain a mystery.
7 Lost in the underworld. Re-enter play if encountered in a future delve.
8 Captured! Escaped party members know your approximate location and kidnappers
9 Miraculously saved by solemn oaths to forsake the adventuring life. Immediately retire.
10 Return, naked and shivering. Lose all equipment, gain 3d6 Fatigue and 3d6 Stress
11 Return, barely alive. 1 Flesh, 0 Grit. Gain 3d6 Fatigue, losing any items that would make you Encumbered.
12 Return, mostly unscathed. Gain 3d6 Stress.