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. |