TEN NIGHTS TO SETTLE
You owe the contractors more than you can pay. They have lent you an ankh that drags you back from every death, and given you 4 nights to settle the debt.
THE LIGHT CUTS BOTH WAYS
Descend into the dungeon. Take whatever is worth taking. Get back out before something finds you. Your torch is the only reason you can see anything down there. It is also how they see you.
IT ONLY GETS WORSE
Each night, the dungeon gets worse. You have ten of them. Then the ledger closes, whether the debt is paid or not.
A DUNGEON WORTH LEARNING, ONCE
The dungeon is built when your campaign begins, and it stays yours for all ten nights. Learn its corners, its hiding places and the fastest ways out, because the next campaign will give you a different one.
BANKED, OR BURIED WITH YOU
Gold banked at the tavern is safe. Gold in your backpack dies with you.
COME PREPARED
Spend what you keep on better tools: a compass to find your way, a shield to force your way through, padlocks for doors you would rather keep shut, or dark relics that break the rules in your favour, and bill you in blood.