Every contract into Rabengaat sounds simple in the tavern. That is what the tavern is for.

Objectives (five, public at briefing)

ContractThe pitch
The Vault GrabFind the strongroom; take what the crown left behind
The Ledger / The RescueRecover the records — or the person the records say is still down there
Seal the SeepSomething is leaking into the prison from below; close it
Lay the WardenThe prison’s master never left; put them down for good
Escort the HeirDeliver a claimant safely through their ancestors’ worst building

Antagonist Factions (six — how the dungeon fights back)

The Antagonist card sets behavior and pressure; creatures resolve late from faction tags plus biome.

FactionWeightNature
The Abandoned (inmates)commonPrisoners’ descendants and survivors; territorial, human-scale
The Restless DeadcommonThe unburied of a forgotten prison — Rabengaat makes Desecrants by the cellblock
The Chaos-SeepuncommonSomething wrong leaking up from a deeper stratum
The Winged Hostrare, apexZealot invaders from above — a run you may not see your first session (faction lore needs Cairnfall migration; name also collides with Zephyrin — see Loose Threads)
The Old WardsuncommonThe kingdom’s own defenses, reactivating — kin to the Wrought
Verminambient fillerThe valley’s low-tier constant

The Face-Down Cards

Safe to read between sessions; spoilered for play:

Pressures (six, tag-gated — every Pressure requires a faction or environment tag, the structural fix for the old “Hunt” over-draw):

Twists (six):

Post-run, every card above is shown face-up in the ledger.