Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 13 - Their ships travel the rivers

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Reach Depth 7 to advance this Deed and unlock new Reputations:1

Deed: Deep-Delver: Reach Depth 7 to advance this Deed and unlock new Reputations

Something to boast about in the mead-hall

Youthful Reputation

How were you known?

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

Experience: Guided When you are Lost, you may spend Sanctity to find your way

You will not stray from the path

Experience: Guided: When you are Lost, you may spend Sanctity to find your way

Holy

Increase this quality to earn more Sanctity.

Increase this quality to earn more Sanctity.

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

You have unfinished business in the dungeon

You have unfinished business in the dungeon

Embarked on a Quest: You have unfinished business in the dungeon

Tip

Tip Increase your stats with equipment bought in camp or found in the dungeon

Tip: Increase your stats with equipment bought in camp or found in the dungeon

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings: Their ships travel the rivers

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

The Wolf-Lord has your Scent 1 - You hear him howl, far away

He is closing in...

The Wolf-Lord has your Scent: You hear him howl, far away

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Reach into the pit

Boldness

Tested in challenges of courage.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

A chancy challenge

A Pit

Your way is blocked by a gaping pit.

Something gleams on a ledge at the very limit of your arm's reach...

Try to gain Treasure and Gear.

            Unlocked when Depth is:

3 (you have this)

Edge around the pit

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A chancy challenge

A Pit

Your way is blocked by a gaping pit.

There's a narrow ledge, narrow as your feet, running along its edge. And beyond, what looks like a long-forgotten passage.

Try to find Secrets.

A Pit

Your way is blocked by a gaping pit.

Take a rope from your pack and climb down

There's an iron ring here where you can anchor it. You'll have to leave it behind, of course.
Spend Gear to increase your Depth.

            Unlocked when Depth is:

1

2

3 (you have this)

4

5

6

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Depth is:

1

2

3 (you have this)

4

5

6

            5
            Unlocked with 5 x Gear


So close

Reach into the pit

Boldness

Tested in challenges of courage.

A chancy challenge

A Pit

Your way is blocked by a gaping pit.

You edge forwards. Your fingers brush against the thing on the ledge. You stretch, and your pack shifts. Its weight upsets your balance, sending your prize spinning into the depths. As you struggle to keep from falling, something slips from your pack and follows it.

Boldness 2 failed in a challenge! Try again and you may have better luck...

Your Spirit is 9. Far to go, but perhaps one day you'll tell your grandchildren about all this. Replenish your Spirit using the Surface Deck.

Return to town to spend this on new abilities for your character.

You've gained 1 x Experience (new total 9).


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


The Path through the Woods

One half of Gallowmoor was wind-haunted open moor. The other half was woodland, tangled and brooding.

The woods, they said, hid things that could not bear the sun's touch.

Above Deck

Restore Spirit by remembering your life above

You gathered firewood

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A chancy challenge

Frost on the ground before St. Airic's Day? It would be a cruel winter.

You will recover some Spirit (more on a success) and gain a Memory of Home.

A very chancy challenge

You let your curiosity get the better of you...

...and braved the deep woods.

You will gain 3 Memories of Home, and on a success you will gain a Reckless Folly.

You took the overgrown path toward Harrow's Hill

It was an ill-spoken place.

Spend 5 Memories of Home to add a powerful new card to your Above Deck.

You joined the other travellers heading to the summer fair

Already you could hear the throb of voices, the clamour of competing musicians, the jingle of tiny bells worn at wrist and ankle by youths who had yet to be betrothed.

Spend 5 Memories of Home to add a powerful new card to your Above Deck.

A modest challenge

You listened to your tutor's rambling lessons

'Once, the Lord of Tolls was more kind and less bitter. When he wrought the world, he provided all we would ever need...'

You will gain 3 Memories of Home, and on a success you will gain a Forgotten Lore.

            1
            You need Bond: Tutor 1

            1
            Unlocked with Bond: Tutor 1

You followed the trail your cousin had showed you...

...between hunched oaks in ivied coats.

Spend Memories of Home to add a new card to your Above Deck: Into the Woods.

            5
            You need 5 x Memories of Home  (you have 11)

            1
            You need 1 x Polished Raven Amulet  (you have 0)

            5
            Unlocked with 5 x Memories of Home  - you have 11

            1
            Unlocked with 1 x Polished Raven Amulet


Impatience

            5
            You need 5 x Memories of Home  (you have 6)

            5
            Unlocked with 5 x Memories of Home  - you have 6

You hurried along the path, pushing past the other travellers. It sounded like the games were starting already.

You have a new card in your Above Deck: The Summer Fair.

Cankerjacks, the acorn roll, the five-legged race...

You remember the summer fair. A new card has been added to your Above Deck!

Your memories sustain you. You can spend them in Camp or on Above cards.

You've lost 5 x Memories of Home (new total 6).


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


The Gallows

Three spars and a rope. The end of a bad road. Justice. Punishment. Revenge.

Above Deck

Restore Spirit by remembering your life above

When you passed the gallows that day...

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A chancy challenge

They stood at a crossroads, so that the ghosts of the hanged would lose their way. And anyone travelling from one village to the next would pass them, and have a good think about what waited for lawbreakers.

You will recover some Spirit (more on a success) and gain a Memory of Home.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

A very chancy challenge

As you passed, you spat on the ground under the gallows

You'd never dangle from their rope. They'd have to catch you, first.

You will gain 3 Memories of Home, and on a success you will gain a Reckless Folly.

Boldness

Tested in challenges of courage.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

A very chancy challenge

The gallows' shadow fell across your path

It was bad luck to cross it.

You will gain 3 Memories of Home, and on a success you will gain a Forgotten Lore.

You listened to your Tutor

He could make a theology lesson out of anything, even a hanging.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 6)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 6

            1
            Unlocked with Bond: Tutor 1

You tracked a wayward sheep with your cousin and uncle

A ewe had jumped a crumbled wall and vanished on the moor.

Your cousin will become a part of your story. In camp you will be able to acquire and improve a Long Knife and a Whittled Charm; items which focus on the Subtlety and Boldness attributes. New options will appear on some cards, and you can earn a new prestige card for your Above Deck: Into the Woods. This was originally paid-for content, and is now freely available thanks to the generosity of its purchasers.

            10
            You need 10 x Memories of Home  (you have 6)

            10
            Unlocked with 10 x Memories of Home  - you have 6


The last mistake

A very chancy challenge

When times were hard, so was justice. The Sea-Kings harried Gallowmoor like wolves. Stores were low, tempers short.

Making an outlaw today meant a problem for tomorrow. But a corpse troubled no-one.

Your wariness. Often tested in challenges of stealth and finesse.

Subtlety 2 failed in a challenge! Try again and you may have better luck...

Your memories sustain you. You can spend them in Camp or on Above cards.

You've gained 3 x Memories of Home (new total 9).

Serpent-ships have been sighted off the coast...

The Sea-Kings threaten Gallowmoor


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 14 - Their ships travel the rivers

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


A Nightmare

They visited you often as a child. The dark always held terrors.

Above Deck

Restore Spirit by remembering your life above

But you did not call out

Boldness

Tested in challenges of courage.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

A chancy challenge

The moorwives said that if you did, the Wolf-Lord would come for you.

You will recover some Spirit (more on a success) and gain a Memory of Home.

You called for your father

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A modest challenge

He understood the visions that sometimes come to us as dreams.

You will gain 3 Memories of Home, and on a success you will gain a Forgotten Lore.

            1
            You need Bond: Your Father 1 (you have 3)

            1
            Unlocked with Bond: Your Father 1 - you have 3

You went out into the night

Whatever spectre was delivering these dreams would learn you weren't afraid.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 9)

            3
            Unlocked with 3 x Memories of Home  - you have 9

You called your sister's name

A modest challenge

You shared a room. Sometimes you shared dreams, too.

You will gain 3 Memories of Home, and on a success you will gain a Cunning Plan.

            1
            You need Bond: Your Sister 1

            1
            Unlocked with Bond: Your Sister 1

You turned to your cousin

Boldness

Tested in challenges of courage.

A modest challenge

He was staying with you. His father had thrown him out again.

You will gain 3 Memories of Home, and on a success you will gain a Reckless Folly.

            1
            You need Bond: Your Cousin 1

            1
            Unlocked with Bond: Your Cousin 1


Resolute

But you did not call out

Boldness

Tested in challenges of courage.

A chancy challenge

You sat awake until the night-terrors receded. The tales of the red-handed sea-raiders would not frighten you.

You listened to the snores of your family, the hooting of owls in the night, the last hiss of the embers in the fire-pit. Before long, you slept again, dreamless.

You succeeded in a Boldness challenge!

Your Spirit is 10. A bold journey ahead, but you have much to sustain you.

Your memories sustain you. You can spend them in Camp or on Above cards.

You've gained 1 x Memories of Home (new total 10).

Serpent-ships have been sighted off the coast...

The Sea-Kings threaten Gallowmoor


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 15 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:15

Sails of the Sea-Kings: The Moorsfolk live in fear of their straight, dawn-winking swords

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Skills: The Barefoot Friar

Your faith sustains you.

You begin with three abilities to help you. You can earn new abilities by leaving the dungeon and spending Experience points. Reduce your Depth to 0 to leave the dungeon.

Always

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

Navigate to a waypoint or remove the Lost and Dread conditions.

Guided: Find your way if you are Lost

One foot in front of the other and trust that all shall be well.

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3

            Unlocked when Lost is:

Have faith in the Lord's intention...

...and do not fear.

Spend Sanctity to gain a Reckless Folly, allowing you an extra attempt at a Boldness challenge.

            3
            You need Sanctity 3

            3
            Unlocked with Sanctity 3


Forewarned is forearmed

Use your Secrets

Put your knowledge to use.

[You can spend some of your Secrets to...]

[...remove the Lost and Dread conditions, if you have them.]

[..find your way back to waypoints using the Consult your Map card.]

You wrack your brains...

You can also use your Secrets by clicking directly on their icon in your inventory.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Navigating the dark reaches

Your Map

[If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.]

Return to a waypoint

Use your Secrets

Put your knowledge to use.

You can spend some of your Secrets to...

...remove the Lost and Dread conditions, if you have them.

..find your way back to waypoints using the Consult your Map card.

If you have discovered a waypoint, you may return there (changing your Depth) by spending Secrets.

You consult your map...


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Points of light

Your Map

If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.

You have not yet discovered any Waypoints

When you do, you will be able to spend Secrets to fast-travel to them.

You can find Waypoints in the Below Deck at different Depths.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Secrets

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.
Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Region: The Wolf-Lord's Domain

The Bellringer's Tomb

The bishop-saint who brought the Toller faith to the land is entombed here

The wolf that prowls the tomb is the grandson of the Moon-Biter, the wolf-king that the Bellringer drove out. He guards it jealously, the Bell which was his grand-sire's doom.

Overcome region cards to progress through the dungeon and earn Experience that you can use to improve your character.

Always

Always

Call out a riddle to the Wolf-Lord

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A modest challenge

Wolves pride themselves on their word-play.

            5
            You need 5 x Secrets  (you have 5)

            1
            You need Strength of the Wolf-Lord 1 (you have 1)

            5
            Unlocked with 5 x Secrets  - you have 5

            1
            Unlocked with Strength of the Wolf-Lord 1 - you have 1

Ambush the Wolf-Lord

Boldness

Tested in challenges of courage.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

A modest challenge

Lay down food to lure him in, strike, then retreat.

            5
            You need 5 x Gear  (you have 0)

            1
            You need Strength of the Wolf-Lord 1 (you have 1)

            5
            Unlocked with 5 x Gear

            1
            Unlocked with Strength of the Wolf-Lord 1 - you have 1

Pass through the Wolf-Lord's Lair

The beast's fury has died. He will no longer bar your way.

You must reduce Strength of the Wolf-Lord to 0 to play this.


Call out a riddle to the Wolf-Lord

A modest challenge

            5
            You need 5 x Secrets  (you have 0)

            1
            You need Strength of the Wolf-Lord 1

            5
            Unlocked with 5 x Secrets

            1
            Unlocked with Strength of the Wolf-Lord 1

'I war against wave, and fight against wind...'

You listen in the gloom as the wolf ponders. Unable to answer your riddle, he slinks back to his lair to worry at the knot of your word-play.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

Reduce this to 0 to overcome the wolf-lord

The Wolf-Lord is broken. You may pass through his den. [Click on his pinned card to do this.]

Lore about the world below. Find them in the Below deck. Click on this to remove Lost and Dread or make your way to a waypoint.

You've lost 5 x Secrets (new total 0).

Tip: Overcome Region cards to advance further into the dungeon.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

Tip Overcome Region cards to advance further into the dungeon

Tip: Overcome Region cards to advance further into the dungeon

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Region: The Wolf-Lord's Domain

The Bellringer's Tomb

The bishop-saint who brought the Toller faith to the land is entombed here

The wolf that prowls the tomb is the grandson of the Moon-Biter, the wolf-king that the Bellringer drove out. He guards it jealously, the Bell which was his grand-sire's doom.

Overcome region cards to progress through the dungeon and earn Experience that you can use to improve your character.

Always

Always

Pass through the Wolf-Lord's Lair

The beast's fury has died. He will no longer bar your way.

You must reduce Strength of the Wolf-Lord to 0 to play this.


Beyond

When you enter his lair, he looks at you with weary, frightened eyes. You take another step, and he flees from the chamber and out of the Tomb. He troubles you no more.

The wolf made his lair in an antechamber, painted with fading murals of the Bellringer's miracles. One shows wolves slinking from Gallowmoor: long claws and angry teeth have marred its surface.

You pass onward, further into the tomb.

How far have you progressed through the dungeon.

You have a new Challenge: pass through the Scarrow's Pantry. You must resolve any Complication cards in order to complete the dungeon.

The Wolf-Lord has lost you. You are free of him, for now.

Return to town to spend this on new abilities for your character.

You've gained 10 x Experience (new total 19).

An occurrence! Your 'Distance Remaining' Quality is now 4 - A long way!

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

You are Inspired!


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


The Smith

The red glow of his forge was visible through the woods. The ringing of his hammer led you home.

Above Deck

Restore Spirit by remembering your life above

The riddle of steel

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

A very chancy challenge

You watched him as he worked.

You will gain 3 Memories of Home, and on a success you will gain a Forgotten Lore.

You took a turn at the forge

Your mother didn't approve, but your father turned a blind eye.

See exclusive options for the Smith's Daughter.

            2
            You need You are the 2 and You are the no more than 2 (you have 1)

            2
            Unlocked with You are the 2 - you have 1


Caught

The riddle of steel

A very chancy challenge

No-one guards their secrets like a blacksmith. He grinned and shooed you away. 'Begone, or I'll sell you to the Sea-Kings for a new hammer and some sour Summerland wine!'

Your wariness. Often tested in challenges of stealth and finesse.

Your memories sustain you. You can spend them in Camp or on Above cards.

You've gained 3 x Memories of Home (new total 13).

Serpent-ships have been sighted off the coast...

The Sea-Kings threaten Gallowmoor


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 16 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:16

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


A Choice of Ways

Multiple passages stretch before you. Which way will you go?

Below Deck

Explore the dungeon

Take the upward path

The air is fresher that way.

Decrease your Depth.

Take the downward path

The air is stale and still.

Increase your Depth.

Follow the Path of Frogs

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A chancy challenge

They croak, curiously, on the walls. You try to catch a couple - perhaps they are edible.

Try to find Gear.

            Unlocked when Depth is:

3 (you have this)

4

Follow the Stained Path

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

A modest challenge

Smears of dried blood mark the floor. Where do they end?

Try to find Secrets.

            Unlocked when Depth is:

2

3 (you have this)

A very chancy challenge

Crawl carefully along the groaning passage

The ceiling sags as low as your waist. Shards of the old supports jut from it like broken bones through skin.

You may find Secrets.

            Unlocked when Depth is:

4

5

            Unlocked when Depth is:

4

5


A catch

Follow the Path of Frogs

A chancy challenge

Their skin is translucent. Milk-white organs palpitate beneath it: a tiny heart, a stomach, all closed in thin bones. Properly cooked, they can be eaten. Ground, they yield an oily paste.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.

You now have 4 x Gear.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Region: The Scarrow's Pantry

The Bellringer's Tomb

The bishop-saint who brought the Toller faith to the land is entombed here

The Scarrow are short, and narrow, and long-fingered. Their hair is lank. Their teeth are flat, for cracking bones, and their tongues are wormlike, for sucking out the marrow.

Their keening voices drift through the passages. They sing of the memories they've drunk from the bones.

Increase your Depth to 4 and reduce your Distance Remaining to 0 using this card to pass through their territory.

Always

Always

Creep through the Scarrow's domain

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

A tough challenge

They are intent on their songs. You try to avoid the carpet of brittle white shards.

Try not to alert the Scarrow to your presence, but you'll lose Spirit from hearing their songs.

            10
            You need 10 x Secrets  (you have 0)

            1
            You need Distance Remaining 1 (you have 4)

            10
            Unlocked with 10 x Secrets

            1
            Unlocked with Distance Remaining 1 - you have 4

Stride onwards

You don't need to hide from them. You know the way.

You will alert the Scarrow to your presence, but make some progress.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Skills: The Barefoot Friar

Unlocked with You are the 1 - you have 1; Unlocked with

Region: The Scarrow's Pantry

Unlocked with Progress 4 - you have 4; Unlocked when Silence of the Scarrow is:

; Unlocked when Making Camp is:

<p>The Scarrow are short, and narrow, and long-fingered...

Your Map

Unlocked when Making Camp is:

; Unlocked with

<p>[If you have marked waypoints on your map, you may return to them by spending Secrets...

Status

<p>[If you are suffering from conditions you can learn about them, and how to remove them, here...

Options

You can find various game options here...

Always

Always

The Hall

The roof was high and steep, supported by crossed beams of pine...

The Harvest

The leaves were turning, the sky was blue...


The Hall

The roof was high and steep, supported by crossed beams of pine. Light blazed in its windows. Wooden columns supported the eaves, and on each was carved a different beast: an eager hound, a rearing bull, a soaring eagle, a leaping salmon, a proud gryphon, a flame-wrapped dragon, a coiled snake, and on the very last a tiny mouse, hidden at the bottom.

You mocked the mighty

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A very chancy challenge

Some of the farmers were acting like lords, and some of the lords like kings. They'd benefit from being taken down a peg.

You will gain 3 Memories of Home, and on a success you will gain a Cunning Plan.


Playing the fool

A very chancy challenge

An equal number of laughs and of scowls. Some said your jokes went too far, or were aimed at undeserving targets. The moorsfolk were prone to melancholy.

This is tested when you need to think clearly.

Wits 2 failed in a challenge! Try again and you may have better luck...

Your memories sustain you. You can spend them in Camp or on Above cards.

You've gained 3 x Memories of Home (new total 16).

Serpent-ships have been sighted off the coast...

The Sea-Kings threaten Gallowmoor


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 17 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:17

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


The Harvest

The leaves were turning, the sky was blue. Fields of barley rippled like lakes of gold, and the moorsfolk gathered for the harvest.

Above Deck

Restore Spirit by remembering your life above

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

A very chancy challenge

You slipped away to spend a lazy day beside the river

Your back ached, and you'd spent enough time in others' company. You just wanted to be alone for a while.

You will gain 3 Memories of Home, and on a success you will gain a Cunning Plan.

You argued with your father

Despite the rich harvest he wanted to salt and pickle and store everything. But the work had been hard, and your family deserved some indulgence.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 16)

            1
            You need Bond: Your Father 1 (you have 3)

            3
            Unlocked with 3 x Memories of Home  - you have 16

            1
            Unlocked with Bond: Your Father 1 - you have 3

With a friend, you stole a flagon of cider...

...and crept away to find out which of you could hold your drink better.

Challenge a friend playing Below to a Boldness contest. You will both gain a Cunning Plan, and the winner will also gain a Reckless Folly.

            1
            You need 1 x Memories of Home  (you have 16)

            1
            Unlocked with 1 x Memories of Home  - you have 16

A Secret Cider-Drinking Contest

You remember a fine day during harvest-time. [Actor] had a plan - to steal a flagon of cider, and find out once and for all which of you could best hold your drink...

[Participants] distracted the field-workers while you filched the cider. You met under the old bridge, where you took turns swigging from the flagon until [Participants] was vigorously sick.


The river

A very chancy challenge

There'd be hell to pay later, but just then you didn't care.

You sat in the shade of a leaning sycamore and watched fish doze on the mud of the river-bed. The river had become mixed blessing. Its fish supplemented your barley and meat at the table, and the folk who lived along it used round coracles to travel swiftly up and down.

But to the Sea-Kings, a river was an invitation - an artery allowing their low-bottomed ships a sure route to their enemy's heart.

Your wariness. Often tested in challenges of stealth and finesse.

Your memories sustain you. You can spend them in Camp or on Above cards.

You've gained 3 x Memories of Home (new total 19).

Serpent-ships have been sighted off the coast...

The Sea-Kings threaten Gallowmoor


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 18 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:18

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


A Ringing Bell

The Bellringer's Tomb

The bishop-saint who brought the Toller faith to the land is entombed here

It sounds from far below, amidst the bones of the earth.

Below Deck

Explore the dungeon

Make your way towards it

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

A modest challenge

It suits you to go deeper.

Head away from the sound

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

A chancy challenge

It must be safer.

This may reduce your Depth.

Resist the bell's song

Spend Inspiration to discard this card without effect.


Resolute

You cover your ears and hold to your path.

You are no longer Inspired.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.


Resources

Use these items to progress through the dungeon, or find more uses for them by clicking on them.

Gear

What have you got in your pocketses? Find Gear below, and spend it on choices. Click on this to make camp or remove the Dark and Hurt conditions.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

'Heathen gold won from age-long vigils.' Find Treasure below, and spend it on challenges or draws from the Treasure deck.

Reckless Folly

This will give you two chances at a test of Boldness. You can't have more than three of these.

Cunning Plan

This will give you two chances at a test of Subtlety. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

Forgotten Lore

This will give you two chances at a test of Wits. You can't have more than three of these.
To use, click on the difficulty readout of a branch that tests Wits and check the box.

Experience

Return to town to spend this on new abilities for your character.

Memories of Home

Your memories sustain you. You can spend them in Camp or on Above cards.

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Copper Handbell

A plain bell, carried by priests of the Toller to announce their approach.

Protection

Keeping you safe in the deep places

Consumable Items

Click on these items to use them. You may only use them while in a dungeon.

Amulet

A rough talisman, engraved with words of protection. This may protect you from evil magic. Once.

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Serpent-ships have been sighted off the coast...
As this rises, your quest will complicate.

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Depth

How deeply you delve.

How deeply you delve.
At 0 you may leave the dungeon. 10 is the deepest you can go.

Spirit

Your resolve.

Your resolve.
If this reaches zero, you'll die. Replenish your Spirit using the Surface deck. Spirit can go no higher than 10.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

Tested in challenges of courage.
Improve your stats by equipping new items in camp.

Subtlety

Your wariness. Often tested in challenges of stealth and finesse.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.
Improve your stats by equipping new items in camp.