The quick brown fox

The people around you were so slow. Waiting for them to work things out was like watching a cow chew cud. To temper your impatience you teased them or played tricks. You made people laugh, and you knew that was a gift.

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

You've gained 1 x Subtlety (new total 2).

You were a quick-witted child, wily and cunning.


Resources

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

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.

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.

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

Youthful Reputation

Youthful Reputation A quick-witted child

How were you known?

Youthful Reputation: A quick-witted child

You are exploring

Where are you?

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

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

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 1 - Sighted off the coast

Sails of the Sea-Kings: Sighted off the coast

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

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Ringing of Bells

The bells rang in the morning.

They called the moorsfolk to prayer, and sang at each of life's milestones: births, weddings, deaths.

Above Deck

Restore Spirit by remembering your life above

You went to the church...

A very chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

Someone had dared you to do it. Your pride mastered you.

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

You comforted your sister at the funeral

She and the alderman's daughter had been inseparable, until the dancing plague came a-calling.

Spend 3 Memories of Home to gain Inspiration.

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

            1
            You need Bond: Your Sister 1

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

            1
            Unlocked with Bond: Your Sister 1

Turning your back on the bells, you climbed Harrow's Hill

A fey mood was upon you. You let your walking-staff lead the way. There would be trouble later, but you didn't care.

Spend 5 Memories of Home to add a powerful new card to your Above Deck: On Harrow's Hill.

            5
            You need 5 x Memories of Home  (you have 3)

            1
            You need 1 x Inscribed Staff  (you have 0)

            5
            Unlocked with 5 x Memories of Home  - you have 3

            1
            Unlocked with 1 x Inscribed Staff

The bells you remember were the lonely bells of the abbey

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

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

            1
            Unlocked with You are the 1 - you have 2


Grim tidings

You went to the church...

A very chancy challenge

A white sail had been seen on the river - the Sea-Kings were looking for prey. The village huddled together within the grey stone walls as the priest led prayers to the Lord of Tolls, begging him to spare the moorsfolk from their attentions.

This is tested when you need to think clearly.

Wits 1 failed in a challenge! Try again and you may have better luck...

Spirit has not changed from 10 because it's higher than 10.

You've gained 1 x Memories of Home (new total 4).

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

The Sea-Kings threaten Gallowmoor


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

Sails of the Sea-Kings 2 - Sighted off the coast

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Quest: Return the Sword

According to the witch of Harrow's Hill, the sword must be unmade by its creator. When the Manticore Lord was entombed, his servants and followers - including his smith - were buried with him.

Always

Always

Learn the smith's location

You have learned something of the barrow and its denizens.

            10
            You need 10 x Secrets  (you have 0)

            1
            You need Quest: Unmake the Barrow-Blade 1 and Quest: Unmake the Barrow-Blade no more than 1 (you have 1)

            10
            Unlocked with 10 x Secrets

            1
            Unlocked with Quest: Unmake the Barrow-Blade 1 - you have 1


Below Deck

Explore the dungeon

Quest: Return the Sword

Unlocked with Quest: Unmake the Barrow-Blade 1 - you have 1

According to the witch of Harrow's Hill, the sword must be unmade by its creator...

The Troll-Wife's Parlour

Unlocked with Into the Sea-King's Grave 7 - you have 7

<p>Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward...

Options

You can find various game options here...

Always

Always

A Cavernous Hall

The echoes of your passage bounce back to you from the distance...

The Hall

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

The Farewell

Unlocked with ; Unlocked with ; Unlocked with

<p>You left in secret for the dungeon...


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

            10
            You need 10 x Secrets  (you have 0)

            10
            Unlocked with 10 x Secrets

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.

            15
            You need 15 x Secrets  (you have 0)

            15
            Unlocked with 15 x Secrets


Below Deck

Explore the dungeon

Always

Always


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.

A tough 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.

Your cousin took you with him to the althing

He was in a fiery mood. 'I want you to see what they're like,' he said.

Spend 4 Memories of Home to add a powerful new card to your Above Deck.

            4
            You need 4 x Memories of Home  (you have 4)

            1
            You need 1 x Pale-Gleaming Knife  (you have 0)

            4
            Unlocked with 4 x Memories of Home  - you have 4

            1
            Unlocked with 1 x Pale-Gleaming Knife

You attended the althing

Word had gone out. The Moorsfolk were summoned to council.

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

            5
            You need 5 x Memories of Home  (you have 4)

            5
            Unlocked with 5 x Memories of Home  - you have 4


Playing the fool

You mocked the mighty

Wits

This is tested when you need to think clearly.

A tough 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.

You've gained 3 x Memories of Home (new total 7).

The Sea-Kings threaten Gallowmoor


Resources

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 3 - Sighted off the coast

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Farewell

You left in secret for the dungeon. But someone knew you'd be going, and bade you good-bye.

Who was it?

You may now choose a Bond. As well as shaping your story, Bonds allow you to acquire new equipment when you make camp.

Above Deck

Restore Spirit by remembering your life above

Your father

He'd left a note for you.

Your father will become a part of your story, and new options will appear on some Above cards. A bond with your father also allows you to acquire equipment that focuses on improving the Wits attribute.

Your sister

She knew what you were planning even before you did.

Your sister will become a part of your story, and new options will appear on some Above cards. A bond with your sister also allows you to acquire equipment that focuses on improving the Boldness and Subtlety attributes.


The gift

She didn't say anything to you, but when you shouldered your bag you found she'd packed extra supplies, and one of her foul-tasting herbal remedies.

You'd never been able to keep secrets from each other.

Spirit has not changed from 10 because it's higher than 9.

Your sister may become a part of your story.

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 5 x Gear.

You call on your strength. Use this item to remove Weariness.

You now have 1 x A Second Wind.


Resources

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.

Forgotten Lore

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Tutorial: You have found Gear!

Succeeding at tasks on cards from the Below deck grants rewards. The greater your Depth, the greater the risks and the rewards.

Always

Always

Rewards include Secrets, Gear and Treasure

You can see how many you have by clicking on the 'Items' tab on the left.


Their uses

You will spend Secrets, Gear and Treasure to overcome Region and Quests cards (pinned at the bottom of the screen) and proceed through the dungeon.

Gear and Secrets are also used to make camp, navigate to waypoints using your map, and remove harmful conditions. Click on them in your inventory to use them.

Treasure is used to buy powerful items from Treasure cards, when the Treasure Deck appears.

You've learnt about Treasure, Secrets and Gear.


Resources

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Cavernous Hall

The echoes of your passage bounce back to you from the distance. Narrow columns march away into the dark.

Below Deck

Explore the dungeon

Search the area around you

A low-risk challenge

There are signs of passage. Someone has been through here.

Look for Gear.

Cross the mosaiced floor carefully

A high-risk challenge

Something is wrong, here. But on the far side, less travelled tunnels uncoil through the dark.

Try to find Secrets.

            Unlocked when Depth is:

1 (you have this)

2


A treachery

A high-risk challenge

Which of the tiles was the culprit? The dancing wolf? The broken crown? The eye of stars? The arch of bone? It grinds underfoot, and a spear - rusting with ages - drives up at you, compelled by an ancient mechanism.

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 now have 1 x Experience.


Resources

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.

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.

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

You call on your strength. Use this item to remove Weariness.

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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.

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 your sister's name

A chancy 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 (you have 3)

            1
            Unlocked with Bond: Your Sister 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 7)

            3
            Unlocked with 3 x Memories of Home  - you have 7

You called for your father

A chancy 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

            1
            Unlocked with Bond: Your Father 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.

You've gained 1 x Memories of Home (new total 8).

The Sea-Kings threaten Gallowmoor


Resources

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 4 - Sighted off the coast

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Resources

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.

Forgotten Lore

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

Experience

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Dark Waters

A languid gurgle. A glint of reflected light. The steady drip of water from above.

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

A chancy challenge

It seems fresh enough.

Try to gain Gear.


Wise precautions

A chancy challenge

You filter the water through a rag, removing a murky deposit. What you have left tastes coppery, but it's drinkable.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

You've gained 3 x Gear (new total 8).


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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

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 2)

            2
            Unlocked with You are the 2 - you have 2


Secrets

The riddle of steel

A very chancy challenge

He spoke to the iron like it was alive, coaxing obedience from it. Sometimes he sang to it. Sometimes he swore at it. Sometimes he used the common tongue, sometimes the Old Speech, sometimes words older still.

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

You succeeded in a Subtlety challenge!

You've gained 3 x Memories of Home (new total 11).

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

You've gained 1 x Forgotten Lore (new total 2).

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 5 - Serpent-prowed ships ply the waves

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

Sails of the Sea-Kings: Serpent-prowed ships ply the waves

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Resources

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.

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.

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

You call on your strength. Use this item to remove Weariness.

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.


Grey-Smocked Ghosts

They stand in corners and cobwebbed doorways, or stoop, whispering, over dead Sea-Kings.

There are plaits in their hair and slim torcs around their throats. Every one of them bears a sword-wound, a gouge of shining red on their otherwise colourless shapes.

If your Sword-Dreams equal or exceed your Spirit, the ghosts will turn on you.

Below Deck

Explore the dungeon

Listen to their woes

Their whispers are so soft you can barely hear.

You will lose 2 Spirit but gain 1 to 5 Secrets.

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful

10 - Eager (you have this)

Slip past them

A chancy challenge

They linger by Sea-King corpses, often the ones burdened with grave-goods.

Try to gain Gear.


Memories

Listen to their woes

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast (you have this)

9 - Hopeful

10 - Eager

One whispers of maple trees surrounding a temple of white columns. Two hands, fingers tangled together. The priest's headress, slipping to one side. His voice, resonant as the echo from a well. A black goat dying on the altar to bless her marriage.

Now the columns are fallen. The maple trees are burned. The priest is silent and he, she, her husband, and her children are bones in a forgotten grave.

Your Spirit is 8. You can still withstand any ill below the world. Replenish your Spirit using the Surface Deck.

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 now have 2 x Secrets.


Resources

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.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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...

A very 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.

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.

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 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 11)

            10
            Unlocked with 10 x Memories of Home  - you have 11

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 11)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 11

            1
            Unlocked with Bond: Tutor 1


The last dance

When you passed the gallows that day...

Wits

This is tested when you need to think clearly.

A very chancy challenge

The alderman pushed the barrel away. The thief kicked and thrashed in the empty air. A heavy price for a pair of chickens. At least that was the end of it.

The Sea-Kings still expected their tolls and tributes. A thief brought you all closer to ruin.

You've gained 1 x Memories of Home (new total 12).

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.

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 6 - Serpent-prowed ships ply the waves

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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


Resources

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.

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.

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.


The Ringing of Bells

The bells rang in the morning.

They called the moorsfolk to prayer, and sang at each of life's milestones: births, weddings, deaths.

Above Deck

Restore Spirit by remembering your life above

You went to the church...

A very chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

Someone had dared you to do it. Your pride mastered you.

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

She and the alderman's daughter had been inseparable, until the dancing plague came a-calling.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 12)

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

            3
            Unlocked with 3 x Memories of Home  - you have 12

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

A fey mood was upon you. You let your walking-staff lead the way. There would be trouble later, but you didn't care.

Spend 5 Memories of Home to add a powerful new card to your Above Deck: On Harrow's Hill.

            5
            You need 5 x Memories of Home  (you have 12)

            1
            You need 1 x Inscribed Staff  (you have 0)

            5
            Unlocked with 5 x Memories of Home  - you have 12

            1
            Unlocked with 1 x Inscribed Staff

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

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

            1
            Unlocked with You are the 1 - you have 2


Restless

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

The moon was thin, casting only a dusting of light upon the graves before night-clouds crawled across it and all grew dark. A black rain began to fall.

At midnight, the noises began. Scratching sounds beneath the soil, like bony fingers scrabbling at coffin-lids. Your courage broke. You fled back to the familiar warmth of home, where everything was as it should be, the living lived, and the dead were gone.

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

You've gained 3 x Memories of Home (new total 15).

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.

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.

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 7 - Serpent-prowed ships ply the waves

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Resources

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.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Jump for it

Boldness

Tested in challenges of courage.

A modest challenge

A Pit

Your way is blocked by a gaping pit.

The gap is a great crack, opened by a shifting of the earth.

You may gain Treasure.

Find another way around

A very chancy challenge

A Pit

Your way is blocked by a gaping pit.

You remember seeing another path. One that looked more recently travelled.

You may gain Gear.

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 (you have this)

2

3

4

5

6

            5
            You need 5 x Gear  (you have 8)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            Unlocked with 5 x Gear  - you have 8


By the skin of your teeth

Jump for it

Boldness

Tested in challenges of courage.

A modest challenge

A Pit

Your way is blocked by a gaping pit.

You make it, catching the edge and dragging yourself up. Beyond, old urns have been broken open by the same quake that opened the crack, spilling bright coins onto the ground. They scatter your light across the tunnel's ceiling, reminding you of the millpond's reflected sunlight dappling the branches that reached overhead.

You succeeded in a Boldness challenge!

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

You now have 3 x Treasure.

You've gained 1 x Memories of Home (new total 16).


Resources

Treasure

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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.

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


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

A very 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 tough 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 chancy 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 16)

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

            5
            Unlocked with 5 x Memories of Home  - you have 16

            1
            Unlocked with 1 x Polished Raven Amulet


A gentle hint

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.

A very chancy challenge

A stag's head, still bleeding, was tied to the oak with a slim bough of holly. The warning was clear. You returned empty-handed, but at least you returned.

Who had set it there? A party of Sea-King pillagers? The Blue Men who ran, barefoot and silent, through the heart of the Woadwood? Or other, older things?

This is tested when you need to think clearly.

Wits 1 failed in a challenge! Try again and you may have better luck...

You've gained 1 x Memories of Home (new total 17).

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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 8 - Serpent-prowed ships ply the waves

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Resources

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.

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.


The Ringing of Bells

The bells rang in the morning.

They called the moorsfolk to prayer, and sang at each of life's milestones: births, weddings, deaths.

Above Deck

Restore Spirit by remembering your life above

You went to the church...

A very chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

Someone had dared you to do it. Your pride mastered you.

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

She and the alderman's daughter had been inseparable, until the dancing plague came a-calling.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 17)

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

            3
            Unlocked with 3 x Memories of Home  - you have 17

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

A fey mood was upon you. You let your walking-staff lead the way. There would be trouble later, but you didn't care.

Spend 5 Memories of Home to add a powerful new card to your Above Deck: On Harrow's Hill.

            5
            You need 5 x Memories of Home  (you have 17)

            1
            You need 1 x Inscribed Staff  (you have 0)

            5
            Unlocked with 5 x Memories of Home  - you have 17

            1
            Unlocked with 1 x Inscribed Staff

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.


Parting

            3
            You need 3 x Memories of Home  (you have 14)

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

            3
            Unlocked with 3 x Memories of Home  - you have 14

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

Your sister hugged her cloak tight as the priest gave her friend the tools for her labours after death. A needle, a knife, a spindle. You squeezed your sister's hand.

For once she didn't pull away.

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

You are Inspired!

You've lost 3 x Memories of Home (new total 14).

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.

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.

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 9 - Serpent-prowed ships ply the waves

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Resources

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.

Experience

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Dark Waters

A languid gurgle. A glint of reflected light. The steady drip of water from above.

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

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

It seems fresh enough.

Try to gain Gear.


Nothing good

Reach into the basin

Boldness

Tested in challenges of courage.

A very chancy challenge

Breaking the crust of algae, you reach into the waters. They ooze around your hand. Your fingers close on something. It's slick and swollen, wriggling madly. You snatch your hand out, and see a livid red weal spreading across it.

You've gained 1 x Experience (new total 2).


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.

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.

Treasure

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

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.


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.

Above Deck

Restore Spirit by remembering your life above

You joined your neighbours at the feast

A very chancy challenge

The alderman knew to show generosity if he wanted to retain his standing.

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

You mocked the mighty

A tough 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.

You attended the althing

Word had gone out. The Moorsfolk were summoned to council.

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

            5
            You need 5 x Memories of Home  (you have 14)

            5
            Unlocked with 5 x Memories of Home  - you have 14

He was in a fiery mood. 'I want you to see what they're like,' he said.

Spend 4 Memories of Home to add a powerful new card to your Above Deck.

            4
            You need 4 x Memories of Home  (you have 14)

            1
            You need 1 x Pale-Gleaming Knife  (you have 0)

            4
            Unlocked with 4 x Memories of Home  - you have 14

            1
            Unlocked with 1 x Pale-Gleaming Knife


Glory

You joined your neighbours at the feast

A very chancy challenge

There were fewer young men at the feast than last year. The alderman needed men at his back to swing a conflict with his rival over a stretch of forest. But the moorsfolk were reluctant to become involved, talking instead of white sails seen along the coast.

This is tested when you need to think clearly.

You've gained 1 x Memories of Home (new total 15).

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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 10 - Their ships travel the rivers

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 Sister

She is fierce, rebellious, and pretty.

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.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.


A Dead End

The passage ends before you. You're faced with uncaring stone.

Below Deck

Explore the dungeon

Turn back

Spirit

Your resolve.

A straightforward challenge

Find another way, dispiriting as it is.

Dig in the rubble

A very chancy challenge

The corridor has collapsed. Is that a shape under the stones?

You may find Gear.

Tunnel through

Boldness

Tested in challenges of courage.

A chancy challenge

That won't stop you.

This will cost Gear, but may gain Secrets and Treasure.

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            You need 5 x Gear  (you have 8)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            Unlocked with 5 x Gear  - you have 8


An idle moment

Turn back

Spirit

Your resolve.

A straightforward challenge

Find another way, dispiriting as it is.

You wander back the way you came. The way is familiar and you spend the journey thinking of home. Dawn crawling across the heath. Wind in the heathers. The clonk of cowbells as the shaggy herd rambles down the hillside.

You succeeded in a Spirit challenge!


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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

            10
            You need 10 x Secrets  (you have 2)

            10
            Unlocked with 10 x Secrets  - you have 2

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.

            15
            You need 15 x Secrets  (you have 2)

            15
            Unlocked with 15 x Secrets  - you have 2


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

The Smith

The red glow of his forge was visible through the woods...

Grey-Smocked Ghosts

Unlocked with 1 x Barrow-Blade  - you have 1

<p>They stand in corners and cobwebbed doorways, or stoop, whispering, over dead Sea-Kings...


Quest: Return the Sword

According to the witch of Harrow's Hill, the sword must be unmade by its creator. When the Manticore Lord was entombed, his servants and followers - including his smith - were buried with him.

Always

Always

Learn the smith's location

You have learned something of the barrow and its denizens.

            10
            You need 10 x Secrets  (you have 2)

            1
            You need Quest: Unmake the Barrow-Blade 1 and Quest: Unmake the Barrow-Blade no more than 1 (you have 1)

            10
            Unlocked with 10 x Secrets  - you have 2

            1
            Unlocked with Quest: Unmake the Barrow-Blade 1 - you have 1


Below Deck

Explore the dungeon

Always

Always


Grey-Smocked Ghosts

They stand in corners and cobwebbed doorways, or stoop, whispering, over dead Sea-Kings.

There are plaits in their hair and slim torcs around their throats. Every one of them bears a sword-wound, a gouge of shining red on their otherwise colourless shapes.

If your Sword-Dreams equal or exceed your Spirit, the ghosts will turn on you.

Below Deck

Explore the dungeon

Listen to their woes

Their whispers are so soft you can barely hear.

You will lose 2 Spirit but gain 1 to 5 Secrets.

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful

10 - Eager (you have this)

Slip past them

A chancy challenge

They linger by Sea-King corpses, often the ones burdened with grave-goods.

Try to gain Gear.


Thwarted

A chancy challenge

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful (you have this)

10 - Eager

The ghosts are too closely gathered. Passing through them is like drinking dust. Choking, you fall back.

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

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

You've gained 1 x Experience (new total 3).

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.


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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.


The Ringing of Bells

The bells rang in the morning.

They called the moorsfolk to prayer, and sang at each of life's milestones: births, weddings, deaths.

Above Deck

Restore Spirit by remembering your life above

You went to the church...

A very chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

Someone had dared you to do it. Your pride mastered you.

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

She and the alderman's daughter had been inseparable, until the dancing plague came a-calling.

Spend 3 Memories of Home to gain Inspiration.

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

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

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

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

A fey mood was upon you. You let your walking-staff lead the way. There would be trouble later, but you didn't care.

Spend 5 Memories of Home to add a powerful new card to your Above Deck: On Harrow's Hill.

            5
            You need 5 x Memories of Home  (you have 16)

            1
            You need 1 x Inscribed Staff  (you have 0)

            5
            Unlocked with 5 x Memories of Home  - you have 16

            1
            Unlocked with 1 x Inscribed Staff

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

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

            1
            Unlocked with You are the 1 - you have 2


The priest's past

You went to the church...

Forgotten Lore

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

A very chancy challenge

The priest's sermons were earthy, but he was unquestionably pious. He never brought his sword into the chapel, instead leaning it outside against a gravestone, and was careful to curtail his swearing while under the Lord's roof.

At the summer fair he drank flagons of mead and told stories of his days as a wanderer, selling his labour and sword to whatever master he could find.

Afterwards he usually remembered to thank the Lord's grace for saving him from vagabondry, but there was something wolfish and wistful in his eyes as he took another drink.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

Sails of the Sea-Kings 11 - Their ships travel the rivers

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.


An Inscribed Door

A door bars your way. Someone wrote words on it, long ago.

Below Deck

Explore the dungeon

Smash through

Boldness

Tested in challenges of courage.

A low-risk challenge

The door is old wood, swollen shut.

You may find Secrets.

Read the words on the wood

A modest challenge

They are scrawled in blood.

 They may lead to Treasure.


Preserved frescoes

Smash through

Boldness

Tested in challenges of courage.

A low-risk challenge

After an effort, it splinters before you. The room beyond holds murals that depict the history of this place.

You succeeded in a Boldness challenge!

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 gained 3 x Secrets (new total 5).


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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.

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.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.


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

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 2)

            2
            Unlocked with You are the 2 - you have 2


Meant to be

A Turn at the Forge

Was anywhere more truly your home than this? Surrounded by iron and fire, by smoke and by sound. Blades were forged here, and horseshoes and arrowheads and ploughshares.

And so were you.

[This is a special card for the Blacksmith's Daughter.]

The hammer fit comfortably in your hand. The fires scorched your skin in welcome. The anvil beckoned.


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.

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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.

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 bad day

Precise Craft

Your work is fine, elegant and detailed

A high-risk challenge

A Turn at the Forge

Was anywhere more truly your home than this? Surrounded by iron and fire, by smoke and by sound. Blades were forged here, and horseshoes and arrowheads and ploughshares.

And so were you.

This is a special card for the Blacksmith's Daughter.

You tried to impress your father by making a ring

You wanted to show him how much you'd learned.

Try to gain a Lesson of the Forge.

That day, the hammer turned in your hand, and the forge-fires  guttered sulkily. When you held up the ring, your eyes saw only flaw. The sheen of the metal was uneven, the knotwork untidy.

Your father never saw it. You gave it back to the fire, and started again.

Precise Craft 0 failed in a challenge! Try again and you may have better luck...

You've gained 1 x Memories of Home (new total 18).


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.

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.

Treasure

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

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Sword-Dreams

The dreams are not your own. They are old and heavy as iron. When your mind wanders they sink into your thoughts, carrying you down with them into long-forgotten times.

When your Sword-Dreams equal or exceed your Spirit, the grey-smocked ghosts that haunt the barrow will grow hostile.

Below Deck

Explore the dungeon

Beat them back...

Fortune

Your luck

A very chancy challenge

...with dreams of your own.

Spend Memories of Home to keep the dreams from worsening. If you succeed, your Sword-Dreams quality will fall. Even if you fail, they'll get no worse.

            2
            You need 2 x Memories of Home  (you have 18)

            2
            Unlocked with 2 x Memories of Home  - you have 18

Dream of coals and sparks

The fire roars about you...


Resources

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.

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.

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.

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

You call on your strength. Use this item to remove Weariness.

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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.


Better times

Beat them back...

Fortune

Your luck

A very chancy challenge

            2
            You need 2 x Memories of Home  (you have 16)

            2
            Unlocked with 2 x Memories of Home  - you have 16

You fill your head with daydreams drawn from the stories you heard as a child. The Knight of Cats and his self-inflicted adventures. The miracles of the Bellringer. The battles of Bale the giant-lord.

They leave no room for the dreams of the barrow-blade.

You succeeded in a Fortune challenge!

You've lost 2 x Memories of Home (new total 16).


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.

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.

Treasure

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

Forgotten Lore

This will give you two chances at a test of Wits. 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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

A Second Wind

You call on your strength. Use this item to remove Weariness.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Seemings Remaining

The troll-wife still has illusions to trick you with...

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Inspiration

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.