A Winding Stair

The stair cuts through the tunnels, its steps worn and bent.

Below Deck

Explore the dungeon

Climb upwards

A chancy challenge

The stair is narrow, curving steeply upwards.

Decrease your Depth.

Descend the stair

Boldness

Tested in challenges of courage.

A modest challenge

The steps curl downward into darkness.

Increase your Depth.

Turn away

Spirit

Your resolve.

A straightforward challenge

Leave the stair behind and look elsewhere.

Leave your Depth unchanged and remove this card from your hand.

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

10


Rising

Climb upwards

Wits

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

A chancy challenge

Up you go, towards sunlight, fresh air, and birdsong.

You succeeded in a Wits challenge!

Your Depth is 0. You have returned to the surface.

Tip: You must complete all your Quest cards before you can complete your adventure.


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.

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.

Copper Handbell

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

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

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

You will not stray from the path

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

Holy

Increase this quality to earn more Sanctity.

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

Tip

Tip You must complete all your Quest cards before you can complete your adventure

Tip: You must complete all your Quest cards before you can complete your adventure

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.

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Quest: Rescue Ymma Search the tomb for her.

Save the Tanner's daughter from the tomb.

Quest: Rescue Ymma: Search the tomb for her.


A Bright Burning Light

The sun! The sun!

Always

Always

Above

The sun! The sun!

Your travels have brought you back to the surface. You may rest and recover for a while, even if your work is not yet done.


The village

Above

A Bright Burning Light

The sun! The sun!

You can see smoke rising into the sky. A village on the other side of the trees.

You have moved to a new area: Your Camp

You moved to a new setting: Above.

Tip: Click on your Skills card to see your character's special abilities.


Hands

What you're holding

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Tip

Tip Click on your Skills card to see your character's special abilities

Tip: Click on your Skills card to see your character's special abilities

Bond: Your Father

A quiet, prideful man.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Wits

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

Sanctity

The Lord of Tolls sustains you.


A Village on the Road

A handful of honey-coloured stone cottages nestle in the trees along the road. An inn provides for travellers. A small market bustles with drovers, pedlars, and folk from the surrounding hamlets. The villagers are frank, even-tempered, but wary of strangers.

In the village you can cure conditions, visit the market to buy Gear and spend Experience to improve your character before returning to the dungeon or - if your quest and complications are complete - taking the road to end your adventure.

Always

Always

Visit the market

The market is strung through clearings cut from the woods.

Buy Gear with Treasure.

Return to the Bellringer's Tomb

You have tarried long enough. There is work to do.

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Improve your Character

Spend Experience to purchase new abilities for your character.

Remove your conditions

Spend Treasure to recover.


Life as normal

The Market

The market clamours under the eaves of oak and elder. Some stalls have bright banners to catch the eye; others are just blankets spread on the grass with a handful of wares laid out. Hawkers compete for your attention. Entertainers dance for coins. Dogs bark. And over it all, haggling voices and the jingle of coins.

Children shriek and chase each other around your legs. Drovers curse at stubborn cattle. Geese honk. Pedlars bray. You push through the crowds, examining the merchants' wares.


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.

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


You turn back

A Village on the Road

A handful of honey-coloured stone cottages nestle in the trees along the road. An inn provides for travellers. A small market bustles with drovers, pedlars, and folk from the surrounding hamlets. The villagers are frank, even-tempered, but wary of strangers.

[In the village you can cure conditions, visit the market to buy Gear and spend Experience to improve your character before returning to the dungeon or - if your quest and complications are complete - taking the road to end your adventure.]

Return to the village square

The Market

The market clamours under the eaves of oak and elder. Some stalls have bright banners to catch the eye; others are just blankets spread on the grass with a handful of wares laid out. Hawkers compete for your attention. Entertainers dance for coins. Dogs bark. And over it all, haggling voices and the jingle of coins.

You've business elsewhere.

The bustle of the market fades into the trees.


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.

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.
Improve your stats by equipping new items in camp.

Sanctity

The Lord of Tolls sustains you.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


You leave the village behind

Return to the Bellringer's Tomb

A Village on the Road

A handful of honey-coloured stone cottages nestle in the trees along the road. An inn provides for travellers. A small market bustles with drovers, pedlars, and folk from the surrounding hamlets. The villagers are frank, even-tempered, but wary of strangers.

In the village you can cure conditions, visit the market to buy Gear and spend Experience to improve your character before returning to the dungeon or - if your quest and complications are complete - taking the road to end your adventure.

You have tarried long enough. There is work to do.

A day's hard travel brings you back to the dungeon. Its darkness embraces you like a lover. You don't look back.

You have moved to a new area: The Bellringer's Tomb

You moved to a new setting: Below.

Your Depth is 1. You can still smell the world above.

Tip: Advance the Explorer deed to unlock the Wayfarer and Road-Forger reputations.


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.

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

Tip Advance the Explorer deed to unlock the Wayfarer and Road-Forger reputations

Tip: Advance the Explorer deed to unlock the Wayfarer and Road-Forger reputations

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

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?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


An Infestation

Something moves in the tunnel ahead. A lot of something.

Below Deck

Explore the dungeon

Drive the rats away

Boldness

Tested in challenges of courage.

A modest challenge

They're feasting on a corpse. Perhaps it has something useful. Even if it doesn't, it deserves better than this.

Search for Gear.

Catch a luminous beetle

A very chancy challenge

They swarm across the wall, their carapaces bright as gems.

Try to acquire Gear and remove the Dark condition, if you have it.


You drive them off

Drive the rats away

Boldness

Tested in challenges of courage.

A modest challenge

You shout and take a swipe at them. The rats scurry over each other to get away. What's left of the corpse is unrecognisable, but the rats hadn't found its wrapped rations, its flint, or its tinder.

You succeeded in a Boldness challenge!

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

You've gained 3 x Gear (new total 6).


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.

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

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?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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

A very chancy challenge

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

...and braved the deep woods.

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

A modest challenge

You listened to your tutor's rambling lessons

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

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

            1
            You need Bond: Tutor 1

            1
            Unlocked with Bond: Tutor 1

You 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.

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 3)

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

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

            1
            Unlocked with 1 x Polished Raven Amulet


Crimson

A very chancy challenge

You went so deep that sunlight grew scarce, pushing through the canopy in long fingers that blazed on drifting dandelion seeds and bobbing insects. You heard a running river, though you knew of none that passed that way.

At the far end of the afternoon you stumbled into a clearing of red-leafed trees. Not autumnal orange, or burgundy like the dark beeches that grew on the slopes of Cob's Pass, but red as a beating heart.

A stone lay in the clearing, swaddled in prickly moss. You pried some of it away with your fingernails. Underneath, the stone was carved, every inch, in spirals.

You'd gone far enough, you decided. It was time to turn back.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

You've gained 3 x Memories of Home (new total 6).

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

You now have 1 x Reckless Folly.

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.

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

Reckless Folly

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

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

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?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


A Dust-Choked Chamber

There are shapes under the dust, strung with drifting cobwebs.

Below Deck

Explore the dungeon

Search the chamber

A very modest challenge

But carefully, so as not to disturb anything.

Look for Treasure

Smash open a sarcophagus

Boldness

Tested in challenges of courage.

A modest challenge

Impossibly old, but sealed tight. Something worth locking away lies within.

 Look for Secrets.

            Unlocked when Depth is:

1 (you have this)

2

Something on the ceiling

An opening? If you had a way to reach, you might be able to climb up.

Spend Gear to decrease your Depth.

            3
            You need 3 x Gear  (you have 6)

            3
            Unlocked with 3 x Gear  - you have 6


A little haul

Search the chamber

A very modest challenge

Eventually, you find gold and silver. Things the dead won't need any more.

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

You succeeded in a Subtlety challenge!

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

You've gained 3 x Treasure (new total 6).


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.

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

Reckless Folly

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

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

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?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

            3
            You need Sanctity 3 (you have 3)

            3
            Unlocked with Sanctity 3 - you have 3

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3 (you have 3)

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3 - you have 3

            Unlocked when Lost is:


Preparation, the mother of invention

Use your Gear

You open your pack.

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

[...make a temporary camp. The greater your Depth, the more Gear this will cost.]

[...remove the Dark and Hurt conditions, if you have them.]

You open your pack...

You can also use your Gear by clicking directly on its icon in your inventory.


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.

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Small comforts

Make camp

Use your Gear

You open your pack.

You can spend some of your Gear to...

...make a temporary camp. The greater your Depth, the more Gear this will cost.

...remove the Dark and Hurt conditions, if you have them.

In camp you can change what you have equipped, improve your equipment, or remove the Weary condition.

 You cannot camp if you are Hurt. Making camp here will cost 5 Gear.

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 1

You build a fire, string up some simple alarms and dig out such food as you have. It's time to rest.

You have moved to a new area: Your Camp

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've lost 5 x Gear (new total 1).

You can rest, eat and warm yourself. You must be strong for the journey ahead.

You are making camp


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

You can rest, eat and warm yourself. You must be strong for the journey ahead.

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

While in camp you may change which items you have equipped.

You may also take new equipment from your pack and improve it by spending Memories of Home, or Rest to remove the Weary condition.

Always

Always

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

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

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

Remember to equip any items you want to before leaving camp!

Rest and eat

Making Camp

Your Camp

A moment's respite

Spend Gear and two actions to remove the Weary condition. If it is Dark, the Gear cost is increased. You may not rest if you have Dread.

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 1


You remember the life you left behind

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

[Spend Memories of Home to acquire and improve items from your old life. Your bonds determine the items you can purchase, and you can earn Memories of Home from cards in the Above Deck.]

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Memories tug at your attention.


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.

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

You can rest, eat and warm yourself. You must be strong for the journey ahead.

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Old but servicable

Pull a lantern from your pack

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

Spend Memories of Home to acquire and improve items from your old life. Your bonds determine the items you can purchase, and you can earn Memories of Home from cards in the Above Deck.

The path you walk need not be dark.

Equipped in your Hands slot, the Lantern increases your Wits by 1 but decreases your Subtlety by 1.

            5
            You need 5 x Memories of Home  (you have 1)

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

            5
            Unlocked with 5 x Memories of Home  - you have 1

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

Its glass is scratched and it burns with a pervading, acrid stench. But its light is clear and even, if faintly green. Perhaps a discolouration in the bronze?

You can further improve your lantern in camp.

A tarnished bronze lantern with smoky glass

You now have 1 x Battered Lantern.

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

You've lost 5 x Memories of Home (new total 1).


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.

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

You can rest, eat and warm yourself. You must be strong for the journey ahead.

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

While in camp you may change which items you have equipped.

You may also take new equipment from your pack and improve it by spending Memories of Home, or Rest to remove the Weary condition.

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

Remember to equip any items you want to before leaving camp!

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

            5
            You need 5 x Memories of Home  (you have 1)

            5
            Unlocked with 5 x Memories of Home  - you have 1

Rest and eat

Making Camp

Your Camp

A moment's respite

Spend Gear and two actions to remove the Weary condition. If it is Dark, the Gear cost is increased. You may not rest if you have Dread.


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

You haul yourself to your feet and pack away your things.

You have moved to a new area: The Bellringer's Tomb

You are leaving camp. Return later with the 'Consult your Map' card


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.

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Quest: Rescue Ymma

The Bellringer's Tomb

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

You have braved the tomb to rescue Ymma, the tanner's daughter.

You must find her, then get her out of the tomb in one piece.

Always

Always

Find somewhere quiet, where you can listen for Ymma

You may occasionally hear Ymma as you explore the dungeon, but this will speed things along. You'll need to gather 5 Secrets from the dungeon, first.

            5
            You need 5 x Secrets  (you have 5)

            5
            Unlocked with 5 x Secrets  - you have 5


A vantage-spot

A Whistling

It's barely audible, but you recognise both the tune and the flat key.

That's Ymma.

            5
            You need 5 x Secrets  (you have 0)

            5
            Unlocked with 5 x Secrets

You find a quiet junction where the dust hangs in the unmoving air. Standing as still as a statue, you strain your ears...

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

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

Tip: If your character dies, you'll be able to choose a Legacy to leave to your future characters.


Resources

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

Gear

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

Treasure

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

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

Tip If your character dies, you'll be able to choose a Legacy to leave to your future characters

Tip: If your character dies, you'll be able to choose a Legacy to leave to your future characters

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Getting closer...

Rush towards the sound

Boldness

Tested in challenges of courage.

A very modest challenge

A Whistling

The Bellringer's Tomb

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

It's barely audible, but you recognise both the tune and the flat key.

That's Ymma.

While you can hear it.

You rush along crooked corridors, the whistling growing louder by the minute. Then it stops abruptly. You halt, listening. No sound. But you're closer, now. You're sure of it.

You succeeded in a Boldness challenge!

You have heard Ymma's whistling. You're trying to make your way towards it

You've gained 1 x Memories of Home (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.
Use this item to make camp or remove the Dark and Hurt conditions.

Treasure

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

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Quest: Rescue Ymma You have heard Ymma's whistling. You're trying to make your way towards it

Save the Tanner's daughter from the tomb.

Quest: Rescue Ymma: You have heard Ymma's whistling. You're trying to make your way towards it


Your Map

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

Always

Always

You have not yet discovered any Waypoints

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

Make camp

In camp you can change what you have equipped, improve your equipment, or remove the Weary condition.

You may not make camp if you are Hurt. Making camp here will cost 5 Gear.


Points of light

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


Resources

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

Gear

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

Treasure

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

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Status

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

Each condition adds a harmful card to the Below Deck. If you draw it, it will play immediately. Some conditions have further effects.

Always

Always

You are hale!

There is absolutely nothing wrong with you.

            Unlocked when Spirit is:

10 - Eager (you have this)


Weirdly, all is well

Enjoy it while it lasts.


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.

Treasure

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

Reckless Folly

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

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

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

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?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Options

You can find various game options here. If your character is from an earlier version of the game, I'd recommend deleting it using the option below, to ensure everything works smoothly.

Always

Always

Delete Character

This will permanently delete your current character. You will be able to create a new one.

Share the 'Goblin's Gift' story with another player

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

[Actor] would like to grant you access to a new story: the Goblin's Gift.

[Participants] has received your invitation. They will now be able to play the Goblin's Gift.


Deleting...

Are you sure?

Do you want to permanently delete this character?


Resources

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

Gear

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

Treasure

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

Reckless Folly

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Character deleted!

They have gone to their duty among the Workings of the Earth.


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.

Treasure

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

Reckless Folly

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

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

Battered Lantern

A tarnished bronze lantern with smoky glass
You can improve this item at your camp, by spending Memories of Home

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

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?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Wits

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

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Always

Always

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

The Lord of Tolls demands prayer, constancy and simplicity from His servants. We owe Him all that we are, but if you strive to repay your debt He will guide you through the dark places.

The Barefoot Friar thrives in adversity and may call on his Sanctity to overcome challenges.

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Angry. Resolute. Desperate.

The Smith's Daughter is resilient, strong, and can craft unique items in camp.

The Landless Lady

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Nothing's left now, except the bright possibility of revenge.

This character is not yet available.

            Unlocked when Not yet available is:

This will be available in the full version of the game

The Masterless Apprentice

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

All his books and spells and responsibilities are yours, now.

This character is not yet available.


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.


"Fine. I'll do it."

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

No-one else would act, so it fell to you. You bound your copper hair into a braid, took a hammer from the smithy, and left your home behind.
<img src="http://images.below.failbettergames.com.s3.amazonaws.com/icons/sdbigsquare.png" alt="Smith's Daughter">

You are the Smith's Daughter: skilled at crafting, independent, and brave.

An occurrence! Your 'Boldness' Quality is now 2!

This is tested when you need to think clearly.

An occurrence! Your 'Wits' Quality is now 1!

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

An occurrence! Your 'Subtlety' Quality is now 1!

You now have 1 x Hammer.

Next, you will choose which dungeon to enter.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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


Tutorial

Choose a Character

Below starting area

Who in their right mind would go dungeon-crawling? In BELOW, you explore your history at the same time as you explore the darkness under the earth.

Draw cards from the Below deck to explore the dungeon. Draw cards from the Surface deck to investigate your past and gather your resolve. But be careful: the choices you make in the past have consequences, too.

Would you like to receive tutorial messages as you play? These are strongly recommended if this is your first time playing.

Always

Always

No thanks

Tutorial

Choose a Character

Below starting area

Yes please

Tutorial

Choose a Character

Below starting area


Yes please

Tutorial

Choose a Character

Below starting area

Choose the Bellringer's Tomb dungeon and the Save the Tanner's Daughter quest on the next screen to receive tutorial messages as you play.

You have moved to a new area: Choose a Dungeon

Your "A Stranger" quality has gone. Welcome to the world!

You'll find your map card pinned to the bottom of the play screen.

In a moment, we'll tell you about Secrets, Treasure and Gear.

When you first suffer from a condition, we'll talk about their effects and how to remove them.

As you descend deeper into the dungeon we'll talk about Depth - its risks and rewards.

You'll find your Quest Card pinned to the bottom of the play screen.

If a Complication prevents you from completing your adventure, we'll explain what's happening.

When you have some Experience, we'll explain how it works.

Later, we'll talk about Deeds: in-game achievements that grant rewards.

When you first enter the dungeon, we'll talk about making camp and equipping items.

When you come across Memories of Home, we'll learn what you can do with them.

You'll find your Region card pinned to the bottom of the play screen.

We'll talk about Spirit if you start losing it.

You'll find your Skills Card pinned to the bottom of the play screen.

When you find a Second Chance item, we'll explain how to use it.

When you acquire Inspiration, we'll talk about its uses.

We'll explain about the Sea-Kings when they start to be a problem.

When you unlock the Treasure Deck we'll explain how it works.


Resources

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

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.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Sea-King's Grave

A lord of the Sea-Kings is buried in the lonely, sword-bristling barrow, but the cliffs beneath were the home of something older and fiercer still. The worst curse his enemies could drag from the depths of the grey sea protects the tomb. But you have sworn an oath stronger than any curse.

The Sea-King's Grave adds three new extensive quests, new treasures, and new challenges. New cards are added to the Below Deck, and some old cards change. The regions of the Grave include randomised elements to provide extra variety on playthroughs.

This was originally paid-for content, and is now freely available thanks to the generosity of its purchasers.]

Always

Always

Return the barrow-blade to its maker

It was unwise for your cousin to take the sword, however great his need. Now the night is haunted by the quiet, grey-smocked folk it butchered in ages past. Bloodless ghosts, but blood-hungry, and unless the blade is unmade, they will drink.

This is an easier quest.

Restore what the red riders stole from Old Wist

They laughed as they hunted him, for they are a merry folk.  Their spears were bronze, their hair copper. Their steeds were weeping stags, muzzles bound with silver wire. What they took, no person should ever be divided from. Old Wist is a broken thing now, wasting.

This is a more challenging quest.

Rouse the Restless King for one last bloodshed

A two-headed serpent flutters in the breeze. The Sea-Kings have raised their banner over Closter Isle, in the Roving River. They have built a holdfast of grey stone, and cut Gallowmoor in half. To drive them out would take something as terrible as they...

This is a difficult quest, for more experienced characters.

The Outlaw

The althing has condemned them to the gallows, but the outlaw has fled where they think no one will follow...

This is a minor quest that can be undertaken in any dungeon. You can choose a difficulty and the game will select a random quarry and a twist to complicate the pursuit. It's less story-focused than the major quests, but is highly replayable and a good way to gain experience before trying a more difficult quest.


A desperate act

A Sea-King was chasing him for his quick tongue. Your cousin needed a weapon. The barrow bristled with them, rusty swords stabbed into the sod. He took one, fought off the Sea-King. But he kept the sword.

He cannot sleep any more. He sees white-lipped ghosts everywhere he looks. Each night they venture a little closer. The prayers of your aunt and uncle go unanswered.

The witch who lives on Harrow's Hill says it's not enough to return the sword to its barrow-bed. It must be unmade by the one who forged it. A smith, whose forge is somewhere in the barrow.

Progress through the barrow until you find the Forge of the Bearded Smith and convince him to destroy the blade.

You have moved to a new area

You moved to a new setting: Below.

You are exploring a new dungeon: the Sea-King's Grave

The sword must by unmade by the one who created it.

Gather Secrets from the Below deck to find the Bearded Smith.

An occurrence! Your 'Barrow-Blade' Quality is now 1!

You have embarked on a quest


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

You are exploring

Where are you?

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


A Temporary Camp

Not far inside the entrance, you make a temporary camp.

Always

Always

Take a moment

When you make camp, you will be able to equip new items.


A beginning

You settle down and start marking out your map.

This is a camp: a place of temporary safety.

You have moved to a new area: Your Camp

Your Depth is 1. You can still smell the world above.

You can rest, eat and warm yourself. You must be strong for the journey ahead.

You are making camp

You have entered the dungeon.

You enter the Sea-King's Grave.


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

You are exploring

Where are you?

Making Camp

You can rest, eat and warm yourself. You must be strong for the journey ahead.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Tutorial: Camp

Your Camp

A moment's respite

While in camp, you can equip items to improve your Boldness, Subtlety and Wits.

Equip something now by clicking on the Inventory tab to the left-hand, then clicking on an item in the Hands or Protection slots and choosing 'Equip'.

Always

Always

Tutorial: Camp

Your Camp

A moment's respite

When you equip an item a gold border appears around it

You start with two slots for equipment: Hands and Protection. You may equip one item in each.


Equipment slots

Tutorial: Camp

Your Camp

A moment's respite

As you play, you may earn new equipment slots and items to go in them. Your initial items are weak, but you can find stronger ones in the dungeon.

Remember that you can't change your equipment unless you are in camp!

When you leave this temporary camp, we'll talk about how to make camp in the future.


Resources

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

You are exploring

Where are you?

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.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

While in camp you may change which items you have equipped.

You may also take new equipment from your pack and improve it by spending Memories of Home, or Rest to remove the Weary condition.

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

            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

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

Remember to equip any items you want to before leaving camp!

            Unlocked when You are exploring is:

The Sea-King's Grave (you have this)

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

            5
            You need 5 x Memories of Home  (you have 0)

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

Spend Gear and two actions to remove the Weary condition. If it is Dark, the Gear cost is increased. You may not rest if you have Dread.

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


The smith's art

Practise your Craft

Your Camp

A moment's respite

You build a fire, take out your tools and recall the lessons you learned at the forge.

[Spend Gear and Memories of Home to craft special equipment. You can find Gear in the dungeon or purchase it with Treasure in the village, Memories of Home can be earned from the Above Deck.]

Practise your Craft

Making Camp

Your Camp

A moment's respite

You take out your tools...


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.

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


Making Camp

Your Camp

A moment's respite

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Leave camp

Making Camp

Your Camp

A moment's respite

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


The smith's art

Craft a Masterwork

Your Camp

A moment's respite

You've honed your craft. You're ready.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

You take out your tools...


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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Leave camp

Making Camp

Your Camp

A moment's respite

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

You haul yourself to your feet and pack away your things.

You have moved to a new area

You are leaving camp. Return later with the 'Consult your Map' card


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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Barrow

The barrow stands on the Red Cliffs, blown by a  cold sea-wind. Black oaks grow on its back. Their leaves whisper. Their roots twine like snakes across the mound and around the rusting swords that bristle from it.

A hole yawns beneath the largest, most gnarled, most bent of the oaks. Within, a passage snakes into the mound.

Always

Always

Venture in

It smells of damp earth, rotting bark, and the dead.


Under the barrow

You leave the salt air and scudding clouds behind. Dank, earthen walls enclose you. The passage crawls deeper into the dark.

You enter the Sea-King's Grave.


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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Troll-Wife's Game

Inside the barrow's entrance is a round chamber of packed earth. A score of mirrors hang from threads, turned by a weak finger of breeze from the doorway.

Something looks out of each one: a hood of deep green moss holds dappled skin the colour of slate, a mouth sprouting with yellow tusks, and a thatch of bristling hair. The troll-wife grins.

'Hail, wanderer!' she bids. 'Have you business in my parlour, Smith's Daughter?'

Always

Always

Ask courteously to pass through

Trolls are prickly creatures.

Say nothing. Smash the mirrors

You'll have no truck with such creatures.

Lavish her with compliments and request passage

Words cost nothing, but it's no small feat to find flattery for a crafty troll.


Playing in the dark

Ask courteously to pass through

Trolls are prickly creatures.

The troll-wife was picking scraps of meat from between her yellow teeth with a nail. She stops. 'Hruske likes pretty manners. Here is her offer: if you can find her, she will show you the way on, which she has hidden with spells.

'Horrid old troll-widow, yes? Ha! Hruske is old and pickled, and will probably die soon. Hruske cannot be letting any jackanapes by, or she will never be getting sleep. Heed this warning, though, for your fine courtesies: Hruske will fill her parlour with seemings to lead the Smith's Daughter astray. How will you tell true from false?'

With a cackle, the mirror empties. You can hear the troll-wife's laughter from deeper in the barrow.

Search the grave for the real Hruske. You may encounter her (or her tricks) in the Below Deck, or you can use your new pinned card - the Troll-Wife's Parlour - to seek her out.

Find the real Troll-Wife to pass further into the barrow. You may encounter her in cards in the Below deck, or by clicking on her Region card at the bottom of the main screen.

You are beset by Troll-seemings!

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

You now have 1 x Forgotten Lore.

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

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


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.

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.

You are exploring

Where are you?

Seemings Remaining

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

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.

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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Stones

Common wisdom said they were the remains of a castle of the giants. To you, they looked like teeth - crooked and grey - biting at the sky from their high moor.

Above Deck

Restore Spirit by remembering your life above

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

A very chancy challenge

Because it was there.

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

At midsummer, your father took you up to the stones

A number of moorsmen joined you with flagons of mead and loaves of round bread.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 0)

            1
            You need Bond: Your Father 1

            3
            Unlocked with 3 x Memories of Home

            1
            Unlocked with Bond: Your Father 1

You crossed the moor to the Althing

The moorsfolk had been summoned to a moot. You father's maps showed a more direct route, one that would spare you the busy roads.

Spend 3 Memories of Home to add a powerful new card to your Above Deck.

            3
            You need 3 x Memories of Home  (you have 0)

            1
            You need 1 x Sheaf of Maps  (you have 0)

            3
            Unlocked with 3 x Memories of Home

            1
            Unlocked with 1 x Sheaf of Maps

Learning the Giant-Tongue

You know something of the speech of giants.

An almost impossible challenge

You can almost remember the faint patterns of their runes

Perhaps, with what you now know of the Giant-Tongue, you could translate them...

Spend two Memories of Home for a chance to gain Forgotten Lore. The more you know of the Giant-Tongue, the more you can gain. If you fail, you will learn a little more of the Giant-Tongue.

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

You understand its bones, if not its stony skin. Who else could say the same?

You manage clumsy sentences. It sounds like the earth grinding its teeth

            2
            You need 2 x Memories of Home  (you have 0)

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

You understand its bones, if not its stony skin. Who else could say the same?

You manage clumsy sentences. It sounds like the earth grinding its teeth

            2
            Unlocked with 2 x Memories of Home

Your cousin climbed the stones

He was as sure as a hill-goat.

Gain a Reckless Folly and a Cunning Plan.

            1
            You need Bond: Your Cousin 1

            1
            Unlocked with Bond: Your Cousin 1


Pyrrhic victory

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

A very chancy challenge

The climb was not easy. You reached the top with bleeding fingers and bruised shins, and the first thing you saw when you stood was a black billow of smoke to the north.

A village by the river was burning.

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

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

You now have 3 x Memories of Home.

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

The Sea-Kings threaten Gallowmoor


Resources

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.

You are exploring

Where are you?

Sails of the Sea-Kings

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

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.
Improve your stats by equipping new items in camp.

Wits

This is tested when you need to think clearly.


Your childhood

The Moorsfolk are close-knit and quick to judge. What did your neighbours say about you when you were growing up?

Always

Always

'A wild youth. Fearless, but prone to folly.'

They didn't know the half of it.

Your Boldness will increase by 1 permanently.

'A quick-witted child. Sharp-tongued, though.'

You couldn't help it. Some people are made for mockery.

Your Subtlety will increase by 1 permanently.

'A thoughtful little one, with a head full of notions.'

You watched more than you spoke.

Your Wits will increase by 1 permanently.