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.

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

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.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.


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!

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

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 7)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 7


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.

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

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

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

Something to boast about in the mead-hall

Youthful Reputation

How were you known?

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

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

You will not stray from the path

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

Holy

Increase this quality to earn more Sanctity.

Increase this quality to earn more Sanctity.

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

You have unfinished business in the dungeon

You have unfinished business in the dungeon

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

Tip

Tip Earn the Last Legs deed to unlock the Steel-Eyed and Fire-Hearted reputations

Tip: Earn the Last Legs deed to unlock the Steel-Eyed and Fire-Hearted reputations

Sails of the Sea-Kings

As this rises, your quest will complicate.

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

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

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Dead End

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

Below Deck

Explore the dungeon

Turn back

Spirit

Your resolve.

A straightforward challenge

Find another way, dispiriting as it is.

Dig in the rubble

Forgotten Lore

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

A chancy challenge

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

You may find Gear.

Tunnel through

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

That won't stop you.

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            You need 5 x Gear  (you have 7)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            Unlocked with 5 x Gear  - you have 7


There but for the grace of God

Dig in the rubble

Forgotten Lore

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

A chancy challenge

You heave the stones to one side. The body beneath is fresh, its form mangled but its eyes intact and staring. The ceiling sags. You scramble away.

This is tested when you need to think clearly.

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

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

You've gained 1 x Experience (new total 4).

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3

            Unlocked when Lost is:

Have faith in the Lord's intention...

...and do not fear.

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

            3
            You need Sanctity 3

            3
            Unlocked with Sanctity 3


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.

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

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.


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 2)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 2

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 2).

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.

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

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.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.


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.

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 2)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 2


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


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.

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The 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 tried to count the stones

Cunning Plan

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

A chancy challenge

Every time, you reached a different number.

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

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

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 6)

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

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

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

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 6)

            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  - you have 6

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


On the shoulders of...

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

A very chancy challenge

Many had tried to climb the stone. Few succeeded. The handholds were shallow and the edges sharp, and, once, you were certain the stone tried to shrug you off.

But you persisted. When you stood astride the great grey stone you were the tallest thing for miles around.

You succeeded in a Boldness challenge!

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

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

Reckless Folly has not changed from 3 because it's higher than 3.

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

Forgotten Lore

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

A modest challenge

It seems fresh enough.

Try to gain Gear.


Wise precautions

A modest challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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 5).


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Dead End

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

Below Deck

Explore the dungeon

Turn back

Spirit

Your resolve.

A low-risk challenge

Find another way, dispiriting as it is.

Dig in the rubble

Forgotten Lore

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

A chancy challenge

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

You may find Gear.

Tunnel through

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

That won't stop you.

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            You need 5 x Gear  (you have 5)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            Unlocked with 5 x Gear  - you have 5


Square one

Tunnel through

Boldness

Tested in challenges of courage.

A chancy challenge

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            Unlocked with 5 x Gear

You dig for hours, burning candle after candle. Your tools grow worn. Your limbs ache. And just as the first break appears in the wall, the ceiling above groans, bulges and collapses. You drag yourself from the dust cloud, coughing grey muck onto the stone.

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

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

You've gained 2 x Experience (new total 6).

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

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 0).


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

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.


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The 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 tried to count the stones

Cunning Plan

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

A chancy challenge

Every time, you reached a different number.

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

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

Because it was there.

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

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 9)

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

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

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

Learning the Giant-Tongue

You know something of the speech of giants.

An almost impossible challenge

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 9)

            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  - you have 9

Your cousin climbed the stones

He was as sure as a hill-goat.

Gain a Reckless Folly and a Cunning Plan.


You tried to count the stones

A chancy challenge

'Start at the southernmost and go widdershins'

That was the way to do it, according to your father. He said the stones were good luck, and that they watched over the moorsfolk in return for certain considerations.

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

You succeeded in a Subtlety challenge!

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

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

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

Sails of the Sea-Kings 12 - Their ships travel the rivers

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.


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

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.


Your Thoughts

What thoughts weigh on you as you travel?

As your character learns new abilities, new branches may appear on this card. Spend Memories of Home to use them.

Below Deck

Explore the dungeon

Remember your home

The touch of sunlight. The sigh of the wind. The heathers bowing on the heath.

Gain a Memory of Home.

Think about your travels

Perhaps you can learn from them.

Gain Experience.

Pray

The Lord of Tolls will hear you. Even here.

Gain a random amount of Sanctity up to your Holy quality.

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

            Unlocked when Holy is:

            1
            Unlocked with You are the 1 - you have 1

            Unlocked when Holy is:

Sing a Scarrow-Song

The ways of the world above will not help you here.

Trade Memories of Home for Experience

            5
            You need 5 x Memories of Home  (you have 10)

            5
            Unlocked with 5 x Memories of Home  - you have 10


An education

You reflect on the things you've learned, and the mistakes you won't make again.

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

You've gained 1 x Experience (new total 7).


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Jump for it

Boldness

Tested in challenges of courage.

Reckless Folly

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

A modest challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Treasure.

Find another way around

Cunning Plan

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

A very chancy challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Gear.

A Pit

Your way is blocked by a gaping pit.

Take a rope from your pack and climb down

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            Unlocked with 5 x Gear


Splash!

Jump for it

Boldness

Tested in challenges of courage.

Reckless Folly

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

A modest challenge

A Pit

Your way is blocked by a gaping pit.

The gap is too wide. You plummet downwards, landing in icy water to your knees.

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

You've gained 1 x Experience (new total 8).

Your Depth is 2. The light of the world above does not reach here.

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Wolf-Lord's Challenge

The Bellringer's Tomb

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

As you venture downwards a voice rumbles through the Tomb.

'I smell you, sun-sniffer. Sky-groveller. Thief from the world above. This is my hall. I will devour your bones.'

You had heard that a Wolf-Lord prowls the Tomb. This time, the tales were true.

To progress through the dungeon you must overcome Challenges.

Always

Always

Call out your defiance

Boldness

Tested in challenges of courage.

Reckless Folly

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

A straightforward challenge

He will not frighten you.

Gather your wits

Forgotten Lore

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

A straightforward challenge

There will be a way past. There is always a way, to those clever enough.


Folly speaks, wisdom is silent

A straightforward challenge

He snarls, angered by your silence. 'Your saint is dead, and we have returned. I have made a hall of his tomb. You are not welcome!'

You were wise not to speak. He already gives away his secrets.

To progress through the dungeon you must overcome challenges to pass through Regions. You can see your current Region on a pinned card at the bottom of the play screen.

Gather the resources you need from the Below Deck, then play choices on the Region card to reduce the Strength of the Wolf-Lord. When it reaches 0, you can pass deeper into the dungeon.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

Reduce this to 0 to overcome the wolf-lord

You have entered the Wolf-Lord's lair! Read on to find out more...

The Wolf-Lord howls, far away.

How far have you progressed through the dungeon.

You have a new Challenge: the Wolf-Lord.


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

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

He is closing in...

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

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Region: The Wolf-Lord's Domain

The Bellringer's Tomb

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

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

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

Always

Always

Call out a riddle to the Wolf-Lord

Forgotten Lore

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

A modest challenge

Wolves pride themselves on their word-play.

            5
            You need 5 x Secrets  (you have 10)

            1
            You need Strength of the Wolf-Lord 1 (you have 3)

            5
            Unlocked with 5 x Secrets  - you have 10

            1
            Unlocked with Strength of the Wolf-Lord 1 - you have 3

Ambush the Wolf-Lord

Boldness

Tested in challenges of courage.

Reckless Folly

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

A modest challenge

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

            5
            You need 5 x Gear  (you have 0)

            1
            You need Strength of the Wolf-Lord 1 (you have 3)

            5
            Unlocked with 5 x Gear

            1
            Unlocked with Strength of the Wolf-Lord 1 - you have 3

Pass through the Wolf-Lord's Lair

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

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


Call out a riddle to the Wolf-Lord

A modest challenge

            5
            You need 5 x Secrets  (you have 5)

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

            5
            Unlocked with 5 x Secrets  - you have 5

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

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

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

Reduce this to 0 to overcome the wolf-lord

The Wolf-Lord's strength is waning!

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 5).

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.

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Choice of Ways

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

Below Deck

Explore the dungeon

Search the area

Forgotten Lore

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

A very modest challenge

There are signs that someone camped here as they decided which way to go.

You may find Gear.

            Unlocked when Depth is:

1

2 (you have this)

Take the upward path

The air is fresher that way.

Decrease your Depth.

Take the downward path

The air is stale and still.

Increase your Depth.

Follow the Stained Path

Cunning Plan

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

A modest challenge

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

Try to find Secrets.

            Unlocked when Depth is:

2 (you have this)

3

A very chancy challenge

Crawl carefully along the groaning passage

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

You may find Secrets.

            Unlocked when Depth is:

4

5

            Unlocked when Depth is:

4

5


Down the night-road

Down, down, and further down.

Your Depth is 3. Black lichen grows here, untroubled by the sun.

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


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

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

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

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Deeds

Something to boast about in the mead-hall

Deed: Deep-Delver

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

The Wolf-Lord has your Scent

He is closing in...

Memory: the Althing

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Hall

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

Above Deck

Restore Spirit by remembering your life above

You joined your neighbours at the feast

Forgotten Lore

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

A chancy challenge

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

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

You mocked the mighty

A very chancy challenge

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

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


The world outside

You joined your neighbours at the feast

A chancy challenge

The feast saw the hall hot and crowded. You spoke to a minstrel who'd travelled beyond Gallowmoor that spring. She taught you a love song of shining Celestine, and a coarse sea-shanty from Easterley.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 1 x Memories of Home (new total 11).

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

The Sea-Kings threaten Gallowmoor