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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


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.

Spend your inspiration

You can spend Inspiration on benefits unlocked by your Boldness, Subtlety and Wits.

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


Inspiration

You will neither fail nor falter. You are Moorsfolk.

[Spend your Inspiration to gain one of the benefits below. Improve each option by increasing your Boldness, Subtlety or Wits. ]

You can also use Inspiration to discard Condition cards, and sometimes for other uses...


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

No tool, this. It is thin and sharp. A killing knife.

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.

A Map-Scrap

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

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

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

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

The Witch's Mood

As changeable as the sea.

Tip

Tip Unlock the Treasure Deck by collecting three Clues to a Treasure Trove

Tip: Unlock the Treasure Deck by collecting three Clues to a Treasure Trove

Sails of the Sea-Kings

As this rises, your quest will complicate.

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

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

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.

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

Threat: the Sea-Kings 1 - They demand tribute

The Sea-Kings threaten Gallowmoor

Threat: the Sea-Kings: They demand tribute

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Improve your stats by equipping new items in camp.

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.

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


Even here

Rank 2: Do not fear the dark

Inspiration

You will neither fail nor falter. You are Moorsfolk.

Spend your Inspiration to gain one of the benefits below. Improve each option by increasing your Boldness, Subtlety or Wits.

There is light to be found, even amidst the bones of the earth. Seek it.

Lose the Dark condition. Gain Treasure.

            3
            You need Boldness 3 and Boldness no more than 6 (you have 3)

            3
            Unlocked with Boldness 3 - you have 3

Unlikely fingers of light from roof-cracks. Phosphorescent lichen, green and aglow. Bright, buzzing lichfire beetles. Clumps of luminous maggots, lazily digesting their last meal. A lambent stream that bubbles milkily from the deeps. Corpse-cloths to burn and bones to bear them on. Gold, shining like tears from the sun. For those with the courage to search, light can be found.

The higher your Depth and Boldness, the more Treasure this may give you.

You are no longer Inspired.

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

You've gained 4 x Treasure (new total 22).


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Region: The Scarrow's Pantry

The Bellringer's Tomb

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

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

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

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

Always

Always

Creep through the Scarrow's domain

Cunning Plan

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

A tough challenge

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

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

            10
            You need 10 x Secrets  (you have 7)

            1
            You need Distance Remaining 1 (you have 4)

            10
            Unlocked with 10 x Secrets  - you have 7

            1
            Unlocked with Distance Remaining 1 - you have 4

Stride onwards

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

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Skills: The Barefoot Friar

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

Tribute for the Sea-Kings

Unlocked with Complication: The Sea-Kings' Ransom 1 - you have 1; Unlocked when Making Camp is:

<p>Unless you can pay the Sea-Kings' tribute, they'll despoil and enslave all you hold dear...

Region: The Scarrow's Pantry

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

; Unlocked when Making Camp is:

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

Your Map

Unlocked when Making Camp is:

; Unlocked with

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

Status

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

Options

You can find various game options here...

Always

Always

On Harrow's Hill

Unlocked with Memory: on Harrow's Hill 1 - you have 1; Unlocked when Hopeless is:

Your Thoughts

Unlocked when Making Camp is:

; Unlocked when Dread is:

<p>What thoughts weigh on you as you travel?

The Harvest

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


On Harrow's Hill

A witch lived on Harrow's Hill. When twilight fell, the light in her window burned against the hill's black bulk - a lonely star in an empty sky.

This is a Prestige Card, with better or more reliable rewards than other cards from the Above Deck. It does not increase the threat of the Sea-Kings.

A chancy challenge

You climbed the hill when the moon was black

On such nights, demons, bogles and untamed things consorted and held council.

You will gain a Forgotten Lore and Experience equal to your Subtlety. Beware - the witch does not appreciate being spied on.

You brought the witch a careful gift

To win her forgiveness.

Spend a Cunning Plan to improve the witch's mood.

            Unlocked when The Witch's Mood is:

Angry (you have this)

            1
            You need 1 x Cunning Plan  (you have 3)

            Unlocked when The Witch's Mood is:

Angry (you have this)

            1
            Unlocked with 1 x Cunning Plan  - you have 3

You marched straight into her house...

...and acted like nothing had happened.

Spend a Reckless Folly to improve the Witch's mood and gain 1 Spirit.

            Unlocked when The Witch's Mood is:

Angry (you have this)

            1
            You need 1 x Reckless Folly  (you have 3)

            Unlocked when The Witch's Mood is:

Angry (you have this)

            1
            Unlocked with 1 x Reckless Folly  - you have 3

She knew how to counter evil magic

And once, she let some of her secrets slip.

This will remove the Cursed condition, grant 2 Spirit and remove this card from your deck until you reacquire it.

            Unlocked when The Witch's Mood is:

Curious

Indulgent

            Unlocked when Cursed is:

You borrowed your father's lantern and climbed the hill

It was time to settle things between you.

This will improve the witch's mood and grant 1 Spirit.

            1
            You need 1 x Witch-Glow Lantern  (you have 0)

            Unlocked when The Witch's Mood is:

Angry (you have this)

            1
            Unlocked with 1 x Witch-Glow Lantern

            Unlocked when The Witch's Mood is:

Angry (you have this)


Mercurial

You brought the witch a careful gift

            Unlocked when The Witch's Mood is:

Angry

            1
            You need 1 x Cunning Plan  (you have 2)

            Unlocked when The Witch's Mood is:

Angry

            1
            Unlocked with 1 x Cunning Plan  - you have 2

She sniffed, and took it. 'It'll do,' she said. Just like that, you were forgiven. For the time being.

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

You've lost 1 x Cunning Plan (new total 2).

The Witch is curious about you.


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.

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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Gallows

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

Above Deck

Restore Spirit by remembering your life above

Cunning Plan

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

A very chancy challenge

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

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

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

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

The gallows' shadow fell across your path

It was bad luck to cross it.

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

You listened to your Tutor

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 13)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 13

            1
            Unlocked with Bond: Tutor 1


Warding

Boldness

Tested in challenges of courage.

A chancy challenge

You traced an old sign on your breast. Your father called the sign the endless river, the priest the infinite serpent. It was proof against nettle-stings, the sorceries of owls, and fate's less subtle tricks.

Stepping over the shadow of the gibbet, you continued on your way.

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 16).

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

Forgotten Lore 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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


An Inscribed Door

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

Below Deck

Explore the dungeon

Smash through

Boldness

Tested in challenges of courage.

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

The door is old wood, swollen shut.

You may find Secrets.

Read the words on the wood

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

They are scrawled in blood.

 They may lead to Treasure.


Preserved frescoes

Smash through

Boldness

Tested in challenges of courage.

A straightforward challenge

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

You succeeded in a Boldness challenge!

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

You've gained 3 x Secrets (new total 10).


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Path through the Woods

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

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

Above Deck

Restore Spirit by remembering your life above

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 tough challenge

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

...and braved the deep woods.

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

You joined the other travellers heading to the summer fair

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

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

A chancy challenge

You listened to your tutor's rambling lessons

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

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

            1
            You need Bond: Tutor 1

            1
            Unlocked with Bond: Tutor 1

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

...between hunched oaks in ivied coats.

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

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

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

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

            1
            Unlocked with 1 x Polished Raven Amulet


Impatience

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

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

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

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

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

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

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

You've lost 5 x Memories of Home (new total 11).


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.

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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


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 Watched!

When you are Watched you may encounter denizens of the dungeon, and it is more risky to try and remove Weary in camp.


Eyes in the dark

Removing Watched

[You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.]

The contents of the Watched card depend on the dungeon you are in.

If you acquire the Watched condition again while you already have it, you will immediately draw the You Are Watched card.

Click 'More' to find how you can remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Consulting a professional

Return to Town and spend Treasure

Removing Watched

You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.

If you visit the inn in town, you can remove Watched at a cost of 5 Treasure.

Reduce your Depth to 0 to return to town, then select 'Remove your Conditions' to visit the inn.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


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 Watched!

When you are Watched you may encounter denizens of the dungeon, and it is more risky to try and remove Weary in camp.


Eyes in the dark

Removing Watched

[You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.]

The contents of the Watched card depend on the dungeon you are in.

If you acquire the Watched condition again while you already have it, you will immediately draw the You Are Watched card.

Click 'More' to find how you can remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.

...but only from the You are Watched card in the Below Deck. You have to draw it from the deck before you can remove Watched this way.

Watched is a difficult condition to remove. When you draw the You are Watched card from the Below deck, it will include options to spend resources to remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


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 Watched!

When you are Watched you may encounter denizens of the dungeon, and it is more risky to try and remove Weary in camp.


Eyes in the dark

Removing Watched

[You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.]

The contents of the Watched card depend on the dungeon you are in.

If you acquire the Watched condition again while you already have it, you will immediately draw the You Are Watched card.

Click 'More' to find how you can remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.

...but only from the You are Watched card in the Below Deck. You have to draw it from the deck before you can remove Watched this way.

Watched is a difficult condition to remove. When you draw the You are Watched card from the Below deck, it will include options to spend resources to remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


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 Watched!

When you are Watched you may encounter denizens of the dungeon, and it is more risky to try and remove Weary in camp.


Eyes in the dark

Removing Watched

[You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.]

The contents of the Watched card depend on the dungeon you are in.

If you acquire the Watched condition again while you already have it, you will immediately draw the You Are Watched card.

Click 'More' to find how you can remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.

...but only from the You are Watched card in the Below Deck. You have to draw it from the deck before you can remove Watched this way.

Watched is a difficult condition to remove. When you draw the You are Watched card from the Below deck, it will include options to spend resources to remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


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 Watched!

When you are Watched you may encounter denizens of the dungeon, and it is more risky to try and remove Weary in camp.


Eyes in the dark

Removing Watched

[You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.]

The contents of the Watched card depend on the dungeon you are in.

If you acquire the Watched condition again while you already have it, you will immediately draw the You Are Watched card.

Click 'More' to find how you can remove it.


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.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

A Map-Scrap

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

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.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Watched

You can feel eyes upon you...

You can feel eyes upon you...
Click on the Status card to learn how to remove this condition.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

You know the following ways to remove the Watched condition. As you learn more, they'll be added to this card.

...but only from the You are Watched card in the Below Deck. You have to draw it from the deck before you can remove Watched this way.

Watched is a difficult condition to remove. When you draw the You are Watched card from the Below deck, it will include options to spend resources to remove it.