The Harvest

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

Above Deck

Restore Spirit by remembering your life above

You worked in the fields

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

Almost everyone did. You'd need every ear to see you through the winter.

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

Cunning Plan

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

A very chancy challenge

You slipped away to spend a lazy day beside the river

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

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

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

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

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

            1
            You need 1 x Memories of Home  (you have 37)

            1
            Unlocked with 1 x Memories of Home  - you have 37

A Secret Cider-Drinking Contest

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

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

You argued with your father

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 37)

            1
            You need Bond: Your Father 1

            3
            Unlocked with 3 x Memories of Home  - you have 37

            1
            Unlocked with Bond: Your Father 1


Below Deck

Explore the dungeon

Quest: Return the Sword

Unlocked with Quest: Unmake the Barrow-Blade 1 - you have 2

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

The Troll-Wife's Parlour

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

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

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...

Options

You can find various game options here...

Always

Always

The Althing

Unlocked with Memory: the Althing 1 - you have 1; Unlocked when Hopeless is:

When a matter must be settled, the Moorsfolk called an althing - a council where all voices can be heard...

The Harvest

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


The Althing

When a matter must be settled, the Moorsfolk called an althing - a council where all voices can be heard.

They arrived in their finest clothes, leaving their weapons at the hall's door. Gold gleamed on throats and wrists and fingers. Straw bales served as seats, with a space at the middle for speakers. The aldermen sat at the front, the lesser families behind. The hall rang with voices. Until the aldermen called for quiet, and the proceedings began...

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

You kept to the back of the hall

That's where the real business was done.

You will gain a Cunning Plan and Experience equal to your Wits.

Boldness

Tested in challenges of courage.

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

A chancy challenge

With your cousin, you called for confrontation with the Sea-Kings

The Moorsfolk had gathered to debate the red-haired sea-raiders. Your cousin wanted war.

You will gain 2 Spirit. If you succeed, this card will be removed from your deck and replaced with one that allows you to gain Reckless Follies and slow the threat of the Sea-Kings.

            2
            You need Threat: the Sea-Kings 2 (you have 2)

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

            2
            Unlocked with Threat: the Sea-Kings 2 - you have 2

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

Wits

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

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 high-risk challenge

You counselled caution - against your cousin's wishes

The Moorsfolk had gathered to debate the Sea-Kings. Your cousin wanted to drive them out.

You will gain 2 Spirit. If you succeed, this card will be removed from your deck and replaced with one that allows you to gain Cunning Plans and slow the threat of the Sea-Kings.

You counselled caution

A tough challenge

The Moorsfolk had gathered to debate the matter of the Sea-Kings.

You will gain 2 Spirit. If you succeed, this card will be removed from your deck and replaced with one that allows you to gain Cunning Plans and slow the threat of the Sea-Kings.

Afterwards, you listened to the elders and their tales

They talked of old battles and forgotten heroes, and mourned bright days gone.

You will earn a Clue to a Treasure-Trove, a Forgotten Lore, and lose the Lost condition if you have it.

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

            1
            Unlocked with 1 x Sheaf of Maps


One eye for another

A high-risk challenge

Angry voices shouted down your words of warning, your cousin's the loudest amongst them. Moorsfolk came forward with tales of loss at the hands of the Sea-Kings, and the mood grew angry.

The argument wore on all day. By the end of the althing nothing had been decided. Your cousin glowered at you from his seat by the fire, his own hopes as ruined as your own.

This is tested when you need to think clearly.

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

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

Cunning Plan

To use, click on the difficulty readout of a branch that tests Subtlety and check the box.

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Warfare

What you wield when you must fight

You can equip items to your warfare slot.

You can equip items to your warfare slot.:1

Warfare: You can equip items to your warfare slot.

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills: Defiance You have the Warrior skill, which allows you to wield weapons in your Warfare slot

Skills of independence and warfare.

Skills: Defiance: You have the Warrior skill, which allows you to wield weapons in your Warfare slot

Youthful Reputation

Youthful Reputation A quick-witted child

How were you known?

Youthful Reputation: A quick-witted child

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Use your Secrets to return to the Cave at Depth 2.

Waypoint: The Lichen-Wreathed Cave Use the pinned Consult Your Map card to return

Dank, but secluded.

Use the pinned Consult Your Map card to return

Use the pinned Consult Your Map card to return

Waypoint: The Lichen-Wreathed Cave: Use the pinned Consult Your Map card to return

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

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.

Seemings Remaining

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

Tip

Tip Accumulate Gear to unlock the Quartermaster deed

Accumulate Gear to unlock the Quartermaster deed

Accumulate Gear to unlock the Quartermaster deed

Tip: Accumulate Gear to unlock the Quartermaster deed

Sails of the Sea-Kings

As this rises, your quest will complicate.

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

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

Sails of the Sea-Kings: Sighted off the coast

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

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.

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 2 - You were wounded by a Sea-King, and it has never healed

The Sea-Kings threaten Gallowmoor

You were wounded by a Sea-King, and it has never healed:2

Threat: the Sea-Kings: You were wounded by a Sea-King, and it has never healed

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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

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


Sword-Dreams

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

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

Below Deck

Explore the dungeon

Drag your thoughts free of the dreams

Keep your mind from straying. Concentrate on the task at hand.

Spend Inspiration to reset your Sword Dreams to 0.

            Unlocked when Inspiration is:

            1
            You need Sword-Dreams 1 (you have 4)

            Unlocked when Inspiration is:

            1
            Unlocked with Sword-Dreams 1 - you have 4

Beat them back...

Fortune

Your luck

A very chancy challenge

...with dreams of your own.

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

            2
            You need 2 x Memories of Home  (you have 37)

            2
            Unlocked with 2 x Memories of Home  - you have 37

Dream of black rain and a howling host

It is the day of your defeat...

            4
            You need Sword-Dreams 4 and Sword-Dreams no more than 4 (you have 4)

            4
            Unlocked with Sword-Dreams 4 - you have 4


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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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 fall

Dream of black rain and a howling host

Sword-Dreams

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

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

It is the day of your defeat...

            4
            You need Sword-Dreams 4 and Sword-Dreams no more than 4 (you have 5)

            4
            Unlocked with Sword-Dreams 4 - you have 5

No copper sunlight, now. Black rain from a black sky, onto black earth cracked as charcoal. Your enemy gush from black-sailed ships they rode across a black sea, pouring over you like a storm.

Black blades reach past you. The hand that holds you spasms. You fall. Another lifts you, and is killed in turn. Corpses rain around you. Blades break. Spears splinter. Shields smash. The storm rolls on.

The barrow-blade's dreams haunt 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.

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.


Quest: Return the Sword

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

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

The tolling of a lonely hammer leads you on...

            Unlocked when Depth is:

5

            2
            You need Quest: Unmake the Barrow-Blade 2 and Quest: Unmake the Barrow-Blade no more than 2 (you have 2)

            Unlocked when Depth is:

5

            2
            Unlocked with Quest: Unmake the Barrow-Blade 2 - you have 2


You push on

There must be a way down.


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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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 Infestation

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

Below Deck

Explore the dungeon

Drive the rats away

Boldness

Tested in challenges of courage.

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

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

Search for Gear.

Catch a luminous beetle

Cunning Plan

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

A chancy challenge

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

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


Green and bright

A chancy challenge

You manage to pick some beetles from the seething mass and drop them - still living - into a pouch. The rest of the colony swarm away from you down the passage, lighting your way.

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

You succeeded in a Subtlety challenge!

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

You've gained 3 x Gear (new total 14).


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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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 very chancy challenge

The gallows' shadow fell across your path

It was bad luck to cross it.

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

You listened to your Tutor

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 37)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 37

            1
            Unlocked with Bond: Tutor 1


Superstitions

Boldness

Tested in challenges of courage.

A very chancy challenge

Superstitions flocked around the gibbet, thick as ravens.

The White-Handed Lady met her husband under it when the Lord of Tolls turned his back.

Your mother said that a person's death cast a shadow back across their life, and if you looked into a murderer's eyes you could see the circle of the noose reflected there.

If a hanging corpse whispered your name, you were doomed to replace it on the rope.

You left the shadow undisturbed, and took a wide route through the trees instead.

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

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

You've gained 3 x Memories of Home (new total 40).

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Jump for it

Boldness

Tested in challenges of courage.

Reckless Folly

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

A modest challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Treasure.

Find another way around

Cunning Plan

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

A very chancy challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Gear.

A Pit

Your way is blocked by a gaping pit.

Take a rope from your pack and climb down

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

            Unlocked when Depth is:

1

2 (you have this)

3

4

5

6

            5
            You need 5 x Gear  (you have 14)

            Unlocked when Depth is:

1

2 (you have this)

3

4

5

6

            5
            Unlocked with 5 x Gear  - you have 14


Ignore the chafing of your hands

Your way is blocked by a gaping pit.

            Unlocked when Depth is:

1

2

3 (you have this)

4

5

6

            5
            You need 5 x Gear  (you have 9)

            Unlocked when Depth is:

1

2

3 (you have this)

4

5

6

            5
            Unlocked with 5 x Gear  - you have 9

Down you go, deeper into the dark. Pray the pit runs out before your rope does.

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

You've lost 5 x Gear (new total 9).

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

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


Resources

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

Gear

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

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Tip

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

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Dust-Choked Chamber

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

Below Deck

Explore the dungeon

Something on the ceiling

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

Spend Gear to decrease your Depth.

            3
            You need 3 x Gear  (you have 9)

            3
            Unlocked with 3 x Gear  - you have 9

Read the scrolls mouldering on a table

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

They are rotted by years in the dank, unmoving air.

Try to find Secrets.

            Unlocked when Depth is:

2

3 (you have this)

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

Investigate the corpse in the hanging cage

The chain creaks. Bone fingers dangle through the rusting bars.

Try to gain Secrets.

            Unlocked when Depth is:

3 (you have this)

4


Stories from the past...

Read the scrolls mouldering on a table

A tough challenge

The scrolls are written in the Old Tongues, close letters worn pale by the slow crawl of years. They tell stories of the dungeon's delving, the hands that dug its tunnels and set its stones one on top of the other.

This is tested when you need to think clearly.

You succeeded in a Wits 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 12).


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.

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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 Old Statue

It stands in the gloom, its grey shoulders hunched.

Below Deck

Explore the dungeon

Break the statue

Fortune

Your luck

A very chancy challenge

Sometimes, effigies are used to hide treasure.

            Unlocked when Depth is:

1

2

3 (you have this)

4

5

6

7

8

9

10

Help yourself to the offerings

Someone has laid gifts at the statue's feet. Your need is greater, whatever the priests might say.

Gain Gear, but there may be consequences...

Forgotten Lore

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

A chancy challenge

Read the inscription at the statue's plated feet

The statue portrays a lord of the Sea-Kings. Hawk-nosed, narrow-faced, with his hands resting on a long sword. His crest is a two-headed serpent.

Try to learn Secrets.

            Unlocked when You are exploring is:

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

            Unlocked when Depth is:

1

2

3 (you have this)

Linger nearby

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 things of the barrow fear the statue and its bleak gaze. Some have even strewn treasures to divert its attention.

You may find Treasure, and if you have the Watched condition, you will lose it if you succeed.


A promise in stone

A chancy challenge

'I watch this barrow,

'No follower of the Manticore will leave,

'In body or in Spirit.

'You will die here.'

This is tested when you need to think clearly.

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

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

You've gained 1 x Experience (new total 18).


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Your Thoughts

What thoughts weigh on you as you travel?

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

Below Deck

Explore the dungeon

Remember your home

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

Gain a Memory of Home.

Think about your travels

Perhaps you can learn from them.

Gain Experience.

Sing a moor-song

To remind you of home.

Trade Experience for Memories of Home.

            Unlocked when Inspiration is:

            20
            You need 20 x Experience  (you have 18)

            Unlocked when Inspiration is:

            20
            Unlocked with 20 x Experience  - you have 18


Reverie

The memories come easily to you. They're comforting, for a while.

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

You've gained 1 x Memories of Home (new total 41).


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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

Forgotten Lore

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

A chancy challenge

It seems fresh enough.

Try to gain Gear.


A broken promise

Reach into the basin

Boldness

Tested in challenges of courage.

A very chancy challenge

Your fingers close on something. A silver ring, deliberately twisted. Someone found an oath too much to bear, and tried to drown it in the waters.

You succeeded in a Boldness challenge!

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

You've gained 9 x Treasure (new total 28).


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck
NOTE: This content is currently in testing, and does not function for players who aren't a part of the closed beta. Instead, you can unlock the treasure deck by accumulating 10 points of Treasure.

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

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.

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: 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.

Hurt

You have been injured. While you are Hurt you cannot make camp.
You can remove this condition by clicking on your Gear in your inventory.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.


Deed Revealed: Hoarder, level 1!

Your pockets are heavy with gold!

You achieved this by accumulating 25 Treasure.

Always

Always

Claim your reward

Deeds grant rewards and may unlock new abilities for all your characters.


Coins and rings

Your future characters will begin play with more Experience.

Achieve the next level of this deed to unlock new reputations for your characters: Gold-Shepherd and Dark-Dweller.]

Unlock the next level of this Deed by accumulating 100 Treasure.

Something to boast about in the mead-hall

You have earned a new achievement!

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck

You've gained 1 x Clue to a Treasure Trove (new total 2).

Does anything gleam so prettily as gold?

An occurrence! Your 'Deed: Hoarder' Quality is now 1 - Accumulate 100 Treasure to advance this Deed and unlock new Reputations!