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.

Experience

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

Memories of Home

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

Hands

What you're holding

Battered Lantern

A tarnished bronze lantern with smoky glass

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Wits

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


The forest at night

Oil the hood on your lantern

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

Your father used to hide his old lantern in a space in the wall. But why?

This will exchange your Battered Lantern for a Hooded Lantern, which enhances Wits by 1 without penalising Subtlety.

            1
            You need 1 x Battered Lantern  (you have 0)

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

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

            1
            Unlocked with 1 x Battered Lantern

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

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

When you asked about it, he looked ashamed. Taking the lantern out, he showed you its bronze hood and how it could swing down to cover the light in a moment. A lantern for someone who didn't want to be found. A thief's lantern.

'My youth was spent in folly and reckless pastimes,' he told you. 'And the king didn't need all that game in the forest.'

You oil the hood's hinge so it swings silently. Your father. The poacher.

Remember to equip your new lantern.

A tarnished bronze lantern with smoky glass

You've lost 1 x Battered Lantern (new total 0).

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

You've lost 10 x Memories of Home (new total 5).

A shuttered lamp. Friend to poacher and lover.

You now have 1 x Hooded Lantern.


Resources

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

Gear

Use this item to make camp or remove the Dark and Hurt conditions.

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

Secrets

Use this item to navigate to a waypoint or remove the Lost and Dread conditions.

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Copper Handbell

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

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

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

You will not stray from the path

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

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

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

Tip

Tip Accumulate Secrets to unlock the Lorekeeper deed

Tip: Accumulate Secrets to unlock the Lorekeeper deed

Sails of the Sea-Kings

As this rises, your quest will complicate.

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

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

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

Bond: Your Father

A quiet, prideful man.

Depth

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

How deeply you delve.

Spirit

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

Your resolve.

Boldness

Improve your stats by equipping new items in camp.

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.

Quest: Rescue Ymma

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

Save the Tanner's daughter from the tomb.

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


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

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

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 1


You remember the life you left behind

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Memories tug at your attention.


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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.

Hands

What you're holding

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Ten paces east, then twenty south...

Take out a parchment and ink...

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

...and begin converting your charcoal scratchings into a proper map.

Equipped in your Protection slot, the Speculative Map increases your Wits by 1 but decreases your Boldness by 1.

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

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

            5
            Unlocked with 5 x Memories of Home

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

You draw carefully, making sure the lines are clear enough to see in poor light. A sprinkle of sand to dry it, then you store the map in a bone tube and stopper it with wax.

You can further improve your map in camp.

You now have 1 x Speculative Map.

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

You've lost 5 x Memories of Home (new total 0).


Resources

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

Gear

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

Secrets

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

Treasure

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

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.

Hands

What you're holding

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

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


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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.

Hands

What you're holding

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Status

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

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

Always

Always

You are hale!

There is absolutely nothing wrong with you.

            Unlocked when Spirit is:

10 - Eager (you have this)


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Gear

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

Secrets

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

Treasure

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

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.

Hands

What you're holding

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Options

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

Always

Always

Delete Character

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

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

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

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


Deleting...

Are you sure?

Do you want to permanently delete this character?


Resources

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

Gear

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

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.

Experience

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

Hands

What you're holding

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Character deleted!

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


Resources

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.

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

Hands

What you're holding

Hooded Lantern

A shuttered lamp. Friend to poacher and lover.

Protection

Keeping you safe in the deep places

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

Amulet

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Always

Always

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

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

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Angry. Resolute. Desperate.

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

The Landless Lady

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

This character is not yet available.

            Unlocked when Not yet available is:

This will be available in the full version of the game

The Masterless Apprentice

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

This character is not yet available.


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.


"Fine. I'll do it."

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

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

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

This is tested when you need to think clearly.

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

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

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

You now have 1 x Hammer.

Next, you will choose which dungeon to enter.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Tutorial

Choose a Character

Below starting area

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

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

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

Always

Always

No thanks

Tutorial

Choose a Character

Below starting area

Yes please

Tutorial

Choose a Character

Below starting area


Yes please

Tutorial

Choose a Character

Below starting area

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

You have moved to a new area: Choose a Dungeon

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Sea-King's Grave

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

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

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

Always

Always

Return the barrow-blade to its maker

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

This is an easier quest.

Restore what the red riders stole from Old Wist

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

This is a more challenging quest.

Rouse the Restless King for one last bloodshed

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

This is a difficult quest, for more experienced characters.

The Outlaw

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

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


A desperate act

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

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

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

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

You have moved to a new area

You moved to a new setting: Below.

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

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

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

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

You have embarked on a quest


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


A Temporary Camp

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

Always

Always

Take a moment

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


A beginning

You settle down and start marking out your map.

This is a camp: a place of temporary safety.

You have moved to a new area: Your Camp

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

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

You are making camp

You have entered the dungeon.

You enter the Sea-King's Grave.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Making Camp

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Tutorial: Camp

Your Camp

A moment's respite

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

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

Always

Always

Tutorial: Camp

Your Camp

A moment's respite

When you equip an item a gold border appears around it

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


Equipment slots

Tutorial: Camp

Your Camp

A moment's respite

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

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

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


Resources

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

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

            2
            Unlocked with You are the 2 - you have 2

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

            Unlocked when You are exploring is:

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


The smith's art

Practise your Craft

Your Camp

A moment's respite

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

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

Practise your Craft

Making Camp

Your Camp

A moment's respite

You take out your tools...


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Making Camp

Your Camp

A moment's respite

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Leave camp

Making Camp

Your Camp

A moment's respite

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


The smith's art

Craft a Masterwork

Your Camp

A moment's respite

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

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

You take out your tools...


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Leave camp

Making Camp

Your Camp

A moment's respite

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

You have moved to a new area

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


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Barrow

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

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

Always

Always

Venture in

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


Under the barrow

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

You enter the Sea-King's Grave.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Troll-Wife's Game

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

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

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

Always

Always

Ask courteously to pass through

Trolls are prickly creatures.

Say nothing. Smash the mirrors

You'll have no truck with such creatures.

Lavish her with compliments and request passage

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


Playing in the dark

Ask courteously to pass through

Trolls are prickly creatures.

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

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

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

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

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

You are beset by Troll-seemings!

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

You now have 1 x Forgotten Lore.

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

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


Resources

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

Forgotten Lore

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Seemings Remaining

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Glimpse of the Troll-Wife

A ragged shape hunches in the dark, singing a lonely troll-song. Is that Hruske?

Or is it another trick?

Below Deck

Explore the dungeon

Seize her

A fat cave-frog clings to the wall. The troll-wife sings to it, scratching it under the chin with a jagged fingernail clogged with green moss.

'Wandering knight, proud and true.' She croons.

'Waiting troll. Tasty stew.'

Let her go

It's probably one of her tricks.

Turn away, and seek elsewhere.

Counter her troll-magic

A very chancy challenge

A handful of sprinkled salt. Three names, spoken firmly.

Spend Gear and Secrets to dispel Hruske's illusion.

            Unlocked when Beset by Troll-Seemings is:

            5
            You need 5 x Gear  (you have 0)

            5
            You need 5 x Secrets  (you have 0)

            Unlocked when Beset by Troll-Seemings is:

            5
            Unlocked with 5 x Gear

            5
            Unlocked with 5 x Secrets


Trickery!

Hruske's shape pours away like fine emerald sand - it was only a seeming spun over a thick patch of cobwebs. They fold around you like a net, clinging to your eyes and smothering your light.

You are beset by Troll-seemings!

All is dark. It will cost you more Gear and Secrets to remove conditions.

You've lost your light. It is Dark.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.
You can remove this condition by clicking on your Gear in your inventory.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Winding Stair

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

Below Deck

Explore the dungeon

Climb upwards

A very chancy challenge

The stair is narrow, curving steeply upwards.

Decrease your Depth.

Descend the stair

Boldness

Tested in challenges of courage.

A chancy challenge

The steps curl downward into darkness.

Increase your Depth.

Turn away

Spirit

Your resolve.

A straightforward challenge

Leave the stair behind and look elsewhere.

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

10


Rising

Climb upwards

A very chancy challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

Tip: Increase Boldness, Wits and Subtlety to unlock new uses for Strength of Will.


Resources

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

Forgotten Lore

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Seemings Remaining

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

Tip

Tip Increase Boldness, Wits and Subtlety to unlock new uses for Strength of Will

Tip: Increase Boldness, Wits and Subtlety to unlock new uses for Strength of Will

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Bright Burning Light

The sun! The sun!

Always

Always

Above

The sun! The sun!

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


The village

Above

A Bright Burning Light

The sun! The sun!

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

You have moved to a new area: Your Camp

You moved to a new setting: Above.

Tip: Accumulate Treasure to unlock the Hoarder deed.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Tip

Tip Accumulate Treasure to unlock the Hoarder deed

Tip: Accumulate Treasure to unlock the Hoarder deed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Village on the Road

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

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

Always

Always

Visit the market

The market is strung through clearings cut from the woods.

Buy Gear with Treasure.

Return to the Sea-King's Grave

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

Improve your Character

Spend Experience to purchase new abilities for your character.

Remove your conditions

Spend Treasure to recover.


Life as normal

The Market

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

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


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


You turn back

A Village on the Road

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

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

Return to the village square

You've business elsewhere.

The bustle of the market fades into the trees.


Resources

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

Forgotten Lore

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Seemings Remaining

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

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


You leave the village behind

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

You have moved to a new area

You moved to a new setting: Below.

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


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Tip

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

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Quest: Return the Sword

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

Always

Always

Learn the smith's location

You have learned something of the barrow and its denizens.

            10
            You need 10 x Secrets  (you have 0)

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

            10
            Unlocked with 10 x Secrets

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Quest: Return the Sword

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

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

The Troll-Wife's Parlour

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

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

Options

You can find various game options here...

Always

Always

Your Thoughts

Unlocked when Making Camp is:

; Unlocked when Dread is:

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


The Troll-Wife's Parlour

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

Always

Always

Seek the Troll-Wife

Use what you've learned to track her down.

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

            10
            You need 10 x Secrets  (you have 0)

            10
            Unlocked with 10 x Secrets

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.

            15
            You need 15 x Secrets  (you have 0)

            15
            Unlocked with 15 x Secrets


Below Deck

Explore the dungeon

Always

Always


Sounds in the Deep

There are noises in the dark. You're not alone down here...

Below Deck

Explore the dungeon

Listen carefully

Depth

How deeply you delve.

A tough challenge

A very chancy challenge

Learn about them.

You may hear Secrets.

Stand your ground

Boldness

Tested in challenges of courage.

A chancy challenge

A breeze stirs the dust. It carries a sound like leaves blown from their branches: a rustling multitude.

You may gain Secrets.

Flee the rushing sound

Subtlety

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

A chancy challenge

One of the crannies that notches the passage must be big enough to hide in.

You may gain Treasure.


The flood

Stand your ground

Boldness

Tested in challenges of courage.

A chancy challenge

The torrent of bats crashes against you in a frenzy. They yank your hair as they struggle free and bite the fingers you use to fend them off. What has driven them to this? By the time they pass, you're bruised and dishevelled, with a few broken-winged beasts flapping at your feet.

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

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

You now have 1 x Experience.

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.

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

You now have 1 x Gear.


Resources

Gear

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

Experience

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Seemings Remaining

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


Tutorial: You have found Gear!

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

Always

Always

Rewards include Secrets, Gear and Treasure

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


Their uses

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

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

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

You've learnt about Treasure, Secrets and Gear.


Resources

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

Forgotten Lore

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Options

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

Always

Always

Delete Character

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

This will grant another player access to the story.


You can find other players and discuss the game at our Google+ community.

You can learn more about Below at the game's website.

If you would like to contact the creator directly, please use the 'Contact Creator' link under the 'Help' menu at the top of the screen.

You can see more of Yasmeen Khan's art at her website.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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


A Dead End

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

Below Deck

Explore the dungeon

Turn back

Spirit

Your resolve.

A low-risk challenge

Find another way, dispiriting as it is.

Dig in the rubble

A very chancy challenge

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

You may find Gear.

Tunnel through

Boldness

Tested in challenges of courage.

A chancy challenge

That won't stop you.

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

            5
            Unlocked with 5 x Gear  - you have 1


Simple life. Simple death.

Dig in the rubble

A very chancy challenge

Whoever this was, they travelled simply. There's nothing in their pouch but candles, a bowl, a knife and spoon, and a spool of good catgut. But under their spread fingerbones is a scrap of hide. Most of it is rotten, but enough remains to make out some of a map...

You succeeded in a Wits challenge!

You've gained 3 x Gear (new total 4).

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

You now have 1 x A Map-Scrap.


Resources

Gear

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

Experience

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Seemings Remaining

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


Resources

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

Forgotten Lore

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Hall

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

Above Deck

Restore Spirit by remembering your life above

You joined your neighbours at the feast

A very chancy challenge

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

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

You mocked the mighty

A tough challenge

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

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

Your cousin took you with him to the althing

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

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

            4
            You need 4 x Memories of Home  (you have 0)

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

            4
            Unlocked with 4 x Memories of Home

            1
            Unlocked with 1 x Pale-Gleaming Knife

You attended the althing

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

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


The world outside

You joined your neighbours at the feast

A very chancy challenge

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

You succeeded in a Wits challenge!

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

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

You now have 1 x Memories of Home.

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

The Sea-Kings threaten Gallowmoor


Resources

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Sails of the Sea-Kings

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

Sails of the Sea-Kings: Sighted off the coast

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.
You can remove this condition by clicking on your Gear in your inventory.

Boldness

Tested in challenges of courage.

Subtlety

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


Resources

Gear

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

Experience

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Seemings Remaining

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


A Glimpse of the Troll-Wife

A ragged shape hunches in the dark, singing a lonely troll-song. Is that Hruske?

Or is it another trick?

Below Deck

Explore the dungeon

Seize her!

A fat cave-frog clings to the wall. The troll-wife sings to it, scratching it under the chin with a jagged fingernail clogged with green moss.

'Hoary wanderers, hungry horde.' She croons.

'Hollowing hall-makers, mountain-lords.'

Leave her be

It's probably one of her tricks.

Counter the troll-magic

Forgotten Lore

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

A very chancy challenge

A handful of sprinkled salt. Three names, spoken firmly.

Spend Gear and Secrets to dispel Hruske's illusion.

            5
            You need 5 x Gear  (you have 4)

            5
            You need 5 x Secrets  (you have 0)

            Unlocked when Beset by Troll-Seemings is:

            5
            Unlocked with 5 x Gear  - you have 4

            5
            Unlocked with 5 x Secrets

            Unlocked when Beset by Troll-Seemings is:


The truth

Your hand closes on a wrist as rough as scree on a mountain-slope. Hruske starts. She gnashes her tusks, she spits, she tries to pull away, but she is bound by her own terms.

Her tantrum gives way to sulking. 'Hruske can't show you the way, yet,' she moans. 'Her feet ache from the chase. Her belly rumbles; she cannot hear her own thoughts.' Distractedly, she eats the cave-frog.

You remind her of her promise, and she sighs. 'Has there ever been a thing so pitiable as aching, hungry Hruske? Her beloved Hroame used to tell her she was prettier than a hillside, and that her baked rocks were the tastiest in all Gallowmoor. How things change. Hruske the Fair, in thrall to a wicked, impatient Smith's Daughter.' The string of complaints continues as she shows you to a wide passage that ends in blank rock.

When she touches the rock it collapses into a rain of dust. Behind is a door. Old, red wood as hard as stone, engraved with a coiling serpent. It has a head at either end.

Pass through the Amphisbaena door and enter the Labyrinth.

You are no longer beset by Troll-seemings!

You've gained 10 x Experience (new total 11).

The troll-wife's spells are broken.

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

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

You now have 1 x Clue to a Treasure Trove.


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.

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

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Resources

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Sails of the Sea-Kings

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Behind the Amphisbaenia Door

Beyond the door the passage divides, flinging out looping, snakelike coils that wind, double back, and cross each others' paths in a tangled maze.

Pictograms and verses are scratched into every wall: spells of confusion, of separation, and of misdirection. If you aren't careful, they will rob you of your senses and leave you rotting in the maze's knot.

Always

Always

Enter the maze

Beyond the labyrinth lie the burial-chambers of the royal house.


Into the maze

A message is engraved beyond the door: 'Tabethea made me, and made me well. Let me embrace you: my arms are many, but my heart is empty.'

Away in the depths you hear noises: tentative footsteps, and a faint, breathy piping.

You have entered Tabethea's Labyrinth. Consult its Region card to navigate it.

You navigate Tabethea's Labyrinth, plagued by the sound of a Winding Horn.


Resources

Gear

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

Experience

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


The Labyrinth

Beyond the door the passage splinters into looping, snakelike coils that divide, double back, and cross in a tangled maze around the barrow's heart.

Spells are scratched into the walls. As the maze ensnares your body, its sorceries will try to ensnare your spirit...

1. Accumulate Secrets, Gear, then Treasure to pass each of the Labyrinth's challenges.

2. As you explore the labyrinth you may become Entangled in its spells. The higher your Entangled quality, the cheaper it is to progress through the labyrinth. But if Entangled reaches 10, you'll become enchanted and have to break free.

Always

Always

Pass through the preparation chamber

A wide chamber, forested with old wooden columns, opens before you.

Spend Secrets to pass deeper into the labyrinth. Beware: your Entangled will increase!

            0
            You need Passage 0 and Passage no more than 0

            15
            You need 15 x Secrets  (you have 0)

            Unlocked when Depth is:

4

5

6

            0
            Unlocked with Passage 0

            15
            Unlocked with 15 x Secrets

            Unlocked when Depth is:

4

5

6

Shake off the cloying fog of the maze's spells.

Spend Inspiration to halve your Entangled quality.

            Unlocked when Inspiration is:

            1
            You need Entangled 1

            Unlocked when Inspiration is:

            1
            Unlocked with Entangled 1

Consult your Map-Scraps

Fortune

Your luck

A chancy challenge

Perhaps one of them holds a clue to the labyrinth.

Spend a Map-Scrap to try and reduce your Entangled quality by 1. If you have a Sheaf of Maps, this will be a little easier.

            1
            You need 1 x A Map-Scrap  (you have 1)

            1
            You need Entangled 1

            1
            Unlocked with 1 x A Map-Scrap  - you have 1

            1
            Unlocked with Entangled 1

Search your Fragmentary Maps

You're sure one of them covers some of the labyrinth.

Reduce your Entangled by a random number between 1 and 3. If you have a Sheaf of Maps your Entangled will be reduced by an additional point.

            1
            You need 1 x A Fragmentary Map  (you have 0)

            1
            You need Entangled 1

            1
            Unlocked with 1 x A Fragmentary Map

            1
            Unlocked with Entangled 1


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

The Labyrinth

Unlocked with Into the Sea-King's Grave 11 - you have 12

<p>Beyond the door the passage splinters into looping, snakelike coils that divide, double back, and cross in a tangled maze around the barrow's heart...

Always

Always

The Smith

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

The Farewell

Unlocked with ; Unlocked with ; Unlocked with

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


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 Scarrow-Song

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

Trade Memories of Home for Experience

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

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


An education

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

You've gained 1 x Experience (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.

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Sails of the Sea-Kings

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Choice of Ways

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

Below Deck

Explore the dungeon

Take the upward path

The air is fresher that way.

Decrease your Depth.

Take the downward path

The air is stale and still.

Increase your Depth.

Follow the Path of Frogs

A very chancy challenge

They croak, curiously, on the walls. You try to catch a couple - perhaps they are edible.

Try to find Gear.

            Unlocked when Depth is:

3 (you have this)

4

Follow the Stained Path

A chancy challenge

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

Try to find Secrets.

            Unlocked when Depth is:

2

3 (you have this)

A tough challenge

Crawl carefully along the groaning passage

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

You may find Secrets.

            Unlocked when Depth is:

4

5

            Unlocked when Depth is:

4

5


Easier breathing

The way slopes gently upward. At one point, there is even a soft breeze from some hidden flue.

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

Tip: Suffer from Dark, Watched and Lost at the same time to unlock the Grim Day deed.


Resources

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

Gear

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Tip

Tip Suffer from Dark, Watched and Lost at the same time to unlock the Grim Day deed

Tip: Suffer from Dark, Watched and Lost at the same time to unlock the Grim Day deed

Sails of the Sea-Kings

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Options

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

Always

Always

Delete Character

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:


Deleting...

Are you sure?

Do you want to permanently delete this character?


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Smith

The red glow of his forge was visible through the woods. The ringing of his hammer led you home.

Above Deck

Restore Spirit by remembering your life above

The riddle of steel

A tough challenge

You watched him as he worked.

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

You took a turn at the forge

Your mother didn't approve, but your father turned a blind eye.

See exclusive options for the Smith's Daughter.

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

            2
            Unlocked with You are the 2 - you have 2


Meant to be

A Turn at the Forge

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

And so were you.

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

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


Resources

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

Gear

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Sails of the Sea-Kings

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


A bad day

Precise Craft

Your work is fine, elegant and detailed

A high-risk challenge

A Turn at the Forge

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

And so were you.

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

You tried to impress your father by making a ring

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

Try to gain a Lesson of the Forge.

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

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

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

You've gained 1 x Memories of Home (new total 2).


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Waypoint: the Lichen-Wreathed Cave

A safe haven, if damp, hidden behind trails of lichen.

Below Deck

Explore the dungeon

Leave the cave and travel onwards

You've more to do.

Leave marks as you travel so you can find your way back here

You're close to the surface here, and can sometimes taste a wisp of fresh air.

This will turn this cave into a Waypoint, allowing you to navigate back here using your Map card.

            5
            You need 5 x Gear  (you have 4)

            5
            Unlocked with 5 x Gear  - you have 4


No rest

You've more to do.

You press on.


Resources

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

Gear

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Sails of the Sea-Kings

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Path through the Woods

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

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

Above Deck

Restore Spirit by remembering your life above

A tough challenge

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

...and braved the deep woods.

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

A chancy challenge

You listened to your tutor's rambling lessons

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

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

            1
            You need Bond: Tutor 1

            1
            Unlocked with Bond: Tutor 1

You took the overgrown path toward Harrow's Hill

It was an ill-spoken place.

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

You joined the other travellers heading to the summer fair

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

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

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

...between hunched oaks in ivied coats.

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

            5
            You need 5 x Memories of Home  (you have 2)

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

            5
            Unlocked with 5 x Memories of Home  - you have 2

            1
            Unlocked with 1 x Polished Raven Amulet


Thwarted

Forgotten Lore

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

A tough challenge

You followed old hunters' trails as deep as they'd take you, and then waded into the green sea of the forest. The trees grew more gnarled, the sunlight rare. The wood closed in.

As hard as you tried, the forest barred your passage with thickets and brambles and thorns. While you were beating your way through them you noticed the shadows purple with evening. It was time to turn back, before night fell.

This is tested when you need to think clearly.

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

You've gained 3 x Memories of Home (new total 5).

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.

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Sails of the Sea-Kings

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

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.
You can remove this condition by clicking on your Gear in your inventory.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Your childhood

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

Always

Always

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

They didn't know the half of it.

Your Boldness will increase by 1 permanently.

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

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

Your Subtlety will increase by 1 permanently.

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

You watched more than you spoke.

Your Wits will increase by 1 permanently.


The quick brown fox

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

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

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

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


Resources

Gear

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

Forgotten Lore

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

Experience

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

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

Consumable Items

A Map-Scrap

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

Youthful Reputation

Youthful Reputation A quick-witted child

How were you known?

Youthful Reputation: A quick-witted child

You are exploring

Where are you?

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Depth

How deeply you delve.

Spirit

Your resolve.

Dark

All is dark. It will cost you more Gear and Secrets to remove conditions.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.