Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The 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 3)

            10
            Unlocked with 10 x Secrets  - you have 3

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 3)

            15
            Unlocked with 15 x Secrets  - you have 3


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 2

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

The Troll-Wife's Parlour

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

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

Options

You can find various game options here...

Always

Always

The Harvest

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

The Smith

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

An Old Statue

It stands in the gloom, its grey shoulders hunched...


Quest: Return the Sword

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

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

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

            Unlocked when Depth is:

5

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

            Unlocked when Depth is:

5

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


You push on

There must be a way down.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Warfare

What you wield when you must fight

You can equip items to your warfare slot.

You can equip items to your warfare slot.:1

Warfare: You can equip items to your warfare slot.

Consumable Items

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

A Second Wind

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

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Accumulate 100 Treasure to advance this Deed and unlock new Reputations:1

Deed: Hoarder: Accumulate 100 Treasure to advance this Deed and unlock new Reputations

Does anything gleam so prettily as gold?

Something to boast about in the mead-hall

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

You have bought a little time, a little peace for your people.

Skills: Defiance

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

Skills of independence and warfare.

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

Youthful Reputation

Youthful Reputation A quick-witted child

How were you known?

Youthful Reputation: A quick-witted child

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

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

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

Dank, but secluded.

Use the pinned Consult Your Map card to return

Use the pinned Consult Your Map card to return

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

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

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

You have unfinished business in the dungeon

You have unfinished business in the dungeon

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

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

Tip

Tip You can make camp by clicking on your Map card or on Gear in your inventory

Tip: You can make camp by clicking on your Map card or on Gear in your inventory

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings 15 - The Moorsfolk live in fear of their straight, dawn-winking swords

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

The Moorsfolk live in fear of their straight, dawn-winking swords:15

Sails of the Sea-Kings: The Moorsfolk live in fear of their straight, dawn-winking swords

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

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

The Sea-Kings threaten Gallowmoor

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

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

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

Memory: the Althing

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

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

Memory: the Summer Fair

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

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

Bond: Your Cousin

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

Depth

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

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

Click on the Status card to learn how to remove this condition.

You can feel eyes upon you...

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

Hurt

You have been injured. While you are Hurt you cannot make camp.

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

Sword-Dreams

You are plagued by old memories from the sword you carry

You are plagued by old memories from the sword you carry

Boldness

Improve your stats by equipping new items in camp.

Tested in challenges of courage.

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

Subtlety

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

Wits

This is tested when you need to think clearly.

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


An Old Statue

It stands in the gloom, its grey shoulders hunched.

Below Deck

Explore the dungeon

Break the statue

Fortune

Your luck

A very chancy challenge

Sometimes, effigies are used to hide treasure.

            Unlocked when Depth is:

1

2 (you have this)

3

4

5

6

7

8

9

10

Help yourself to the offerings

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

Gain Gear, but there may be consequences...

Forgotten Lore

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

A chancy challenge

Read the inscription at the statue's plated feet

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

Try to learn Secrets.

            Unlocked when You are exploring is:

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

            Unlocked when Depth is:

1

2 (you have this)

3

Linger nearby

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

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

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


A fierce mien

Linger nearby

Boldness

Tested in challenges of courage.

A chancy challenge

The statue's scowl is savage. The silence feels like patience, not safety. You dare not stay.

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

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

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

You've gained 1 x Experience (new total 31).


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Harvest

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

Above Deck

Restore Spirit by remembering your life above

You worked in the fields

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

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

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

Cunning Plan

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

A very chancy challenge

You slipped away to spend a lazy day beside the river

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

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

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

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

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

            1
            You need 1 x Memories of Home  (you have 59)

            1
            Unlocked with 1 x Memories of Home  - you have 59

A Secret Cider-Drinking Contest

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

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

You argued with your father

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 59)

            1
            You need Bond: Your Father 1

            3
            Unlocked with 3 x Memories of Home  - you have 59

            1
            Unlocked with Bond: Your Father 1


Below Deck

Explore the dungeon

Always

Always

The Summer Fair

Unlocked when Hopeless is:

; Unlocked with Memory: the Summer Fair 1 - you have 1

<p>There was music and dancing, games and follies, black ale and sweet pastries...


Quest: Return the Sword

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

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

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


You push on

There must be a way down.


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Summer Fair

There was music and dancing, games and follies, black ale and sweet pastries. The boys took their shirts off and the girls wore flowers in their hair.

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

Above Deck

Restore Spirit by remembering your life above

You joined the dancing

Ribbons wheeled like dragons in the sky. The fiddle was merry, the drums quick. Bare feet spun on the grass.

This card will be removed from your deck, but it will remove the Dread and Dark conditions, and grant a point of Spirit.

You joined the tug-of-war

A contest of strength and determination.

Challenge a friend playing Below to a contest of Spirit. You will both gain 1 Spirit and the winner will receive a Reckless Folly.

A Tug-of-War

In better times, the moorsfolk played games at the midsummer fair: cankerjacks, the acorn roll, Beggar's Choice. [Actor] assembled a team for the tug of war, and challenged you to do the same. Both of you will receive a point of Spirit and the winner will receive a Reckless Folly.

Both sides strained under the fierce sun, back and forth. The balance shifted. Your team heaved, and [Participants] side were dragged, struggling, across the line.

You entered the riddling-contest

You wanted to pit your craft against others.

Challenge a friend playing Below to a contest of Wits. You will both gain a point of Spirit, and the winner will gain a Forgotten Lore.

A Riddle-Contest

One year at the Midsummer Fair, [Actor] challenged you to a contest of riddles. If you accept, both of you will gain 1 Spirit, and the victor Forgotten Lore.

Your sharp wits cut a path through [Participants]'s word-briar. You tied a knot of your own, a tight lore-tangle. They could not unpick it.

You gave someone a flower

A token of your affection.

Give a flower to a friend playing Below. If they accept, this will restore two points of Spirit for you both.

The Gift of a Flower

At the midsummer fair, [Actor] gave you a flower, fragrant and delicate. Did you accept?

[Participants] accepted the flower, pinning it to the breast of their cloak.

You decided to settle a score

Your rival was here...

You will both gain a Strength of Will, and the victor will gain Spirit equal to their Rivalry, while the loser will gain Experience equal to theirs. Both of you will lose access to the Summer Fair card until you reacquire it.

            1
            You need Rivalry 1

            1
            You need Impossible! 1

            1
            Unlocked with Rivalry 1

            1
            Unlocked with Impossible! 1

A Score Settled

At the summer fair, while the moorsfolk danced and drank and played the fool, [Actor] decided to settle their score with you.

The confrontation was brief, and ended with [Participants] in the duck pond. The sight lifts your spirits, even now.


Below Deck

Explore the dungeon

Always

Always


The Smith

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

Forgotten Lore

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

A very chancy challenge

You asked him for a tale of the old days

Everyone knew about the Blacksmith and his stories.

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

The riddle of steel

Cunning Plan

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

A very chancy challenge

You 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


Iron-hard days

A very chancy challenge

His face was grim. He was melting down the horseshoes he had made last year, and turning them into spear-heads and arrow-tips. His tales were of dour-faced raiders and their serpent-headed ships.

This is tested when you need to think clearly.

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

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

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

You've gained 1 x Memories of Home (new total 60).

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

Sails of the Sea-Kings 16 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:16

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Quest: Return the Sword

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

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

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


You push on

There must be a way down.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Harvest

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

Above Deck

Restore Spirit by remembering your life above

You worked in the fields

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

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

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

Cunning Plan

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

A very chancy challenge

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

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

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

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

            1
            You need 1 x Memories of Home  (you have 60)

            1
            Unlocked with 1 x Memories of Home  - you have 60

You argued with your father

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 60)

            1
            You need Bond: Your Father 1

            3
            Unlocked with 3 x Memories of Home  - you have 60

            1
            Unlocked with Bond: Your Father 1


A poor harvest

You worked in the fields

Boldness

Tested in challenges of courage.

A chancy challenge

The work was hard, the grain lean, and the workers distracted by the rumours of the Sea-Kings raiding nearby villages.

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

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

You've gained 1 x Memories of Home (new total 61).

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

Sails of the Sea-Kings 17 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:17

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Summer Fair

There was music and dancing, games and follies, black ale and sweet pastries. The boys took their shirts off and the girls wore flowers in their hair.

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

Above Deck

Restore Spirit by remembering your life above

You joined the dancing

Ribbons wheeled like dragons in the sky. The fiddle was merry, the drums quick. Bare feet spun on the grass.

This card will be removed from your deck, but it will remove the Dread and Dark conditions, and grant a point of Spirit.

You joined the tug-of-war

A contest of strength and determination.

Challenge a friend playing Below to a contest of Spirit. You will both gain 1 Spirit and the winner will receive a Reckless Folly.

You entered the riddling-contest

You wanted to pit your craft against others.

Challenge a friend playing Below to a contest of Wits. You will both gain a point of Spirit, and the winner will gain a Forgotten Lore.

You gave someone a flower

A token of your affection.

Give a flower to a friend playing Below. If they accept, this will restore two points of Spirit for you both.

            1
            You need 1 x Memories of Home  (you have 61)

            1
            Unlocked with 1 x Memories of Home  - you have 61

You decided to settle a score

Your rival was here...

You will both gain a Strength of Will, and the victor will gain Spirit equal to their Rivalry, while the loser will gain Experience equal to theirs. Both of you will lose access to the Summer Fair card until you reacquire it.


Below Deck

Explore the dungeon

Always

Always

The Althing

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

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

A Winding Stair

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


A Winding Stair

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

Below Deck

Explore the dungeon

Climb upwards

Forgotten Lore

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

A very chancy challenge

The stair is narrow, curving steeply upwards.

Decrease your Depth.

Descend the stair

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

The 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.


Bruised elbows and battered knees

Climb upwards

A very chancy challenge

The stair is so steep and tight that climbing it is draining. Round and round you go, and when you lose count of your revolutions you realise how far down you must be.

This is tested when you need to think clearly.

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

You've gained 1 x Experience (new total 32).

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

Tip: Click on the Status card to learn how to remove Conditions you have.


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Tip

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

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Quest: Return the Sword

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

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

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


You push on

There must be a way down.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Althing

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

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

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

Above Deck

Restore Spirit by remembering your life above

You kept to the back of the hall

That's where the real business was done.

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

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

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

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

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

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

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

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

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

Forgotten Lore

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

A high-risk challenge

You counselled caution - against your cousin's wishes

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

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

You counselled caution

A tough challenge

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

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

Afterwards, you listened to the elders and their tales

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

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

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

            1
            Unlocked with 1 x Sheaf of Maps


Boldness

Tested in challenges of courage.

A chancy challenge

Shall think themselves accursed they were not here

It wasn't the first time your cousin had argued for war, but it was the first time you'd sided with him. Those who had suffered under the Men from the Sea cheered. Older, more seasoned warriors bit their tongues, shamed by your words.  The mood in the hall grew bellicose.

When the althing ended, horsemen carried word of the muster to every corner of Gallowmoor. Old iron caps were pulled from under beds. Axes were honed. Children fletched arrows or gathered supplies.

The Moorsfolk were going to war.

You succeeded in a Boldness challenge!

The Moorsfolk have gone to war!

Your memory of the Althing fades. Down here, it is hard to dwell on anything but the dark and the spiders.


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Quest: Return the Sword

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

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

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


You push on

There must be a way down.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Jump for it

Boldness

Tested in challenges of courage.

Reckless Folly

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

A modest challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Treasure.

Find another way around

Cunning Plan

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

A very chancy challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Gear.

A Pit

Your way is blocked by a gaping pit.

Take a rope from your pack and climb down

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            You need 5 x Gear  (you have 7)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            Unlocked with 5 x Gear  - you have 7


By the skin of your teeth

Jump for it

Boldness

Tested in challenges of courage.

A modest challenge

A Pit

Your way is blocked by a gaping pit.

You make it, catching the edge and dragging yourself up. Beyond, old urns have been broken open by the same quake that opened the crack, spilling bright coins onto the ground.

You succeeded in a Boldness challenge!

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Warfare

What you wield when you must fight

Consumable Items

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

A Second Wind

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: The Sea-Kings' Ransom

You have bought a little time, a little peace for your people.

Skills: Defiance

Skills of independence and warfare.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

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.

Watched

You can feel eyes upon you...

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

Hurt

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

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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