The Stones

Common wisdom said they were the remains of a castle of the giants. To you, they looked like teeth - crooked and grey - biting at the sky from their high moor.

Above Deck

Restore Spirit by remembering your life above

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

Because it was there.

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

Your cousin climbed the stones

He was as sure as a hill-goat.

Gain a Reckless Folly and a Cunning Plan.

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

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

At midsummer, your father took you up to the stones

A number of moorsmen joined you with flagons of mead and loaves of round bread.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 23)

            1
            You need Bond: Your Father 1

            3
            Unlocked with 3 x Memories of Home  - you have 23

            1
            Unlocked with Bond: Your Father 1

You crossed the moor to the Althing

The moorsfolk had been summoned to a moot. You father's maps showed a more direct route, one that would spare you the busy roads.

Spend 3 Memories of Home to add a powerful new card to your Above Deck.

            3
            You need 3 x Memories of Home  (you have 23)

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

            3
            Unlocked with 3 x Memories of Home  - you have 23

            1
            Unlocked with 1 x Sheaf of Maps

Learning the Giant-Tongue

You know something of the speech of giants.

An almost impossible challenge

You can almost remember the faint patterns of their runes

Perhaps, with what you now know of the Giant-Tongue, you could translate them...

Spend two Memories of Home for a chance to gain Forgotten Lore. The more you know of the Giant-Tongue, the more you can gain. If you fail, you will learn a little more of the Giant-Tongue.

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

You understand its bones, if not its stony skin. Who else could say the same?

You manage clumsy sentences. It sounds like the earth grinding its teeth

            2
            You need 2 x Memories of Home  (you have 23)

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

You understand its bones, if not its stony skin. Who else could say the same?

You manage clumsy sentences. It sounds like the earth grinding its teeth

            2
            Unlocked with 2 x Memories of Home  - you have 23


He never even looked down

He leaped from one to the next, all the way to the tall, narrow stone your father called the Raven's Beak. He perched atop it, looking south towards the grey sea.

When he climbed back down, you asked how he did it. 'It was easy,' he said. Then, in a lower voice: 'was Holly looking?' Holly had copper hair, a pretty smile, and a sour-faced father. She came over, and brought her smile. Your cousin forgot about you.

When you told your sister afterwards, she snorted. 'He's such a fraud. He's been up there for weeks, practising.'

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

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

You've gained 1 x Cunning Plan (new total 3).

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

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.

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.

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

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

Seemings Remaining

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

Tip

Tip Have you learned the Giant-Tongue yet?

Tip: Have you learned the Giant-Tongue yet?

Sails of the Sea-Kings

As this rises, your quest will complicate.

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

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

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

Threat: the Sea-Kings 1 - They demand tribute

The Sea-Kings threaten Gallowmoor

Threat: the Sea-Kings: They demand tribute

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

This adds a prestige card to your Above Deck.

Memory: the 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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

This is tested when you need to think clearly.

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


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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Gallows

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

Above Deck

Restore Spirit by remembering your life above

Cunning Plan

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

A very chancy challenge

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

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

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

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

The gallows' shadow fell across your path

It was bad luck to cross it.

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

You listened to your Tutor

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 23)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 23

            1
            Unlocked with Bond: Tutor 1


The last mistake

A very chancy challenge

When times were hard, so was justice. The Sea-Kings harried Gallowmoor like wolves. Stores were low, tempers short.

Making an outlaw today meant a problem for tomorrow. But a corpse troubled no-one.

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

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

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

You've gained 3 x Memories of Home (new total 26).

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

Learn the smith's location

You have learned something of the barrow and its denizens.

            10
            You need 10 x Secrets  (you have 8)

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

            10
            Unlocked with 10 x Secrets  - you have 8

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Quest: Return the Sword

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

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

The Troll-Wife's Parlour

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

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

Tribute for the Sea-Kings

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

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

Options

You can find various game options here...

Always

Always

A Cavernous Hall

The echoes of your passage bounce back to you from the distance...


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 8)

            10
            Unlocked with 10 x Secrets  - you have 8

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 8)

            15
            Unlocked with 15 x Secrets  - you have 8


Below Deck

Explore the dungeon

Always

Always


Options

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

Always

Delete Character

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

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

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

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


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

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

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

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


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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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.


Options

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

Always

Always

Delete Character

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

This will grant another player access to the story.


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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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 Cavernous Hall

The echoes of your passage bounce back to you from the distance. Narrow columns march away into the dark.

Below Deck

Explore the dungeon

Search the area around you

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 low-risk challenge

There are signs of passage. Someone has been through here.

Look for Gear.

Cross the mosaiced floor carefully

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

Something is wrong, here. But on the far side, less travelled tunnels uncoil through the dark.

Try to find Secrets.

            Unlocked when Depth is:

1

2 (you have this)


A treachery

A high-risk challenge

Which of the tiles was the culprit? The dancing wolf? The broken crown? The eye of stars? The arch of bone? It grinds underfoot, and a spear - rusting with ages - drives up at you, compelled by an ancient mechanism.

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.

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

You've gained 1 x Experience (new total 21).


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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

Forgotten Lore

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

A chancy challenge

It seems fresh enough.

Try to gain Gear.


Wise precautions

A chancy challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 3 x Gear (new total 9).


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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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.


Tribute for the Sea-Kings

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

Gather 30 Treasure to appease the Sea-Kings.

Always

Always

You have what they want

You have enough to buy peace from the salt-bearded raiders.

You must pay off the Sea-Kings before you can complete the dungeon.

            30
            You need 30 x Treasure  (you have 6)

            30
            Unlocked with 30 x Treasure  - you have 6


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

The Stones

Common wisdom said they were the remains of a castle of the giants...

The Harvest

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


An Inscribed Door

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

Below Deck

Explore the dungeon

Smash through

Boldness

Tested in challenges of courage.

Reckless Folly

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

A low-risk challenge

The door is old wood, swollen shut.

You may find Secrets.

Read the words on the wood

Cunning Plan

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

A modest challenge

They are scrawled in blood.

 They may lead to Treasure.


Preserved frescoes

Smash through

Boldness

Tested in challenges of courage.

A low-risk challenge

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

You succeeded in a Boldness challenge!

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

You've gained 3 x Secrets (new total 11).


Resources

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

Gear

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

Secrets

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

Treasure

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

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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 Nightmare

They visited you often as a child. The dark always held terrors.

Above Deck

Restore Spirit by remembering your life above

But you did not call out

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 moorwives said that if you did, the Wolf-Lord would come for you.

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

You called your sister's name

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

You shared a room. Sometimes you shared dreams, too.

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

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

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

You went out into the night

Whatever spectre was delivering these dreams would learn you weren't afraid.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 26)

            3
            Unlocked with 3 x Memories of Home  - you have 26

You turned to your cousin

Boldness

Tested in challenges of courage.

A modest challenge

He was staying with you. His father had thrown him out again.

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

You called for your father

A chancy challenge

He understood the visions that sometimes come to us as dreams.

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

            1
            You need Bond: Your Father 1

            1
            Unlocked with Bond: Your Father 1


A guest in night's pavilion

You went out into the night

            3
            You need 3 x Memories of Home  (you have 23)

            3
            Unlocked with 3 x Memories of Home  - you have 23

Climbing from your bed, you stole outside. The door creaked as you closed it, but no-one woke. The grass was wet with dew under your bare feet. Fireflies danced over the millpond. A curious moon peeped through tears in the clouds.

You stood naked and shivering in its light, and were unafraid.

You are Inspired!

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

You've lost 3 x Memories of Home (new total 23).

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.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

Sails of the Sea-Kings 7 - Serpent-prowed ships ply the waves

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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 23)

            1
            Unlocked with 1 x Memories of Home  - you have 23

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.


Below Deck

Explore the dungeon

Always

Always


The Ringing of Bells

The bells rang in the morning.

They called the moorsfolk to prayer, and sang at each of life's milestones: births, weddings, deaths.

You went to the church...

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

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

Someone had dared you to do it. Your pride mastered you.

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

You comforted your sister at the funeral

She and the alderman's daughter had been inseparable, until the dancing plague came a-calling.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 23)

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

            3
            Unlocked with 3 x Memories of Home  - you have 23

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

The bells you remember were the lonely bells of the abbey

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

            1
            You need You are the 1 and You are the no more than 1 (you have 2)

            1
            Unlocked with You are the 1 - you have 2


Parting

            3
            You need 3 x Memories of Home  (you have 20)

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

            3
            Unlocked with 3 x Memories of Home  - you have 20

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

Your sister hugged her cloak tight as the priest gave her friend the tools for her labours after death. A needle, a knife, a spindle. You squeezed your sister's hand.

For once she didn't pull away.

You are Inspired!

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

You've lost 3 x Memories of Home (new total 20).

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

Sails of the Sea-Kings 8 - Serpent-prowed ships ply the waves

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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 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 low-risk challenge

Leave the stair behind and look elsewhere.

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

            Unlocked when Depth is:

1

2 (you have this)

3

4

5

6

7

8

9

10


Memories

Turn away

Spirit

Your resolve.

A low-risk challenge

You leave the stair behind you, seeking another way. As you go, you  think about the people you left behind, and how the stair might have led you back to them.

You succeeded in a Spirit challenge!

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

You've gained 1 x Memories of Home (new total 21).


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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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

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.

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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.


On Harrow's Hill

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

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

Above Deck

Restore Spirit by remembering your life above

Cunning Plan

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

A chancy challenge

You climbed the hill when the moon was black

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

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

The witch was waiting for you

Her hair was a tangle of chestnut brown that she hadn't brushed in years. Her face was thin; her smile quick and crooked.

She knew how to counter evil magic

And once, she let some of her secrets slip.

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

            Unlocked when The Witch's Mood is:

Curious

Indulgent

            Unlocked when Cursed is:


A new acquaintance

On Harrow's Hill

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

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

She was impressed that you didn't flee.

The Witch is curious about you.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Seemings Remaining

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

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.

Weary

You are fatigued

You are fatigued
You can remove this Condition by making camp and spending Gear.

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.


Borrowed witchcraft

You watched her practice her arts

On Harrow's Hill

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

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

She could see like a cat, go unseen when she chose, and knew sciences of healing that were painful, but effective.

This will remove the Hurt, Watched and Dark conditions, and remove this card from your deck until you reacquire it.

            Unlocked when The Witch's Mood is:

Curious (you have this)

Indulgent

She guarded her tricks carefully. But you watched closely and managed to pick up enough, here and there, to mimic them once in a blue moon.

Any time she noticed you get the hang of one of her secrets, she stopped talking to you and you were no longer welcome on the hill.

At least until she forgot what she'd been offended about.

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