Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

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.

A Map-Scrap

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Deed: Quartermaster

Be prepared

Deed: The Sea-Kings' Ransom

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

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.

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: 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.

Watched

You can feel eyes upon you...

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

Cursed

Bad luck hounds you.

Bad luck hounds you.
Click on the Status card at the bottom of the play screen to learn how to remove this condition.

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

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.

A Map-Scrap

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

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

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

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

Does anything gleam so prettily as gold?

Deed: Quartermaster

Be prepared

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

Deed: Quartermaster: Accumulate 100 Gear to advance this Deed and unlock new Reputations

Something to boast about in the mead-hall

Deed: The Sea-Kings' Ransom

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

Youthful Reputation

Youthful Reputation A quick-witted child

How were you known?

Youthful Reputation: A quick-witted child

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

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

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

Dank, but secluded.

Use the pinned Consult Your Map card to return

Use the pinned Consult Your Map card to return

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

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

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

You have unfinished business in the dungeon

You have unfinished business in the dungeon

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

The Witch's Mood

As changeable as the sea.

Tip

Tip Purchase all the improvements to a single Waypoint to unlock the Explorer deed

Tip: Purchase all the improvements to a single Waypoint to unlock the Explorer deed

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings 12 - Their ships travel the rivers

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

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

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

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...

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.

Watched

You can feel eyes upon you...

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

Cursed

Bad luck hounds you.

Bad luck hounds you.
Click on the Status card at the bottom of the play screen to learn how to remove this condition.

Sword-Dreams

You are plagued by old memories from the sword you carry

You are plagued by old memories from the sword you carry

Boldness

Improve your stats by equipping new items in camp.

Tested in challenges of courage.

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

Subtlety

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

Wits

This is tested when you need to think clearly.

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

Lessons of the Forge

Earn these on the Forge card in the Above Deck.

Schooled at the anvil. Taught by the flame.

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


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 20)

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

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.

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

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

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 pilgrim on an unknown road

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

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

Rosling Abbey is far behind you, now. You walk along dark paths. But He is by your side.

This is tested when you need to think clearly.

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

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

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

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

You are the Barefoot Friar: bold and wise and pious, but not subtle.

An occurrence! Your 'Sanctity' Quality is now 3!

When you are lost, He will show you the way.

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

An occurrence! Your 'Copper Handbell' Quality is now 1!

Next, you will choose which dungeon to enter.

Increase this quality to earn more Sanctity.

Increase your Holy quality to earn Sanctity more quickly. Spend Sanctity to use your Friar's skills.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Experience: Guided

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

You will not stray from the path

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

Holy

Increase this quality to earn more Sanctity.

a stranger

A past yet to be revealed

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Tutorial

Choose a Character

Below starting area

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

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

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

Always

Always

No thanks

Tutorial

Choose a Character

Below starting area

Yes please

Tutorial

Choose a Character

Below starting area


Yes please

Tutorial

Choose a Character

Below starting area

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

You have moved to a new area: Choose a Dungeon

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

Experience: Guided

You will not stray from the path

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


The Sunken Tower

The wizard who lived here was powerful, but he desired more. He was taught an unwise word by the Masters under the earth, and its echoes dragged his last home beneath the earth.

This dungeon is not yet available. Follow Below's development at its website.

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Enter the Sunken Tower

            Unlocked when Not yet available is:

This will be available in the full version of the game


The Bellringer's Tomb

Unlocked when You are exploring is:

; Unlocked with You are the 1 - you have 1

<p>The Bellringer brought the Toller faith to your home of Gallowmoor...

The Sea-King's Grave

<p>A lord of the Sea-Kings is buried in the lonely, sword-bristling barrow, but the cliffs beneath were the home of something older and fiercer still...

The Sunken Tower

<p>The wizard who lived here was powerful, but he desired more...

Always

Always


The Bellringer's Tomb

The Bellringer brought the Toller faith to your home of Gallowmoor. His faithful carved his tomb from a mountain's foot.

Airic performed three miracles with his Bell.

The first: he drove the wolves from Gallowmoor.

The second: he shattered King Ethred's bloody throne.

And the third: he called all the faithful to the mountain peak, before the Queen of Fires descended to lay waste to all of Gallowmoor.

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Save the tanner's daughter

Lured by the bell, she entered the tomb. She hasn't emerged.

This is an easy quest, suitable for starting characters.

Retrieve the saint's bones

The abbey has fallen on hard times. A relic would give the friars solace and - just as importantly - attract the pilgrim trade.

This quest is of moderate difficulty.

Retrieve the Bell itself

It's said there's one miracle left in the old bell.

A challenging quest for advanced characters.

The Outlaw

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

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


For the abbey

The local priest is busy. He administers to a dozen villages, wages a bloodfeud with a lawless clan in the Woadwood, and is frequently drunk. When he is elsewhere, the friars of the abbey provide healing, counsel, absolution and confession to the folk who live nearby.

You need them. And they need that relic.

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

You moved to a new setting: Below.

You are beginning a new dungeon: the Bellringer's Tomb

You have embarked on a quest

Find the saint's grave and bring back a relic for the abbey.

Progress through the tomb until you find the saint's grave


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

You will not stray from the path

Spirit

Your resolve.

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.

Sanctity

The Lord of Tolls sustains you.


A Temporary Camp

The Bellringer's Tomb

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

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

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Always

Take a moment

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


A beginning

You settle down and start marking out your map.

This is a camp: a place of temporary safety.

You have moved to a new area: Your Camp

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

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

You are making camp

How far have you progressed through the dungeon.

Find your way down to Depth 2 of the dungeon to discover your first challenge.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

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.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Camp

Your Camp

A moment's respite

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

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

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Always

Tutorial: Camp

Your Camp

A moment's respite

When you equip an item a gold border appears around it

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


Equipment slots

Tutorial: Camp

Your Camp

A moment's respite

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

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Always

Leave Camp

Making Camp

Your Camp

A moment's respite

And learn how to make camp in future.

            1
            You need Tutorial: Making Camp 1 (you have 1)

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

            1
            Unlocked with Tutorial: Making Camp 1 - you have 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


Onward...

Leave Camp

Making Camp

Your Camp

A moment's respite

And learn how to make camp in future.

            1
            You need Tutorial: Making Camp 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

            1
            Unlocked with Tutorial: Making Camp 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

You can make camp later by clicking on Gear in your inventory, or via your Map card. Making camp costs Gear (which you can find in the dungeon) - the greater your Depth, the more it costs.

You learnt about making camp.

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Skills

The Bellringer's Tomb

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

Each character has special abilities to help them survive. You can access them from this card, which is always pinned to the bottom of the play screen.

Always

Always

Use your skills wisely

As you play you will be able to earn new skills and improve old ones.

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

            1
            Unlocked with You are the 1 - you have 1


Improving your skills

Skills: The Barefoot Friar

Your faith sustains you.

[You begin with three abilities to help you. You can earn new abilities by leaving the dungeon and spending Experience points. Reduce your Depth to 0 to leave the dungeon.]

You can learn more skills by accumulating Experience and spending it in town. Click 'More' to see your initial skills.

You've learnt about skills.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Preparation, the mother of invention

Use your Gear

You open your pack.

[You can spend some of your Gear to...]

[...make a temporary camp. The greater your Depth, the more Gear this will cost.]

[...remove the Dark and Hurt conditions, if you have them.]

Use your Gear

Skills: The Barefoot Friar

Your faith sustains you.

You begin with three abilities to help you. You can earn new abilities by leaving the dungeon and spending Experience points. Reduce your Depth to 0 to leave the dungeon.

Make camp or remove the Dark and Hurt conditions.

You open your pack...

You can also use your Gear by clicking directly on its icon in your inventory.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Skills: The Barefoot Friar

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

Tutorial: Quests

Unlocked with Tutorial: Quests 2 - you have 2

Tutorial: Your Map

Unlocked with Tutorial: Your Map 1 - you have 1

Options

You can find various game options here...

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An Old Statue

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

A Cavernous Hall

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


Tutorial: Quests

This is your Quest card. Clicking on it will show you how to make progress.  Often you'll need to spend resources, reach a certain Depth, or make a choice.

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Check your Quest card regularly

Tutorial: Quests

The Bellringer's Tomb

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

A summary of your current quest objective is also found under the 'More' tab of the character panel to the left.


Fortune and glory

You may have multiple Quest cards. You'll need to complete all of them to finish your adventure. Completing quests grants Experience.

Click 'More' to reveal your current Quest card.

When you've completed your Quest, we'll tell you how to end your adventure.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Your Map

This is your Map card. You can use this to make camp and navigate the dungeon.

Always

Always

Learn about Waypoints and the Map

Find Waypoints in the Below Deck and unlock them with Gear. You can then quick-travel to them using the Map card.


Quick travel

Your Map

[If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.]

Navigating to Waypoints costs Secrets (the further they are, the more it will cost). You may not navigate to them if you have the 'Lost' condition.

A tip: You can improve Waypoints on return visits to grant additional benefits.

You've learnt about your Map card.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Points of light

Your Map

If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.

You have not yet discovered any Waypoints

When you do, you will be able to spend Secrets to fast-travel to them.

You can find Waypoints in the Below Deck at different Depths.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


An Old Statue

It stands in the gloom, its grey shoulders hunched.

Below Deck

Explore the dungeon

Identify the statue

A very chancy challenge

A stone child, hand outstretched.

Try to gain Secrets.

            1
            You need Progress 1 (you have 1)

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

            1
            Unlocked with Progress 1 - you have 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Break the statue

Fortune

Your luck

A very chancy challenge

Sometimes, effigies are used to hide treasure.

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

10

Help yourself to the offerings

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

Gain Gear, but there may be consequences...


The pagan past

Identify the statue

A very chancy challenge

A stone snake twines around its outstretched arms. Its eyes hold crescent moons. An old pagan statue, crafted before the faith came to Gallowmoor. The child's name is lost, now, its message forgotten.

This is tested when you need to think clearly.

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

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

You now have 1 x Experience.

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


Resources

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Spirit

The Bellringer's Tomb

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

You have lost Spirit! Your Spirit is a measure of your hope and your will to continue.

Always

Always

Spirit is important! Keep an eye on it.

You can see how much Spirit you have in the "Me" tab to the left. As Spirit falls, the icon will turn red.


Don't lose all your Spirit!

Recover it by playing cards from the Above deck.

If your Spirit drops to zero, you will fall. That may not be the end of your adventures, though - you will have a chance to strike a bargain with death and return to life. Even if you don't, each time a character falls you'll choose a benefit to pass on to your future characters.

You've learnt about Spirit.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Tutorial: Experience

You have gained Experience!

Always

Always

Learn how to spend Experience

You have gained Experience!

You gain Experience when you complete a Region or a Quest, and when you fail tests (in Below, heroes learn from their mistakes).


Getting better

Learn how to spend Experience

Tutorial: Experience

You have gained Experience!

You can spend Experience in town to unlock new abilities and improve your skills.

It will cost at least 10 Experience to learn a new skill.

When you have enough Experience, we'll explain how to spend it.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Skills: The Barefoot Friar

Your faith sustains you.

You begin with three abilities to help you. You can earn new abilities by leaving the dungeon and spending Experience points. Reduce your Depth to 0 to leave the dungeon.

Always

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

Navigate to a waypoint or remove the Lost and Dread conditions.

Have faith in the Lord's intention...

...and do not fear.

Spend Sanctity to gain a Reckless Folly, allowing you an extra attempt at a Boldness challenge.

            3
            You need Sanctity 3 (you have 3)

            3
            Unlocked with Sanctity 3 - you have 3

Guided: Find your way if you are Lost

One foot in front of the other and trust that all shall be well.

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3 (you have 3)

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3 - you have 3

            Unlocked when Lost is:


Forewarned is forearmed

Use your Secrets

Put your knowledge to use.

[You can spend some of your Secrets to...]

[...remove the Lost and Dread conditions, if you have them.]

[..find your way back to waypoints using the Consult your Map card.]

You wrack your brains...

You can also use your Secrets by clicking directly on their icon in your inventory.


Resources

Experience

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Navigating the dark reaches

Your Map

[If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.]

Return to a waypoint

Use your Secrets

Put your knowledge to use.

You can spend some of your Secrets to...

...remove the Lost and Dread conditions, if you have them.

..find your way back to waypoints using the Consult your Map card.

If you have discovered a waypoint, you may return there (changing your Depth) by spending Secrets.

You consult your map...


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Points of light

Your Map

If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.

When you do, you will be able to spend Secrets to fast-travel to them.

You can find Waypoints in the Below Deck at different Depths.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


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

A very modest challenge

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

Look for Gear.

Cross the mosaiced floor carefully

A tough 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 (you have this)

2


What's this?

Search the area around you

A very modest challenge

You discover a rotting pouch stuffed in a cranny. Inside are vials of ink, quills, and parchment. On one piece of the parchment is a map. Whoever drew it was not skilled, and drew in haste. It's illegible, save for one small section.

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

You succeeded in a Subtlety challenge!

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

You now have 3 x Gear.

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

You now have 1 x A Map-Scrap.


Resources

Gear

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

Experience

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

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.

Sanctity

The Lord of Tolls sustains you.


Tutorial: You have found Gear!

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

Always

Always

Rewards include Secrets, Gear and Treasure

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


Their uses

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

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

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

You've learnt about Treasure, Secrets and Gear.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


An Infestation

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

Below Deck

Explore the dungeon

Drive the rats away

Boldness

Tested in challenges of courage.

A chancy challenge

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

Search for Gear.

Catch a luminous beetle

A very chancy challenge

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

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


Empty-handed

A very chancy challenge

The beetles scuttle across you, their legs like needles in your skin. You slap at them, and the swarm pours away into cracks in the wall. The ones you crushed leave a luminous deposit on you. Not bright enough to see by, but bright enough to be seen.

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

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

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

Something is watching you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Conditions

The Bellringer's Tomb

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

You are suffering from the Watched condition! Conditions add harmful cards to the Below Deck and may have other effects.

The Me tab on the left shows which Conditions you suffer from - mouse over them to learn their effects.

Always

Always

Learn how to remove Conditions

You can spend Gear or Secrets in the dungeon, or Treasure in town. Some characters have other ways, too.


The Status Card

Status

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

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

Consult the new Status card at the bottom of the play screen to see how to remove your current conditions. Click More to be taken there now.

You've learnt about conditions.


Resources

Gear

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

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Eyes in the dark

Removing Watched

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

You are Watched!

Status

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

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

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

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

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

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


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


A Winding Stair

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

Below Deck

Explore the dungeon

Climb upwards

A chancy challenge

The stair is narrow, curving steeply upwards.

Decrease your Depth.

Descend the stair

Boldness

Tested in challenges of courage.

A chancy challenge

The steps curl downward into darkness.

Increase your Depth.

Turn away

Spirit

Your resolve.

A very modest challenge

Leave the stair behind and look elsewhere.

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


Bruised elbows and battered knees

Climb upwards

A chancy challenge

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

This is tested when you need to think clearly.

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

Your Spirit is 7. They will tell great tales of the hardships you overcame. Replenish your Spirit using the Surface Deck.

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

Tip: Click on your Skills card to see your character's special abilities.


Resources

Gear

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

Experience

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Tip

Tip Click on your Skills card to see your character's special abilities

Tip: Click on your Skills card to see your character's special abilities

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


A Bright Burning Light

The sun! The sun!

Always

Always

Above

The sun! The sun!

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


The village

Above

A Bright Burning Light

The sun! The sun!

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

You have moved to a new area: Your Camp

You moved to a new setting: Above.

Tip: You can't carry unspent Gear, Secrets or Treasure into your next adventure.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

Tip You can't carry unspent Gear, Secrets or Treasure into your next adventure

Tip: You can't carry unspent Gear, Secrets or Treasure into your next adventure

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


A Village on the Road

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

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

Always

Always

Visit the market

The market is strung through clearings cut from the woods.

Buy Gear with Treasure.

Return to the Bellringer's Tomb

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

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Improve your Character

Spend Experience to purchase new abilities for your character.

Remove your conditions

Spend Treasure to recover.


You leave the village behind

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

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

You moved to a new setting: Below.

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

Tip: Click on Secrets in your inventory to remove the Lost and Dread conditions.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Tip

Tip Click on Secrets in your inventory to remove the Lost and Dread conditions

Tip: Click on Secrets in your inventory to remove the Lost and Dread conditions

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Sounds in the Deep

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

Below Deck

Explore the dungeon

Listen carefully

Depth

How deeply you delve.

A tough challenge

A chancy challenge

Learn about them.

You may hear Secrets.

Stand your ground

Boldness

Tested in challenges of courage.

A chancy challenge

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

You may gain Secrets.

Flee the rushing sound

A chancy challenge

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

You may gain Treasure.


The hideyhole

A chancy challenge

The flock's first bats begin to flit past as you as you race along the tunnel searching for a nook big enough to take you. There! You crawl inside as the body of the swarm floods the passage. You weren't the first to find it. Someone shoved an old pouch into the back, here. It clinks as you lift it.

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

You succeeded in a Subtlety challenge!

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

You now have 2 x Treasure.


Resources

Gear

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

Treasure

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

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

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.

Sanctity

The Lord of Tolls sustains you.


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

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.

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Jump for it

Boldness

Tested in challenges of courage.

A modest challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Treasure.

Find another way around

A tough challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Gear.

A Pit

Your way is blocked by a gaping pit.

Take a rope from your pack and climb down

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            You need 5 x Gear  (you have 3)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            Unlocked with 5 x Gear  - you have 3


Splash!

Jump for it

Boldness

Tested in challenges of courage.

A modest challenge

A Pit

Your way is blocked by a gaping pit.

The gap is too wide. You plummet downwards, landing in icy water to your knees.

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

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

You've gained 1 x Experience (new total 4).

Your Spirit is 6. You have scars, but you will boast about them one day. Replenish your Spirit using the Surface Deck.

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

Tip: The greater your Depth, the greater the risk and reward.


Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

Tip The greater your Depth, the greater the risk and reward

Tip: The greater your Depth, the greater the risk and reward

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Depth

The Bellringer's Tomb

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

As your Depth increases, so do the dungeon's risks and rewards.

Always

Always

Learn about Depth

As your Depth changes, so do the options on Below Cards. Depth 1 is closest to the surface, and safest. Depth 10 is the deepest and most dangerous.


Be wary...

Depths 1 to 3 are easiest, Depths 4-6 are challenging, and Depth 7 to 10 are very difficult. Keep an eye on your Depth using the Depth indicator on the Me tab to the left. Some Quest or Region cards can only be overcome at a certain Depth.

You've learnt about Depth.


Resources

Gear

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

Treasure

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

Experience

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

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


The Wolf-Lord's Challenge

As you venture downwards a voice rumbles through the Tomb.

'I smell you, sun-sniffer. Sky-groveller. Thief from the world above. This is my hall. I will devour your bones.'

You had heard that a Wolf-Lord prowls the Tomb. This time, the tales were true.

To progress through the dungeon you must overcome Challenges.

Always

Always

Call out your defiance

Boldness

Tested in challenges of courage.

A straightforward challenge

He will not frighten you.

Gather your wits

A straightforward challenge

There will be a way past. There is always a way, to those clever enough.


Your voice does not waver

Call out your defiance

Boldness

Tested in challenges of courage.

A straightforward challenge

He will not frighten you.

He snarls in response. 'My grandfather was the Moon-Biter, the Bellringer's foe! But your saint is dead, and I have made a hall of his tomb. You are not welcome!'

But he is not used to argument from his prey. He sounds uncertain.

To progress through the dungeon you must overcome the challenge in each Region. You can see your current Region on a pinned card at the bottom of the play screen.

Play cards from the Below deck to gather the resources you need, then play choices on the Region card to overcome it.

Do this to reduce the Strength of the Wolf-Lord to 0 and pass deeper into the dungeon.

You succeeded in a Boldness challenge!

Reduce this to 0 to overcome the wolf-lord

You have entered the Wolf-Lord's lair! Read on to find out more...

The Wolf-Lord howls, far away.

How far have you progressed through the dungeon.

You have a new Challenge: the Wolf-Lord.


Resources

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

Treasure

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

The Wolf-Lord has your Scent

The Wolf-Lord has your Scent 1 - You hear him howl, far away

He is closing in...

The Wolf-Lord has your Scent: You hear him howl, far away

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Resources

Gear

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

Hands

What you're holding

Hands: You can equip items to your Hands slot.

Protection

Keeping you safe in the deep places

Protection: You can equip items to your Protection slot.

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

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.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Regions

The Bellringer's Tomb

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

This is your Region card. Each region of the dungeon has its own dangers, and you may need to pass them to complete your Quest.

Always

Always

A new Region card will now appear on the play screen

A summary of your progress through the region is found at the top of the 'More' tab to the left.


Progressing through the Dungeon

Regions often add new cards to your Below deck or contain unique menaces.

Once your Quest is complete, you needn't worry about beating more Region cards - just escape!

Click 'Onward' to reveal your current Region card.

You've learnt about regions.


Resources

Gear

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

Treasure

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

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Wolf-Lord has your Scent

He is closing in...

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.

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Region: The Wolf-Lord's Domain

The wolf that prowls the tomb is the grandson of the Moon-Biter, the wolf-king that the Bellringer drove out. He guards it jealously, the Bell which was his grand-sire's doom.

Overcome region cards to progress through the dungeon and earn Experience that you can use to improve your character.

Always

Always

Ambush the Wolf-Lord

Boldness

Tested in challenges of courage.

A modest challenge

Lay down food to lure him in, strike, then retreat.

            5
            You need 5 x Gear  (you have 3)

            1
            You need Strength of the Wolf-Lord 1 (you have 3)

            5
            Unlocked with 5 x Gear  - you have 3

            1
            Unlocked with Strength of the Wolf-Lord 1 - you have 3

Call out a riddle to the Wolf-Lord

A modest challenge

Wolves pride themselves on their word-play.

            5
            You need 5 x Secrets  (you have 0)

            1
            You need Strength of the Wolf-Lord 1 (you have 3)

            5
            Unlocked with 5 x Secrets

            1
            Unlocked with Strength of the Wolf-Lord 1 - you have 3

Pass through the Wolf-Lord's Lair

The beast's fury has died. He will no longer bar your way.

You must reduce Strength of the Wolf-Lord to 0 to play this.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Region: The Wolf-Lord's Domain

Unlocked with Progress 2 - you have 2; Unlocked when Making Camp is:

; Unlocked with

<p>The wolf that prowls the tomb is the grandson of the Moon-Biter, the wolf-king that the Bellringer drove out...

Your Map

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

Status

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

Always

Always

Waypoint: the Lichen-Wreathed Cave

Unlocked when Waypoint: The Lichen-Wreathed Cave is:

; Unlocked when Depth is:

2 (you have this)

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

The Farewell

Unlocked with ; Unlocked with ; Unlocked with

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


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

A very modest challenge

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

Look for Gear.

Cross the mosaiced floor carefully

A tough 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 few turns of rope

Search the area around you

A very modest challenge

It's gathered like a coiled snake on the ground. You wind it up, tie it off, and stow it in your pack.

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

You succeeded in a Subtlety challenge!

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

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


Resources

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

Gear

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

Treasure

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

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Resources

Treasure

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Waypoint: the Lichen-Wreathed Cave

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

Below Deck

Explore the dungeon

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

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

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

            5
            You need 5 x Gear  (you have 6)

            5
            Unlocked with 5 x Gear  - you have 6

Leave the cave and travel onwards

You've more to do.


No rest

You've more to do.

You press on.


Resources

Gear

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

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.

Sanctity

The Lord of Tolls sustains you.


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

The Wolf-Lord has your Scent

He is closing in...

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.

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


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

A very modest challenge

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

Look for Gear.

Cross the mosaiced floor carefully

A tough challenge

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

Try to find Secrets.


The pattern

A tough challenge

Some of the tiles give suspiciously under your feet. Which are safe? The russet, or the blue? Or one, then the other? Cautiously, you cross the hall.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You now have 5 x Secrets.


Resources

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

Gear

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

Secrets

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

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Resources

Gear

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

Treasure

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

Consumable Items

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

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.

Sanctity

The Lord of Tolls sustains you.


Your Map

If you have marked waypoints on your map, you may return to them by spending Secrets. This is a quick way to change your Depth, but you cannot do it if you are Lost.

Always

Always

Make camp

In camp you can change what you have equipped, improve your equipment, or remove the Weary condition.

You may not make camp if you are Hurt. Making camp here will cost 5 Gear.

            Unlocked when Depth is:

1

2 (you have this)

3

            5
            You need 5 x Gear  (you have 6)

            Unlocked when Depth is:

1

2 (you have this)

3

            5
            Unlocked with 5 x Gear  - you have 6

When you do, you will be able to spend Secrets to fast-travel to them.


Small comforts

            Unlocked when Depth is:

1

2 (you have this)

3

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Depth is:

1

2 (you have this)

3

            5
            Unlocked with 5 x Gear  - you have 1

You build a fire, string up some simple alarms and dig out such food as you have. It's time to rest.

You have moved to a new area: Your Camp

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

You've lost 5 x Gear (new total 1).

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

You are making camp

Tip: Accomplish Deeds to unlock Reputations. Reputations grant new abilities to your characters!


Resources

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.

Experience

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

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Tip

Tip Accomplish Deeds to unlock Reputations. Reputations grant new abilities to your characters!

Tip: Accomplish Deeds to unlock Reputations. Reputations grant new abilities to your characters!

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Fortune

Your luck

A very chancy challenge

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Watched is:

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 1

            Unlocked when Watched is:


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Experience

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

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.

Sanctity

The Lord of Tolls sustains you.


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 tried to count the stones

A very chancy challenge

Every time, you reached a different number.

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

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

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.

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 0)

            1
            You need Bond: Your Father 1

            3
            Unlocked with 3 x Memories of Home

            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 0)

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

            3
            Unlocked with 3 x Memories of Home

            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 0)

            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

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

            1
            Unlocked with Bond: Your Cousin 1


You tried to count the stones

A very chancy challenge

'Start at the southernmost and go widdershins'

That was the way to do it, according to your father. He said the stones were good luck, and that they watched over the moorsfolk in return for certain considerations.

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

You succeeded in a Subtlety challenge!

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

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

You now have 1 x Memories of Home.

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Sails of the Sea-Kings: Sighted off the coast

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

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

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.

Sanctity

The Lord of Tolls sustains you.

The Lord of Tolls sustains you.
Earn and use Sanctity on the Barefoot Friar card.


Tutorial: Memories of Home

The Bellringer's Tomb

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

You have discovered some Memories of Home! You can spend these to to improve your basic equipment in camp or buy useful resources from the Above Deck.

Always

Always

Learn about Memories of Home

You acquire them from Above cards, or occasionally find them in the dungeon.


Keepsakes

Accumulate 5 Memories of Home to buy a new piece of equipment.

When you've earned more Memories of Home, we'll talk about using them to improve your equipment.


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.

Treasure

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Map-Scrap

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Strength of the Wolf-Lord

[Reduce this to 0 to overcome the wolf-lord]

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Tutorial: the Sea-Kings

The Bellringer's Tomb

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

The Sea-Kings come! These warriors once ruled half the world. Now their serpent-prowed ships sail from their shattered lands, bringing ruin.

Always

Always

The Sails of the Sea-Kings

As you play Above cards, the Sea-Kings will become more troublesome.


Red-haired raiders

Each time Sails of the Sea-Kings reaches 20, you will choose a complication: often a side-quest that must be completed before you can finish your main quest.

Complications cost resources but grant Experience like other quests. Complete them to discover more of your story!

You will have a chance to reduce the menace of the Sea-Kings when you complete your adventure.

If the Sea-Kings become a serious problem, we'll give you a warning.