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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Your 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 (you have this)

2

3

            5
            You need 5 x Gear  (you have 12)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 12

You have not yet discovered any Waypoints

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


Small comforts

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            You need 5 x Gear  (you have 7)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 7

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 7).

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

You are making camp

Tip: Heroes learn from their mistakes - failing at a test grants Experience!


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.

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Reach Depth 7 to advance this Deed and unlock new Reputations:1

Deed: Deep-Delver: Reach Depth 7 to advance this Deed and unlock new Reputations

Down, you have ventured. Down and down and down.

Something to boast about in the mead-hall

Youthful Reputation

How were you known?

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

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

You will not stray from the path

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

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Increase this quality to earn more Sanctity.

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 Heroes learn from their mistakes - failing at a test grants Experience!

Tip: Heroes learn from their mistakes - failing at a test grants Experience!

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings 14 - 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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

Threat: the Sea-Kings 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 Althing

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

Memory: the Summer Fair

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

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.

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.

Distance Remaining

How far do you have left to go?

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.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

            5
            You need 5 x Memories of Home  (you have 11)

            5
            Unlocked with 5 x Memories of Home  - you have 11

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Rest and eat

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 7)

            Unlocked when Watched is:

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 7

            Unlocked when Watched is:


You remember the life you left behind

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Memories tug at your attention.


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Long Knife

No tool, this. It is thin and sharp. A killing knife.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


A long way from home

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

Polish and sharpen your cousin's knife...

...just as he did, late at night when candlelight turned to honesty.

This will turn your Long Knife into a Bitter Knife, which increases your Subtlety by one without penalising your Wits.

            1
            You need 1 x Long Knife  (you have 0)

            10
            You need 10 x Memories of Home  (you have 1)

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

            1
            Unlocked with 1 x Long Knife

            10
            Unlocked with 10 x Memories of Home  - you have 1

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

The stories he told of the knife's past were rarely the same. Once, he claimed it came from Scathe or Bleak, where they make strong, pale steel beneath the ivory gaze of their grinning idols. You asked him how it ended up in a Sea-King's hands. He glowered. 'The same way anything does.'

Another time he said it had been a lady's rose-knife. Delicate hands used it to gather blooms in walled gardens, high above the sea where the sun spread rich and thick. 'Have you heard of Alarisse? She was a handmaiden to the Peregrine Queen. Both the Knight of Cats and the Bear-Knight competed for her hand. Maybe this was hers.'

You turn it over. It's thin and sharp. It could cut rose-stems, certainly. Among other things.

You can further improve your knife in camp by spending Memories of Home.

No tool, this. It is thin and sharp. A killing knife.

You've lost 1 x Long Knife (new total 0).

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

You've lost 10 x Memories of Home (new total 1).

The cold of its homeland lingers in its slim, strong steel.

You now have 1 x Bitter Knife.


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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

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.


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 1)

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

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.


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Stones

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

Above Deck

Restore Spirit by remembering your life above

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

Because it was there.

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

Your cousin climbed the stones

He was as sure as a hill-goat.

Gain a Reckless Folly and a Cunning Plan.

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

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

At midsummer, your father took you up to the stones

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 1)

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

            3
            Unlocked with 3 x Memories of Home  - you have 1

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

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 1)

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

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

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

            2
            Unlocked with 2 x Memories of Home  - you have 1


He never even looked down

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

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

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

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

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

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

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

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

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

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.


Region: The Scarrow's Pantry

The Bellringer's Tomb

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

The Scarrow are short, and narrow, and long-fingered. Their hair is lank. Their teeth are flat, for cracking bones, and their tongues are wormlike, for sucking out the marrow.

Their keening voices drift through the passages. They sing of the memories they've drunk from the bones.

Increase your Depth to 4 and reduce your Distance Remaining to 0 using this card to pass through their territory.

Always

Always

Creep through the Scarrow's domain

Cunning Plan

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

A tough challenge

They are intent on their songs. You try to avoid the carpet of brittle white shards.

Try not to alert the Scarrow to your presence, but you'll lose Spirit from hearing their songs.

            10
            You need 10 x Secrets  (you have 10)

            1
            You need Distance Remaining 1 (you have 4)

            10
            Unlocked with 10 x Secrets  - you have 10

            1
            Unlocked with Distance Remaining 1 - you have 4

Stride onwards

You don't need to hide from them. You know the way.

You will alert the Scarrow to your presence, but make some progress.


A telltale tibia

Creep through the Scarrow's domain

A tough challenge

            10
            You need 10 x Secrets  (you have 0)

            1
            You need Distance Remaining 1 (you have 3)

            10
            Unlocked with 10 x Secrets

            1
            Unlocked with Distance Remaining 1 - you have 3

The Scarrow croon over their meals, singing of forgotten lives. The floor is littered with brittle bones, all sucked empty. You step on one - just one - accidentally, and the singing stops. The Scarrow are silent.

They will come for you now. They will come in the dark.

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

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

You've lost 1 x Distance Remaining (new total 3 - Partway there).

An occurrence! Your 'Silence of the Scarrow' Quality is now They will come for you in the dark...!

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.

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

You've lost 10 x Secrets (new total 0).


Resources

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

Gear

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Silence of the Scarrow

Silence of the Scarrow They will come for you in the dark...

The Scarrow have ceased their songs...

Silence of the Scarrow: They will come for you in the dark...

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

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.


Region: The Silence of the Scarrow

The Bellringer's Tomb

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

They know you are here. They will come for you. The Scarrow fear light, but see clearly in the dark. And they are many.

Reduce your Distance Remaining to 0 using this card and increase your Depth to 4 to pass through the Scarrow's Pantry.

Always

Always

Forgotten Lore

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

A tough challenge

Distract them with the treasures of the dead

Scarrow cannot resist grave-goods. They dress themselves in burial-shrouds, and adorn themselves with rings pulled from brittle fingers.

            10
            You need 10 x Treasure  (you have 22)

            1
            You need Distance Remaining 1 (you have 3)

            10
            Unlocked with 10 x Treasure  - you have 22

            1
            Unlocked with Distance Remaining 1 - you have 3

Run. While you can.

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

If you know the way.


You cast treasures behind you

A tough challenge

            10
            You need 10 x Treasure  (you have 12)

            1
            You need Distance Remaining 1 (you have 2)

            10
            Unlocked with 10 x Treasure  - you have 12

            1
            Unlocked with Distance Remaining 1 - you have 2

The Scarrow fight over the scattered grave-gold with flat teeth and nails worn hard as oak from digging through the underside of coffins.

Each of them retreats with their treasure, and begins singing to it softly. You creep on, as the songs begin again.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

You've lost 1 x Distance Remaining (new total 2 - Most of the way there).

Your 'Silence of the Scarrow' Quality has gone!

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

You've lost 10 x Treasure (new total 12).

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


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.

Treasure

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

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Witch's Mood

As changeable as the sea.

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

Sails of the Sea-Kings

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

Distance Remaining 2 - Most of the way there

How far do you have left to go?

Distance Remaining: Most of the way there

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Hall

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

Above Deck

Restore Spirit by remembering your life above

You joined your neighbours at the feast

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

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

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

You mocked the mighty

A very chancy challenge

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

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


The world outside

You joined your neighbours at the feast

A chancy challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

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

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

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.

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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

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

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

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Your Thoughts

What thoughts weigh on you as you travel?

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

Below Deck

Explore the dungeon

Remember your home

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

Gain a Memory of Home.

Think about your travels

Perhaps you can learn from them.

Gain Experience.

Pray

The Lord of Tolls will hear you. Even here.

Gain a random amount of Sanctity up to your Holy quality.

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

            Unlocked when Holy is:

            1
            Unlocked with You are the 1 - you have 1

            Unlocked when Holy is:

Sing a Scarrow-Song

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

Trade Memories of Home for Experience

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

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


Reverie

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

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

You've gained 1 x Memories of Home (new total 3).


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.

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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Resources

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

Gear

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

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

Cloudy Mirror

For peering around corners, and reflecting light into narrow spaces.

Bitter Knife

The cold of its homeland lingers in its slim, strong steel.

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

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: Deep-Delver

Down, you have ventured. Down and down and down.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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.

A Complication

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Bond: Your Father

A quiet, prideful man.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

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

Memory: the Summer Fair

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

Bond: Your Cousin

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

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.

Distance Remaining

How far do you have left to go?

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.


Region: The Scarrow's Pantry

The Bellringer's Tomb

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

The Scarrow are short, and narrow, and long-fingered. Their hair is lank. Their teeth are flat, for cracking bones, and their tongues are wormlike, for sucking out the marrow.

Their keening voices drift through the passages. They sing of the memories they've drunk from the bones.

Increase your Depth to 4 and reduce your Distance Remaining to 0 using this card to pass through their territory.

Always

Always

Creep through the Scarrow's domain

Cunning Plan

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

A tough challenge

They are intent on their songs. You try to avoid the carpet of brittle white shards.

Try not to alert the Scarrow to your presence, but you'll lose Spirit from hearing their songs.

            10
            You need 10 x Secrets  (you have 0)

            1
            You need Distance Remaining 1 (you have 2)

            10
            Unlocked with 10 x Secrets

            1
            Unlocked with Distance Remaining 1 - you have 2

Stride onwards

You don't need to hide from them. You know the way.

You will alert the Scarrow to your presence, but make some progress.


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

Tribute for the Sea-Kings

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

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

Region: The Scarrow's Pantry

Unlocked with Progress 4 - you have 4; Unlocked when Silence of the Scarrow is:

; Unlocked when Making Camp is:

<p>The Scarrow are short, and narrow, and long-fingered...

Your Map

Unlocked when Making Camp is:

; Unlocked with

<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...

Options

You can find various game options here...

Always

Always

The Smith

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

The Harvest

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


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

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

a stranger

A past yet to be revealed

Spirit

Your resolve.

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.


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


No thanks

Tutorial

Choose a Character

Below starting area

You will not receive tutorial messages.

You have moved to a new area: Choose a Dungeon

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


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 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.

Always

Always

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.


Ymma

Her name is Ymma, but the crueller villagers call her 'Carthorse', because she's wide-shouldered, long-faced and simple. But she's innocent, and her flat whistling lifts your spirits.

She won't last long in the tomb without help. You have to find her and bring her home.

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

Save the Tanner's daughter from the tomb.

Ymma is lost somewhere in the dungeon. Search for her

You have embarked on a quest


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

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.

Quest: Rescue Ymma

Quest: Rescue Ymma Search the tomb for her.

Save the Tanner's daughter from the tomb.

Quest: Rescue Ymma: Search the tomb for her.


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.

Always

Always

Take a moment

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


A beginning

You settle down and start marking out your map.

This is a camp: a place of temporary safety.

You have moved to a new area: Your Camp

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

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

You are making camp

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.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

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.

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


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 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.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

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

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.

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.

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.


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.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


The Farewell

You left in secret for the dungeon. But someone knew you'd be going, and bade you good-bye.

Who was it?

You may now choose a Bond. As well as shaping your story, Bonds allow you to acquire new equipment when you make camp.

Above Deck

Restore Spirit by remembering your life above

Your father

He'd left a note for you.

Your father will become a part of your story, and new options will appear on some Above cards. A bond with your father also allows you to acquire equipment that focuses on improving the Wits attribute.

Your sister

She knew what you were planning even before you did.

Your sister will become a part of your story, and new options will appear on some Above cards. A bond with your sister also allows you to acquire equipment that focuses on improving the Boldness and Subtlety attributes.


The letter

He knew better than to try and change your mind, but he couldn't keep himself from leaving a few words of wisdom for you. The letter said he'd pray for your return, and was weighted with one of his charms - a tablet of clay, engraved with magic words.

That was your father: piety and paganism, side by side.

Spirit has not changed from 10 because it's higher than 9.

Your father may become a part of your story.

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.

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

You now have 1 x Amulet.


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.

Hands

What you're holding

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


The Hall

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

You mocked the mighty

A very chancy challenge

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

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

Your cousin took you with him to the althing

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

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

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

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

            4
            Unlocked with 4 x Memories of Home

            1
            Unlocked with 1 x Pale-Gleaming Knife

You attended the althing

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

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


Playing the fool

You mocked the mighty

A very chancy challenge

An equal number of laughs and of scowls. Some said your jokes went too far, or were aimed at undeserving targets. The moorsfolk were prone to melancholy.

This is tested when you need to think clearly.

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

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

You now have 3 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.
Use this item to make camp or remove the Dark and Hurt conditions.

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.

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Your childhood

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

Always

Always

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

They didn't know the half of it.

Your Boldness will increase by 1 permanently.

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

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

Your Subtlety will increase by 1 permanently.

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

You watched more than you spoke.

Your Wits will increase by 1 permanently.


Leader of the pack

Where others were afraid, you were curious. You'd brave the moor at night and the river in winter. You lingered by the red ribbons tied to the trees of the Waywood. You climbed Harrow's Hill and spied on its lonely house. Your friends followed along or got left behind.

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

You were a wild child, brave and reckless.


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.

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

Consumable Items

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

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.]

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

A chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

A modest challenge

It seems fresh enough.

Try to gain Gear.


A wishing-basin

Reach into the basin

Boldness

Tested in challenges of courage.

A chancy challenge

You reach through the scum on the surface. Old coins line the stone bottom. You fish them out.

You succeeded in a Boldness challenge!

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

You now have 3 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.

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.

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

Amulet

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

A Map-Scrap

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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.

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.

Amulet

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

A Map-Scrap

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.