The Gallows

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

Above Deck

Restore Spirit by remembering your life above

Cunning Plan

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

A very chancy challenge

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

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

Boldness

Tested in challenges of courage.

Reckless Folly

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

A very chancy challenge

It was bad luck to cross it.

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

A ewe had jumped a crumbled wall and vanished on the moor.

Your cousin will become a part of your story. In camp you will be able to acquire and improve a Long Knife and a Whittled Charm; items which focus on the Subtlety and Boldness attributes. New options will appear on some cards, and you can earn a new prestige card for your Above Deck: Into the Woods. This was originally paid-for content, and is now freely available thanks to the generosity of its purchasers.

            10
            You need 10 x Memories of Home  (you have 19)

            10
            Unlocked with 10 x Memories of Home  - you have 19

You listened to your Tutor

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 19)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 19

            1
            Unlocked with Bond: Tutor 1


Words of warning

You tracked a wayward sheep with your cousin and uncle

            10
            You need 10 x Memories of Home  (you have 9)

            10
            Unlocked with 10 x Memories of Home  - you have 9

Your uncle made sure to lead you past the gallows, where a corpse turned on the rope. A raven picked happily at its face. 'Folly is an easy path to walk,' your uncle said. 'But the ending's hard.'

Your cousin rolled his eyes. The gallows held no fear for him, and he admired ravens. You hid a smile. He always made time for you. His friends treated you like you were one of them. Maybe, sometimes, you followed him down some of those wayward paths.

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

An occurrence! Your 'Bond: Your Cousin' Quality is now 3!

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

You've lost 10 x Memories of Home (new total 9).


Resources

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

Gear

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

Treasure

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

Cunning Plan

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.

Copper Handbell

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

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

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

Amulet

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

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

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

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

Tip

Tip Overcome Region cards to advance further into the dungeon

Tip: Overcome Region cards to advance further into the dungeon

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings 18 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:18

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

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

Bond: Your Father

A quiet, prideful man.

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.

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.

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.

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.

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.

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.

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 Choice of Ways

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

Below Deck

Explore the dungeon

Take the upward path

The air is fresher that way.

Decrease your Depth.

Take the downward path

The air is stale and still.

Increase your Depth.

Follow the Path of Frogs

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

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

Try to find Gear.

            Unlocked when Depth is:

3 (you have this)

4

Follow the Stained Path

Cunning Plan

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

A modest challenge

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

Try to find Secrets.

            Unlocked when Depth is:

2

3 (you have this)

A very chancy challenge

Crawl carefully along the groaning passage

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

You may find Secrets.

            Unlocked when Depth is:

4

5

            Unlocked when Depth is:

4

5


Easier breathing

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

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

Tip: You must complete all your Quest cards before you can complete your adventure.


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.

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.

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.

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.

Tip

Tip You must complete all your Quest cards before you can complete your adventure

Tip: You must complete all your Quest cards before you can complete your adventure

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.

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.

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.

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.

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.

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.

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.

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 Ringing Bell

The Bellringer's Tomb

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

It sounds from far below, amidst the bones of the earth.

Below Deck

Explore the dungeon

Make your way towards it

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 modest challenge

It suits you to go deeper.

Head away from the sound

Cunning Plan

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

A chancy challenge

It must be safer.

This may reduce your Depth.

Resist the bell's song

Spend Inspiration to discard this card without effect.


Closer to the sky

Head away from the sound

A chancy challenge

You leave the eerie sound behind you, climbing up. Here old tree roots grow through the walls. You break a few off - there's always a need for dry wood.

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

You succeeded in a Subtlety challenge!

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

You've gained 3 x Gear (new total 7).

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

Tip: You can improve your equipment in camp by spending Memories of Home.


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.

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.

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.

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.

Tip

Tip You can improve your equipment in camp by spending Memories of Home

Tip: You can improve your equipment in camp by spending Memories of Home

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.

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.

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.

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.

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.

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.

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.

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 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 mocked the mighty

Forgotten Lore

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

A very chancy challenge

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.


Levelling the field

A very chancy challenge

The table around you erupted into laughter, and your victims flushed and shook wry heads. You were moorsfolk, and the gap between the humble and the mighty was not too wide for well-aimed words to cross.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 3 x Memories of Home (new total 12).

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 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.

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.

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.

Sails of the Sea-Kings

Sails of the Sea-Kings 19 - The Moorsfolk live in fear of their straight, dawn-winking swords

The Moorsfolk live in fear of their straight, dawn-winking swords:19

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

Bond: Your Father

A quiet, prideful man.

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.

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.

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.

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.

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.

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.

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 Summer Fair

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

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

Above Deck

Restore Spirit by remembering your life above

You joined the dancing

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

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

You joined the tug-of-war

A contest of strength and determination.

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

A Tug-of-War

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

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

You entered the riddling-contest

You wanted to pit your craft against others.

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

A Riddle-Contest

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

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

You gave someone a flower

A token of your affection.

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

            1
            You need 1 x Memories of Home  (you have 12)

            1
            Unlocked with 1 x Memories of Home  - you have 12

The Gift of a Flower

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

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

You decided to settle a score

Your rival was here...

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

            1
            You need Rivalry 1

            1
            You need Impossible! 1

            1
            Unlocked with Rivalry 1

            1
            Unlocked with Impossible! 1

A Score Settled

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

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


Below Deck

Explore the dungeon

Skills: The Barefoot Friar

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

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 Summer Fair

Unlocked when Hopeless is:

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

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

A Cavernous Hall

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


A Cavernous Hall

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

Below Deck

Explore the dungeon

Search the area around you

Cunning Plan

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

A low-risk challenge

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

Look for Gear.

Cross the mosaiced floor carefully

Forgotten Lore

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

A 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


The pattern

A tough challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You now have 4 x Secrets.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Experience

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

Memories of Home

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

Hands

What you're holding

Cloudy Mirror

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3

            Unlocked when Lost is:

Have faith in the Lord's intention...

...and do not fear.

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

            3
            You need Sanctity 3

            3
            Unlocked with Sanctity 3


Forewarned is forearmed

Use your Secrets

Put your knowledge to use.

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

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

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

You wrack your brains...

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


Resources

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.

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.

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.

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.

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.

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.


Navigating the dark reaches

Your Map

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

Return to a waypoint

Use your Secrets

Put your knowledge to use.

You can spend some of your Secrets to...

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

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

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

You consult your map...


Resources

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

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.

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.

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.

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.

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.

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.


Small comforts

Make 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.

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 2)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 2

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 2).

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

You are making camp

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


Resources

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

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.

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.

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.

Tip

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

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

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.

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.

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

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 12)

            5
            Unlocked with 5 x Memories of Home  - you have 12

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 2)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 2


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.

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.

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.

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.

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.

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.


It glints, patiently

Unsheathe your cousin's long knife

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.

The blade is made of pale steel.

Equipped in your Hands slot, the Long Knife increases your Subtlety by 1 but decreases your Wits by 1.

            5
            You need 5 x Memories of Home  (you have 7)

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

            5
            Unlocked with 5 x Memories of Home  - you have 7

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

He used it to whittle his wooden charms: little birds and animals that would fit in the palm of your hand. You recall the scratchy sound of the knife at the wood, the way you cousin's tongue poked from the corner of his mouth when he worked on a detail.

Once, while he was whittling, he told you how he had scavenged it from a battlefield before he came of age. 'The sun was barely risen. Corpses sprawled beneath a mist-blanket. Ravens croaked overhead as I pulled it free.' When you asked him why he took it, he shrugged. 'To show I wasn't scared? Because its gleam caught my eye? Because I was a boy, and boys love knives and swords?'

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

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

You now have 1 x Long Knife.

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

You've lost 5 x Memories of Home (new total 7).


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.

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.

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.

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.

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

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 7)

            5
            Unlocked with 5 x Memories of Home  - you have 7

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!

Rest and eat

Making Camp

Your Camp

A moment's respite

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


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

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.

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.

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.

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.

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.


An Inscribed Door

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

Below Deck

Explore the dungeon

Smash through

Boldness

Tested in challenges of courage.

Reckless Folly

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

A straightforward challenge

The door is old wood, swollen shut.

You may find Secrets.

Read the words on the wood

Cunning Plan

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

A modest challenge

They are scrawled in blood.

 They may lead to Treasure.


Someone else's marker

A modest challenge

They speak of a treasure hidden nearby. Whoever wrote them must have hoped someone would come after them.

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

You succeeded in a Subtlety challenge!

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 Choice of Ways

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

Below Deck

Explore the dungeon

Search the area

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 modest challenge

There are signs that someone camped here as they decided which way to go.

You may find Gear.

Investigate the alcove in the wall.

A chancy challenge

An old, bandaged shape has been squeezed in there.

You may find Treasure.

            Unlocked when Depth is:

1 (you have this)

Take the upward path

The air is fresher that way.

Decrease your Depth.

Take the downward path

The air is stale and still.

Increase your Depth.

Cunning Plan

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

A very chancy challenge

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

You may find Secrets.


All that's left

Search the area

A modest challenge

All you find is an old bloodstain. Whoever rested here never woke.

This is tested when you need to think clearly.

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

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

You've gained 1 x Experience (new total 20).

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Experience

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

Memories of Home

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 Path through the Woods

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

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

Above Deck

Restore Spirit by remembering your life above

You gathered firewood

Forgotten Lore

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

A very chancy challenge

Frost on the ground before St. Airic's Day? It would be a cruel winter.

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

A tough challenge

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

...and braved the deep woods.

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

You took the overgrown path toward Harrow's Hill

It was an ill-spoken place.

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

A chancy challenge

You listened to your tutor's rambling lessons

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

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

            1
            You need Bond: Tutor 1

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            Unlocked with Bond: Tutor 1

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

...between hunched oaks in ivied coats.

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

            5
            You need 5 x Memories of Home  (you have 7)

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

            5
            Unlocked with 5 x Memories of Home  - you have 7

            1
            Unlocked with 1 x Polished Raven Amulet


A hard path

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

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

After you'd overcome its nettles, the trail climbed from the trees onto a slope of unwelcoming bracken. The hill's bulk bathed you in shadow, blocking out half the sky. A skittish wind circled it, plucking at your sleeves as you renewed your climb.

You have a new card in your Above Deck: On Harrow's Hill.

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

You've lost 5 x Memories of Home (new total 2).

This adds a prestige card to your Above Deck.

You remember climbing Harrow's Hill. A new card has been added to your Above Deck!


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 Summer Fair

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

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

Above Deck

Restore Spirit by remembering your life above

You joined the dancing

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

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

You joined the tug-of-war

A contest of strength and determination.

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

You entered the riddling-contest

You wanted to pit your craft against others.

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

You gave someone a flower

A token of your affection.

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

            1
            You need 1 x Memories of Home  (you have 2)

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

You decided to settle a score

Your rival was here...

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


Below Deck

Explore the dungeon

Always

Always

The Hall

The roof was high and steep, supported by crossed beams of pine...


The Ringing of Bells

The bells rang in the morning.

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

You went to the church...

Forgotten Lore

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

A very chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

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

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

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

The bells you remember were the lonely bells of the abbey

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

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

            1
            Unlocked with You are the 1 - you have 1

You comforted your sister at the funeral

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 2)

            1
            You need Bond: Your Sister 1

            3
            Unlocked with 3 x Memories of Home  - you have 2

            1
            Unlocked with Bond: Your Sister 1


Away from the world

Rosling Abbey

Wind-bitten. Bleak. Home, for all the ordered years of your novitiate.

You remember the hardy roses crawling up the cloisters. The groan of the night-wind outside your cell. Sweet plainsong, and sweeter honey from the hives along the south wall.

High on the Red Cliffs, balanced on the edge of the sea and the sky...