An Infestation

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

Below Deck

Explore the dungeon

Drive the rats away

Boldness

Tested in challenges of courage.

A chancy challenge

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

Search for Gear.

Catch a luminous beetle

A very chancy challenge

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

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


You drive them off

Drive the rats away

Boldness

Tested in challenges of courage.

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

A chancy challenge

You shout and take a swipe at them. The rats scurry over each other to get away. What's left of the corpse is unrecognisable, but the rats hadn't found its wrapped rations, its flint, or its tinder.

You succeeded in a Boldness 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 8).


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.

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.

Memories of Home

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

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Hammer

A hammer from the smithy

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.

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

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

Sails of the Sea-Kings

Sails of the Sea-Kings 2 - Sighted off the coast

Sails of the Sea-Kings: Sighted off the coast

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Tutorial: Skills

Unlocked with Tutorial: Skills 1 - you have 1

Each character has special abilities to help them survive...

Tutorial: Quests

Unlocked with Tutorial: Quests 2 - you have 2

Tutorial: Your Map

Unlocked with Tutorial: Your Map 1 - you have 1

Options

You can find various game options here...

Always

Always

An Old Statue

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

A Ringing Bell

Unlocked when Making Camp is:

; Unlocked with  - you have 1

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


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

A modest challenge

It suits you to go deeper.

Head away from the sound

A very chancy challenge

It must be safer.

This may reduce your Depth.

Resist the bell's song

Spend Inspiration to discard this card without effect.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Closer to the sky

Head away from the sound

A very 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!

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

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

Tip: Advance the Explorer deed to unlock the Wayfarer and Road-Forger reputations.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Tip

Tip Advance the Explorer deed to unlock the Wayfarer and Road-Forger reputations

Tip: Advance the Explorer deed to unlock the Wayfarer and Road-Forger reputations

Bond: Your Sister

She is fierce, rebellious, and pretty.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


A Bright Burning Light

The sun! The sun!

Always

Always

Above

The sun! The sun!

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


The village

Above

A Bright Burning Light

The sun! The sun!

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

You have moved to a new area: Your Camp

You moved to a new setting: Above.


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.

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


A Village on the Road

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

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

Always

Always

Visit the market

The market is strung through clearings cut from the woods.

Buy Gear with Treasure.

Return to the Bellringer's Tomb

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

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Improve your Character

Spend Experience to purchase new abilities for your character.

Remove your conditions

Spend Treasure to recover.


Rest and recuperation

Remove Conditions

The village has an inn where you could rest to recover from weariness. A little way into the woods is a healer's house. People say she can heal wounds and even - when the stars are right - lift curses.

[Note: You cannot recover Spirit in town. To recover Spirit, use the Above Deck.]

Remove your conditions

Spend Treasure to recover.

The village has an inn you could convalesce at and a capable, if crabby, healer.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


You turn back

A Village on the Road

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

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

Return to the village square

Remove Conditions

The village has an inn where you could rest to recover from weariness. A little way into the woods is a healer's house. People say she can heal wounds and even - when the stars are right - lift curses.

Note: You cannot recover Spirit in town. To recover Spirit, use the Above Deck.

You've business elsewhere.

Curious eyes watch you pass.


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.

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


You leave the village behind

Return to the Bellringer's Tomb

A Village on the Road

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

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

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

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

You moved to a new setting: Below.

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

Tip: Overcome Region cards to advance further into the dungeon.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Tip

Tip Overcome Region cards to advance further into the dungeon

Tip: Overcome Region cards to advance further into the dungeon

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


An Old Statue

It stands in the gloom, its grey shoulders hunched.

Below Deck

Explore the dungeon

Identify the statue

A very chancy challenge

A stone child, hand outstretched.

Try to gain Secrets.

            1
            You need Progress 1 (you have 1)

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

            1
            Unlocked with Progress 1 - you have 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

Break the statue

Fortune

Your luck

A very chancy challenge

Sometimes, effigies are used to hide treasure.

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

10

Help yourself to the offerings

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

Gain Gear, but there may be consequences...


A find

Break the statue

Fortune

Your luck

A very chancy challenge

There - in a niche beneath the statue - something gleaming!

You succeeded in a Fortune challenge!

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

You now have 9 x Treasure.


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Always

Always


Tutorial: Skills

The Bellringer's Tomb

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

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

Always

Always

Use your skills wisely

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

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

            2
            Unlocked with You are the 2 - you have 2


Improving your skills

Skills: The Smith's Daughter

[Use your character's special abilities with this card.]

You have your craft, your strength, and the stubbornness that drove your mother to fury.

It will do.

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

You've learnt about skills.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Preparation, the mother of invention

Use your Gear

You open your pack.

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

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

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

Use your Gear

Skills: The Smith's Daughter

Use your character's special abilities with this card.

You have your craft, your strength, and the stubbornness that drove your mother to fury.

It will do.

Make camp or remove the Dark and Hurt conditions.

You open your pack...

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


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Small comforts

Make camp

Use your Gear

You open your pack.

You can spend some of your Gear to...

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

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

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

 You cannot 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 6)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 6

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

You've lost 5 x Gear (new total 6).

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

You are making camp


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Making Camp

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

            5
            You need 5 x Memories of Home  (you have 1)

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

Rest and eat

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 6)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 6


The smith's art

Craft a Masterwork

Your Camp

A moment's respite

You've honed your craft. You're ready.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

You take out your tools...


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Making Camp

Your Camp

A moment's respite

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


The smith's art

Practise your Craft

Your Camp

A moment's respite

You build a fire, take out your tools and recall the lessons you learned at the forge.

[Spend Gear and Memories of Home to craft special equipment. You can find Gear in the dungeon or purchase it with Treasure in the village, Memories of Home can be earned from the Above Deck.]

Practise your Craft

Making Camp

Your Camp

A moment's respite

You take out your tools...


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Making Camp

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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 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.

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.

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Skills: The Smith's Daughter

Unlocked with You are the 2 - you have 2; Unlocked with

<p>[Use your character's special abilities with this card...

Always

Always


Options

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

Always

Delete Character

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

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

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

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


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

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

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

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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Always

Always


Skills: The Smith's Daughter

Use your character's special abilities with this card.

You have your craft, your strength, and the stubbornness that drove your mother to fury.

It will do.

Always

Crafting

You can make new equipment in camp. Choose this option to find out more.

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.


Making, Craft, and Masterpieces

To craft or improve new items you may need Gear, Secrets, or Treasure recovered from the dungeon, and Memories of Home from cards in the Above Deck.

As you make and improve items, you'll earn two sorts of Craft: Precise and Sturdy. When these are high enough you may create an exceptional item called a masterpiece. You can only have one masterpiece at a time - creating a new one will destroy your old one.

All crafting is done in camp. Use your Consult Your Map card to go to a campsite.


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Tutorial: Quests

The Bellringer's Tomb

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

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

Always

Always

Check your Quest card regularly

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


Fortune and glory

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

Click 'More' to reveal your current Quest card.

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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Always

Always


Tutorial: Your Map

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

Always

Learn about Waypoints and the Map

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


Quick travel

Your Map

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

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

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

You've learnt about your Map card.


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Points of light

Your Map

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

You have not yet discovered any Waypoints

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

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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

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...

Always

Always


Your Map

Always

Make camp

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

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


Small comforts

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            You need 5 x Gear  (you have 1)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 1

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

You have moved to a new area: Your Camp

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

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

You are making camp

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


Resources

Gear

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

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.

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

A Second Wind

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Making Camp

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

Tip

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

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

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


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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 1)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 1


The smith's art

Craft a Masterwork

Your Camp

A moment's respite

You've honed your craft. You're ready.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

You take out your tools...


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Making Camp

Your Camp

A moment's respite

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


The smith's art

Practise your Craft

Your Camp

A moment's respite

You build a fire, take out your tools and recall the lessons you learned at the forge.

[Spend Gear and Memories of Home to craft special equipment. You can find Gear in the dungeon or purchase it with Treasure in the village, Memories of Home can be earned from the Above Deck.]

Practise your Craft

Making Camp

Your Camp

A moment's respite

You take out your tools...


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Making Camp

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

You've honed your craft. You're ready.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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.


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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...

A chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

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

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

You comforted your sister at the funeral

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

Spend 3 Memories of Home to gain Inspiration.

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

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

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

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

Turning your back on the bells, you climbed Harrow's Hill

A fey mood was upon you. You let your walking-staff lead the way. There would be trouble later, but you didn't care.

Spend 5 Memories of Home to add a powerful new card to your Above Deck: On Harrow's Hill.

            5
            You need 5 x Memories of Home  (you have 1)

            1
            You need 1 x Inscribed Staff  (you have 0)

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

            1
            Unlocked with 1 x Inscribed Staff

The bells you remember were the lonely bells of the abbey

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

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

            1
            Unlocked with You are the 1 - you have 2


Grim tidings

You went to the church...

A chancy challenge

A white sail had been seen on the river - the Sea-Kings were looking for prey. The village huddled together within the grey stone walls as the priest led prayers to the Lord of Tolls, begging him to spare the moorsfolk from their attentions.

This is tested when you need to think clearly.

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

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

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

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.

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

Sails of the Sea-Kings 3 - Sighted off the coast

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

The Smith

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

The Stones

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


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

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

A very chancy challenge

Because it was there.

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

At midsummer, your father took you up to the stones

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

Spend 3 Memories of Home to gain Inspiration.

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

            1
            You need Bond: Your Father 1

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

            1
            Unlocked with Bond: Your Father 1

You crossed the moor to the Althing

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

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

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

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

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

            1
            Unlocked with 1 x Sheaf of Maps

Learning the Giant-Tongue

You know something of the speech of giants.

An almost impossible challenge

You can almost remember the faint patterns of their runes

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

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

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

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

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

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

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

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

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

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

Your cousin climbed the stones

He was as sure as a hill-goat.

Gain a Reckless Folly and a Cunning Plan.

            1
            You need Bond: Your Cousin 1

            1
            Unlocked with Bond: Your Cousin 1


On the shoulders of...

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

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

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

Many had tried to climb the stone. Few succeeded. The handholds were shallow and the edges sharp, and, once, you were certain the stone tried to shrug you off.

But you persisted. When you stood astride the great grey stone you were the tallest thing for miles around.

You succeeded in a Boldness challenge!

You've gained 3 x Memories of Home (new total 5).

You now have 1 x Reckless Folly.

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.

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.

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

Sails of the Sea-Kings 4 - Sighted off the coast

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Smith

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

The riddle of steel

A tough challenge

You watched him as he worked.

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

You took a turn at the forge

Your mother didn't approve, but your father turned a blind eye.

See exclusive options for the Smith's Daughter.


Meant to be

A Turn at the Forge

Was anywhere more truly your home than this? Surrounded by iron and fire, by smoke and by sound. Blades were forged here, and horseshoes and arrowheads and ploughshares.

And so were you.

[This is a special card for the Blacksmith's Daughter.]

The hammer fit comfortably in your hand. The fires scorched your skin in welcome. The anvil beckoned.


Resources

Reckless Folly

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Smith

Return to The Smith card

A Turn at the Forge

Was anywhere more truly your home than this? Surrounded by iron and fire, by smoke and by sound. Blades were forged here, and horseshoes and arrowheads and ploughshares.

And so were you.

This is a special card for the Blacksmith's Daughter.

So you can choose a different option.

Click 'More...' to be taken back to the previous 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.

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.

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Caught

The riddle of steel

A tough challenge

The Smith

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

You watched him as he worked.

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

No-one guards their secrets like a blacksmith. He grinned and shooed you away. 'Begone, or I'll sell you to the Sea-Kings for a new hammer and some sour Summerland wine!'

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

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

You've gained 3 x Memories of Home (new total 8).

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

The Sea-Kings threaten Gallowmoor


Resources

Treasure

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Resources

Reckless Folly

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

A modest challenge

It seems fresh enough.

Try to gain Gear.


Wise precautions

A modest challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 3 x Gear (new total 4).


Resources

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

Gear

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Always

Always


An Infestation

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

Below Deck

Explore the dungeon

Drive the rats away

Boldness

Tested in challenges of courage.

A chancy challenge

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

Search for Gear.

Catch a luminous beetle

A very chancy challenge

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

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


Empty-handed

A very chancy challenge

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

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

You now have 1 x Experience.

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

Something is watching you.


Resources

Gear

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

A Second Wind

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.


Tutorial: Spirit

The Bellringer's Tomb

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

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

Always

Always

Spirit is important! Keep an eye on it.

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


Don't lose all your Spirit!

Recover it by playing cards from the Above deck.

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

You've learnt about Spirit.


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Tutorial: Experience

You have gained Experience!

Always

Always

Learn how to spend Experience

You have gained Experience!

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


Getting better

Learn how to spend Experience

Tutorial: Experience

You have gained Experience!

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

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

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


Resources

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.

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.


Tutorial: Conditions

The Bellringer's Tomb

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

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

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

Always

Always

Learn how to remove Conditions

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


The Status Card

Status

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

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

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

You've learnt about conditions.


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Remembering your old life

You have lost Spirit.

Status

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

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

If your Spirit reaches 0, you will fall.

Restore your Spirit using cards from the Above Deck.


Resources

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.

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Status

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

Always

Always


Status

Always

You are Watched!

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


Eyes in the dark

Removing Watched

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

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

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

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


Resources

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

Gear

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

Treasure

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

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

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

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


Resources

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.

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


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

A modest challenge

It suits you to go deeper.

Head away from the sound

A very chancy challenge

It must be safer.

This may reduce your Depth.

Resist the bell's song

Spend Inspiration to discard this card without effect.


A melody from your youth?

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.

A modest challenge

It suits you to go deeper.

Down you go. The bell gets louder, then stops. There is something familiar in its ringing - the tune it sounds is one you know. The last time you heard it was at the winter market, where a young girl was playing the flute for coins.

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 3 x Secrets.

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

You've gained 1 x Memories of Home (new total 9).

Tip: You can spend Treasure on cards from the Treasure Deck to buy powerful new items.


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Tip

Tip You can spend Treasure on cards from the Treasure Deck to buy powerful new items

Tip: You can spend Treasure on cards from the Treasure Deck to buy powerful new items

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Watched

You can feel eyes upon you...

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

This is tested when you need to think clearly.


Tutorial: Depth

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

Always

Always

Learn about Depth

Tutorial: Depth

The Bellringer's Tomb

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

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


Be wary...

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

You've learnt about Depth.


Resources

Gear

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

A Second Wind

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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 Wolf-Lord's Challenge

As you venture downwards a voice rumbles through the Tomb.

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

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

To progress through the dungeon you must overcome Challenges.

Always

Always

Call out your defiance

Boldness

Tested in challenges of courage.

A straightforward challenge

He will not frighten you.

Gather your wits

A straightforward challenge

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


Folly speaks, wisdom is silent

A straightforward challenge

He snarls, angered by your silence. 'Your saint is dead, and we have returned. I have made a hall of his tomb. You are not welcome!'

You were wise not to speak. He already gives away his secrets.

To progress through the dungeon you must overcome challenges to pass through Regions. You can see your current Region on a pinned card at the bottom of the play screen.

Gather the resources you need from the Below Deck, then play choices on the Region card to reduce the Strength of the Wolf-Lord. When it reaches 0, you can pass deeper into the dungeon.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

Reduce this to 0 to overcome the wolf-lord

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

The Wolf-Lord howls, far away.

How far have you progressed through the dungeon.

You have a new Challenge: the Wolf-Lord.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

The Wolf-Lord has your Scent

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

He is closing in...

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Tutorial: Regions

Unlocked with Tutorial: Regions 1 - you have 1; Unlocked when Depth is:

2 (you have this)

3

4

5

6

7

8

9

10

Always

Always


Tutorial: Regions

The Bellringer's Tomb

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

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

Always

Always

A new Region card will now appear on the play screen

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


Progressing through the Dungeon

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

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

Click 'Onward' to reveal your current Region card.

You've learnt about regions.


Resources

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

A Second Wind

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Below Deck

Explore the dungeon

Region: The Wolf-Lord's Domain

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

; Unlocked with

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

Always

Always


Region: The Wolf-Lord's Domain

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

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

Always

Ambush the Wolf-Lord

Boldness

Tested in challenges of courage.

A modest challenge

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

            5
            You need 5 x Gear  (you have 4)

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

            5
            Unlocked with 5 x Gear  - you have 4

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

Call out a riddle to the Wolf-Lord

A modest challenge

Wolves pride themselves on their word-play.

            5
            You need 5 x Secrets  (you have 3)

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

            5
            Unlocked with 5 x Secrets  - you have 3

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

Pass through the Wolf-Lord's Lair

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

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


Below Deck

Explore the dungeon

Always

Always


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


The Hall

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

Above Deck

Restore Spirit by remembering your life above

You joined your neighbours at the feast

Forgotten Lore

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

A chancy challenge

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

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

You mocked the mighty

A very chancy challenge

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

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

You attended the althing

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

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

            5
            You need 5 x Memories of Home  (you have 9)

            5
            Unlocked with 5 x Memories of Home  - you have 9

Your cousin took you with him to the althing

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

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

            4
            You need 4 x Memories of Home  (you have 9)

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

            4
            Unlocked with 4 x Memories of Home  - you have 9

            1
            Unlocked with 1 x Pale-Gleaming Knife


The world outside

You joined your neighbours at the feast

A chancy challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

The Wolf-Lord has your Scent

He is closing in...

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Strength of the Wolf-Lord

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

The Path through the Woods

<p>One half of Gallowmoor was wind-haunted open moor...