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

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

You gathered firewood

A chancy challenge

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

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

A very chancy challenge

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

...and braved the deep woods.

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

A modest challenge

You listened to your tutor's rambling lessons

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

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

            1
            You need Bond: Tutor 1

            1
            Unlocked with Bond: Tutor 1

You took the overgrown path toward Harrow's Hill

It was an ill-spoken place.

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

You joined the other travellers heading to the summer fair

Already you could hear the throb of voices, the clamour of competing musicians, the jingle of tiny bells worn at wrist and ankle by youths who had yet to be betrothed.

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

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

...between hunched oaks in ivied coats.

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

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

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

            5
            Unlocked with 5 x Memories of Home

            1
            Unlocked with 1 x Polished Raven Amulet


The sounds of the wood

You gathered firewood

Wits

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

A chancy challenge

Save for the thud of your axe, the wood was as quiet as a cathedral. That part of the forest was all hoary oaks with knots in their trunks and lichen on their bark. A coy wind ran its fingers through their leaves, and they shivered.

You returned midge-bitten and bramble-scratched, but with an armful of good wood that made the fire leap merrily.

You succeeded in a Wits challenge!

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

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

You now have 1 x Memories of Home.

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Experience

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

Memories of Home

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

Hands

What you're holding

You can equip items to your Hands slot.:1

Hands: You can equip items to your Hands slot.

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.:1

Protection: You can equip items to your Protection slot.

Consumable Items

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

Amulet

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

You are exploring

Where are you?

Experience: Guided

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

You will not stray from the path

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

Holy

Increase this quality to earn more Sanctity.

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 1 - Sighted off the coast

Sails of the Sea-Kings: Sighted off the coast

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Quest: Return the Sword

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

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

The Lindworm

Unlocked with Into the Sea-King's Grave 2 - you have 2; Unlocked when Depth is:

1 (you have this)

2

<p>The Lindworm once laired in Pendery Gorge, where its poisons fouled the river and sickened the herds...

Options

You can find various game options here...

Always

Always

The Harvest

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


The leaves were turning, the sky was blue. Fields of barley rippled like lakes of gold, and the moorsfolk gathered for the harvest.

A tough challenge

You slipped away to spend a lazy day beside the river

Your back ached, and you'd spent enough time in others' company. You just wanted to be alone for a while.

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

With a friend, you stole a flagon of cider...

...and crept away to find out which of you could hold your drink better.

Challenge a friend playing Below to a Boldness contest. You will both gain a Cunning Plan, and the winner will also gain a Reckless Folly.

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

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

A Secret Cider-Drinking Contest

You remember a fine day during harvest-time. [Actor] had a plan - to steal a flagon of cider, and find out once and for all which of you could best hold your drink...

[Participants] distracted the field-workers while you filched the cider. You met under the old bridge, where you took turns swigging from the flagon until [Participants] was vigorously sick.

You argued with your father

Despite the rich harvest he wanted to salt and pickle and store everything. But the work had been hard, and your family deserved some indulgence.

Spend 3 Memories of Home to gain Inspiration.

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

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

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

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


The river

A tough challenge

There'd be hell to pay later, but just then you didn't care.

You sat in the shade of a leaning sycamore and watched fish doze on the mud of the river-bed. The river had become mixed blessing. Its fish supplemented your barley and meat at the table, and the folk who lived along it used round coracles to travel swiftly up and down.

But to the Sea-Kings, a river was an invitation - an artery allowing their low-bottomed ships a sure route to their enemy's heart.

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

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

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

You've gained 3 x Memories of Home (new total 4).

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.

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Your childhood

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

Always

Always

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

They didn't know the half of it.

Your Boldness will increase by 1 permanently.

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

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

Your Subtlety will increase by 1 permanently.

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

You watched more than you spoke.

Your Wits will increase by 1 permanently.


Leader of the pack

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

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

You were a wild child, brave and reckless.


Resources

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.

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


A Dust-Choked Chamber

There are shapes under the dust, strung with drifting cobwebs.

Below Deck

Explore the dungeon

Search the chamber

A very modest challenge

But carefully, so as not to disturb anything.

Look for Treasure

Smash open a sarcophagus

Boldness

Tested in challenges of courage.

A modest challenge

Impossibly old, but sealed tight. Something worth locking away lies within.

 Look for Secrets.

            Unlocked when Depth is:

1 (you have this)

2

Something on the ceiling

An opening? If you had a way to reach, you might be able to climb up.

Spend Gear to decrease your Depth.

            3
            You need 3 x Gear  (you have 3)

            3
            Unlocked with 3 x Gear  - you have 3


A little haul

Search the chamber

A very modest challenge

Eventually, you find gold and silver. Things the dead won't need any more.

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

You succeeded in a Subtlety challenge!

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

You now have 3 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.
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.

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

Grey-Smocked Ghosts

Unlocked with 1 x Barrow-Blade  - you have 1

<p>They stand in corners and cobwebbed doorways, or stoop, whispering, over dead Sea-Kings...

A Winding Stair

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


A Winding Stair

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

Below Deck

Explore the dungeon

Climb upwards

A chancy challenge

The stair is narrow, curving steeply upwards.

Decrease your Depth.

Descend the stair

Boldness

Tested in challenges of courage.

A modest challenge

The steps curl downward into darkness.

Increase your Depth.

Turn away

Spirit

Your resolve.

A straightforward challenge

Leave the stair behind and look elsewhere.

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

7

8

9

10


Memories

Turn away

Spirit

Your resolve.

A straightforward challenge

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

You succeeded in a Spirit challenge!

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

You've gained 1 x Memories of Home (new total 5).


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.

Treasure

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Grey-Smocked Ghosts

They stand in corners and cobwebbed doorways, or stoop, whispering, over dead Sea-Kings.

There are plaits in their hair and slim torcs around their throats. Every one of them bears a sword-wound, a gouge of shining red on their otherwise colourless shapes.

If your Sword-Dreams equal or exceed your Spirit, the ghosts will turn on you.

Below Deck

Explore the dungeon

Listen to their woes

Their whispers are so soft you can barely hear.

You will lose 2 Spirit but gain 1 to 5 Secrets.

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful

10 - Eager (you have this)

Slip past them

A very chancy challenge

They linger by Sea-King corpses, often the ones burdened with grave-goods.

Try to gain Gear.


Thwarted

A very chancy challenge

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful (you have this)

10 - Eager

The ghosts are too closely gathered. Passing through them is like drinking dust. Choking, you fall back.

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Lindworm

The Lindworm once laired in Pendery Gorge, where its poisons fouled the river and sickened the herds. When the locals drove it out it slithered into the Sea-King's Grave, where it has grown in size and malice.

The creature's poisons drift in noxious clouds through the barrow.

Your Depth must be 3 to challenge the lindworm in its lair and pass.

Always

Seek the creature's lair

Increase your Depth to 3 to find and confront the Lindworm.


Sinking

The Lindworm has burrowed somewhere deep and dank. It will steep its lair in poisons, coil around its scorn, and in its solitude devise new hatreds.


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.

Treasure

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Options

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

Always

Delete Character

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

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

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

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


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

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Lindworm

The Lindworm once laired in Pendery Gorge, where its poisons fouled the river and sickened the herds. When the locals drove it out it slithered into the Sea-King's Grave, where it has grown in size and malice.

The creature's poisons drift in noxious clouds through the barrow.

Your Depth must be 3 to challenge the lindworm in its lair and pass.

Always

Seek the creature's lair

Increase your Depth to 3 to find and confront the Lindworm.


Sinking

The Lindworm has burrowed somewhere deep and dank. It will steep its lair in poisons, coil around its scorn, and in its solitude devise new hatreds.


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.

Treasure

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

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.

This will grant another player access to the story.


Deleting...

Are you sure?

Do you want to permanently delete this character?


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.

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Resources

Treasure

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

Memories of Home

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

Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


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.

Experience

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

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


The Smith

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

A chancy challenge

You asked him for a tale of the old days

Everyone knew about the Blacksmith and his stories.

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

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

            2
            Unlocked with You are the 2 - you have 1


Other hands

A chancy challenge

He spoke of the red smiths of the deep wood, who hated iron and only worked bronze; and the giant-smiths who caught thunderbolts and shaped them with hammers of stone.

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 1 x Memories of Home (new total 6).

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.

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


A Nightmare

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

You called for your father

A modest challenge

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

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

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

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

You went out into the night

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 6)

            3
            Unlocked with 3 x Memories of Home  - you have 6

You called your sister's name

A modest challenge

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

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

            1
            You need Bond: Your Sister 1

            1
            Unlocked with Bond: Your Sister 1

You turned to your cousin

Boldness

Tested in challenges of courage.

A very modest challenge

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

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

            1
            You need Bond: Your Cousin 1

            1
            Unlocked with Bond: Your Cousin 1


A ward of the forest

You called for your father

Forgotten Lore

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

A modest challenge

He listened to your dreams of serpents with red manes that hissed like sea-waves, and nodded. Fashioning a knot of rowan-twigs and ivy, he put it under your pillow. 'It might not stop the dreams, but it'll stop them coming true.'

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 3 x Memories of Home (new total 9).

You now have 1 x Forgotten Lore.

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.

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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 Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Harvest

The leaves were turning, the sky was blue. Fields of barley rippled like lakes of gold, and the moorsfolk gathered for the harvest.

A tough challenge

Your back ached, and you'd spent enough time in others' company. You just wanted to be alone for a while.

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

You argued with your father

Despite the rich harvest he wanted to salt and pickle and store everything. But the work had been hard, and your family deserved some indulgence.

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 9)

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

            3
            Unlocked with 3 x Memories of Home  - you have 9

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

...and crept away to find out which of you could hold your drink better.

Challenge a friend playing Below to a Boldness contest. You will both gain a Cunning Plan, and the winner will also gain a Reckless Folly.

            1
            You need 1 x Memories of Home  (you have 9)

            1
            Unlocked with 1 x Memories of Home  - you have 9


A rich repast

            3
            You need 3 x Memories of Home  (you have 6)

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

            3
            Unlocked with 3 x Memories of Home  - you have 6

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

The argument lasted for most of the day, but you stood your ground. In the end - half from frustration, half because he knew you were right - he conceded.

'But pray the winter's mild,' he said, as your grinning mother began planning pies and tarts and soups. 'And that the Sea-Kings don't come expecting a place at the table.'

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

You are Inspired!

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

You've lost 3 x Memories of Home (new total 6).

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

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

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


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.

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

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

Amulet

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

A chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

A modest challenge

It seems fresh enough.

Try to gain Gear.


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 6).


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

A Dust-Choked Chamber

There are shapes under the dust, strung with drifting cobwebs...


A Pit

Your way is blocked by a gaping pit.

Below Deck

Explore the dungeon

Jump for it

Boldness

Tested in challenges of courage.

A very modest challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Treasure.

Find another way around

A tough challenge

A Pit

Your way is blocked by a gaping pit.

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

You may gain Gear.

A Pit

Your way is blocked by a gaping pit.

Take a rope from your pack and climb down

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

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            You need 5 x Gear  (you have 6)

            Unlocked when Depth is:

1 (you have this)

2

3

4

5

6

            5
            Unlocked with 5 x Gear  - you have 6


By the skin of your teeth

Jump for it

Boldness

Tested in challenges of courage.

A very modest challenge

A Pit

Your way is blocked by a gaping pit.

You make it, catching the edge and dragging yourself up. Beyond, old urns have been broken open by the same quake that opened the crack, spilling bright coins onto the ground.

You succeeded in a Boldness challenge!

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


A Dust-Choked Chamber

There are shapes under the dust, strung with drifting cobwebs.

Below Deck

Explore the dungeon

Search the chamber

A very modest challenge

But carefully, so as not to disturb anything.

Look for Treasure

Smash open a sarcophagus

Boldness

Tested in challenges of courage.

A modest challenge

Impossibly old, but sealed tight. Something worth locking away lies within.

 Look for Secrets.

Something on the ceiling

An opening? If you had a way to reach, you might be able to climb up.

Spend Gear to decrease your Depth.

            3
            You need 3 x Gear  (you have 6)

            3
            Unlocked with 3 x Gear  - you have 6


A desiccated husk

Smash open a sarcophagus

Boldness

Tested in challenges of courage.

A modest challenge

You are exhausted by the time you open it.  The corpse is wrapped in the old traditional way, with seven shrouds. They don't do that any more, where you're from. Scribbled on the grave-wrappings are things that may be useful.

You succeeded in a Boldness challenge!

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

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

Collect three of these to discover a treasure-trove, unlocking the Treasure Deck

You now have 1 x Clue to a Treasure Trove.


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Lindworm

The Lindworm once laired in Pendery Gorge, where its poisons fouled the river and sickened the herds. When the locals drove it out it slithered into the Sea-King's Grave, where it has grown in size and malice.

The creature's poisons drift in noxious clouds through the barrow.

Your Depth must be 3 to challenge the lindworm in its lair and pass.

Always

Seek the creature's lair

Increase your Depth to 3 to find and confront the Lindworm.


Sinking

The Lindworm has burrowed somewhere deep and dank. It will steep its lair in poisons, coil around its scorn, and in its solitude devise new hatreds.


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

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.

This will grant another player access to the story.


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

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

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Lindworm

The Lindworm once laired in Pendery Gorge, where its poisons fouled the river and sickened the herds. When the locals drove it out it slithered into the Sea-King's Grave, where it has grown in size and malice.

The creature's poisons drift in noxious clouds through the barrow.

Your Depth must be 3 to challenge the lindworm in its lair and pass.

Always

Seek the creature's lair

Increase your Depth to 3 to find and confront the Lindworm.


Sinking

The Lindworm has burrowed somewhere deep and dank. It will steep its lair in poisons, coil around its scorn, and in its solitude devise new hatreds.


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

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.

This will grant another player access to the story.


Deleting...

Are you sure?

Do you want to permanently delete this character?


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Character deleted!

Yes

Are you sure?

Do you want to permanently delete this character?

They have gone to their duty among the Workings of the Earth.


Resources

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

Gear

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

Secrets

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

Treasure

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

Use this from your Skills card to access abilities unlocked by your Boldness, Subtlety and Wits.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Always

Always

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

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

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Angry. Resolute. Desperate.

The Smith's Daughter is resilient, strong, and can craft unique items in camp.

The Landless Lady

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Nothing's left now, except the bright possibility of revenge.

This character is not yet available.

            Unlocked when Not yet available is:

This will be available in the full version of the game

The Masterless Apprentice

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

All his books and spells and responsibilities are yours, now.

This character is not yet available.


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.


A pilgrim on an unknown road

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

This is tested when you need to think clearly.

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

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

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

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

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

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

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

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

Next, you will choose which dungeon to enter.

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

Experience: Guided

You will not stray from the path

a stranger

A past yet to be revealed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial

Choose a Character

Below starting area

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

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

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

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No thanks

Tutorial

Choose a Character

Below starting area

Yes please

Tutorial

Choose a Character

Below starting area


No thanks

Tutorial

Choose a Character

Below starting area

You will not receive tutorial messages.

You have moved to a new area: Choose a Dungeon

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

Experience: Guided

You will not stray from the path

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


The Bellringer's Tomb

Unlocked when You are exploring is:

; Unlocked with You are the 1 - you have 1

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

The Sea-King's Grave

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

The Sunken Tower

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

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The Sunken Tower

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

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

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The Sea-King's Grave

A lord of the Sea-Kings is buried in the lonely, sword-bristling barrow, but the cliffs beneath were the home of something older and fiercer still. The worst curse his enemies could drag from the depths of the grey sea protects the tomb. But you have sworn an oath stronger than any curse.

The Sea-King's Grave adds three new extensive quests, new treasures, and new challenges. New cards are added to the Below Deck, and some old cards change. The regions of the Grave include randomised elements to provide extra variety on playthroughs.

This was originally paid-for content, and is now freely available thanks to the generosity of its purchasers.]

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Return the barrow-blade to its maker

It was unwise for your cousin to take the sword, however great his need. Now the night is haunted by the quiet, grey-smocked folk it butchered in ages past. Bloodless ghosts, but blood-hungry, and unless the blade is unmade, they will drink.

This is an easier quest.

Restore what the red riders stole from Old Wist

They laughed as they hunted him, for they are a merry folk.  Their spears were bronze, their hair copper. Their steeds were weeping stags, muzzles bound with silver wire. What they took, no person should ever be divided from. Old Wist is a broken thing now, wasting.

This is a more challenging quest.

Rouse the Restless King for one last bloodshed

A two-headed serpent flutters in the breeze. The Sea-Kings have raised their banner over Closter Isle, in the Roving River. They have built a holdfast of grey stone, and cut Gallowmoor in half. To drive them out would take something as terrible as they...

This is a difficult quest, for more experienced characters.

The Outlaw

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

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


Red riders

When they caught him, they let him keep his life in exchange for something else - 'Something you have so many of,' they said. 'Things that will only burden your remaining years.'

Whatever they took, without them Wist is an echo of himself. Placid, where once he was indignant; careless where he was kind. He sleeps much, eats little, barely speaks.

Your cousin saw the hunters ride toward the old barrow.

A new card has been placed in your Above deck: Old Wist.

Enter the tomb, gather secrets to track down the red riders, and bargain with them.

You have moved to a new area

You moved to a new setting: Below.

The Red Riders stole his regrets, and with them his spirit

Accumulate Secrets to find the red riders under the barrow.

You are exploring a new dungeon: the Sea-King's Grave

You have embarked on a quest

Draw from the Above deck to recall how you met Old Wist


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Meeting Old Wist

Draw from the Above deck to recall how you met Old Wist

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


A Temporary Camp

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

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Take a moment

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


A beginning

You settle down and start marking out your map.

This is a camp: a place of temporary safety.

You have moved to a new area: Your Camp

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

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

You are making camp

You have entered the dungeon.

You enter the Sea-King's Grave.


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

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.

Sanctity

The Lord of Tolls sustains you.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

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Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

            Unlocked when You are exploring is:

The Sea-King's Grave (you have this)

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

You have moved to a new area

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


The Barrow

The barrow stands on the Red Cliffs, blown by a  cold sea-wind. Black oaks grow on its back. Their leaves whisper. Their roots twine like snakes across the mound and around the rusting swords that bristle from it.

A hole yawns beneath the largest, most gnarled, most bent of the oaks. Within, a passage snakes into the mound.

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Venture in

It smells of damp earth, rotting bark, and the dead.


Under the barrow

You leave the salt air and scudding clouds behind. Dank, earthen walls enclose you. The passage crawls deeper into the dark.

You enter the Sea-King's Grave.


Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Meeting Old Wist

Draw from the Above deck to recall how you met Old Wist

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


The Troll-Wife's Game

Inside the barrow's entrance is a round chamber of packed earth. A score of mirrors hang from threads, turned by a weak finger of breeze from the doorway.

Something looks out of each one: a hood of deep green moss holds dappled skin the colour of slate, a mouth sprouting with yellow tusks, and a thatch of bristling hair. The troll-wife grins.

'Hail, wanderer!' she bids. 'Have you business in my parlour, Barefoot Friar?'

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Ask courteously to pass through

Trolls are prickly creatures.

Say nothing. Smash the mirrors

You'll have no truck with such creatures.

Lavish her with compliments and request passage

Words cost nothing, but it's no small feat to find flattery for a crafty troll.


A game in the dark

The troll-wife grins a tusky grin. 'How prettily your words dance! Hruske likes you. Hruske is bored with stumbling dead men, always whining about the black lands behind the white gate. Hruske wants to play, as she did when she was young.

'Here are the rules: if you can catch Hruske, she will show you the way on. How simple! Heed this warning, though, for your sweet speech: Hruske will fill her parlour with seemings to lead the Barefoot Friar astray. How will you tell true from false?'

With a cackle, the mirror empties. You can hear the troll-wife's laughter from deeper in the barrow.

Search the grave for the real Hruske. You may encounter her (or her tricks) in the Below Deck, or you can use your new pinned card - the Troll-Wife's Parlour - to seek her out.

Find the real Troll-Wife to pass further into the barrow. You may encounter her in cards in the Below deck, or by clicking on her Region card at the bottom of the main screen.

You are beset by Troll-seemings!

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

You now have 1 x Cunning Plan.

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

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