Resources

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

Cunning Plan

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

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

Seemings Remaining

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Skills: The Barefoot Friar

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

Finding the Red Riders

Unlocked with Quest: Restore Old Wist 1 - you have 1

It is said they are wanderers, roosting like cuckoos in lost burial-chambers and carousing with the dead...

The Troll-Wife's Parlour

Unlocked with Into the Sea-King's Grave 7 - you have 7

<p>Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward...

Your Map

Unlocked when Making Camp is:

; Unlocked with

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

Status

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

Options

You can find various game options here...

Always

Always


Your Map

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

Always

You have not yet discovered any Waypoints

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

Make camp

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

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

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear


Points of light

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


Resources

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

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.

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.

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

Seemings Remaining

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

Meeting Old Wist

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

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

Improve your stats by equipping new items in camp.

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

Earn and use Sanctity on the Barefoot Friar card.

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Always

Always


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

            3
            You need Sanctity 3 (you have 3)

            3
            Unlocked with Sanctity 3 - you have 3

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3 (you have 3)

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3 - you have 3

            Unlocked when Lost is:


Forewarned is forearmed

Use your Secrets

Put your knowledge to use.

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

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

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

You wrack your brains...

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


Resources

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

Cunning Plan

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

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

Seemings Remaining

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Navigating the dark reaches

Your Map

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

Return to a waypoint

Use your Secrets

Put your knowledge to use.

You can spend some of your Secrets to...

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

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

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

You consult your map...


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.


Points of light

Your Map

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Status

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

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

Always

You are hale!

There is absolutely nothing wrong with you.

            Unlocked when Spirit is:

10 - Eager (you have this)


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Cunning Plan

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

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

Seemings Remaining

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

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

Always

Always


Finding the Red Riders

It is said they are wanderers, roosting like cuckoos in lost burial-chambers and carousing with the dead.

Always

Find them

Spend Secrets to track down the red riders.

            20
            You need 20 x Secrets  (you have 0)

            1
            You need Quest: Restore Old Wist 1 and Quest: Restore Old Wist no more than 1 (you have 1)

            20
            Unlocked with 20 x Secrets

            1
            Unlocked with Quest: Restore Old Wist 1 - you have 1


Below Deck

Explore the dungeon

Always

Always


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

            10
            You need 10 x Secrets  (you have 0)

            10
            Unlocked with 10 x Secrets

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.

            15
            You need 15 x Secrets  (you have 0)

            15
            Unlocked with 15 x Secrets


Below Deck

Explore the dungeon

Always

Always


Finding the Red Riders

Always


Below Deck

Explore the dungeon

Always

Always


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.


Preparation, the mother of invention

Use your Gear

You open your pack.

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

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

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

You open your pack...

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


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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.


Below Deck

Explore the dungeon

Always

Always


Status

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

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

Always

You are hale!

There is absolutely nothing wrong with you.


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Cunning Plan

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

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

Seemings Remaining

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

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

Always

Always


Your Map

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

Always

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

Make camp

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

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


Points of light

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


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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.


Below Deck

Explore the dungeon

Always

Always


Finding the Red Riders

It is said they are wanderers, roosting like cuckoos in lost burial-chambers and carousing with the dead.

Always

Find them

Spend Secrets to track down the red riders.


Below Deck

Explore the dungeon

Always

Always


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.


Forewarned is forearmed

Use your Secrets

Put your knowledge to use.

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

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

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

You wrack your brains...

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


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

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.


Navigating the dark reaches

Your Map

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

Return to a waypoint

Use your Secrets

Put your knowledge to use.

You can spend some of your Secrets to...

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

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

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

You consult your map...


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.


Points of light

Your Map

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Status

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

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

Always

You are hale!

There is absolutely nothing wrong with you.


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

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.


Below Deck

Explore the dungeon

Always

Always


Options

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

Always

Delete Character

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

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

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

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


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

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Always

Always


Your Map

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

Always

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

Make camp

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

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


Points of light

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


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.


Preparation, the mother of invention

Use your Gear

You open your pack.

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

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

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

You open your pack...

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


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.


Below Deck

Explore the dungeon

Always

Always


Finding the Red Riders

It is said they are wanderers, roosting like cuckoos in lost burial-chambers and carousing with the dead.

Always

Find them

Spend Secrets to track down the red riders.


Below Deck

Explore the dungeon

Always

Always


Status

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

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

Always

You are hale!

There is absolutely nothing wrong with you.


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

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.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.


Below Deck

Explore the dungeon

Always

Always


Finding the Red Riders

It is said they are wanderers, roosting like cuckoos in lost burial-chambers and carousing with the dead.

Always

Find them

Spend Secrets to track down the red riders.


Below Deck

Explore the dungeon

Always

Always


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.


Forewarned is forearmed

Use your Secrets

Put your knowledge to use.

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

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

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

You wrack your brains...

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


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

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.


Navigating the dark reaches

Your Map

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

Return to a waypoint

Use your Secrets

Put your knowledge to use.

You can spend some of your Secrets to...

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

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

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

You consult your map...


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.


Points of light

Your Map

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

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

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


Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


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.


Meeting Old Wist

You woke to darkness and to pain. When you touched your head you found a bandage there, the hair around it matted and stiff.

A candle bloomed in the dark, illuminating a dark, bristled face. A broad red scar ran up its left side, crossing a milky eye to vanish under curls of grey hair. Old Wist.

'You'll live,' he told you, helping you lie back. 'Looks like you fell. What were you up to?'

You'd been climbing a scree-strewn hillside...

...to retrieve a stranded sheep.

Gain Spirit and a Reckless Folly.

You'd fallen into a gully...

...while fleeing the laughter in the woods.

Gain Spirit and a Forgotten Lore.

You'd climbed a tree...

...to hide from three Sea-Kings. But when you were climbing down again, you slipped.

Gain Spirit and a Cunning Plan.


Unwelcome visitors

He chewed his chapped lips. 'A decent trade. Better a cracked head than thralldom.' He has questions. Lots of them. Which way were they coming from? Which way were they going? How many were there? Was there a crest on their shields?

You answer as well as your sore head allows. When you tell him about the sign of the two-headed serpent they bore, he swears. 'That's the amphisbaena: the seal of the House of Wind and Ash. Those aren't halfpenny raiders, they're scouts looking for targets. And there'll be a shipful of the red-headed devils close behind. Can you stand? We need to warn people.'

You pulled yourself up, and the two of you stumbled through the night, praying you'd reach the nearest settlement before the Sea-Kings got word back to their ship.

A new card, Old Wist, has been added to your Above deck. If your Spirit is high when you draw it, you'll remember him as he was. If it's low, you'll remember the way he is now.

A new card has been added to your Above Deck: Old Wist. Its contents differ depending on whether your Spirit is high or low.

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

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

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

His rambling, spick-and-span house lay on the edge of the wood.

You visited Old Wist.


Resources

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

Cunning Plan

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

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.

Seemings Remaining

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

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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

Always

Always

The Farewell

Unlocked with ; Unlocked with ; Unlocked with

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


The Ringing of Bells

The bells rang in the morning.

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

You went to the church...

A chancy challenge

...and listened to the sermon.

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

You spent a night in the lich-yard

Boldness

Tested in challenges of courage.

A very chancy challenge

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

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

The bells you remember were the lonely bells of the abbey

There, you laboured in the Lord's service.

See exclusive options for the Barefoot Friar.

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

            1
            Unlocked with You are the 1 - you have 1

You comforted your sister at the funeral

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 0)

            1
            You need Bond: Your Sister 1

            3
            Unlocked with 3 x Memories of Home

            1
            Unlocked with Bond: Your Sister 1

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

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

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

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

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

            5
            Unlocked with 5 x Memories of Home

            1
            Unlocked with 1 x Inscribed Staff


Grim tidings

You went to the church...

A chancy challenge

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

This is tested when you need to think clearly.

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

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

Cunning Plan

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

Memories of Home

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

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

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.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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 Farewell

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

Who was it?

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

Your father

He'd left a note for you.

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

Your sister

She knew what you were planning even before you did.

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


The gift

She didn't say anything to you, but when you shouldered your bag you found she'd packed extra supplies, and one of her foul-tasting herbal remedies.

You'd never been able to keep secrets from each other.

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

Your sister may become a part of your story.

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

You now have 5 x Gear.

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

You now have 1 x A Second Wind.


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.

Cunning Plan

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Always

Always


Resources

Cunning Plan

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

Memories of Home

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

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


An Infestation

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

Below Deck

Explore the dungeon

Drive the rats away

Boldness

Tested in challenges of courage.

A chancy challenge

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

Search for Gear.

Catch a luminous beetle

A very chancy challenge

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

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


You drive them off

Drive the rats away

Boldness

Tested in challenges of courage.

A chancy challenge

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

You succeeded in a Boldness challenge!

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

You've gained 3 x Gear (new total 8).


Resources

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

Gear

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

Cunning Plan

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

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

A Dust-Choked Chamber

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

A Cavernous Hall

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


A Cavernous Hall

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

Below Deck

Explore the dungeon

Search the area around you

Cunning Plan

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

A very modest challenge

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

Look for Gear.

Cross the mosaiced floor carefully

A tough challenge

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

Try to find Secrets.

            Unlocked when Depth is:

1 (you have this)

2


A treachery

A tough challenge

Which of the tiles was the culprit? The dancing wolf? The broken crown? The eye of stars? The arch of bone? It grinds underfoot, and a spear - rusting with ages - drives up at you, compelled by an ancient mechanism.

This is tested when you need to think clearly.

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.

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

You now have 1 x Experience.


Resources

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

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Always

Always


Your Map

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

Always

Make camp

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

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

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            You need 5 x Gear  (you have 8)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 8

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


Small comforts

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            You need 5 x Gear  (you have 3)

            Unlocked when Depth is:

1 (you have this)

2

3

            5
            Unlocked with 5 x Gear  - you have 3

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

You have moved to a new area: Your Camp

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

You've lost 5 x Gear (new total 3).

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

You are making camp

Tip: Click on Gear in your inventory to remove the Dark and Hurt conditions.


Resources

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

Gear

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

Cunning Plan

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Tip

Tip Click on Gear in your inventory to remove the Dark and Hurt conditions

Tip: Click on Gear in your inventory to remove the Dark and Hurt conditions

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

It's time to move on.

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

            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 1)

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

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 3)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 3


Resources

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


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

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


Resources

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

Gear

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

Cunning Plan

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


Resources

Cunning Plan

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

Experience

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

Memories of Home

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


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

            Unlocked when Depth is:

1 (you have this)

Smash open a sarcophagus

Boldness

Tested in challenges of courage.

A chancy 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 3)

            3
            Unlocked with 3 x Gear  - you have 3


A desiccated husk

Smash open a sarcophagus

Boldness

Tested in challenges of courage.

A chancy 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 now have 3 x Secrets.

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

You now have 1 x Clue to a Treasure Trove.


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.

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.

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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


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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

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

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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 Thoughts

What thoughts weigh on you as you travel?

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

Below Deck

Explore the dungeon

Remember your home

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

Gain a Memory of Home.

Think about your travels

Perhaps you can learn from them.

Gain Experience.

Pray

The Lord of Tolls will hear you. Even here.

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

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

            Unlocked when Holy is:

            1
            Unlocked with You are the 1 - you have 1

            Unlocked when Holy is:

Sing a Scarrow-Song

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

Trade Memories of Home for Experience


An education

You reflect on the things you've learned, and the mistakes you won't make again.

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

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


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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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


Dark Waters

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

Below Deck

Explore the dungeon

Reach into the basin

Boldness

Tested in challenges of courage.

A very chancy challenge

Perhaps there's something valuable in there.

Feel for Treasure.

Fill your flask with water

A modest challenge

It seems fresh enough.

Try to gain Gear.


Wise precautions

A modest challenge

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

This is tested when you need to think clearly.

You succeeded in a Wits challenge!

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

You've gained 3 x Gear (new total 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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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 Cavernous Hall

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

Below Deck

Explore the dungeon

Search the area around you

Cunning Plan

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

A very modest challenge

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

Look for Gear.

Cross the mosaiced floor carefully

A tough challenge

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

Try to find Secrets.


Cast Down

A tough challenge

            Unlocked when Depth is:

1

2 (you have this)

A tile, painted with a scuffed serpent, shifts under your weight. The ground shivers, then lists like a ship cast in a raging sea. It cracks. You are plunged, surrounded by stones and tiles of yellow and green, into the depths.

This is tested when you need to think clearly.

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

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

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

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

Tip: Advance the Hoarder Deed to unlock the Gold-Shepherd and Dark-Dweller reputations.


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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Tip

Tip Advance the Hoarder Deed to unlock the Gold-Shepherd and Dark-Dweller reputations

Tip: Advance the Hoarder Deed to unlock the Gold-Shepherd and Dark-Dweller reputations

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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


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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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 Stones

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

Above Deck

Restore Spirit by remembering your life above

You tried to count the stones

Cunning Plan

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

A very chancy challenge

Every time, you reached a different number.

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

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

A very chancy challenge

Because it was there.

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

At midsummer, your father took you up to the stones

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

Spend 3 Memories of Home to gain Inspiration.

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

            1
            You need Bond: Your Father 1

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

            1
            Unlocked with Bond: Your Father 1

You crossed the moor to the Althing

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

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

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

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

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

            1
            Unlocked with 1 x Sheaf of Maps

Learning the Giant-Tongue

You know something of the speech of giants.

An almost impossible challenge

You can almost remember the faint patterns of their runes

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

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

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

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

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

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

            Unlocked when Learning the Giant-Tongue is:

A handful of lumbering phrases

A heavy word or two

A few dozen words, like rocks tumbling down a mountain

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

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

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

Your cousin climbed the stones

He was as sure as a hill-goat.

Gain a Reckless Folly and a Cunning Plan.

            1
            You need Bond: Your Cousin 1

            1
            Unlocked with Bond: Your Cousin 1


Pyrrhic victory

You climbed the tallest of the stones

Boldness

Tested in challenges of courage.

A very chancy challenge

The climb was not easy. You reached the top with bleeding fingers and bruised shins, and the first thing you saw when you stood was a black billow of smoke to the north.

A village by the river was burning.

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

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

You'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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

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 Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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.
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.

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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 Smith

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

The Path through the Woods

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


Finding the Red Riders

It is said they are wanderers, roosting like cuckoos in lost burial-chambers and carousing with the dead.

Always

Always

Find them

Spend Secrets to track down the red riders.

            20
            You need 20 x Secrets  (you have 3)

            1
            You need Quest: Restore Old Wist 1 and Quest: Restore Old Wist no more than 1 (you have 1)

            20
            Unlocked with 20 x Secrets  - you have 3

            1
            Unlocked with Quest: Restore Old Wist 1 - you have 1


Below Deck

Explore the dungeon

Always

Always


The Troll-Wife's Parlour

Hruske, a troll-wife, has claimed this region of the barrow and hidden the way onward. To pass deeper you'll need to catch her.

Always

Seek the Troll-Wife

Use what you've learned to track her down.

Use Secrets to hunt down the Troll-Wife. But will you find her, or one of her tricks? You may also encounter her by drawing from the Below Deck.

            10
            You need 10 x Secrets  (you have 3)

            10
            Unlocked with 10 x Secrets  - you have 3

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.

            15
            You need 15 x Secrets  (you have 3)

            15
            Unlocked with 15 x Secrets  - you have 3


Below Deck

Explore the dungeon

Always

Always


Status

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

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

Always

You have lost Spirit.

If your Spirit reaches 0, you will fall.


Remembering your old life

Restore your Spirit using cards from the Above Deck.


Resources

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

Gear

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

Secrets

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

Cunning Plan

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

Experience

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

Memories of Home

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

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.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

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.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Visits to Old Wist

His rambling, spick-and-span house lay on the edge of the wood.

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


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.

Unlocked when Bestowed: the Goblin's Gift is:


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.