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

You mocked the mighty

A very chancy challenge

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

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

Your cousin took you with him to the althing

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

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

            4
            You need 4 x Memories of Home  (you have 1)

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

            4
            Unlocked with 4 x Memories of Home  - you have 1

            1
            Unlocked with 1 x Pale-Gleaming Knife

You attended the althing

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

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

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

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


Levelling the field

You mocked the mighty

Wits

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

A very chancy challenge

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

You succeeded in a Wits challenge!

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

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

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

You now have 1 x Cunning Plan.

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.

Secrets

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

Treasure

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

Cunning Plan

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

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

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.

Amulet

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

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Experience: Guided

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

You will not stray from the path

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

Holy

Increase this quality to earn more Sanctity.

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

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

Sails of the Sea-Kings

Sails of the Sea-Kings 1 - Sighted off the coast

Sails of the Sea-Kings: Sighted off the coast

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Quest: Rescue Ymma Search the tomb for her.

Save the Tanner's daughter from the tomb.

Quest: Rescue Ymma: Search the tomb for her.


Tutorial: Second Chances

The Bellringer's Tomb

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

You have found a Cunning Plan: a second chance item! You can spend these items on tests to improve your chances of success.

Always

Always

You can buy them from the Above Deck.

The most common second chance items are Reckless Follies (which help Boldness tests), Cunning Plans (for Subtlety tests), and Forgotten Lore (for Wits).


Improving the odds

To use a second chance item, mouse over the difficulty readout for a test. It looks like this:

Then click on the checkbox (see below) to confirm you want to use the second chance. If you fail the test, you'll get a chance to try again or back out.

You've learnt about Second Chance items.


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

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.

Amulet

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Your childhood

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

Always

Always

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

They didn't know the half of it.

Your Boldness will increase by 1 permanently.

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

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

Your Subtlety will increase by 1 permanently.

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

You watched more than you spoke.

Your Wits will increase by 1 permanently.


Leader of the pack

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

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

You were a wild child, brave and reckless.


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

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.

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Tutorial: the Sea-Kings

The Bellringer's Tomb

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

The Sea-Kings come! These warriors once ruled half the world. Now their serpent-prowed ships sail from their shattered lands, bringing ruin.

Always

Always

The Sails of the Sea-Kings

As you play Above cards, the Sea-Kings will become more troublesome.


Red-haired raiders

Each time Sails of the Sea-Kings reaches 20, you will choose a complication: often a side-quest that must be completed before you can finish your main quest.

Complications cost resources but grant Experience like other quests. Complete them to discover more of your story!

You will have a chance to reduce the menace of the Sea-Kings when you complete your adventure.

If the Sea-Kings become a serious problem, we'll give you a warning.


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

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.

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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

Quest: Rescue Ymma

Unlocked when Quest: Rescue Ymma is:

You have heard Ymma's whistling. You're trying to make your way towards it

Ymma is getting closer now. Her whistling is louder

You've found Ymma - now you need to get her out of the tomb safely

You know which way Ymma is - progress further through the dungeon to reach her

Search the tomb for her. (you have this)

; Unlocked with  - you have 1

<p>You have braved the tomb to rescue Ymma, the tanner's daughter...

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...

Options

You can find various game options here...

Always

Always


The Gallows

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

A tough challenge

As you passed, you spat on the ground under the gallows

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

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

Boldness

Tested in challenges of courage.

A chancy challenge

The gallows' shadow fell across your path

It was bad luck to cross it.

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

You listened to your Tutor

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

Spend 3 Memories of Home to gain Inspiration.

            3
            You need 3 x Memories of Home  (you have 4)

            1
            You need Bond: Tutor 1

            3
            Unlocked with 3 x Memories of Home  - you have 4

            1
            Unlocked with Bond: Tutor 1

You tracked a wayward sheep with your cousin and uncle

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

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

            10
            You need 10 x Memories of Home  (you have 4)

            10
            Unlocked with 10 x Memories of Home  - you have 4


Warding

Boldness

Tested in challenges of courage.

A chancy challenge

You traced an old sign on your breast. Your father called the sign the endless river, the priest the infinite serpent. It was proof against nettle-stings, the sorceries of owls, and fate's less subtle tricks.

Stepping over the shadow of the gibbet, you continued on your way.

You succeeded in a Boldness challenge!

You've gained 3 x Memories of Home (new total 7).

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

You now have 1 x Forgotten Lore.

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

The Sea-Kings threaten Gallowmoor


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

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.

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Tutorial: Improving Equipment

The Bellringer's Tomb

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

You have accumulated enough Memories of Home to acquire new equipment.

Always

Always

You must make camp to improve your equipment

You'll be taken to camp now, so you can do so.


Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

Keepsakes are things you brought with you

As you improve item their stat bonuses improve and they may grant other benefits.

Unlock new core equipment by purchasing new Bonds from the Above Deck.

You have moved to a new area: Your Camp

You learnt about Memories of Home.

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

You are making camp


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

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.

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Ten paces east, then twenty south...

Take out a parchment and ink...

Acquire and Improve Equipment

Your Camp

A moment's respite

You didn't enter the dungeon unprepared.

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

...and begin converting your charcoal scratchings into a proper map.

Equipped in your Protection slot, the Speculative Map increases your Wits by 1 but decreases your Boldness by 1.

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

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

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

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

You draw carefully, making sure the lines are clear enough to see in poor light. A sprinkle of sand to dry it, then you store the map in a bone tube and stopper it with wax.

You can further improve your map in camp.

You now have 1 x Speculative Map.

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


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 Bellringer's Tomb (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 2)

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

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

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

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Quest: Rescue Ymma

The Bellringer's Tomb

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

You have braved the tomb to rescue Ymma, the tanner's daughter.

You must find her, then get her out of the tomb in one piece.

Always

Always

Find somewhere quiet, where you can listen for Ymma

You may occasionally hear Ymma as you explore the dungeon, but this will speed things along. You'll need to gather 5 Secrets from the dungeon, first.

            5
            You need 5 x Secrets  (you have 8)

            5
            Unlocked with 5 x Secrets  - you have 8


A vantage-spot

A Whistling

It's barely audible, but you recognise both the tune and the flat key.

That's Ymma.

            5
            You need 5 x Secrets  (you have 3)

            5
            Unlocked with 5 x Secrets  - you have 3

You find a quiet junction where the dust hangs in the unmoving air. Standing as still as a statue, you strain your ears...

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

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

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Tip

Tip Overcome Region cards to advance further into the dungeon

Tip: Overcome Region cards to advance further into the dungeon

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Discovered

Stop. Listen.

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

A Whistling

The Bellringer's Tomb

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

It's barely audible, but you recognise both the tune and the flat key.

That's Ymma.

Maybe you can pin down which direction it's coming from.

You wait, listening to the whistling that seems to come from every way at once. Damn these corridors and their countless echoes.

Another sound draws your attention: something moving in the passage behind you. Time to go.

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

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

Something is watching you.

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

You now have 1 x Experience.

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

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Tutorial: Experience

The Bellringer's Tomb

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

You have gained Experience!

Always

Always

Learn how to spend Experience

You have gained Experience!

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


Getting better

Learn how to spend Experience

Tutorial: Experience

You have gained Experience!

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

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

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Tutorial: Conditions

The Bellringer's Tomb

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

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

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

Always

Always

Learn how to remove Conditions

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


The Status Card

Status

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

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

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

You've learnt about conditions.


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Eyes in the dark

Removing Watched

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

You are Watched!

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.

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

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

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

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Resourcefulness

Spend Secrets, Gear or Treasure...

Removing Watched

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

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

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Status

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

Always

Always


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.

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Options

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

Always

Delete Character

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

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

This will grant another player access to the story.

Unlocked when Bestowed: the Goblin's Gift is:

The Goblin's Gift

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

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


Deleting...

Are you sure?

Do you want to permanently delete this character?


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Character deleted!

Yes

Are you sure?

Do you want to permanently delete this character?

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


Resources

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

Secrets

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

Treasure

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

Cunning Plan

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Speculative Map

Light on details. Heavy on guesswork.

Consumable Items

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

Amulet

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Sails of the Sea-Kings

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

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Watched

You can feel eyes upon you...

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

Boldness

Tested in challenges of courage.

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.

Quest: Rescue Ymma

Save the Tanner's daughter from the tomb.


Hands

What you're holding

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.


A pilgrim on an unknown road

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

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

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

This is tested when you need to think clearly.

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

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

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

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

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

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

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

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

Next, you will choose which dungeon to enter.

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


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

Experience: Guided

You will not stray from the path

a stranger

A past yet to be revealed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial

Choose a Character

Below starting area

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

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

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

Always

Always

No thanks

Tutorial

Choose a Character

Below starting area

Yes please

Tutorial

Choose a Character

Below starting area


Yes please

Tutorial

Choose a Character

Below starting area

Choose the Bellringer's Tomb dungeon and the Save the Tanner's Daughter quest on the next screen to receive tutorial messages as you play.

You have moved to a new area: Choose a Dungeon

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

You'll find your map card pinned to the bottom of the play screen.

In a moment, we'll tell you about Secrets, Treasure and Gear.

When you first suffer from a condition, we'll talk about their effects and how to remove them.

As you descend deeper into the dungeon we'll talk about Depth - its risks and rewards.

You'll find your Quest Card pinned to the bottom of the play screen.

If a Complication prevents you from completing your adventure, we'll explain what's happening.

When you have some Experience, we'll explain how it works.

Later, we'll talk about Deeds: in-game achievements that grant rewards.

When you first enter the dungeon, we'll talk about making camp and equipping items.

When you come across Memories of Home, we'll learn what you can do with them.

You'll find your Region card pinned to the bottom of the play screen.

We'll talk about Spirit if you start losing it.

You'll find your Skills Card pinned to the bottom of the play screen.

When you find a Second Chance item, we'll explain how to use it.

When you acquire Inspiration, we'll talk about its uses.

We'll explain about the Sea-Kings when they start to be a problem.

When you unlock the Treasure Deck we'll explain how it works.


Resources

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

Hands

What you're holding

Copper Handbell

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

Protection

Keeping you safe in the deep places

Experience: Guided

You will not stray from the path

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


The Bellringer's Tomb

Unlocked when You are exploring is:

; Unlocked with You are the 1 - you have 1

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

The Sea-King's Grave

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

The Sunken Tower

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

Always

Always


The Sea-King's Grave

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

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

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

Always

Return the barrow-blade to its maker

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

This is an easier quest.

Restore what the red riders stole from Old Wist

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

This is a more challenging quest.

Rouse the Restless King for one last bloodshed

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

This is a difficult quest, for more experienced characters.

The Outlaw

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

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


A desperate act

A Sea-King was chasing him for his quick tongue. Your cousin needed a weapon. The barrow bristled with them, rusty swords stabbed into the sod. He took one, fought off the Sea-King. But he kept the sword.

He cannot sleep any more. He sees white-lipped ghosts everywhere he looks. Each night they venture a little closer. The prayers of your aunt and uncle go unanswered.

The witch who lives on Harrow's Hill says it's not enough to return the sword to its barrow-bed. It must be unmade by the one who forged it. A smith, whose forge is somewhere in the barrow.

Progress through the barrow until you find the Forge of the Bearded Smith and convince him to destroy the blade.

You have moved to a new area

You moved to a new setting: Below.

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

The sword must by unmade by the one who created it.

Gather Secrets from the Below deck to find the Bearded Smith.

An occurrence! Your 'Barrow-Blade' Quality is now 1!

You have embarked on a quest


Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


A Temporary Camp

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

Always

Always

Take a moment

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


A beginning

You settle down and start marking out your map.

This is a camp: a place of temporary safety.

You have moved to a new area: Your Camp

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

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

You are making camp

You have entered the dungeon.

You enter the Sea-King's Grave.


Resources

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

Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Making Camp

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Tutorial: Camp

Your Camp

A moment's respite

While in camp, you can equip items to improve your Boldness, Subtlety and Wits.

Equip something now by clicking on the Inventory tab to the left-hand, then clicking on an item in the Hands or Protection slots and choosing 'Equip'.

Always

Always

Tutorial: Camp

Your Camp

A moment's respite

When you equip an item a gold border appears around it

You start with two slots for equipment: Hands and Protection. You may equip one item in each.


Equipment slots

Tutorial: Camp

Your Camp

A moment's respite

As you play, you may earn new equipment slots and items to go in them. Your initial items are weak, but you can find stronger ones in the dungeon.

Remember that you can't change your equipment unless you are in camp!

When you leave this temporary camp, we'll talk about how to make camp in the future.


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.


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 0)

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

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


Back to it

Leave camp

Making Camp

Your Camp

A moment's respite

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

You have moved to a new area

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


Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.

Sanctity

The Lord of Tolls sustains you.


The Barrow

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

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

Always

Always

Venture in

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


Under the Barrow

The barrow's air is foul. Dank and reeking, with a tickling, caustic edge that scrapes your throat. Trails of glistening slime coat the ground.

You have heard that a poisonous Lindworm once crawled into the barrow to die. Judging by the the trails, it didn't die - it grew.

You have a new pinned card: the Lindworm. Defeat the Lindworm to pass deeper into the Sea-King's Grave.

To go deeper into the barrow you must slay the Lindworm. Click on its Region card to see how.


Resources

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

Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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

Quest: Return the Sword

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

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

The Lindworm

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

1 (you have this)

2

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

Always

Always


Options

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

Always

Delete Character

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

This will grant another player access to the story.


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

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

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

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


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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


The Lindworm

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

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

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

Always

Seek the creature's lair

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


Sinking

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


Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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 Lindworm

Always


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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


The Lindworm

Always


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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


Options

Always


Deleting...

Are you sure?

Do you want to permanently delete this character?


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.


Grey-Smocked Ghosts

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

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

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

Below Deck

Explore the dungeon

Listen to their woes

Their whispers are so soft you can barely hear.

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

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful

10 - Eager (you have this)

Slip past them

A very chancy challenge

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

Try to gain Gear.


Memories

Listen to their woes

            Unlocked when Spirit is:

1 - Wretched

2 - Despairing

3 - Doleful

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast (you have this)

9 - Hopeful

10 - Eager

One whispers of maple trees surrounding a temple of white columns. Two hands, fingers tangled together. The priest's headress, slipping to one side. His voice, resonant as the echo from a well. A black goat dying on the altar to bless her marriage.

Now the columns are fallen. The maple trees are burned. The priest is silent and he, she, her husband, and her children are bones in a forgotten grave.

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

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

You now have 1 x Secrets.


Resources

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

Secrets

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

Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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.

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.


Tutorial: You have found Secrets!

Succeeding on cards from the Below deck grants rewards. The greater your Depth, the greater the rewards - and the greater the risks.

Always

Always

Rewards include Secrets, Gear and Treasure

You can see how many you have by clicking on the 'Items' tab on the left.


Their uses

You will spend Secrets, Gear and Treasure to overcome Region and Quest cards (pinned at the bottom of the screen) and proceed through the dungeon.

Gear and Secrets are also used to make camp, navigate to waypoints using your map, and remove harmful conditions. Click on them in your inventory to use them.

Treasure is used to buy powerful items from the Treasure Deck.

You've learnt about Treasure, Secrets and Gear.


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

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


An Inscribed Door

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

Below Deck

Explore the dungeon

Smash through

Boldness

Tested in challenges of courage.

A low-risk challenge

The door is old wood, swollen shut.

You may find Secrets.

Read the words on the wood

A chancy challenge

They are scrawled in blood.

 They may lead to Treasure.


A trap?

A chancy challenge

There's something familiar about them, but the letters are faint and poorly-written. You try reading them aloud, and too late realise you've been reciting the name of a night-shadow, a lurker in the dark and devourer of the lost.

With a wary glance around you, you hurry away.

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

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

You now have 1 x Experience.

Your Spirit is 7. They will tell great tales of the hardships you overcame. Replenish your Spirit using the Surface Deck.


Resources

Experience

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

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


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 now have 3 x Gear.


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.

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Hands

What you're holding

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Sanctity

The Lord of Tolls sustains you.


The 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 letter

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

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

Your father may become a part of your story.

You've gained 5 x Secrets (new total 6).

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

You now have 1 x Amulet.


Resources

Experience

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

Hands

What you're holding

Copper Handbell

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

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

Amulet

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

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Holy

Increase this quality to earn more Sanctity.

Bond: Your Father

A quiet, prideful man.

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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 Harvest

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

The Path through the Woods

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