Waypoint: the Lichen-Wreathed Cave

A safe haven, if damp, hidden behind trails of lichen.

Below Deck

Explore the dungeon

You're close to the surface here, and can sometimes taste a wisp of fresh air.

This will turn this cave into a Waypoint, allowing you to navigate back here using your Map card.

            5
            You need 5 x Gear  (you have 7)

            5
            Unlocked with 5 x Gear  - you have 7

Leave the cave and travel onwards

You've more to do.


A restful sort of cave

Leave marks as you travel so you can find your way back here

            5
            You need 5 x Gear  (you have 2)

            5
            Unlocked with 5 x Gear  - you have 2

You mark it carefully on your map. When you travel on, you remember to scratch signs on the walls pointing back to it. It might be damp and uncomfortable, but it's yours.

You've learnt the way back; Consult Your Map to return

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

You've lost 5 x Gear (new total 2).


Resources

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

Gear

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

Secrets

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

Cunning Plan

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

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

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.

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.

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

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

Waypoint: The Lichen-Wreathed Cave

Waypoint: The Lichen-Wreathed Cave Use the pinned Consult Your Map card to return

Dank, but secluded.

Use the pinned Consult Your Map card to return

Use the pinned Consult Your Map card to return

Waypoint: The Lichen-Wreathed Cave: Use the pinned Consult Your Map card to return

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Increase this quality to earn more Sanctity.

Embarked on a Quest

Embarked on a Quest You have unfinished business in the dungeon

You have unfinished business in the dungeon

You have unfinished business in the dungeon

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

Seemings Remaining

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

Tip

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

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

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings 9 - Serpent-prowed ships ply the waves

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

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

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

This is tested when you need to think clearly.

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.


Fruitless

Search the cave before leaving

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 high-risk challenge

Waypoint: the Lichen-Wreathed Cave

A safe haven, if damp, hidden behind trails of lichen.

The marks of old campfires suggest that others have used it in the past.

You will gain a random amount of Gear, up to your Wits.

            Unlocked when Waypoint: The Lichen-Wreathed Cave is:

You are retracing your steps to the Lichen-Wreathed Cave

Use the pinned Consult Your Map card to return (you have this)

You may remove the Watched and Dark conditions at the cave

At the cave, you may remove Watched and Dark or return to the surface

The cave has no shortage of crannies into which useful things could have rolled, but there's nothing you can reach.

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

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've gained 1 x Experience (new total 4).


Resources

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

Gear

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

Secrets

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

Cunning Plan

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Skills: The Barefoot Friar

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

Finding the Red Riders

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

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

The Troll-Wife's Parlour

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

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

Your Map

Unlocked when Making Camp is:

; Unlocked with

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

Status

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

Options

You can find various game options here...

Always

Always

Your Thoughts

Unlocked when Making Camp is:

; Unlocked when Dread is:

<p>What thoughts weigh on you as you travel?


Your Thoughts

What thoughts weigh on you as you travel?

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

Below Deck

Explore the dungeon

Remember your home

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

Gain a Memory of Home.

Think about your travels

Perhaps you can learn from them.

Gain Experience.

Pray

The Lord of Tolls will hear you. Even here.

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

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

            Unlocked when Holy is:

            1
            Unlocked with You are the 1 - you have 1

            Unlocked when Holy is:

Sing a moor-song

To remind you of home.

Trade Experience for Memories of Home.

            Unlocked when Inspiration is:

            20
            You need 20 x Experience  (you have 4)

            Unlocked when Inspiration is:

            20
            Unlocked with 20 x Experience  - you have 4


Reverie

The memories come easily to you. They're comforting, for a while.

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

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


Resources

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

Gear

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

Secrets

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

Cunning Plan

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Status

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

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

Always

You are hale!

There is absolutely nothing wrong with you.

            Unlocked when Spirit is:

10 - Eager (you have this)


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Gear

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

Secrets

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

Cunning Plan

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Options

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

Always

Delete Character

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

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.

Gear

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

Secrets

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

Cunning Plan

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Phew. That was a close one, wasn't it?

No

Are you sure?

Do you want to permanently delete this character?


Resources

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

Gear

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

Secrets

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Finding the Red Riders

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

Always

Find them

Spend Secrets to track down the red riders.

            20
            You need 20 x Secrets  (you have 3)

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

            20
            Unlocked with 20 x Secrets  - you have 3

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


Below Deck

Explore the dungeon

Always

Always


Skills: The Barefoot Friar

Your faith sustains you.

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

Always

Use your Gear

Make camp or remove the Dark and Hurt conditions.

Use your Secrets

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

Have faith in the Lord's intention...

...and do not fear.

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

            3
            You need Sanctity 3 (you have 4)

            3
            Unlocked with Sanctity 3 - you have 4

Spend your inspiration

You can spend Inspiration on benefits unlocked by your Boldness, Subtlety and Wits.

Guided: Find your way if you are Lost

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

Spend Sanctity to remove the Lost condition.

            3
            You need Sanctity 3 (you have 4)

            Unlocked when Lost is:

            3
            Unlocked with Sanctity 3 - you have 4

            Unlocked when Lost is:


Inspiration

You will neither fail nor falter. You are Moorsfolk.

[Spend your Inspiration to gain one of the benefits below. Improve each option by increasing your Boldness, Subtlety or Wits. ]

You can also use Inspiration to discard Condition cards, and sometimes for other uses...


Resources

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

Gear

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

Secrets

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

Cunning Plan

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Inspiration

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Even here

Rank 2: Do not fear the dark

Inspiration

You will neither fail nor falter. You are Moorsfolk.

Spend your Inspiration to gain one of the benefits below. Improve each option by increasing your Boldness, Subtlety or Wits.

There is light to be found, even amidst the bones of the earth. Seek it.

Lose the Dark condition. Gain Treasure.

            3
            You need Boldness 3 and Boldness no more than 6 (you have 3)

            3
            Unlocked with Boldness 3 - you have 3

Unlikely fingers of light from roof-cracks. Phosphorescent lichen, green and aglow. Bright, buzzing lichfire beetles. Clumps of luminous maggots, lazily digesting their last meal. A lambent stream that bubbles milkily from the deeps. Corpse-cloths to burn and bones to bear them on. Gold, shining like tears from the sun. For those with the courage to search, light can be found.

The higher your Depth and Boldness, the more Treasure this may give you.

You are no longer Inspired.

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

You now have 5 x Treasure.


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


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

Return to the Lichen-Wreathed Cave at Depth 2

The cave is damp, but near to the surface world.

            Unlocked when Waypoint: The Lichen-Wreathed Cave is:

You are retracing your steps to the Lichen-Wreathed Cave

Use the pinned Consult Your Map card to return (you have this)

You may remove the Watched and Dark conditions at the cave

At the cave, you may remove Watched and Dark or return to the surface

            5
            You need 5 x Secrets  (you have 3)

            Unlocked when Waypoint: The Lichen-Wreathed Cave is:

You are retracing your steps to the Lichen-Wreathed Cave

Use the pinned Consult Your Map card to return (you have this)

You may remove the Watched and Dark conditions at the cave

At the cave, you may remove Watched and Dark or return to the surface

            5
            Unlocked with 5 x Secrets  - you have 3

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

2 (you have this)

3

            5
            You need 5 x Gear  (you have 2)

            Unlocked when Depth is:

1

2 (you have this)

3

            5
            Unlocked with 5 x Gear  - you have 2


Below Deck

Explore the dungeon

Always

Always


The Troll-Wife's Parlour

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

Always

Seek the Troll-Wife

Use what you've learned to track her down.

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

            10
            You need 10 x Secrets  (you have 3)

            10
            Unlocked with 10 x Secrets  - you have 3

Recall your troll-lore

Gallowmoor has no shortage of troll-tales.

You will learn a little about trolls and their tricks.

            15
            You need 15 x Secrets  (you have 3)

            15
            Unlocked with 15 x Secrets  - you have 3


Below Deck

Explore the dungeon

Always

Always


Finding the Red Riders

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

Always

Find them

Spend Secrets to track down the red riders.


Below Deck

Explore the dungeon

Always

Always


Status

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

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

Always

You are hale!

There is absolutely nothing wrong with you.


Weirdly, all is well

Enjoy it while it lasts.


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Options

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

Always

Delete Character

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

This will grant another player access to the story.


Deleting...

Are you sure?

Do you want to permanently delete this character?


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Character deleted!

Yes

Are you sure?

Do you want to permanently delete this character?

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


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Resources

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

Gear

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

Secrets

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

Treasure

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

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

Consumable Items

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

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Experience: Guided

You will not stray from the path

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

Dank, but secluded.
Use your Secrets to return to the Cave at Depth 2.

Holy

Increase this quality to earn more Sanctity.

Seemings Remaining

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Memory: the Summer Fair

Cankerjacks, the acorn roll, the five-legged race...

Visits to Old Wist

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

Depth

How deeply you delve.

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

Spirit

Your resolve.

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

Boldness

Tested in challenges of courage.

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

Subtlety

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

Wits

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

Sanctity

The Lord of Tolls sustains you.

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


Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Always

Always

The Barefoot Friar

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

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

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

Angry. Resolute. Desperate.

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

The Landless Lady

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

This character is not yet available.

            Unlocked when Not yet available is:

This will be available in the full version of the game

The Masterless Apprentice

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

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

This character is not yet available.


Resources

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

Hands

What you're holding

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.


"Fine. I'll do it."

The Smith's Daughter

Choose your Character

Choose a Character

Below starting area

Which character would you like to play?

No-one else would act, so it fell to you. You bound your copper hair into a braid, took a hammer from the smithy, and left your home behind.
<img src="http://images.below.failbettergames.com.s3.amazonaws.com/icons/sdbigsquare.png" alt="Smith's Daughter">

You are the Smith's Daughter: skilled at crafting, independent, and brave.

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

This is tested when you need to think clearly.

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

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

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

You now have 1 x Hammer.

Next, you will choose which dungeon to enter.


Resources

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

a stranger

A past yet to be revealed

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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.


Hands

What you're holding

Hammer

A hammer from the smithy

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.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Bellringer's Tomb

Unlocked when You are exploring is:

; Unlocked with You are the 1 - you have 2

<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 Bellringer's Tomb

The Bellringer brought the Toller faith to your home of Gallowmoor. His faithful carved his tomb from a mountain's foot.

Airic performed three miracles with his Bell.

The first: he drove the wolves from Gallowmoor.

The second: he shattered King Ethred's bloody throne.

And the third: he called all the faithful to the mountain peak, before the Queen of Fires descended to lay waste to all of Gallowmoor.

Always

Save the tanner's daughter

Lured by the bell, she entered the tomb. She hasn't emerged.

This is an easy quest, suitable for starting characters.

Retrieve the saint's bones

The abbey has fallen on hard times. A relic would give the friars solace and - just as importantly - attract the pilgrim trade.

This quest is of moderate difficulty.

Retrieve the Bell itself

It's said there's one miracle left in the old bell.

A challenging quest for advanced 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.


Last words

Before the Bellringer departed for the Isles of Fire, he told a disciple that if the Bell is rung on a high place the Lord of Tolls will hear and grant a mercy. Three days after he left, the saint's blackened bones fell from the sky, raining on the old chapel he founded. His disciple was driven mad. The bell was interred in the tomb with the Bellringer's bones.

You need to descend into the Tomb, find the bell's resting-place, and return it to the world above.

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

You moved to a new setting: Below.

Progress through regions of the tomb until you find the saint's grave.

You are beginning a new dungeon: the Bellringer's Tomb

You have embarked on a quest


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

You are exploring: The Bellringer's Tomb

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


A Temporary Camp

The Bellringer's Tomb

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

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

How far have you progressed through the dungeon.

Find your way down to Depth 2 of the dungeon to discover your first challenge.


Resources

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Making Camp

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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

Hammer

A hammer from the smithy

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?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

You risk a small fire, and take your ease.

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

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

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

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

            2
            Unlocked with You are the 2 - you have 2

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Leave Camp

Making Camp

Your Camp

A moment's respite

And learn how to make camp in future.

            1
            You need Tutorial: Making Camp 1 (you have 1)

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

            1
            Unlocked with Tutorial: Making Camp 1 - you have 1

            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 0)

            5
            Unlocked with 5 x Memories of Home

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 0)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear


The smith's art

Craft a Masterwork

Your Camp

A moment's respite

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

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

You take out your tools...


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Making Camp

Your Camp

A moment's respite

Always

Always

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Leave Camp

Making Camp

Your Camp

A moment's respite

And learn how to make camp in future.

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


Onward...

Leave Camp

Making Camp

Your Camp

A moment's respite

And learn how to make camp in future.

            1
            You need Tutorial: Making Camp 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

            1
            Unlocked with Tutorial: Making Camp 1

            Unlocked when You are exploring is:

The Bellringer's Tomb (you have this)

You can make camp later by clicking on Gear in your inventory, or via your Map card. Making camp costs Gear (which you can find in the dungeon) - the greater your Depth, the more it costs.

You learnt about making camp.

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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Tutorial: Skills

Unlocked with Tutorial: Skills 1 - you have 1

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

Tutorial: Quests

Unlocked with Tutorial: Quests 2 - you have 2

Tutorial: Your Map

Unlocked with Tutorial: Your Map 1 - you have 1

Always

Always


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


The Smith

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

The riddle of steel

A tough challenge

You watched him as he worked.

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

You took a turn at the forge

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

See exclusive options for the Smith's Daughter.


Secrets

The riddle of steel

A tough challenge

He spoke to the iron like it was alive, coaxing obedience from it. Sometimes he sang to it. Sometimes he swore at it. Sometimes he used the common tongue, sometimes the Old Speech, sometimes words older still.

You succeeded in a Subtlety challenge!

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

You now have 3 x Memories of Home.

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.

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

Sails of the Sea-Kings

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

Sails of the Sea-Kings: Sighted off the coast

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

Depth

How deeply you delve.

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.


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 Forgotten Lore: 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.


Hands

What you're holding

Hammer

A hammer from the smithy

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?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Tutorial: Memories of Home

You have discovered some Memories of Home! You can spend these to to improve your basic equipment in camp or buy useful resources from the Above Deck.

Always

Always

Learn about Memories of Home

You acquire them from Above cards, or occasionally find them in the dungeon.


Keepsakes

Accumulate 5 Memories of Home to buy a new piece of equipment.

When you've earned more Memories of Home, we'll talk about using them to improve your equipment.


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

You are exploring

Where are you?

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.


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.


An even keel

You were never the first into the river when the summer sun shone, nor quick to dance at the summer fair. Sometimes, you let opportunities pass you by. But you watched and thought and learned, and kept your head when others were unruly.

This is tested when you need to think clearly.

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

You were a thoughtful child, patient and cautious.


Resources

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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.


Hands

What you're holding

Hammer

A hammer from the smithy

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always

The Path through the Woods

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

The Farewell

Unlocked with ; Unlocked with ; Unlocked with

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


The Path through the Woods

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

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

Wits

This is tested when you need to think clearly.

A very chancy challenge

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

...and braved the deep woods.

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

A modest challenge

You listened to your tutor's rambling lessons

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

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

            1
            You need Bond: Tutor 1

            1
            Unlocked with Bond: Tutor 1

You took the overgrown path toward Harrow's Hill

It was an ill-spoken place.

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

You joined the other travellers heading to the summer fair

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

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

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

...between hunched oaks in ivied coats.

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

            5
            You need 5 x Memories of Home  (you have 3)

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

            5
            Unlocked with 5 x Memories of Home  - you have 3

            1
            Unlocked with 1 x Polished Raven Amulet


Thwarted

A very chancy challenge

You followed old hunters' trails as deep as they'd take you, and then waded into the green sea of the forest. The trees grew more gnarled, the sunlight rare. The wood closed in.

As hard as you tried, the forest barred your passage with thickets and brambles and thorns. While you were beating your way through them you noticed the shadows purple with evening. It was time to turn back, before night fell.

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Sails of the Sea-Kings

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

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

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.


Tutorial: Bonds and Keepsakes

The Bellringer's Tomb

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

If you had a Bond, you would have enough Memories of Home to improve your core equipment.

Always

Always

Bonds are relationships with people from your old life

In a moment you'll be taken to a card that will let you choose a Bond.


Keepsakes

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.]

Bonds unlock new core equipment that you can improve with Memories of Home. They also unlock new options in the Above Deck.

Sometimes your Bonds will become a part of your story in the dungeon.

Click 'More' to choose a Bond.

When you've purchased a Bond, we'll talk about improving your equipment.


Hands

What you're holding

Hammer

A hammer from the smithy

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.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


The gift

Your sister

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.

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.

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

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

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

Your sister may become a part of your story.

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

You now have 5 x Gear.

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

You now have 1 x A Second Wind.


Resources

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.

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Consumable Items

A Second Wind

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

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Tutorial: Improving Equipment

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.

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Youthful Reputation

How were you known?

You are exploring

Where are you?

Making Camp

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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


Holes and all

Unfold a cloak

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.

It is cold in the deep places of the earth, and without comfort.

Equipped in your Protection slot, the Frayed Cloak increases your Subtlety by 1 but decreases your Boldness by 1.

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

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

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

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

The cloak won't draw envious glances, but it keeps some of the chill from your bones.

You can further improve your cloak in camp.

You now have 1 x Frayed Cloak.

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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Wits

This is tested when you need to think clearly.


Tutorial: You have found Gear!

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

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 Quests 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 Treasure cards, when the Treasure Deck appears.

You've learnt about Treasure, Secrets and Gear.


Resources

Gear

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


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)

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft special items using your smithing skills.

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Spend Memories of Home to improve your equipment.

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

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

Rest and eat

Making Camp

Your Camp

A moment's respite

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

            Unlocked when Weary is:

            5
            You need 5 x Gear  (you have 5)

            Unlocked when Weary is:

            5
            Unlocked with 5 x Gear  - you have 5


The smith's art

Practise your Craft

Your Camp

A moment's respite

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

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

Practise your Craft

Making Camp

Your Camp

A moment's respite

You take out your tools...


Resources

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

Forgotten Lore

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

Memories of Home

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Youthful Reputation

How were you known?

You are exploring

Where are you?

Making Camp

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

Sails of the Sea-Kings

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

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.

Subtlety

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

Wits

This is tested when you need to think clearly.


Making Camp

Your Camp

A moment's respite

Always

Always

Leave camp

Making Camp

Your Camp

A moment's respite

Practise your Craft

Making Camp

Your Camp

A moment's respite

Craft a masterwork

Making Camp

Your Camp

A moment's respite

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

Acquire and improve equipment

Making Camp

Your Camp

A moment's respite

Rest and eat

Making Camp

Your Camp

A moment's respite


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


Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Always

Always


Resources

Gear

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

Hands

What you're holding

Hammer

A hammer from the smithy

Protection

Keeping you safe in the deep places

Frayed Cloak

Time and travel have not been kind.

Consumable Items

A Second Wind

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

Youthful Reputation

How were you known?

You are exploring

Where are you?

Bond: Your Sister

She is fierce, rebellious, and pretty.

Depth

How deeply you delve.

Spirit

Your resolve.

Boldness

Tested in challenges of courage.