A poor harvest

You worked in the fields

Boldness

Tested in challenges of courage.

A chancy challenge

The work was hard, the grain lean, and the workers distracted by the rumours of the Sea-Kings raiding nearby villages.

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

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

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

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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.

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

You can equip items to your Protection slot.

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.

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Accumulate 100 Treasure to advance this Deed and unlock new Reputations:1

Deed: Hoarder: Accumulate 100 Treasure to advance this Deed and unlock new Reputations

Does anything gleam so prettily as gold?

Something to boast about in the mead-hall

Youthful Reputation

Youthful Reputation A quick-witted child

How were you known?

Youthful Reputation: A quick-witted child

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Use your Secrets to return to the Cave at Depth 2.

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.

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

The Witch's Mood

As changeable as the sea.

Tip

Tip Accumulate Secrets to unlock the Lorekeeper deed

Accumulate Secrets to unlock the Lorekeeper deed

Accumulate Secrets to unlock the Lorekeeper deed

Tip: Accumulate Secrets to unlock the Lorekeeper deed

Sails of the Sea-Kings

As this rises, your quest will complicate.

Sails of the Sea-Kings 6 - 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.

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

Threat: the Sea-Kings 1 - They demand tribute

The Sea-Kings threaten Gallowmoor

Threat: the Sea-Kings: They demand tribute

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

Boldness

Improve your stats by equipping new items in camp.

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.

Lessons of the Forge

Earn these on the Forge card in the Above Deck.

Schooled at the anvil. Taught by the flame.

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


The Hall

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

Above Deck

Restore Spirit by remembering your life above

You mocked the mighty

Forgotten Lore

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

A tough challenge

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

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


Playing the fool

A tough challenge

An equal number of laughs and of scowls. Some said your jokes went too far, or were aimed at undeserving targets. The moorsfolk were prone to melancholy.

This is tested when you need to think clearly.

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

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

You've gained 3 x Memories of Home (new total 12).

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

The Sea-Kings threaten Gallowmoor


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

Sails of the Sea-Kings 7 - Serpent-prowed ships ply the waves

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Grey-Smocked Ghosts

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

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

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

Below Deck

Explore the dungeon

Listen to their woes

Their whispers are so soft you can barely hear.

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

            Unlocked when Spirit is:

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast

9 - Hopeful

10 - Eager (you have this)

Slip past them

Cunning Plan

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

A chancy challenge

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

Try to gain Gear.


Memories

Listen to their woes

            Unlocked when Spirit is:

4 - Dismayed

5 - Melancholy

6 - Sanguine

7 - Assured

8 - Steadfast (you have this)

9 - Hopeful

10 - Eager

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

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

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

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

You've gained 3 x Secrets (new total 7).


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Grey-Smocked Ghosts

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

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

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

Below Deck

Explore the dungeon

Listen to their woes

Their whispers are so soft you can barely hear.

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

Slip past them

Cunning Plan

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

A chancy challenge

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

Try to gain Gear.


Gifts

A chancy challenge

While the ghosts are wrapped in their stories, you creep past them and retrieve the half-dozen palm-sized clay pots around the corpse's head. Each one rattles, promisingly.

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

You succeeded in a Subtlety challenge!

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

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


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Forgotten Lore

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

Experience

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

Memories of Home

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


A Winding Stair

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

Below Deck

Explore the dungeon

Climb upwards

Forgotten Lore

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

A very chancy challenge

The stair is narrow, curving steeply upwards.

Decrease your Depth.

Descend the stair

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

The steps curl downward into darkness.

Increase your Depth.

Turn away

Spirit

Your resolve.

A very modest challenge

Leave the stair behind and look elsewhere.

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

            Unlocked when Depth is:

1

2

3 (you have this)

4

5

6

7

8

9

10


Memories

Turn away

Spirit

Your resolve.

A very modest challenge

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

You succeeded in a Spirit challenge!

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

You've gained 1 x Memories of Home (new total 13).


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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


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.

Sing a Scarrow-Song

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

Trade Memories of Home for Experience

            5
            You need 5 x Memories of Home  (you have 13)

            5
            Unlocked with 5 x Memories of Home  - you have 13


Into the grave I go, my dear...

            5
            You need 5 x Memories of Home  (you have 8)

            5
            Unlocked with 5 x Memories of Home  - you have 8

The song is a string of nonsense words from a dozen lives chanted to a grave-dirge - like beads threaded on catgut. You leave your memories of home behind, and learn the lessons in the dark.

If you are Inspired, you can trade Experience for Memories of Home, instead.

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

You've gained 20 x Experience (new total 68).

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

You've lost 5 x Memories of Home (new total 8).


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


A Dust-Choked Chamber

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

Below Deck

Explore the dungeon

Something on the ceiling

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

Spend Gear to decrease your Depth.

            3
            You need 3 x Gear  (you have 4)

            3
            Unlocked with 3 x Gear  - you have 4

Read the scrolls mouldering on a table

Forgotten Lore

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

A tough challenge

They are rotted by years in the dank, unmoving air.

Try to find Secrets.

            Unlocked when Depth is:

2

3 (you have this)

Cunning Plan

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

A very chancy challenge

Investigate the corpse in the hanging cage

The chain creaks. Bone fingers dangle through the rusting bars.

Try to gain Secrets.

            Unlocked when Depth is:

3 (you have this)

4


The price

A very chancy challenge

When you move the skull aside, it rattles. You upend it, and a single gold coin falls out: payment for the White-Handed Lady that the prisoner hid under his tongue. It's a modest treasure, and in searching the corpse you have disturbed an ancient miasma which brewed there. It crawls into your lungs, and you begin to retch.

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

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

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

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

You've gained 1 x Experience (new total 69).

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

You've gained 1 x Treasure (new total 26).


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Quest: Return the Sword

According to the witch of Harrow's Hill, the sword must be unmade by its creator. When the Manticore Lord was entombed, his servants and followers - including his smith - were buried with him.

Always

Always

Seek the hidden forge

You must go deeper.

Increase your Depth to 5 to find the forge.

Enter the forge

The tolling of a lonely hammer leads you on...

            Unlocked when Depth is:

5

            2
            You need Quest: Unmake the Barrow-Blade 2 and Quest: Unmake the Barrow-Blade no more than 2 (you have 2)

            Unlocked when Depth is:

5

            2
            Unlocked with Quest: Unmake the Barrow-Blade 2 - you have 2


You push on

There must be a way down.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


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.

Above Deck

Restore Spirit by remembering your life above

You gathered firewood

Forgotten Lore

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

A very chancy challenge

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

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

A tough 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.

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.

A chancy 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 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 8)

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

            5
            Unlocked with 5 x Memories of Home  - you have 8

            1
            Unlocked with 1 x Polished Raven Amulet


A hard path

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

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

After you'd overcome its nettles, the trail climbed from the trees onto a slope of unwelcoming bracken. The hill's bulk bathed you in shadow, blocking out half the sky. A skittish wind circled it, plucking at your sleeves as you renewed your climb.

You have a new card in your Above Deck: On Harrow's Hill.

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

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

This adds a prestige card to your Above Deck.

You remember climbing Harrow's Hill. A new card has been added to your Above Deck!


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

Cunning Plan

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

Experience

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

Memories of Home

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

Clue to a Treasure Trove

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

Hands

What you're holding

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


The Labyrinth

Beyond the door the passage splinters into looping, snakelike coils that divide, double back, and cross in a tangled maze around the barrow's heart.

Spells are scratched into the walls. As the maze ensnares your body, its sorceries will try to ensnare your spirit...

1. Accumulate Secrets, Gear, then Treasure to pass each of the Labyrinth's challenges.

2. As you explore the labyrinth you may become Entangled in its spells. The higher your Entangled quality, the cheaper it is to progress through the labyrinth. But if Entangled reaches 10, you'll become enchanted and have to break free.

Always

Always

Pass through the preparation chamber

A wide chamber, forested with old wooden columns, opens before you.

Spend Secrets to pass deeper into the labyrinth. Beware: your Entangled will increase!

            0
            You need Passage 0 and Passage no more than 0

            15
            You need 15 x Secrets  (you have 7)

            Unlocked when Depth is:

4

5

6

            0
            Unlocked with Passage 0

            15
            Unlocked with 15 x Secrets  - you have 7

            Unlocked when Depth is:

4

5

6

Shake off the cloying fog of the maze's spells.

Spend Inspiration to halve your Entangled quality.

            Unlocked when Inspiration is:

            1
            You need Entangled 1

            Unlocked when Inspiration is:

            1
            Unlocked with Entangled 1

Consult your Map-Scraps

Fortune

Your luck

A chancy challenge

Perhaps one of them holds a clue to the labyrinth.

Spend a Map-Scrap to try and reduce your Entangled quality by 1. If you have a Sheaf of Maps, this will be a little easier.

            1
            You need 1 x A Map-Scrap  (you have 1)

            1
            You need Entangled 1

            1
            Unlocked with 1 x A Map-Scrap  - you have 1

            1
            Unlocked with Entangled 1

Search your Fragmentary Maps

You're sure one of them covers some of the labyrinth.

Reduce your Entangled by a random number between 1 and 3. If you have a Sheaf of Maps your Entangled will be reduced by an additional point.

            1
            You need 1 x A Fragmentary Map  (you have 0)

            1
            You need Entangled 1

            1
            Unlocked with 1 x A Fragmentary Map

            1
            Unlocked with Entangled 1


Below Deck

Explore the dungeon

Above Deck

Restore Spirit by remembering your life above

Quest: Return the Sword

Unlocked with Quest: Unmake the Barrow-Blade 1 - you have 2

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

The Labyrinth

Unlocked with Into the Sea-King's Grave 11 - you have 12

<p>Beyond the door the passage splinters into looping, snakelike coils that divide, double back, and cross in a tangled maze around the barrow's heart...

Tribute for the Sea-Kings

Unlocked with Complication: The Sea-Kings' Ransom 1 - you have 1; Unlocked when Making Camp is:

<p>Unless you can pay the Sea-Kings' tribute, they'll despoil and enslave all you hold dear...

Options

You can find various game options here...

Always

Always

The Harvest

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

An Old Statue

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


An Old Statue

It stands in the gloom, its grey shoulders hunched.

Below Deck

Explore the dungeon

Break the statue

Fortune

Your luck

A very chancy challenge

Sometimes, effigies are used to hide treasure.

Help yourself to the offerings

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

Gain Gear, but there may be consequences...

Forgotten Lore

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

A chancy challenge

Read the inscription at the statue's plated feet

The statue portrays a lord of the Sea-Kings. Hawk-nosed, narrow-faced, with his hands resting on a long sword. His crest is a two-headed serpent.

Try to learn Secrets.

            Unlocked when You are exploring is:

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

            Unlocked when Depth is:

1

2

3 (you have this)

Linger nearby

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

The things of the barrow fear the statue and its bleak gaze. Some have even strewn treasures to divert its attention.

You may find Treasure, and if you have the Watched condition, you will lose it if you succeed.


The wages of sin

You feel the statue's grey, judgemental gaze on you as you take its offerings. The Analects have a great deal to say on the fate of thieves.

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

You've gained 6 x Gear (new total 10).

You are cursed


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.

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Cursed

Bad luck hounds you.

Bad luck hounds you.
Click on the Status card at the bottom of the play screen to learn how to remove this condition.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


Resources

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

Gear

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

Secrets

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

Treasure

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

Reckless Folly

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

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

Hammer

A hammer from the smithy

Barrow-Blade

Black-pitted iron, and heavy with sin.

Protection

Keeping you safe in the deep places

Consumable Items

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

A Second Wind

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

A Map-Scrap

Something is marked on it... [Map-Scraps can only be used in the dungeon, not in town.]

Deeds

Something to boast about in the mead-hall

Deed: Hoarder

Does anything gleam so prettily as gold?

Youthful Reputation

How were you known?

You are exploring

Where are you?

Waypoint: The Lichen-Wreathed Cave

Dank, but secluded.

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

The Witch's Mood

As changeable as the sea.

Sails of the Sea-Kings

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

A Complication

Something keeps you from your goal. [You cannot complete a dungeon while you still have a complication.]

Bond: Your Sister

She is fierce, rebellious, and pretty.

Complication: The Sea-Kings' Ransom

You must pay off the grim warriors from a ruined land

Threat: the Sea-Kings

The Sea-Kings threaten Gallowmoor

Memory: on Harrow's Hill

This adds a prestige card to your Above Deck.

Memory: the Althing

When a matter needed to be settled, the Moorsolk called a moot.

Memory: the Summer Fair

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

Bond: Your Cousin

He's a fierce defender and a ne'er-do-well, a loyal friend and a breaker of hearts.

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.

Cursed

Bad luck hounds you.

Bad luck hounds you.
Click on the Status card at the bottom of the play screen to learn how to remove this condition.

Sword-Dreams

You are plagued by old memories from the sword you carry

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.

Lessons of the Forge

Schooled at the anvil. Taught by the flame.
Earn these on the Forge card in the Above Deck.


The Harvest

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

Above Deck

Restore Spirit by remembering your life above

You worked in the fields

Boldness

Tested in challenges of courage.

Reckless Folly

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

A chancy challenge

Almost everyone did. You'd need every ear to see you through the winter.

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

Cunning Plan

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

A very chancy challenge

You slipped away to spend a lazy day beside the river

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

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

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

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

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

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

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

A Secret Cider-Drinking Contest

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

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

You argued with your father

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

Spend 3 Memories of Home to gain Inspiration.

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

            1
            You need Bond: Your Father 1

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

            1
            Unlocked with Bond: Your Father 1


A well-deserved rest

A very chancy challenge

Down at the riverbank, where the willows draped their long leaves in the water, the grass was soft with buttercups and forget-me-nots. You lay in the shade and watched dragonflies hum over the slow surface. The sun tarried in the sky, and gave you plenty of time to doze and plot your excuses.

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

You succeeded in a Subtlety challenge!

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

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

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

Cunning Plan has not changed from 3 because it's higher than 3.

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

The Sea-Kings threaten Gallowmoor