Foreman · Opening Bell
Vale
Robinville’s older foreman carries the history of House Corvin and the promises buried beneath the market.
Meet ValeA hard-won return
Robinville is building toward the future. Beneath its foundations, a sealed gate has been uncovered.
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The run
Between descents
The forge is warm. The provisions are counted. Before the castle asks what you can afford to lose, meet the people helping you come home.

Foreman · Opening Bell
Robinville’s older foreman carries the history of House Corvin and the promises buried beneath the market.
Meet ValeOmenkeeper · Oaths & survival
The castle still rings behind their eyes. Wren remembers the cost of a descent and watches for those who return.
Meet WrenSmith · Blade tempering
A broad, bearded smith in a leather apron. Rowan’s welcome is practical: bring back a plan, and he will give the steel a better edge.
Meet RowanProvisioner · Supply Contract
A seasoned survivor in a sage-green cloak, travel pack close at hand. Sable measures a journey in the supplies that get you home.
Meet Sable
Alchemist · Preparation & restraint
An older woman with a silver braid and a teal apron, Iona grows herbs in castle mortar. Each dawn the mortar returns differently; she keeps careful notes on what takes root.
Meet Iona the AlchemistMake the next descent count. Sable’s Supply Contract adds a ration to every future run. Rowan’s Tempered opening blade puts the Red Bear blueprint to work. Iona’s Preparation costs 3 Bell marks once: choose a starting potion, then switch it free between runs.
See permanent upgradesPrepare for the next room
Claim your boon, then weigh the cache’s equipment against its potion. Take one, never both. A sharper weapon, a steadier guard, or recovery saved for the right moment.
Learn the cache rules
Recovery
Heal up to 8 hitpoints.
Drink after taking damage. At full health, drinking is refused and the draught stays in your bag.
Offence
+4 Attack and Strength, −3 Defence.
More accuracy and power at the cost of protection. Check your guard before committing to the next fight.
Defence
+7 Defence, −3 Strength.
Stronger protection at the cost of damage potential. Consider the weapon and boons already shaping your run.
Deep cache · Blood price
+6 Strength, costs 3 hitpoints.
Requires more than 3 hitpoints. At 3 or fewer, drinking is refused and the bottle stays in your bag. Save it until you can afford a stronger strike.
Deep cache · Recovery & guard
Heal up to 4 hitpoints, +3 Defence.
A modest recovery with a stronger guard. Can be drunk at full health for the Defence boost alone.
One bottle, one bag slot, one use. Drink from your inventory. Potions and their effects belong to the current run. Read Iona’s field notes
No safe route
From the Gatehouse to the Drowned Archive, every room sets a different price. Choose recovery at the chapel, take a chance on the Treasury, and prepare for the Red Bear.
Study the rooms