The Bellkeeper
THE BELL BELOW / IV / THE BELL BELOW
| |
| _________ |
| / \ |
| / \ |
| / \ |
| / \ |
|/ \|
/ \
/_____________________\
\___________________/
|
(_)
\ \ | / /
\__\|/__/
| . . |
\__-__/
_____/ \_____
/ / .--. \ \
/ / / \ \ \
/___/ | | \____\
| | | | | |
| | \____/ | |
(___) / \ (___)
/ \
___/________\___.-------------------------------------------. | CINDER WITCH RANK 3 | | BLOOD [###.... ] 3/7 MIGHT 2 | | FLAME [*... ] 1/4 BURN 4 | '-------------------------------------------'
Bellkeeper still stands. The movement changes; the next exchange is yours to read.
Bellkeeper / 6 blood remaining
The children's last note has already taken 3 blood from the keeper.
Edrin stands at your shoulder: every Ward deals 1 additional damage.
INTENT: THE HUNDREDTH HAND
A bronze hand rises above the clapper. Ward can turn it aside. An unguarded answer costs 4 blood.
Burn interrupts the enemy. Mend spends your turn: the enemy still attacks. Damage and costs are shown on each choice.
Your move
Strike / deal 2; take 4 blood / FATAL at your current blood
Burn / spend 1 flame / deal 4; take 0 blood
Mend / spend 1 flame; restore 4 blood, then take 4
What you carry
I. Reed token / Wren remembered; a name can lower a sword.
II. White thread / Edrin's oath; +1 Ward damage against the Bellkeeper.
III. Last lullaby / seven sleepers freed; the Bellkeeper begins with 3 less blood.
Mercies kept: 3 of 3. Weapon: kiln-tempered hazel wand.
+ I --- + II --- + III --- @ IV road abbey choir bell + travelled @ here . beyond
Keep this fate / bookmark this page
Field guide / rules, callings, and saving