Sir Edrin, still at his post

THE BELL BELOW / II / THE THORN ABBEY

                _______
               /       \
              |  _____  |
              | |__|__| |
              | .  |  . |
               \___|___/
             ___/     \___
            /   \_____/   \
           /  /|       |\  \
          /__/ |   +   | \__\
          | |  |       |  | |
          | |__|___ ___|__| |
          (___(____|____)___)
              /   ||   \
         ____/____||____\
        /   /     ||    /\
       /___/      ||   /  \
      (___)       ||  /____\
                  ||  (____)
      _/x\_       \/     _/x\_
  ___/x\__x\____________/x\__x\___
.-------------------------------------------.
| CINDER WITCH                RANK 2        |
| BLOOD [###...   ] 3/6    MIGHT 1          |
| FLAME [*****]     5/5    BURN  4          |
'-------------------------------------------'

The knight kneels in a garden of thorns. There is nothing inside his armour except an oath, repeated so often it has learned to move a sword.

An iron spur is driven through his shadow. It is the second key.

He watches the doorway behind you. He has watched it for ninety-nine winters. A remembered name might end a vigil that steel can only interrupt.

"No one passes until the boat returns."

Sir Edrin / 7 blood remaining

INTENT: OATH-STROKE

His sword rises with the weight of a hundred winters. Ward will stop it; a careless strike costs 3 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 1; take 3 blood / FATAL at your current blood

Ward / deal 0; take 0 blood

Burn / spend 1 flame / deal 4; take 0 blood

Mend / spend 1 flame; restore 3 blood, then take 3

What you carry

I. Black-glass tooth / taken from the river; +1 flame capacity.

Mercies kept: 0 of 3. Weapon: hazel wand.

 + I    --- @ II   --- . III  --- . IV   
 road       abbey      choir      bell
 + travelled    @ here    . beyond

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