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Chapter 81 by Zingiber Zingiber

ENCOUNTER Albert: roll +BRAVERY(+1), narrate your evening, or make another Move.

Follow Albert, Miss: Asteria Hornbeam dismisses you.

The other second-round duel is about to start, so you pocket Grace's ring and follow the direction Albert went, hoping to catch him like you did with Grace. Since Albert isn't hurt, perhaps they won't bother to dismiss your CHARM.

Asteria Hornbeam, the Assistant Warden, is sitting with Albert in an anteroom. She inspects him and runs her wand over him, assessing his condition, paying no particular mind to the erection tenting out the skirt of his robe.


⚀⚀ +1 = 3, Miss.


The Assistant Warden frowns. "Looks like Woodbine caught you a good one, Conker," she says. "Stand up."

No such luck this time, you think.

Asteria Hornbeam crafts a spell to unwind your CHARM. You admire her energetic, unusual way of raising and focusing the energy. She points her wand toward Albert and releases it.

"Ah!" Conker cries out. The overpowered dismissal spell undoes your charm and grounds its excess in Albert Conker's aura, letting loose other energies held in tension. His knees tremble, his shoulders shake, and he groans, releasing a long chain of orgasmic spurts, darkening the front of his red robe and dripping down onto the floor.

You see the Assistant Warden's own pelvis thrust with the same rhythm, swaying as she tries to remain standing. She's set herself off! And...

Oh! The wave catches you unprepared. A burst of pleasure expands from your pearl and through your body, pulsing through you again and again. Your legs fold under you and you fall to the ground.

Fortunately Asteria Hornbeam is sufficiently flustered that her only response is to shoo you away.


You have +2 Ambition, -1 Bravery, +2 Cunning, +0 Diligence.
You have 1 XP.

Your FRIENDS are Fay and Grace Winterthorn.

You have a special GOAL owed to the Tutor to win three duels. You have won two out of three. You may take an additional +1 XP and gain the office of Prefect within House Leontes if you win one more.

Describe what happens before next morning's duel, then roll +CUNNING(+2) to resolve your third duel.

Describe what happens before the duel, and roll +CUNNING(+2) to resolve.

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