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Chapter 22 by Zingiber Zingiber

Roll +BRAVERY(-2) to GET OUT OF DANGER.

Miss: You assist, but the serpent knocks you flat and out.

You hit the great serpent with as much of a STUN as you can muster. After your thunderbolt of an ejaculation into the Headmistress and after your draining effort to rouse her from her fit, you're more than a little wobbly on your feet, shivering in your nakedness, and feeling awkward that your member has risen again to salute the Headmistress and the Nurse.

Your spells distract the serpent, causing it to loosen its coils from Miss Wormwood and direct its attention toward you.

The Headmistress, a bit green about the gills herself, is framing a spell to quell the monster. You have to keep the serpent looking your way just a bit longer.

Once again you call up your flagging energy to land another STUN on the serpent. But as you loose the spell, its head end unwraps and comes whipping towards you, knocking you off your feet.

Pain. Stars. Darkness.


⚁⚂ - 2 = 3, Miss.

When you have to GET OUT OF DANGER, on a MISS, you're hurt. Take another CONSEQUENCE, and next move, DEAL WITH YOUR HANGER-ON, then GET OUT OF THE INFIRMARY.


You come to yourself in a soft bed. From the ceiling, it looks to be the Infirmary. Blinking your eyes, you sit up. You end up dizzy and queasy. Clearly not all is well again.

"Tut, tut, Master Aberdean," you hear. "Settle yourself down again, you're not well." That's not Miss Wormwood's voice.

"But I...Miss Wormwood? The Headmistress?" you say.

A portly woman with round cheeks and a head full of frizzy gray curls steps up to you. It's Bertha Beeblossom, Housemistress of Beavertail, dressed in House robes of brown and gold. "Now, then, settle yourself down." She bends over toward you. The warmth of her heavy bosom, exposed by her deeply scooped neckline, radiates onto your cheeks. Your queasiness passes, replaced by an instant salute from your member. She laughs to see the tent in your bedclothes. "Now that's a good sign."

"Is he AWAKE?" you hear through the doorway. "I was SO worried!"

Now, THAT's the Headmistress, sounding more or less normal again.

The Headmistress, Pernilla Porcinilla, your Head of House and self-appointed tutor for Concupiscence, bustles into your room.

"LEAVE us, Beeblossom," she commands.

"He's just awakened and he's still weak," Bertha protests. "Don't tire the young man."

The Headmistress glares and points with her chin. Mistress Beeblossom departs, closing the door quietly.

Pernilla Porcinilla seems to be back to her peaches-and-cream complexion, no longer green, and back to her normal peremptory disposition, even with a Mistress of House.

"Headmistress," you say. "What of Miss Wormwood?"

"GRAVELY injured," she says. "I sent her on LEAVE. Beeblossom was FILLING IN. Did she TOUCH you INAPPROPRIATELY?"

The tent in your bedclothes stares back at you and the Headmistress.

"N-no, Headmistress," you say. "She just leaned close, and well, I, ah, responded."

"She DOES that, Beeblossom," the Headmistress says. "Everywhere she GOES, she's PRECEDED by her TWO BEST AMBASSADORS." She sighs emphatically.

"Headmistress, what of yourself?" you ask. "You were...I had to rouse you. You weren't breathing."

"MUCH recovered, thank you," she says. "A DISTURBING fit, to be SURE, but I am WELL."

You wonder if there was something in that new jar of salve. It had felt magicked, and when you and the Headmistress coupled, she had fallen into that frightening fit. If the jar is still around, perhaps you can mention it to Housemistress Beeblossom.

"Well, Aberdean," she says. "I want to SATISFY myself that you are upon the ROAD to RECOVERY. May we do a little REVIEW of your CONCUPISCENCE lesson?"

Your willie is certainly stiff, and the Headmistress' close attention is keeping it so, but you're not feeling exactly well.


Choose PUT OFF YOUR HANGER-ON or APPEASE YOUR HANGER-ON.
Roll +AMBITION(0) to DEAL WITH YOUR HANGER-ON. (+2 Ambition, -1 HANGER-ON, -1 CONSEQUENCE: Drained).

Roll +AMBITION(0) to DEAL WITH YOUR HANGER-ON.

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