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Chapter 81 by Zingiber Zingiber

Roll +DILIGENCE(-2) to TRY TO ACHIEVE YOUR GOAL.

On a 7-9, you may ACHIEVE YOUR GOAL. Choose one.

Your shaky hand gains confidence as you work through the familiar routine of casting a circle and banishing. The streams and flows of magical energy are responsive to your will, and you work through a lesser and a greater banishing.

After a pause, you resume the exercise, working on an invocation and a manifestation. Things seem to be holding up.


⚄⚃ - 2 = 7.

When you TRY TO ACHIEVE A GOAL, on a 7-9, choose one:

  • You do a rushed, mediocre, or sloppy job. Describe the plot consequences.
  • You give up your goal to help someone else. Gain a FAVOR from them and roll to GET OUT OF TROUBLE.
  • Through your action, someone else doesn't get what they want. Treat as a 10+, but gain an ENEMY.
  • You needed help. Treat as a 10+, but expend a FAVOR or owe your helper a FAVOR (a new GOAL).
  • You overextended yourself, got hurt, or got embarrassed. Treat as a 10+, but take a CONSEQUENCE.

As a 10+: Cross off the GOAL. Gain +1 XP. If the GOAL was a FAVOR owed to someone, you may take +1 to ENCOUNTER them or MAKE AMENDS.

You have +2 Ambition, -1 Bravery, +2 Cunning, +0 Diligence, and 4 XP.

Your FRIENDs are Fay and Barbara Torch, Warden of Leontes.

You have a CONSEQUENCE (Heartsick at missing Fay).

You still have another GOAL (Testing the Wards, Cunning at -2).

Choose one and describe the consequences.

Choose one and describe the consequences.

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