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Chapter 93 by Zingiber Zingiber

Roll +DILIGENCE(-1) to GET OUT OF DETENTION.

On a 10+, you serve your time. Remove your CONSEQUENCE.

⚄⚅ - 1 = 10.

When you have to GET OUT OF DETENTION, on a 10+, you serve your time. Remove your CONSEQUENCE.


Your mother always believed that good steady work was one of the best remedies for a broken heart. And perhaps she was right. After re-enchanting a dozen pairs of gloves, a dozen padded tunics, a dozen cloaks, and a dozen brooms -- especially that broom that she was riding, whoever that was -- the broom you had to polish your juices off of, after celebrating her sexual excitement at riding a broom with your own climactic re-enactment.

Ahem.

After re-enchanting dozens of things, you felt the rhythm of the magic flowing through you. It felt good. Working the spells made you feel powerful, useful, competent. Accomplished. And with the Warden walking you through banishing and circle-casting morning and night, you feel like you're really getting the practice you're often too lax... Fay. ...or too distracted to really keep on top of.

The Tutor and the team captain check over your work. With their satisfaction, you're released from detention, actually feeling a little proud of what you've done.

"Good work, Morgan," the Warden tells you. "Let's try you out on testing the wards tomorrow."


Remove your CONSEQUENCE.
You have 1 XP.

You have +2 Ambition, +0 Bravery, +2 Cunning, +0 Diligence.
Your FRIENDs are Fay and the Warden of Leontes. The Warden owes you a FAVOR.
You owe the Warden a GOAL (Testing the Wards, -2 on Cunning).

Working with Leontes' Warden, Barbara Torch, and the Assistant Warden, Asteria Hornbeam, describe setting up for Testing the Wards.

Roll +CUNNING at -2 (+0) (+2 Cunning, -2 Medium Goal) to TRY TO ACHIEVE A GOAL: Testing the Wards.

Roll +CUNNING (0) to TRY TO ACHIEVE A GOAL: Testing the Wards

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