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Chapter 60 by Zingiber Zingiber

What's your next Move?

Work to prepare your serpent familiar, Sapienta

You cradle Sapienta's smooth, slippery coils as she feeds from the little pool of blood on your wrist. As Miss Wormwood said, Sapienta is easy to care for. Bathe her, give her water to drink and a little blood every week or so, and she does well. She needs more feeding if she's more active as a magical assistant.

Well, here you are in the Garden of Delights. You really must be special to the Housemaster, if he brought you straight here to help him with his trouble. You imagine it must be quite rare for a student to even see the garden, much less - ah - frolic and fornicate? You wonder what Dorothy would make of it all. "A regular SPECTACLE, dear," she might say. "I wish BOARBRISTLE would keep itself tidy like this."

You smile, thinking of the half-giant Portress of the Academy. Tall, wide, strong, loud... and your first lover, on your very first day here.

You're sure that Firetail means for you to use some initiative, but to prepare yourself appropriately. So first, to prepare Sapienta to help you.


Roll +BRAVERY(+4) (+3 Bravery, +2 FRIEND, capped at +4) to ENCOUNTER Sapienta and ask for a FAVOR.

⚄⚅ + 4 = 15.

Sapienta is willing, take +1 Forward.

Roll +AMBITION(+0) (+1 Forward, -1 Ambition) to ASK FOR A FAVOR.

⚁⚂ + 0 = 5, Miss.


You stroke Sapienta's coils, willing her to draw on the magic of the Garden of Delights and open her senses so she can assist you in discovering and thwarting the thieves. But when she opens her aura to the magic of the Garden, you feel confusion and a sense of being overwhelmed by the magical energy. You quickly ward her and set the thoughts aside. Sapienta may be able to help you in a practical way, but this may not be a good place for her as a magical familiar, given her sensitivity and your budding skills.

You get up and stretch. The little garden hut has a tall enough ceiling for you, but -- should you take dragonform -- not enough space to spread your wings. It's been so long. You've been in human form since weeks before attending Boarbristle. That one last flight, in the dark of the moon, in the hills, listening to owls hooting -- you dream of it sometimes.

Winding Sapienta around your forearm, you conceal her under your sleeve and take up your wand to open a door in the Headmaster's protective ward and walk the garden to investigate. Perhaps there are some clues to be found in the orchard.


Roll +CUNNING (+1) (Custom Move) to search for clues in the Garden. On a success, hold +1 Forward to ACHIEVE YOUR GOAL. On a 7-9 or a Miss, GET OUT OF DANGER.

Roll +CUNNING(+1) to look for clues in the Garden.

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