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Chapter 62 by Zingiber Zingiber

Roll +BRAVERY(+3) to GET OUT OF DANGER and describe the results

On a 7-9, you GET OUT OF DANGER in the Garden at a cost.

You feel the enchantment of the statue working on your will. You struggle internally, willing yourself to reach for your wand, to speak a spell to break the magic's hold on you, but bit by bit, the heat of your desire wins out. You reach for the skirts of your robe to bare your flesh to the statue's insistent firmness when you feel a sharp bite on the heel of your hand.

Your serpent familiar Sapienta is doing her best to give you another chance.


⚃⚁ + 3 = 9.

When you have to GET OUT OF DANGER, on a 7-9 it will cost you. Choose one:

  • You succeed, but you're injured or exhausted by the effort. Gain +1 XP and a CONSEQUENCE.
  • You have to call for help. Expend your FAVOR from Housemaster Firetail.
  • You get away, but Sapienta's still in danger. ENCOUNTER a possible helper, perhaps Miss Wormwood or Fergus Firetail. Roll +BRAVERY(+4) (+3 Bravery, +2 Friend, capped at +4). If you fail, GET OUT OF TROUBLE.

Choose one, resolve if needed, and describe the results.

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