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Chapter 69
by
Zingiber
Attempt to ACHIEVE YOUR GOAL. Roll +DILIGENCE (+1)
When you try to catch the thieves, on a 7-9 choose one.
You call on the lore of your mountain country people, who hunt to live. It was not safe to take to the skies, except in the dark of the moon, so your people were hunters of the forests as well.
You conjure a web of spider-strands touching the ripening apples, pears, and peaches in the orchard, and pull them into the little stone shed. With effort, you work them through Firetail's wards.
Within the shed, you drowse, one hand upon the webs, using them to guard the trees without having to stare like a gargoyle, like a watchman.
The golden light of the garden fades toward evening. You sup on the provisions that Housemaster Firetail left for you -- sweet, fluffy bread, mild soft cheese, briny almonds and chewy figs. Again you doze.
In full dark, Sapienta tenses her coiled body around your wrist, waking you. The spider-strands are tickling your fingers. Something is in the trees.
You rise, Sapienta wrapped round your forearm, and look out at the orchard. There's a mist obscuring the tops of the trees. The spider-strands indicate something is happening to the ripe fruits on the far end.
⚄⚁ + 1 = 8
On a 7-9, you may ACHIEVE YOUR GOAL. Cross it off and 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.
- Your success is shared by someone who feels proprietary about their contribution. Treat as a 10+, but gain a HANGER-ON.
- 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.
Choose a course of action and describe a result for complicated or partial success attempting to ACHIEVE YOUR GOAL based upon the options above.
Describe a result for complicated or partial success when you try to catch the thieves.
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Lusty Magical Academy
Student wizards, psychics, mutants or monsters care about sex more than study
Choose or design an academy for young folks with paranormal powers to gain in strength, reputation, and sexual experience, and follow the adventures of a budding wielder of inhuman forces! Whether they're witches and wizards, mutant superheroes, young psychic talents, or even monsters, the only thing they care about more than studies is sex! Oh, and rivalries within the academy. As you gain experience, you gain strength but also enemies. Better have some friends and favors on your side. Or maybe you're a troublemaker with a grudge against the school. Will the rival academic houses compete for the betterment of all, or will petty disputes spoil the school's harmony? Are the professors to be trusted, or will their vanity, pique, and forbidden drives lead to downfall? What dangers threaten the students, or the academy itself? What happens when you graduate? An RPG inspired by SwampThing's Slut World
Updated on Jan 31, 2026
by Zingiber
Created on Jan 10, 2016
by Zingiber
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