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Chapter 49 by Zingiber Zingiber

What's your next Move?

Rebel against your restriction. DREAM SENDING to Dorothy.

After your second hour of lying, restlessly staring at the ceiling, once you're sure that Rebecca has gone to her bed, you stand up and start working your way through the process that will bring you into dreamland, hoping that you will meet Dorothy and that sweetness and kindness await you. Dorothy is the reason you researched DREAM SENDING, got the Librarian's help. Now that you've passed the test of the Binding Vines, you want something for yourself.

Setting your wand underneath your pillow, the energy of the spell wrapping round you, you're drawn quickly into dreamland.


⚂⚀ + 2 = 6, Miss.


But your dream takes you back to the study carrel in the Library where you learned Dream Sending. Satisfied you've mastered the spell, you close the book, roll your shoulders and stretch your neck this way and that. Opening the door, you turn round and close it to find yourself back in the study carrel, pulling out your chair to sit down for a fresh start at the spell. You're caught in a loop, studying, finishing satisfied, leaving the carrel to find yourself entering and starting again.


Take a CONSEQUENCE, TIRED, and DEAL WITH YOUR HANGER-ON.


A knocking at the door of your study carrel irritates you. No one should be doing that in the Library. The Librarian would have their hide. Take their Library privileges away for the term. Put them in Detention, copying Library rules or mending bindings. The knocking continues, becomes a loud pounding.

Your study concentration is broken. Shaking your head, you turn toward the door.

"GO AWAYYY, THIS IS THE LIBRARYYYY!" you shout at the door, your voice holding the last "YYYY!" as your eyes pop open.

"GolonDRINA!" comes Rebecca's voice through your door, "Get a MOVE on, you'll be late for class!"

"All right, all right, let me dress!" you tell her.

"You won't make me late, come on!" Rebecca says.

Too tired to argue, you throw on your gold-trimmed red scholar's robe, wrap Sapienta around your forearm, and enter your three-bedroom suite's common area to find Peter Crisp and Andrew Saltire looking quizzically at you, Rebecca fiddling with her glasses, looking impatient, and Marina, whose face is, unusually for her, unreadable.

Rebecca sticks to you like glue through the morning classes, as you nurse your muzzy head from the restless night of dreaming your studies again and again.

Too tired to resist Rebecca's importunations, you follow along and mumble something about helping her practice.


Dorothy the Porter, Marina Madeline, Housemaster Fergus Firetail, and Miss Wormwood are your FRIENDS. Dorothy and Miss Wormwood each owe you one FAVOR. Your serpent familiar Sapienta also counts as a FRIEND.

Rebecca Honeybee is your HANGER-ON (-1 to rolls against her).

You have 1 XP, -1 AMBITION, +3 BRAVERY, +1 CUNNING, and +0 DILIGENCE.
You know the spell DREAM SENDING.

Roll +Ambition (-3) (-1 Ambition, -1 HANGER-ON, -1 CONSEQUENCE) to APPEASE YOUR HANGER-ON.

⚁⚅ - 3 = 5, Miss.

When you APPEASE YOUR HANGER-ON, on a MISS, chose one:

  • Your choice offends a FRIEND. Lose that person as a FRIEND.
  • Rebecca gets you into trouble, roll +AMBITION(-3) to GET OUT OF TROUBLE.
  • Rebecca brings danger upon you, roll +BRAVERY(+1) (+3 Bravery, -1 CONSEQUENCE, -1 HANGER-ON).
  • You disappoint Rebecca and she won't let it rest. Take -1 Forward on your next Move.

How do things go wrong with Rebecca today?

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