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Chapter 29
by
Zingiber
Roll +BRAVERY (+3) to GET OUT OF DANGER.
On a 7-9, you fend off danger at a cost.
"Who are you, come to the Garden with Firetail the Foul?" the purple-and-silver robed woman asks, in a soft, even voice.
"Golondrina Redmoor," you blurt out, before knowing if that was wise.
She smiles and raises her staff. Glitters of magical light sparkle from it. "Feel the power of Selina Lune," she says.
"Wait!" you say.
You dodge a bolt of magic from her staff. You snatch out your wand, recalling your elementary lessens in magical dueling. But your inner draconic fires rumble, and you may not be able to concentrate on finesse.
You have 5 XP and may choose an advancement.
⚀⚂ + 3 = 7.
When you roll to GET OUT OF DANGER, on a 7-9 you fend off the threat at a cost. Choose one:
- You're injured or exhausted by the magical duel, but fend her off successfully. Gain +1 XP and a CONSEQUENCE. You may spend 5 XP to use your Advancement: Impress Selina Lune enough that she offers to be your secret tutor in magic. Gain Selina Lune as a FRIEND who owes you a FAVOR.
- You get away, but someone's still in danger. ENCOUNTER someone who can help. If you fail, GET OUT OF TROUBLE.
- You have to promise something to Selina Lune to save your friends. Gain a GOAL (Bravery-2) and proceed alone on a dangerous task. On a failure, GET OUT OF DANGER at -2. On a success, learn a spell or gain a FAMILIAR (a magical creature as a helper, treat as a FRIEND).
- You have to promise to serve Selina Lune. Gain +1 XP and a HANGER-ON. Go with her and roll to APPEASE YOUR HANGER-ON +(AMBITION-1).
- Use your Advancement. Spend 5 XP and gain knowledge of Selina Lune's True Name or a similar secret or weakness. Extract a promise from Selina to abandon her vendetta against Fergus Firetail, and to teach you a spell. Describe a new spell (maybe related to the Garden's enchantment, or to sleep, dreams, or moon magic).
Choose one and describe the struggle and its result.
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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 Jun 26, 2026
by Zingiber
Created on Jan 10, 2016
by Zingiber
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