Track This Story: Feed
| Ch. # | Chapter Title | Word Count | Reviews |
|---|---|---|---|
| 1 |
Fight or Flight Sib loves exploring the woods around his West Virginia home but finds much more than he bargained for in the process. |
4,001 | 1 |
| 2 |
The Right Form Sib meets up with his friend at Narrowway and they explore the challenges of wand ownership. |
5,066 | 0 |
| 3 |
Pathfinders and Popsicles The Pathfinders welcome new first-year students, but the fresh blood is not quite what any of them would have chosen. |
5,098 | 0 |
| 4 |
Initiated The Pathfinders initiate the new first-years into their house, making it up as they go. |
4,469 | 0 |
| 5 |
The Fawn (Chapter image by Lumos_1980) Sib starts classes and suffers the consequences of interfering with another house's traditions. Along the way, he discovers an ability that he never knew he had. |
5,469 | 0 |
| 6 |
The Prophecy After overhearing a conversation he shouldn't have, Sib and the Pathfinders try to figure out how to break a man-eating manticore safely out of its enclosure. |
4,874 | 0 |
| 7 |
Skunk Butt The plan to break out the Manticore doesn't go as planned, and yet Sib's worst nightmare still comes true. |
4,537 | 0 |
| 8 |
Rings and Revelations Sib finds the source of the prophecy and the truth about who gave it hits close to home. |
5,668 | 0 |
| 9 |
Yes, I Love You Sib's hope for an easy solution about the prophecy turns out to be an exercise in futility |
5,927 | 0 |
| 10 |
Believe in Miracles The Pathfinders try to come up with a plan to help Sib. Meanwhile, Sib is thrown a loop by a new vision just before their final Quidditch game of the year. |
4,562 | 0 |
| 11 |
When A Plan Comes Together Sib and his friends put the plan in action, but everything goes wrong from the start. |
4,655 | 0 |
| 12 |
A Pile of Dirt Sib suffers through the worst day of his life and struggles to deal with loss, uncertainty, and anger. |
4,465 | 0 |
| 13 |
Get Pinsave Sib and the Pathfinders search for the answer to the first of two cryptic clues and find more than they should in the bargain. |
5,227 | 0 |
| 14 |
Do Moths Sense Fear Sib discovers the story of the Wendigo circle and tries to figure out how to fix what he's broken
|
4,427 | 0 |
| 15 |
The Trial Sib finds out he's not the only one that MACUSA is looking for and endures a trial that does not end happily. |
4,391 | 0 |
| 16 |
Find Wand Go Having finally found a penseive, the memories are not what any of them expected. |
3,264 | 0 |
| 17 |
The Woman in Black A mysterious figure keeps making appearances in clandestine late-night meetings, in visions, and in their school. |
4,536 | 0 |
| 18 |
The Firebird Sib's latest vision is realized, but he has to figure out his escape with some unlikely help. |
6,038 | 0 |
| 19 |
Illusions and Interrogations More questions come in the wake of the late-night meeting and Sib has to make a hard decision about whose side he's on. |
4,536 | 0 |
| 20 |
Something is Rotten in Spellhold After time has passed, Sib discovers that not all is as it seems in Spellhold and he tries to grapple with whether it's his doing. |
4,946 | 0 |
| 21 |
Wild Goose Chase To get the memory to the press, Sib and the Pathfinders must first find it and then deal with others who want it just as badly. |
5,784 | 0 |
| 22 |
Jailbreak! Sib tries to break his former teacher and father out of prison, but first he and the Pathfinders have to figure out how to break in. |
5,819 | 0 |
| 23 |
On the Run Sib and his father escape but MACUSA is not far behind. |
5,447 | 0 |
| 24 |
A Ring and a Feather Sib deals with the consequences of his actions - and of others'. |
4,559 | 0 |
| 25 |
Realization Sib tries to comprehend what happened over the past few days...and prepares for the journey ahead. |
6,378 | 12 |
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