Wild Winged Horses | ||
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Prerequisites : | Playfulness ≥ 2 | |
Begin Date : | Unknown | |
End Date : | Unknown | |
Days : | Unknown | |
ModTools Name : | Horse Adventure | |
Roll Levels : | Unknown | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
This adventure takes several actions, and is based around helping a family of flying horse ranchers.
Stage 1. Wild Winged Horses[]
Phase 1. Stampede![]
Running. Charge to the rescue!
Success: expand Courage +1 SS, go to Phase 2 Failure: +2 Stress, expand Courage +1 SS, go to Phase 2
Voice. Shout out to get their attention. (roll v. 4)
Success: expand Manipulation +1 SS, go to Phase 2 Failure: expand Courage +1 SS, go to Phase 2
Phase 2. The Problem with Horses[]
[or, after pause:] Horse Whispering[]
Library Knowledge. Go look up books on horse racing and see what you can find. (roll v. 5)
Success: expand Intrigue +1 SS, access Stage 2 Failure: +1 Stress, pause Adventure
Conversation. Make some friends among the horse racing elite to find out about any unsigned trainers around. (roll v. 5)
Success: expand Sleuthing +1 SS, access Stage 2 Failure: +1 Stress, pause Adventure
Gossip. With the herd of winged horses in town everyone has horse news on the brain. See if you can hear anything about local trainers. (roll v. 4)
Success: expand Social Skills +1 SS, access Stage 2 Failure: +1 Stress, pause Adventure
- Actually, no. (after pause)
Automatic: -1 Passion SS, expand Study Habits +1 SS, pause Adventure
Stage 2. Feuding Siblings[]
Phase 1. Middle Ranch[]
Persuasion. Convince both of them to agree to a compromise. (roll v. ≤ 9)
Success: expand Diplomacy +1 SS, access Stage 3 Failure: ?
Command. Someone has to be the adult. Get their attention and tell them what they are going to do to fix this problem. (roll v. ≤ 9)
Success: expand Leadership +1 SS, access Stage 3 Failure: +2 stress, access Stage 3
Cooking. Make them a nice meal, sit them down and explain to them the situation. (roll v. ~7)
Success: expand Temperance & Persuasion +1 SS each, access Stage 3 Failure: ?
Stage 3. Unruly Legends[]
Phase 1. The Reluctant Racehorse[]
Stand around looking thoughtful and hope that somebody else has a brilliant idea.
Automatic: ?
Animal Husbandry. Use your strong connection with wild beasts to figure out what's wrong with the horse. (roll v. ≤ 5)
Success: expand Observation +1 ss, access to Stage 4. Failure: ?
Mammals. Use your knowledge of horses to determine the cause of Artie's unruly behaviour. (roll v. ~10)
Success - expand Observation +1 ss, access Stage 4. Failure - ?
Stage 4. To Do the Impossible[]
Strategy. Divide and conquer. (roll v. ≤ 18)
Success: expand Interrogation & Coordination +1 SS each, access Stage 5 Failure: ?
Filing. Look through some of the old files and see if you can find another former employee who would be willing to take a risk and save the ranch. (roll ≤ 19)
Success: expand planning & reason +1 ss each, access Stage 5. Failure: ?
Flattery. Get Christophe to give you suggestions about potential jockeys. (roll ~10)
Success: Interrogation +1 SS, access Stage 5. Failure: ?
Stage 5. The Risks We Take[]
Courage. Wade into the water to pull Huge out. (roll v. ≤ 14)
Success: expand Endurance & Brute Strength +1 SS each, access Stage 6 Failure: ?
Brew. Whip up a potion to warm Hugo while help arrives. (roll v. ~8)
Success: expand Composure & Field Medicine +1 SS each, access Stage 6 Failure: ?
Glamour. Cast a charm to calm Artie down so he doesn't hurt himself, or anyone else. (roll v. ≤ 9)
Success: expand Concentration & Animal Husbandry +1 SS each, access Stage 6 Failure: ?
Stage 6. All or Nothing, Race Day[]
Sleuthing. Find Artie and do whatever it takes to get that horse to the starting gate on time. (roll v. ≤ 17)
Success: expand Scouting +1 SS, expand Insight +1, conclude Adventure Failure: +4 Stress, expand Luck +1, conclude Adventure
Composure. Just be honest. (roll v. ≤ 18)
Success: expand Scouting +1 SS, expand Luck +1, conclude Adventure Failure: +4 Stress, expand Luck +1, conclude Adventure
Lie. Alert Christophe to a few possible violations of the rules to distract him long enough to track down Artie. (roll v. ~15)
Success: expand Scouting +1 SL, expand Luck +1, conclude Adventure Failure: ?