Wild Winged Horses
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!

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:  ?
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