MLP Tails of Equestria
MLP Tails of Equestria
Licensed by:
River Horse and River Horse Games are trading names of River Horse (Europe) Ltd (River Horse). River
Horse, the River Horse logo are either ®, TM and/or © 2019 River Horse.
HASBRO and its logo, MY LITTLE PONY and all related characters are trademarks of Hasbro and are used
with permission. © 2019 Hasbro.
www.riverhorsegames.com
The Storytelling Game
Foreword
I wanted to write Tails of Equestria because, after watching every single episode of the TV show
(repeatedly!) with my young daughter, I’ve truly grown to love My Little Pony, Friendship is Magic.
I also love role-playing and storytelling games, and believe that the world of Equestria is a perfect
setting for them.
It is my greatest hope that you will enjoy playing this game with your family and friends for many
happy hours together.
Thanks for playing Tails of Equestria—have fun!
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Contents
Chapter 1—Introduction. . . . . . . . . . . . . . . . . . . . 4 Chapter 8—Talents & Quirks. . . . . . . . . . . . . . . . 62
Chapter 2—Creating Your Pony Character. . . . . 12 Chapter 9—Pony Names, Cutie Marks & Portraits . . 74
Chapter 3—Pony Kinds. . . . . . . . . . . . . . . . . . . . 20 Chapter 10—Equipment & Money. . . . . . . . . . . 78
Chapter 4—Elements of Harmony . . . . . . . . . . . 32 Chapter 11—Levels & Leveling Up. . . . . . . . . . . 84
Chapter 5—Traits & Stamina. . . . . . . . . . . . . . . . 38 Chapter 12—Adventuring Tips and Tricks. . . . . . 90
Chapter 6—Friendship . . . . . . . . . . . . . . . . . . . . 44 Adventure Module—The Pet Predicament. . . . 100
Chapter 7—Tests & Challenges. . . . . . . . . . . . . . 50 Appendix—Other Stuff. . . . . . . . . . . . . . . . . . . 140
Credits
Written by: Alessio Cavatore, Dylan Owen & Jack Caesar
Cover Art: Amy Mebberson
Internal Art: Luigi Terzi & Hasbro Studios
Book Layout & Graphic Design: Dylan Owen & Pete Borlace
Proofreading: Tracie Walsh
Thanks to: Heather Hopkins, Marion Bardou, Matt Walford, Hugo Pritchard-Law,
Criz Jamers, Luna, Minnie & Holly, Giovanni & Sara, Shinobi 7,
and all the other ponytesters
ISBN: 978-1-9160115-0-2
Product Code: RH_TOE_E01
River Horse and River Horse Games are trading names of River Horse (Europe) Ltd (River Horse).
River Horse, the River Horse logo are either ®, TM and/or © 2019 River Horse.
HASBRO and its logo, MY LITTLE PONY and all related characters
are trademarks of Hasbro and are used with permission. © 2019 Hasbro.
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What’s a Storytelling Game?
Tails of Equestria is a storytelling game, which is also known as a role-playing game (or RPG). Games
like these can be played by two or more players. One player is always the storyteller, also called the
narrator or gamemaster (GM), while all other players are pony characters (PCs). In our books we have
gone for ‘role-playing game’ (RPG) and ‘gamemaster’ (GM). It is best if the GM is a grown-up, like a
mom or dad, grandpa or grandma, a big sister or brother, a babysitter, etc.
The best size for a group is four people: the gamemaster and three pony characters (ideally, one Earth
pony, one Unicorn and one pegasus.) Of course, smaller or larger groups can work just as well, but we’d
recommend not having more than six pony characters, as the game might become a little messy.
Once you and your friends have gathered to play, perhaps sitting around a table or on the floor, the
first thing the gamemaster will do is help each player to create a pony character. This is great fun, as
you and your friends have to answer the question: “Imagine you were a new character in My Little
Pony, Friendship is Magic. What would your pony be like? What would your colors be, your talent,
your cutie mark…?”
For example, you could say: “I am going to be a Unicorn called Firebrand, who is red with an orange
mane and tail. My cutie mark is a flame and my talent is controlling fires, so I can be a firefighter in
Ponyville, but I will also be good at making the most beautiful fireworks!”
With the help of the gamemaster, you complete a character sheet for your new pony, which records his
or her abilities, strengths, and weaknesses, as explained later in this book.
Once all pony characters have been created, the gamemaster will start telling you all a story, set in
Ponyville or another of the many fabulous places in Equestria. And you and your friends will be the
characters in this story!
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For Older Readers:
About the educational benefits of storytelling and role-playing games
Storytelling/role-play games can be extremely beneficial for young ones, as they learn,
under an adult’s supervision, to develop face-to-face communication skills. Social skills
like teamwork, problem solving, diplomacy, and even some lessons about morality and
justice can be learned through the fun media of adventuring.
Often, very strong bonds are developed among players, bonds that last for the rest of
their lives, and wonderful memories of events ‘lived together’ during play will form the
fond subject of many a future conversation.
And of course, Tails of Equestria’s core message is the same as the show that inspired
it: that friendship is the strongest force we can tap into.
So, for example, the gamemaster could say something like: “You and your friends are making your way
through the Everfree Forest toward the Castle of the Two Sisters. You would prefer to get there before it
gets dark, and on your right a little trail leaves the main path you have been following. Your map shows
that little trail to be a shortcut, and if you follow it you might get to the castle before nightfall, but you
spy some really big cobwebs farther along the trail. What would you like to do—stick to the longer but
well-used main path, or take the slightly scary shortcut?”
Then it’s up to you and your friends to discuss which way to go and, once you all agree, you tell the
gamemaster and he or she will continue the story, telling you what happens next. As you play, the story
of your adventure develops. You will meet other characters (maybe even a famous one, like Princess
Twilight Sparkle) and weird creatures, explore new and familiar
places in Equestria, and face challenges and solve riddles on
your way to completing your mission.
When you and your friends finally succeed in your
adventure, you will be rewarded with experience as
you learn new things that will make your pony cleverer,
stronger, or more charming and talented—ready for a
new and more challenging quest!
The great thing about role-playing games is that you
don’t have to finish the story all at once. When it’s
time to stop, the story can be paused, and the next
time you all meet together, you can begin again from
where you left off.
For more information about how to play a role-
playing game, either as a gamemaster or as a pony
character, see pages 90-99.
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Things you’re going to need
To play Tails of Equestria, you are going to need a few things in addition to this book. Don’t worry if you
don’t have them right away, as most of them can be easily replaced with free or very cheap substitutes,
as described below.
Pony Sheets
You can photocopy the Pony Sheet on page 152. If you prefer, you can download these sheets from the
River Horse website—www.riverhorsegames.com—and print them out. Or you can buy one of our Tails
of Equestria Pony Sheet pads. However, you can start playing right away by writing out your Pony Sheet
on a blank sheet of paper.
Tokens of
Friendship
Tokens of
Friendship
(see pages 44-49
for more details)
can be represented by any
counter that is not going to be easily
confused with something else. Beads or
buttons work perfectly well.
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Role-playing dice
These special dice are used in most role-playing games. They are described below.
You can buy our Tails of Equestria dice, or other role-playing dice, online or from bookstores, comics
stores, or hobby games stores. There are also a number of free dice-rolling apps that you can download
on your phone—look for key words such as ‘role-playing,’ ‘RPG,’ ‘dice,’ ‘roller,’ and so on.
If you have none of the above, you can use a pencil and the dice charts on pages 142-147 of this book.
The best die is the blue die, which has twenty sides and so is called a D20. When you roll it,
it will give you a number from 1 to 20.
The black die has twelve sides and so is called a D12. When you roll it, it will give you a
number from 1 to 12.
The purple die has ten sides and so is called a D10. When you roll it, it will give you a
number from 1 to 10 (the zero counts as a ten).
The yellow die has eight sides and so is called a D8. When you roll it, it will give you a
number from 1 to 8.
The green die has six sides and so is called a D6. When you roll it, it will give you a number
from 1 to 6.
The worst die is the red die, which has four sides and so is called a D4. When you roll it, it
will give you a number from 1 to 4 (the result is shown by the number that is facing ‘the right
way up’—so the die pictured on the left has scored a ‘4’).
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Other equipment
There are other items that are commonly used in role-playing games which are not necessary, but can
improve the game experience.
Gamemaster screen
This is a Tails of Equestria
foldable cardboard screen
used by the gamemaster to
hide his or her maps, notes,
and the dice he or she rolls.
There is also some useful
reference information on the
side facing the gamemaster.
Figurines
Some role-playing groups like to visualize the player characters and the other characters and creatures
they are going to interact with by using figurines. Many figurines representing characters from My Little
Pony, Friendship is Magic are available from Hasbro.
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Creating your
Pony Character
In this chapter you’ll find out how to create your pony character.
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2) Level
Everypony normally starts at Level 1—the level of young ponies that have just earned their cutie mark—
so write 1 for your pony’s Level on your Pony Sheet.
3) Element of Harmony
There are six Elements of Harmony in Equestria. You can choose an element for your pony as part of
character creation. Will your pony be kind like Fluttershy, honest like Applejack, generous like Rarity,
loyal like Rainbow Dash, funny like Pinkie Pie, or clever like Twilight Sparkle?
The Elements of Harmony are:
STY LAUGH
TER ALTY
HONE LOY
Choose one and write it in the Element of Harmony line of your Pony Sheet.
You’ll find more about the Elements of Harmony on pages 32-37.
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4) Body and Mind
Is your pony going to be strong and brave, resolute and good at stuff like running, climbing, and lifting
heavy things? Or do you want your pony to be brainy, and better at thinking, learning, and solving puzzles?
Strong
If you want your pony to be strong, write D6 in the BODY box of your Pony
Sheet (or D8 if your pony is an Earth pony!) and D4 in the MIND box.
Brainy
If you want your pony to be brainy, write D6 in the MIND box of your Pony Sheet and
D4 in the BODY box (or D6 if your pony is an Earth pony!).
5) Charm
The Charm score shows how nice, polite, pretty or handsome, gentle, and charming
your pony is. Your pony uses Charm to make friends with other ponies and creatures.
Everypony starts with a Charm of D6—write D6 in the Charm box of your Pony Sheet.
6) Stamina
The Stamina score shows you how tough your pony is.
Everypony starts with a number of Stamina points (see pages 42-43).
• If your pony is a Unicorn or a Pegasus, write 10 in the Maximum Stamina box.
• If your pony is an Earth pony, write 12 in the Maximum Stamina box.
During the game, when things go wrong, your pony might lose Stamina points,
but it’s easy to gain them back through rest and healing. If your pony ever
reaches zero Stamina points, he or she is too tired to carry on, and must stop and
rest to recover.
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7) Talents
Now you must decide what your pony’s best Talent is going to be.
Keep in mind that the Talent you choose will be pictured on
your pony by his or her Cutie Mark, and will influence the life
of your pony and possibly your pony’s name too—this is a
very important choice!
Pick a Talent from the ones listed on pages 66-70, or you can
make up one of your own with the help of the gamemaster.
When you gain this Talent, it has a score of D6. Write the
Talent’s name on the Cutie Mark line in the Talents box on
your Pony Sheet, and write D6 next to the Talent.
Earth pony
If your pony is an Earth pony, he or she
also gets the Stout Heart talent (see page 69). Write Stout Heart
(D6) on the second line in the Talents box on your Pony Sheet.
If you have already given your pony the Stout Heart talent,
increase the score of this talent to Stout Heart (D8).
Unicorn
If your pony is a Unicorn, he or she also gets the Telekinesis
Magical talent (see page 70). Write Telekinesis (D6) on the
second line in the Talents box on your Pony Sheet.
If you have already given your pony the Telekinesis talent,
increase the score of this talent to Telekinesis (D8).
Pegasus
If your pony is a Pegasus, he or she also gets the Fly Talent (see page 67).
Write Fly (D6) on the second line in the Talents box on your Pony Sheet.
If you have already given your pony the Fly Talent,
increase the score of this Talent to Fly (D8).
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8) Quirks
You must now pick a Quirk for your pony. Quirks make your pony
stand out from the herd, and more fun to play.
Is your pony sometimes too easy to scare like Fluttershy? Or is he or
she a bit too fond of gems like Spike?
A Quirk could be something your pony is afraid of, or something he
or she finds extremely difficult to do or truly dislikes.
You can pick a Quirk from the ones listed on pages 72-73, or you can
make up one of your own with the help of the gamemaster.
Write down the name of your Quirk on the first line of the Quirks box on
your Pony Sheet.
11) Equipment
Finally, decide what items you want
your pony to carry. Your pony starts
off with 400 bits. Look at Chapter
10—Equipment and Money—to
decide what you’re going to spend
your money on. If there’s something
you want to buy that’s not listed
there, ask the gamemaster if he or
she can let you buy the item you
want, and how much it will cost.
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TOKENS OF FRIENDSHIP
Your level 1 pony character starts
with 1 Token of Friendship per
player in the group, including the
gamemaster. So, if it’s just you
and the gamemaster, you start
with 2 tokens, but if it’s you and
two other friends starting to play together as a
group, then everypony will start with 4 Tokens
of Friendship!
Friendship is probably the most valuable of your abilities—
Tokens of Friendship allow you and your friends to get out of
trouble—but once you use them, they are gone for good. See pages 44-49
for more information about Tokens of Friendship.
Of course, you can always gain more Tokens of Friendship during your adventures in Equestria.
To keep track of how many Tokens of Friendship you have, you can write it down on your Pony
Sheet, or you can use some small object as Tokens of Friendship—buttons, beads, shells, or
pebbles for example. You can also purchase River Horse’s very own Tokens of Friendship.
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Pony Kinds
In this chapter you’ll find out more information about the three kinds of ponies of Equestria—Earth
ponies, Unicorns, and Pegasi. When you start a group to play the game, it’s best if you and your friends
choose different kinds of ponies—that way you can count on each other’s strengths. Of course, that
is not at all a strict rule, and you can have any mix of pony kinds in the group—even a group where
everybody is a Unicorn, for example.
Earth ponies
Earth ponies are known for their strength and for being ‘down to earth’.
They grow most of the food eaten in Equestria. Connected to nature and in
tune with the land, Earth ponies are a vital part of maintaining the order of
the seasons. From ensuring the leaves fall to wrapping up winter, they work
tirelessly to help keep Equestria in harmony. Many Earth ponies live in farms
and rural communities, though that is not to say that they shy away from large
cities like Manehattan and Fillydelphia. In fact, wherever you look in Equestria
you will often find Earth ponies living there since their great endurance means they
can thrive in what other ponies might call barren wastelands!
An Earth pony’s stout heart allows them to withstand great hardship without slowing down, and means
that they have a lot of love to give their friends. Earth pony characters are often the backbone of a
group of ponies, being a rock that other ponies can lean on. Although sometimes they can be seen as
a little ‘rough around the edges,’ Pegasi and Unicorns agree that Earth ponies are some of the most
dependable friends you can ask for.
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STOUT HEART (D6)
Earth pony characters start with a free additional talent: Stout Heart (D6). This talent upgrades a
pony’s Body trait, making it stronger and tougher. Talents are fully explained on pages 64-65.
As a starting character, if you choose to have a Body of D6, that trait is increased to Body D8.
If instead you choose to have a Body of D4, the trait is increased to Body D6.
In addition, an Earth pony starts the game with Stamina 12 (instead of Stamina 10 that other kinds
of ponies start with).
Also, the Stout Heart (D6) talent means that once per game session you can ask the GM whether
you can add an extra D6 to a test that uses your Body trait (tests are explained later—see pages
50-61). This represents your pony pushing himself or herself harder without losing heart—which
makes Earth ponies very tough and good at overcoming difficulties.
An Earth pony with Body D8 is better at athletics and hard work, but not as good at tasks such as
studying (a bit like Applejack). An Earth pony with Body D6 is a very balanced pony with D6 for
both Body and Mind (more like Pinkie Pie). Both choices are equally fine, but allow you to play
two very different types of characters—as different as Pinkie Pie is from Applejack!
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Unicorns
Mysterious and magical, Unicorns are easily distinguished from the other
ponies of Equestria by the beautiful horn on their forehead. Although the
horn can be used like an ordinary horn, its main use is the powerful magic
that Unicorns are famous for. Most Unicorns can use telekinesis, the ability to
move objects with their minds, and some others can teleport, change objects
into other objects, and blast powerful stun beams from their horns!
Very rarely, Unicorns earn a cutie mark that shows that their special talent is magic
itself. While most Unicorns only know a little magic in relation to their cutie mark,
these Unicorns know lots of magic and can become some of the most powerful magical creatures in all
of Equestria.
Many Unicorns are very proud of their heritage, and are often seen as noble and majestic—or a little bit
arrogant, depending on who you ask! Unicorns use their magic to protect the citizens of Equestria, aid in
their arts, and solve any problems that aren’t solvable by mundane means.
Unicorn characters are very useful in a group of adventuring ponies, able to use their wits and magic
to help with the trickiest of puzzles and problems. Many travelling Unicorn ponies focus on one of their
magical abilities, but some learn many spells so that they can help their friends with any situation!
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TELEKINESIS (D6)
Unicorn pony characters start with a free additional magical talent: Telekinesis (D6). Magical
talents are fully explained on page 65.
This very useful ability allows a Unicorn to move light objects around—as their horn glows with a
colorful light, the object starts glowing with a similar color and floats around in the air.
It also allows the Unicorn to simply light his or her horn up to be able to see in dark places.
As this magical talent increases in level, the Unicorn can start moving objects and creatures that
are far heavier, like a pony or even a group of ponies!
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Pegasi
Pegasi are the winged cousins of Earth ponies and Unicorns, known for
their aerial acrobatics and amazing agility. Originally a tribe of warrior
ponies, the Pegasi are a great and noble race of ponies, now tasked with
maintaining the weather of Equestria. Using their wings and their innate
abilities, they can move clouds and create winds, which is how they have
created Cloudsdale. Cloudsdale is the awesome home of many Pegasi high
up in the sky. It’s where they keep much of the machinery required to make
snow and clouds.
Many Pegasi love sports and they have invented several that only Pegasi can compete in due to
their flying abilities. This has earned Pegasi the reputation of being the most competitive of the
pony races. But every Pegasus knows deep down that no competition is worth more than friends,
and of course many Pegasi enjoy flying at a far more leisurely pace. Pegasus characters can often
find themselves helping their friends from above—their ability to fly can be very useful in lots of
adventures, whether scouting for trouble or racing against the clock! They are very good at acting
quickly, warning their friends of trouble, and when needed, diving into a fray from above!
A Pegasus can be a fast friend, and they are often willing to throw themselves into the defense of
their buddies. Earth Ponies and Unicorns sometimes see Pegasi as a little rash, a little too eager to
jump to action without thinking—which can cause problems if they do not understand all the facts!
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FLY (D6)
Pegasus pony characters start with a free additional talent: Fly (D6). Talents are fully explained on
pages 64-65.
Flying is obviously a very useful skill to have, as it is of great help in moving around, gathering
information by looking at situations from up high, and escaping many kinds of danger such as
angry creatures that cannot fly. The Fly talent also allows a pony to walk on clouds!
Note that Fly (D6) doesn’t let you fly as fast and skillfully as Rainbow Dash—she has Fly (D20)!
Fly (D6) allows a Pegasus to to fly rather slowly, a bit like Fluttershy.
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A note on Alicorns
Little is known about Alicorns as a race, except that they are very rare.
Alicorn magic is not fully understood, but it is known that Alicorns have the
magical powers of the Unicorns, the flying abilities of the Pegasi, and the
strength of the good, true-hearted Earth ponies. It is for this reason that other
types of ponies often turn to the Alicorns to solve disputes between one another.
Unlike the other types of pony, an Alicorn is not usually born as an Alicorn but
earns the right to become one by displaying a great act that signifies his or her
special powers. Little is known about how this happens, except that it is very rare, and
it only happens when Equestria is in need of a new princess. For example, Twilight Sparkle became an
Alicorn when Equestria needed her powers of friendship more than ever! Recently, the birth of Flurry
Heart was the first instance of a pony being born as an Alicorn.
Although powerful and beautiful, Alicorns are just as sensitive as other ponies, and most often love to be
treated like any other pony. Many ponies find this hard, always wanting to show respect and politeness,
which can mean that Alicorns may find it hard to find true friends. But with a little persistence they can
form the strongest of bonds.
In Tails of Equestria, your character cannot be an Alicorn.
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Elements of Harmony
You are free to choose any one of the six Elements of Harmony for your pony
character. Note that this has no rules effect at all. Rather, this is a way to tell the
gamemaster and your fellow players what you want the personality of your pony to
be like. Read the descriptions of each Element of Harmony on pages 36-37, and
then choose one for your pony. Every pony character in Tails of Equestria is aligned
to one of the six Elements of Harmony. These are Honesty, Laughter, Generosity,
Loyalty, Kindness, and Magic.
Don’t worry—you don’t have to behave all the time as described for ponies of your chosen Element.
This is fine, as long as your pony’s behavior matches his or her Element often enough. For example,
Pinkie Pie is cheerful and funny most of the time, just like the Element of Laughter to which she is born.
Sometimes, however, she can have moments of seriousness, anger, or even sadness!
If later on you want to change your Element of Harmony, just tell the gamemaster and change your pony
sheet—your pony has just entered a different part of his or her life, maybe growing from a teenager
pony into a grown-up pony, for example.
It is great fun if all of the members of the group belong to a different Element of Harmony, and it could
be useful in an adventure, when it might be useful to have a pony that belongs to the right type of
Element in a certain situation. For example, a magic chest could open only if touched by a pony that
belongs to the Element of Generosity, or a creature you meet could be easier to befriend if someone
belongs to the Element of Kindness, and so on.
So, maybe you can agree with your friends that you all choose different Elements of Harmony for your
pony characters. However, it is absolutely fine for two or more characters to share the same Element.
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Kindness
Ponies attached to this Element are
the sweetest, most gentle of creatures.
Kindness can be tricky, and not everypony has
the same opinion on what kindness means. These
ponies need to be careful not to confuse kindness
with being a pushover!
Color: Pink
Last pony to possess
the Element of Kindness: Fluttershy
Generosity
Ponies attached to this Element have
the biggest hearts and are always
prepared to help out their friends and
share all they have with them. These ponies
sometimes have to be careful of others that
would take their generosity for granted, and
can have a tough time figuring out who to
give to when they can’t give to everyone.
Color: Purple
Last pony to possess
the Element of Generosity: Rarity
Laughter
Ponies attached to this Element are the
funniest and most cheerful companions you
can ever hope for—they always look at the bright
side of things. Sometimes ponies that embrace
the element of laughter can have trouble making
sure everyone is enjoying their humor, since
laughter is only great when everyone is laughing!
Color: Blue
Last pony to possess
to the Element of Laughter: Pinkie Pie
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Loyalty
Ponies attached to this Element are the
most reliable of friends. They will never
leave the side of a friend in need and never
betray a promise made. A pony that is very loyal
may be in trouble if he or she has given loyalty
to the wrong pony, or when loyalties conflict!
Color: Red
Last pony to possess
the Element of Loyalty: Rainbow Dash
Honesty
Ponies attached to this Element can
be trusted with your life. They always
speak their mind and never conceal the truth
for any reason. Sometimes the truth can be a
difficult thing to tell, and even more difficult to
tell it without hurting anypony. These ponies
understand that better than anypony else!
Color: Orange
Last pony to possess
the Element of Honesty: Applejack
Magic
Ponies attached to this Element are sensitive
to the most powerful of all Elements—the
Magic of Friendship. Magic is the most difficult
Element to use, and can only exist if the other
five Elements are present. These ponies have a
difficult job balancing all of the other Elements
of Harmony to keep friendship strong.
Color: Magenta
Last pony to possess
the Element of Magic: Twilight Sparkle
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Traits—Body, Mind, and Charm
The three traits on your Pony Sheet help describe what kind of pony you are. Will you be strong,
fast, and athletic like Rainbow Dash or Applejack, or clever, wise, and intelligent like Rarity or Twilight
Sparkle? Could you possibly be as cute as Pinkie Pie or Fluttershy?
Starting pony characters normally begin with values of D4 or D6 for their traits, but as they grow from a
young foal (colt or filly) into adult ponies, their traits will also increase to higher values—D8, D10 or even
higher. Increasing the value of traits is explained on page 86.
Traits, like all other skills based on a die value, are used in tests as explained on page 52. For now
remember that the D4 is the weakest die, and the D20 is the strongest.
Body
The Body trait shows how strong you are—how much weight you can lift and
carry, for example. It also measures how tough you are, how long you can keep
running for, how easy it is for you to catch a cold, and so on. In addition, it
shows how agile you are when moving, how good you are at dodging things,
and how well you can balance, so is useful for when you need to complete an
obstacle course or want to show off your dancing skills.
Small animals and young ponies have a Body of D4 or D6. Grown up ponies and
larger animals have a Body of D8, D10 or even more in the case of very strong or
athletic ponies like Big Macintosh or Rainbow Dash.
Of course other creatures might have a very high Body value… a minotaur, for example, could have a Body
of D20, and a dragon can go even higher.
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Mind
The Mind trait shows how intelligent your pony character is, how well you
remember things, and how good you are at studying and winning an
argument. The Mind trait is useful for solving puzzles, finding your way out
of a maze, and speaking other languages. In addition, ponies with a high
Mind value are less likely to panic or to become sad or scared. They can push
themselves to keep going where others might give up.
The Mind trait also shows how good a pony’s sensitivity is. A pony with a good
Mind value can pick up whether others are upset, guess what they might be thinking
about, and figure out what they are going to do next—call it a ‘sixth sense…’ or even a Pinkie sense!
Young ponies start with a Mind of D4 or D6, but as they learn new things through study and experience,
their Mind value will increase to D8, D10, and more, up to the very high levels that Twilight Sparkle and
Zecora have.
Other creatures and exceptional ponies, such as Princess Luna or Princess Celestia, can have amazingly
strong minds, even stronger than a D20.
Charm
Charm is not just about how pretty or cute you are. It is about your
personality—how much other people like you, listen to you, and want to be
your friend and spend time with you. Charming ponies make everypony else
like them by being always nice and paying attention to the feeling of others.
This trait is the most difficult to measure, and can be very different for
different ponies. For example, you could say that both Rarity and Fluttershy
are charming, but they are so in very different ways. Charm is useful for
making friends with other ponies and creatures you meet on your adventures, and
influencing others’ opinions, such as when you are arguing over the price of a basket of cherries with a
shopkeeper at the market.
Your Charm normally starts at D6, as even the youngest ponies can be very charming by being so
adorable (actually, some of them become less charming with age). As your personality develops and
you learn to be nice, charismatic, and persuasive, your Charm might increase to D8, D10, and even
higher. Some characters have a Charm of D20 or even higher, such as Princess Cadence.
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Stamina
Your pony character’s Stamina is not based on a die; rather it’s a number of
Stamina points. Stamina measures how healthy, both in Body and Mind, your
pony is at present. If you are perfectly fresh, rested, and full of energy, your
Stamina points are at their maximum.
Losing Stamina
If you travel and get very tired, or are hurt, or become sad or confused, you will lose
a number of Stamina points. Write down on your Pony Sheet, under ‘Current Stamina,’ the number of
Stamina points you are left with.
For example, you have a maximum value of 10 Stamina points, and after a long day trekking across the
countryside you are so exhausted that you lose 2 Stamina points. This means that your current Stamina
points becomes 8—you write this down on your Pony Sheet. If you also twisted an ankle on a steep
mountain trail, you might end up losing 1 or more additional points of Stamina.
Zero Stamina!
If your Stamina ever gets to 0 or less, your pony faints or can’t carry on anymore—tiredness gets the
better of you, and you need some rest right now! This can be annoying as it can stop you from finishing
a task. It can also cause problems, as some bad guys could take you prisoner while you sleep, and you
might wake up in a cell or a cage! That’s why it’s normally a good idea not to adventure alone—having
friends around to help you out when you’re down or in trouble is best!
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Recovering Stamina
Stamina is normally recovered naturally by resting, eating wholesome food and drinks, or even by magic
with the use of potions or talents (as explained on page 67). All of these ways of healing will add a
number of Stamina points to your total, up to your Maximum Stamina points.
As a rule of thumb, a night’s sleep out in the wild will get you 1 point of Stamina back, while resting in a
comfy bed at home or in an inn or other nice accommodation will give you 2 points back.
A nice hot meal will likewise get you 1 point of Stamina back, while some cold hay under the rain might
be enough to keep you going, but will not help you recover any Stamina.
Going a long time without eating will have the opposite effect—you might even lose Stamina as you
become weak and hungry, so always make sure you pack some food for long trips in the wilderness.
Maximum Stamina
Your Maximum Stamina points will increase as your pony character develops, as explained below.
46
You have three ways to change the die using Tokens of Friendship as shown in the box below.
It’s important to keep in mind that this is just an example and the gamemaster can always decide how
many Tokens of Friendship are needed to change a die roll, depending on the importance of the Test or
Challenge and the results of a success or failure. The gamemaster can decide that it is easier to change
some results, and harder to change others—it’s always up to the gamemaster, and his or her word is law.
New Friends!
Whenever a new friend joins the group, one Token of Friendship is immediately added to each player’s
pool—the more the mare-ier! When a friend leaves the group or cannot make it to a game session, the
group members do not lose a Token of Friendship, since that person is still a friend in spirit, even if they
cannot be there in pony!
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Tests and Challenges
At some point during your adventures, you and your friends will be faced with some troubles or
problems—if everything always went well, it would not be an adventure after all!
There are two different things that can occur: tests and challenges. Let’s look at them separately.
Tests
A test is when your pony is facing a difficult situation like kicking open a locked door, dodging a falling
coconut, solving a difficult puzzle, or memorizing a speech.
The gamemaster will set a Difficulty to the test you need to pass, which is a number from 2 (the easiest)
to 20 (the most difficult), and will tell you what trait you should use for the test. In order to pass the test
you need to roll equal to or higher than the Difficulty.
For example, to dodge a falling coconut the gamemaster could decide that you need to test on your
Body trait, against a Difficulty of 4. This means that you roll the die for your Body trait (say for example
that it is a D8), and if you score a 4 or more, the test is passed—you dodge the falling coconut and
are okay. If you roll 3 or less, the test is failed and you’re hit on the head by the coconut—ouch, lose 1
point of Stamina!
Of course, if your Body trait was higher, like a D10 or better, the test would be easier.
If instead there was something making the test more difficult, such as your legs being tied together, the
gamemaster would set the Difficulty a little higher—a 5 or even 6.
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Difficulty Chart
This chart shows what Difficulty value the GM should use for a test, depending on how easy or
hard the test is.
Bad Luck!
Note that the minimum Difficulty for a test is 2, so if you roll a 1 the test is always failed.
Not only that, rolling a 1 is really bad, and the gamemaster can make up some very entertaining effects
when this happens.
For example, the gamemaster could decide that by rolling a 1 to dodge the coconut you have jumped
to the side so fast that you did indeed dodge the coconut, but crashed really hard into the trunk of the
palm tree—losing not 1 but 2 points of Stamina—bad luck!
Amazing success!
Sometimes you succeed really spectacularly, in which case you or the gamemaster get to tell everybody
how amazingly successful you were. This happens when the roll of your die is double or more the
Difficulty of the test.
For example, if the test was Difficulty 4 and you roll an 8 or more, the test was amazingly successful.
In the example above, if you rolled an 8 on the test to dodge the coconut (Difficulty 4), then you and the
gamemaster could come up with something really cool—for example you could say that rather than just
dodging the coconut, you bucked with perfect timing as it fell and kicked it right on top of the cart of
supplies that is behind you—nice move!
No Fingers? No Problem!
Often in My Little Pony: Friendship is Magic ponies can be seen doing things with their
hooves that don’t make sense in our slightly less fantastic world. They tie knots, pick up
stuff, move small objects, and even play the piano! It is the same in Tails of Equestria—
generally a pony can use a combination of teeth, hooves and magic to do what a
creature with hands can do. As a general rule of thumb…err…hoof, if a question comes
up concerning whether a pony is able to do something using hooves, it’s best to simply
not think very hard about it. Equestria depends far more on magic than science, after all!
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Using talents for tests
In some cases, when faced with some difficult tests, someone in your group might have a talent that
could give an advantage in that test. For example, if you have the special skill (Bucking) talent (see page
69), you get to roll an extra die when bucking, which would apply nicely to kicking down a door!
Some talents allow you to upgrade or re-roll the die you roll for a certain test, as described later.
Some other talents allow you to roll an extra die for the test—simply roll this extra die alongside the die
you’d normally use and pick the best result.
For example, you are trying to kick down a door and the gamemaster decides that the Difficulty is 4.
Normally you would use your pony’s Body value to do this. Let’s say that your Body is D6, but that you
also have the Bucking (D8) talent. This would allow you to roll a D8 as well as a D6. You roll both dice
and then pick the highest result.
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Impossible tests
So what happens if the Difficulty of a test is too high for anypony in your group to pass? For example, if
you were trying to buck down a door made of thick oak planks reinforced with metal strips, the Difficulty
could be 10. If you have a Body of D8, you have no chance of rolling a 10, which means the test is
impossible for you.
If you wish, you can still try an impossible test—there is a secret technique that gives your pony a very
small chance for success. This ancient technique, passed through the centuries from master to disciple,
is called the Exploding Hoof! When you attempt the Exploding Hoof technique for an impossible test,
pick a single die for your pony to use (either from one of his or her characteristics or a relevant talent)
and roll for the test as normal.
If you roll the maximum value on your die, you may roll the next best die.
For example, if you roll a 6 on a D6, you then roll a D8. And if the D8 also rolls its maximum (8), then you
roll a D10, and so on. Once a die fails to roll its maximum, or you have rolled a D20, you stop rolling and
pick the highest result you have scored in that series of rolls as your final result.
Note that the Exploding Hoof technique cannot make a roll worse. For example, if you roll a 1 on your
D8, you would use the 6 that was previously rolled on the D6.
Of course, there are often other ways around impossible tests. For example, if faced with the heavy
door described above, you could use Tokens of Friendship to increase your chances of kicking it down
(see pages 46-47), or you could ask a stronger friend to give it a try, if their Body was D10 or better.
Alternatively, of course, there might be other directions you could explore rather than trying to go
through the door… maybe there’s a window wide open somewhere!
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Challenges
A challenge is a special kind of test, where there are two sides competing to achieve the best result. For
example, a challenge could be a cross-country race, a spelling contest, or a game of chess.
In a challenge, the two characters involved in the contest use the same trait or the same talent to see
who wins.
The two sides both roll, and the one that rolls the highest wins the challenge. If the rolls are equal, the
GM decides whether the challenge is a draw, and will tell you what the effects of the draw are, or will ask
the two sides to roll their dice again.
Let’s take a spelling contest as an example. Your pony and a rival are competing and the GM decides
that it’s going to be a Mind challenge. This means that you both roll your Mind die and the highest
rolling result is the winner of the challenge.
In the case of a race, the GM could decide that you need to take a challenge using your Body trait. If
the challenge involves convincing someone to give you some information, or you were trying to win an
argument, the GM might decide that you have to take a Charm challenge.
If it’s a challenge that involves a talent, then you would use the die for that talent. For example, in a
flying race you would use the die you get from your Fly talent.
As in normal tests, rolling a 1 equals a Bad Luck result, with bad effects decided by the GM. And
similarly, if you beat the opponent’s score by twice or more their score, you have succeeded so well in
the challenge that the GM will describe some cool, additional effects.
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Scuffles
Another (rather unpleasant) example of a situation that might involve several challenges is when you get
involved in a fight against one or more bad guys that want to capture you... or maybe against hungry
creatures that want to eat you!
Remember when the Mane Six were attacked by Queen Crysalis and her Changelings? Things certainly
got heated and our pony heroes had to fight for their freedom and for the safety of all of Equestria.
Another example of a scuffle was the wizard duel between Twilight Sparkle and Lord Tirek… sadly, there
are cases where you have no choice but to fight to defend yourself and your friends.
Remember that it is important to never seek out a fight, and if possible to resolve arguments by talking.
Trying to understand why your opponent is upset might mean that you can help them become happy
again, and because of that you might even become friends! Fluttershy showed us how to do this when she
pulled the thorn out of the manticore’s paw, turning the angry, upset monster into a big, purring kitten!
If you are left with no choice, however, you’ll have to take part in a scuffle.
“Looks like we’ll have to do this the hard way!”—Rainbow Dash
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For example, two ponies are facing off against five changelings. The changelings, being evil, decide
to split the scuffles as follows: four changelings gang up on a pony and the last changeling keeps the
second pony busy. Let’s look at the scuffle with four changelings versus one pony. If the changelings
roll a 2,3,5,6, and the pony rolls a 5, the changelings win and the pony loses 6 points of Stamina. If the
changelings roll 2, 3, 4, 4, and the pony rolls a 5, the pony wins and shares out 5 points of Stamina loss
among the changelings, in whatever way the pony likes.
The GM might want to make this scuffle and the other, smaller, scuffle happen in sequence, playing out
the smaller scuffle first and then moving on to the larger scuffle. This might create an entertaining moment
such as the pony scuffling the single changeling defeating her enemy and then coming heroically to the
rescue of the pony that is surrounded, taking one or more changelings out of that scuffle.
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Upgrading and downgrading dice rolls
When a rule or ability allows you to upgrade a die roll, this means that you roll a die that is one step
better than you normally would.
For example, if you normally roll a D8, and this roll is upgraded, you roll a D10 instead.
If a rule tells you to downgrade a roll, the die you use is one step worse—for example, if a D6 roll is
downgraded, it becomes a D4.
Some rules may upgrade or downgrade a roll by two or more steps rather than a single step (for
example, upgrade a D6 to a D8 then a D10), but this is rare.
If a D20 is upgraded, you can decide to re-roll the result instead (see below). If a D4 is downgraded, you
must re-roll the result if it is successful—too bad!
Re-rolls
When a rule or the GM allows you to re-roll a die, this means that you can choose not to accept the first
result you rolled, discard that score, and roll again. The second result always stands, even if it was worse
than the first, and can never be re-rolled.
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Talents
A talent is something your pony is really good at, better than most other ponies. There are many, many
different talents; in this chapter we are going to tell you how they work, and you will find a list of talents
on pages 66-70.
A talent is a skill or ability, or something you know about really well. In fact, you are so good at it that
it sets you apart from your friends and most other ponies. For example, Rarity’s best talent is creating
beautiful dresses, Rainbow Dash can fly really, really fast and with amazing control, Twilight Sparkle is
great at learning spells, Fluttershy can speak with animals, Applejack is excellent at running a farm, and
Pinkie Pie is fantastic at throwing parties.
A pony can have more than one talent, of course, and will probably learn more than a few as he or she
levels up during their adventures in Equestria.
Talents are rated with a die value. Normally they start at D4 and increase in rating as you level up, up
to a mighty D20. A pony with D20 in a talent is a master of that skill or knowledge—not many of the
inhabitants of Equestria can reach that level of skill in a talent! For more information on how to use
talents to accomplish tests and challenges, see page 54.
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Talent development
As you level up as a result of your adventures in Equestria, your talents will improve—the more you use
them, the more they will increase in rating, and one day you can call yourself a master as you achieve
D20 in a talent.
But that’s not all. You can also learn new talents as you discover new things that interest you and that
you are good at. For example, you might learn to play an instrument, or become really good at a sport,
or learn a new profession or hobby.
On pages 66-70 there’s a list of talents that you can choose to develop as you level up, but this list
is definitely not complete. You and the gamemaster are free to create new talents and develop them
together—have fun!
Creative Flair
Whether it’s baking, art, or drama, you are excellent at performing this talent.
When you choose this talent, you must choose a flair for your pony. Some example flairs are listed
below. Feel free to pick from the list or talk to your GM about coming up with your own.
Whenever you take a charm test, if you and the GM think that your flair would be helpful in making that
test, roll your creative flair die in addition to your charm die and choose the highest result.
You may take this talent more than once, but you must choose a different flair each time you do.
Forcefield—Unicorns only
Some Unicorns can use their powers to create magical shields called forcefields, which can protect their
friends from harm. To create a forcefield you must be able to concentrate and must decide how big the
forcefield will be.
The GM sets the Difficulty of a test to create a forcefield. For example, a forcefield
around a small object like a book would be Difficulty 4, one protecting a pony-
sized object would be Difficulty 6, while one shielding a town would be Difficulty
12 or more.
A forcefield lasts for as long as the pony that created it concentrates on it, or
until it is broken.
If a character wants to break a forcefield, he or she will have to test
their Body trait with a Difficulty equal to the die value number of the
forcefield talent of the pony that created it.
For example, a pony trying to break a forcefield created by a pony with
Forcefield D6 would need to take a Body test against Difficulty 6.
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Fly—Pegasi only
This talent allows the pony to fly. Tests and challenges involving flight use the die value of this talent (so
a pony with Fly D8 would use a D8 for such tests or challenges).
The better this talent gets, the faster and more maneuverable the flyer is. The GM sets the Difficulty
of tests that involve flying speed or skill, and challenges are made using the Fly talent of the opposing
characters. For example, a flying race against Fluttershy could be a Fly challenge against a D6, while
racing against Rainbow Dash or one of the Wonderbolts would be a Fly challenge against a D20.
Healing Touch
Some Earth ponies are so in tune with the life force of other creatures that they have the amazing ability
to heal their friends with a touch. Once per game session, you can roll your Healing Touch die to give a
single pony a number of Stamina points equal to the score you roll. That pony cannot gain more than his
or her Maximum Stamina.
Keen Knowledge
You are the pony to turn to when it comes to a certain subject—maybe you know everything there is to
know about apples or perhaps you are an expert on history.
When you choose this talent, you must choose a knowledge for your pony. Some example knowledges
are listed below. Feel free to pick from the list or talk to your GM about coming up with your own.
knowledges: Art; biology; chemistry; geography; history; magic knowledge; math; physics; pony law.
Whenever you take a Mind test, if you and the GM think that your knowledge would be helpful in making
that test, roll your Keen Knowledge die in addition to your Mind die and choose the highest result.
You may take this talent more than once, but you must choose a different knowledge each time you do.
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Locate—Unicorns only
Using their horn as a detector, the Unicorn can find things without needing to use his or her ordinary
senses. When you first gain this skill and whenever you upgrade it, you can choose a new type of item
from the list below that you are good at detecting. The gamemaster will decide the Difficulty of the
attempt to locate the thing/item depending on how distant, how rare, and how well-protected it is.
• Fire; gems; metal; wood; water.
Pony Sense
Nobody knows why your tail twitches when something falls from the sky or you get an ear flop, eye flutter,
and knee-twitch when you need to be careful of who might be behind a door! During a game session,
you can ‘sense’ trouble coming just before it affects you or your friends a number of times equal to the die
value of this talent. Pony Sense can only give you a vague sense, not a specific foretelling of the future.
For example, if you have Pony Sense (D6), and at the start of the session a dragon jumped out at you
from behind a rock to give you a scare, you could ask the GM, “Can I try to use my Pony Sense to warn
me of the dragon before he arrives, so I’m not so surprised?” The GM might reply, “That’s absolutely
fine. The Difficulty for sensing the dragon is 4; roll your D6. Also remember to note down that you only
have 5 uses left.”
Another way that the GM can use Pony Sense is by applying one of a pony’s Pony Sense uses to tell that
pony what might be happening in the near future. This can be a great way for the GM to give the group
a bit of information when they are having trouble, or to make the storyline go forward.
This talent lets you talk to the animals you have chosen and use your Charm trait to persuade them.
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Special Skill
Maybe you are a talented athlete, or great at running or dancing. When you choose this talent, you must
choose a skill for your pony. Some example skills are listed below.
Feel free to pick from the list or talk to your GM about coming up with your own.
Whenever you roll a Body or talent test, if you and the GM think that your skill would be helpful in
making that test, roll your Special Skill die in addition to your Body or talent die and choose the highest
result.
You may take this talent more than once, but must choose a different skill each time you do.
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Telekinesis—Unicorns only
This talent allows you to move objects using magic. The better this talent gets, the heavier the objects
that you can lift and move around.
The GM sets a Difficulty based on how heavy the object you want to lift is. For example, lifting a bunch
of keys off a hook and floating them to your prison cell could be Difficulty 3, but if you want to float a
key while looking through a keyhole, and then insert the key into the lock and turn it from the other side
of a door, that could be a 5 or a 6. Moving a single pony slowly through the air would be a Difficulty 7
test, while doing the same with a group of six ponies would be Difficulty 13 or even more. Only the most
powerful ponies can attempt such a feat.
This talent can also be used by the Unicorn to simply generate light from his or her horn, without moving
any object. At D6, the light is the same as a lantern, but at higher levels it becomes brighter and the GM
can let you use it to try to temporarily daze some creatures, especially those not used to strong lights.
The Stare
You have the ability to look at someone… to really look. When using the stare, you must maintain eye
contact with your target and then make a challenge using your Stare talent against their Mind trait.
If you succeed, they are frozen, unable to do anything. If you get an amazing success, they will obey
simple commands—just don’t be too mean! The Stare only works for a short time and can only be used
on the same target once per adventure.
Teleport—Unicorns only
You can teleport yourself short distances using your Unicorn magic. Teleporting is difficult to control and
can sometimes cause more problems than it solves! Teleporting yourself a few feet is Difficulty 5, and every
few feet after that adds an extra 1 to the Difficulty.
Failing a Teleport test means that you teleport to somewhere you didn’t intend, though it may still save
you from trouble! The base Difficulty of 5 for even a short teleport means that you may want to upgrade
this talent to at least D6 before trying to teleport.
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Quirks
Quirks are like talents, but they have bad effects on your pony. Everypony starts with one main quirk, but
you might acquire more during your adventures.
Quirks are things like fears (fear of heights, fear of bugs, fear of the dark…), bad habits (easy to
anger, too shy, lazy…), or physical weaknesses (nearsighted, bad teeth, smelly…). A list of common
quirks and their effects is found on pages 72-73, but you and the GM can have fun creating new and
unique quirks.
Quirks are very important, because they make your pony character more interesting—nobody is perfect,
and it’s great that you can rely on your friends to help you out with your quirks, just as you can help them
out with theirs.
They are useful for gamemasters too, as the GM can use quirks to make important moments of the story
more challenging or exciting.
Say, for example, that your character needs to reach a hoof deep into a hole in the wall to move a lever
that opens a secret door in the dungeons of a castle. Easy enough, but the GM knows that you are
afraid of spiders, so he or she tells you that there are some very thick cobwebs surrounding the lever
and your hoof must go through the cobwebs to reach the lever… that’s when your quirk—your fear of
spiders—kicks in, making it very difficult for you to succeed in that very simple task. If you were on your
own, it would require a difficult Mind test to force yourself to face your fear. Luckily though, you might
have friends with you, who can simply reach the lever instead of you.
Unlike talents, quirks are not rated with a dice value. Instead, the effect of each quirk is stated in
its description.
Quirks aren’t all bad—when a quirk stops a pony from doing something meaningful, the GM gives the
player a Token of Friendship—it’s our quirks as much as our strengths that make our friendships so special!
In the example above, if you couldn’t reach the important lever because of your fear, then you would gain
a Token of Friendship. The GM should give out Tokens of Friendship only when a quirk comes up in an
important way. Using our example from above, some cobwebs in the corner of a room that your character
wishes to avoid but which doesn’t stop you from advancing would not earn you a Token of Friendship!
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List of Quirks
Allergy
Achoo! Whether it’s dragon-sneeze trees or bees, you are allergic to something that makes you ill or
sneezy. If your allergies are very bad you may want to keep some ponybalm ready for emergencies.
Asthma
If you have this quirk, sometimes you have trouble breathing because of your sensitive airways. Ponies
with this quirk usually carry some ponybalm with them, which can clear up the symptoms fairly easily.
Blunt
It’s true that honesty is important, but then again so is being aware of everypony’s feelings. With this
quirk you say what you are thinking, even when it doesn’t necessarily help you out and might hurt
somepony’s feelings.
Bossy
Maybe you really are a good leader, but you also think that you are the only one who should be making
the decisions. A pony with this quirk finds it hard to let his or her friends make decisions for themselves
and hates to feel like he or she is helpless.
Fear
A pony with this quirk gets spooked by lots of things, or perhaps is very scared of one thing. Maybe it’s
snakes, maybe it’s heights, but whatever it is chills you to the bone and makes your mane stand on end.
This quirk can be taken multiple times—each time you take this quirk you must choose a different fear.
Forgetful
You would forget your horseshoes if they weren’t attached to your feet! A pony with this quirk often
forgets important information and you certainly can’t count on him or her to remember to bring the rope
for your climbing adventure unless he or she is very careful to write it down.
Mememememe!
Where some ponies dislike the spotlight, others like it a little too much, and love being the center of
attention. You may not like it when other ponies are praised when you are not, or may even go out of
your way to catch everypony’s eye.
Messy
You don’t mind the muck, and you may sometimes forget to wash it off right away—your mane is a bit of
a shambles! Other ponies might be a little uncomfortable around you unless you make an effort to clean
up, especially if they are neat freaks!
Naive
You see the best in everypony, which is of course a wonderful thing, but it can lead to situations where
somepony may take advantage of you. Your pony is especially vulnerable to shirelatans and conmares.
Neat Freak
You like order and perfection, and cannot stand it when things aren’t absolutely perfect. This can make it
hard when other ponies are less concerned with perfection than you, or if they have a different style from
your pony.
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Needs Glasses
A pony that needs glasses may be nearsighted or farsighted, but either way has trouble making it
around without their glasses. If you need glasses you might not even be able to tell other ponies apart
without them, which can lead to some interesting problems!
Oooohhh… Shiny!
Ponies with this quirk are occasionally going to be overcome by greed and their desire for the shiny
things that they love—be that gems, or old, fashionable clothes… You must agree with your GM what
exactly it is that your pony likes so much.
Overconfident
Racing, fashion, or dancing—whatever it is, you know you are the best and dare anyone to test that fact.
This can cause problems when someone else is better than you or when you think that you can handle
something you just can’t.
Short Fuse
You just can’t help but get angry from time to time, or even all the time! With this quirk you are hot-
tempered, quick to anger and ready to blow at any moment. You sometimes find it hard to remember
who your friends are, but with a little patience they can always remind you.
Super-Shy
You suffer from an excess of shyness, being a bit of a pushover, and are easily bullied around by nasty
creatures. Uncomfortable about speaking in public and in general hating attention, you might freeze in
these circumstances, even if something important is at stake.
Too Silly
If you are too silly you may be found annoying by your more
serious-minded friends. Not everypony in
Equestria is fond of antics and
pranks, especially when they
are trying to get some work
done. Sometimes you find it
difficult to figure out whether
it is the right time for a silly
joke or serious silence.
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Pony Names,
Cutie Marks & Portraits
Your pony’s name, cutie mark, and appearance are all linked to each other. Together, they paint a clear
picture to everyone what your pony character looks like. They each often have something to do with
your main talent, but that is not a strict rule—think of your pony character’s Body, Mind, Charm, talents,
quirks, Element of Harmony and so on…
For example, Emily has created a character who is a girl Unicorn, not very strong, but very clever. She is
very talented at making the most spectacular fireworks. Her element of harmony is definitely Magic. So
Emily decides that her Cutie Mark is an exploding firework and draws it on her Pony Sheet.
Considering this ‘fireyness,’ Emily decides that her pony’s coat and mane are going to be a mix of red
and orange (a bit like Sunset Shimmer’s), and she colors in the Pony Sheet to show a Unicorn’s silhouette
using red, yellow, and orange pastels.
Finally, Emily tells the gamemaster and her group of friends that she’d like a name for her pony that
makes people think of fire and positive, fun energy. You all think about it and come up with a number of
suggestions for Emily: “Spark!” “Hearthie!” “Firework!” “Ember!” “Firebrand!”…
Emily decides that she really loves Firebrand, as that name makes her think of fire and of a somewhat
hot-tempered, energetic pony—so her character is named Firebrand and Emily writes that name on
the sheet. Done!
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Name
Your pony’s name should be easy to remember, fun and interesting, and give a hint of what your pony
is about. There are no strict rules for naming your pony, but you can draw inspiration from the My Little
Pony, Friendship is Magic TV series, and ask the gamemaster for help.
For example, if your character is a very strong male pony and has a relatively simple character (a bit like
Big Macintosh), maybe based on the Loyalty Element of Harmony, you could call him “Strong Oak” and
give him an oak tree or an oak leaf as a cutie mark, with a brown and black mane.
Cutie Mark
Your pony’s cutie mark is normally inspired by your talent, but once again there are no strict rules about
this. It can instead be connected with your name, or your Element of Harmony, or anything else that
helps make your pony character unique and helps describe his or her character to everypony else.
Once again, think of the cutie marks of the characters in the TV series and see how they match their
pony’s talents, name or character.
You can draw your cutie mark in the box on the Pony Sheet, or you can find a picture you really like and
ask the gamemaster to help you photocopy or print it so that you can then cut it out and glue it onto
your sheet… it’s entirely up to you.
Portrait
When it comes to drawing your character, you can start with a Pony Sheet that already shows you the
outline of an Earth pony, Unicorn, or Pegasus, or you can instead use a completely blank one, if you or
the gamemaster are really good at drawing.
You can find a blank Pony Sheet on page 152 of this book for the gamemaster to photocopy. Other ones
can be downloaded from the River Horse website. Finally, sheets are available to buy as part of our first
adventure box: the Curse of the Statuettes blocks of pre-printed sheets.
Of course, like in the case of the cutie marks, you can use an existing picture of a pony that you find
somewhere else and cut it and paste it on to the sheet, and then just use it as it is, or modify it, drawing
or gluing on it all sorts of equipment and clothing… have fun!
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79
Equipment and Money
Most of the time ponies need no equipment or money to go about their daily lives, or even on adventures,
so feel free to skip this section altogether, particularly the first time you play Tails of Equestria.
In some cases, as part of an adventure, your ponies might need to have money or some particular type
of equipment that can be bought in one of Equestria’s stores or market stalls—like a long rope, a cart,
some clothing, a potion…
In this chapter, you will find a list of available equipment, their game effects and their typical costs, but
keep in mind that this cannot be a complete list, and the gamemaster will have to make up some effects
and costs for any other equipment that is not listed here.
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Sample price list (Ponyville)
Below is a list of average prices of wares in Ponyville. Prices might vary depending on many things—it’s
likely that everything is going to be more expensive in fancy places like Canterlot or Manehattan.
It is quite common in Equestria to argue about prices (this is known as ‘haggling’), so if you show a
market stall owner that you need his cherries really badly, he could decide to charge you more for
them… it’s time to use your Charm! Also, you may decide to swap items you own for items you need…
you never know, you might get some very good bargains that way.
This pony armor has metal plates and is much thicker than light barding.
While wearing this armor you lose 2 less points of Stamina whenever you
lose Stamina from a physical source, to a minimum of 1. In addition to
Barding (metal) 200 downgrading your Fly and Telekinesis like light barding, this barding is so
heavy that you also downgrade your Body trait when running, jumping or
swimming while wearing it.
Books are very important for ponies in all of Equestria, and reading them
Book (common) 10 can solve a lot of your problems. A common book might contain the
history of Ponyville or perhaps one of Daring Do’s many tales.
Rare books might be very old or they might cover a very specific subject.
Book (rare) 50 They can be very useful for ponies that want to learn secrets that only a
few other ponies know!
Bucket 5 Important when you want to carry some milk or maybe a bushel of apples.
A cart that ponies can use to carry lots of stuff, like Applejacks’ apple
Cart 100 harvest or even other ponies.
Clock 10 A small clock that can be used to tell the time—useful when making plans.
A feast for those ponies that are just as hungry as a horse! This could be
Food (extravagant meal) 10 a much larger meal or it could be a very fancy meal at a fine restaurant
in Canterlot.
Food (simple meal) 3 An apple pie or a big hay sandwich that should keep the rumbles at bay.
Gems are useful for dressmaking or eating, depending on whether you ask
Gems 20+ Rarity or Spike. They vary in cost, but 20 bits would be around the amount
needed to make one sparkly dress or satisfy one baby dragon.
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Equipment Name Cost Description
Whether for sport or battle, helmets are very important for ponies who
insist on doing dangerous things! While wearing a helmet you lose 1 less
point of Stamina whenever you lose Stamina from a physical source, to
Helmet 50 a minimum of 1. Note that this can be combined with barding, reducing
the Stamina loss by 2 or 3 points, to a minimum of 1. The helmet partially
covers your ears and eyes, so you downgrade your Mind trait when testing
to spot, hear, or observe things while wearing it.
This kit has paint brushes, clay, bits of canvas and more. Everything a pony
could want to create art, whether it’s clay, pieces of sculpture or beautiful
Kit (Art supplies) 30 paintings. There’s even some sequins and glue in there to make your
creations pop. This kit lets you upgrade your die when you use it to create art.
With lots of lovely spices, bowls and other tools, this kit allows anypony
Kit (Cooking) 25 with ingredients to make the most wondrous edible creations. This kit lets
you upgrade your die when you use it to create food.
Glasses, a fake mustache and anything else you need to look like
Kit (Disguise) 35 somepony else. This kit lets you upgrade your die when you use it to
create a disguise for yourself or your friends.
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Equipment Name Cost Description
Brushes of all sizes, hooficure tools, and fine shampoos and lotions to keep
Kit (Grooming) 15 a pony’s mane shiny and smooth. This kit lets you upgrade your die when
you use it to give yourself or your friends a makeover.
Much like the other kits in this list, this kit has lots of supplies in it for a
specific hobby, be it for sewing, carpentry or anything else. Speak to your
Kit (Hobby) 50 GM about what you think might be suitable. When using a kit for its proper
use you can upgrade your die!
This curious kit is full to the brim with buzzers, whoopee cushions and
Kit (Joke) 20 other practical jokes—if it’s funny, it’s in there! This kit lets you upgrade
your die when you use it to create a practical joke.
For ponies that want to get up higher, but don’t have the benefit of
Ladder 25 wings, this ladder should let you reach the second story of any building.
Remember to have somepony at the bottom to steady it!
A glass and metal lamp with an oil flame inside, this lamp is the perfect
Lamp 10 tool for when you need to make your way through caves or spooky forests.
A guitar, a flute, a trombone, or even a piano. A musical instrument is
perfect for ponies that are musically gifted and are fun for ponies that
Musical Instrument 50+ aren’t. It’s especially useful to have one of these around in case you run
into any parasprites! A musical instrument lets you upgrade your die when
you use it to create a song.
This ten-foot pole is one of the most important tools an adventuring pony can
Pole 3 have. For poking dangerous-looking contraptions from afar or for pole-vaulting
across rivers, the ten-foot pole is a must have for any serious pony adventurer.
This balm is very soothing for ponies and can help with the effects of
allergies, asthma, and even small scratches and wounds. When using
Ponybalm (5 uses) 25 ponybalm, a pony gains 1 point of Stamina, up to its Maximum Stamina.
Ponybalm can only be used for this effect once every day.
Very useful for climbing deep down wells and up cliffs when you can’t fly.
Rope 5 Also useful to tie up bad guys!
These tough and spacious saddlebags are useful for storing many of the
Saddlebags 25 other items on this list.
A tool for moving gravel, sand and other loose material, a shovel usually
Shovel 20 has a flat square head that turns up slightly at the side.
A tool for digging into the ground, a spade usually has a sharp pointed
Spade 20 end to help it pierce the earth. There, now you can call a spade a spade!
A telescope allows you to see things that are far away—really far away. Make
Telescope 50 sure you look into the right end or else it will make everything look smaller!
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Levels and Leveling up
Congratulations, you have managed to successfully finish an adventure!
Now it’s time to go back to your cozy home in Ponyville, snuggle up under a blanket with a nice cup of
cocoa, and reflect on what you and your pony character have learned in the last adventure.
You might even want to write a letter, maybe to Princess Celestia, or possibly to one of your pony
friends—either the ones that have just shared the adventure with you or some who couldn’t, but might
join you in the next one. Your gamemaster will be more than happy to help you with this.
Think back about the adventure, think of the hard tests and both the successful and challenging
moments. What did your character do? What traits and talents did she or he use? This is called
‘experience,’ and by accumulating experience, your talents and natural abilities will grow and improve.
Follow the steps below:
1) Level
You can now gain a new level. Update your character sheet and increase your level by 1.
2) Traits
You can upgrade one of the die values among your three traits. Pick any Trait (Body, Mind, Charm) and
increase it by one step. For example, you can choose to increase your current Mind trait from a D4 to a
D6 or your current Charm of D6 to a D8.
There are no strict rules about which trait to choose. You can think about which trait you have used
the most in the last adventure, and increase that one—a clear effect of learning from experience. On
the other hand, you can imagine that your pony, seeing that his or her Body was a bit weak for some
of the tests your group had to overcome, might decide to train hard for a few weeks, in order to get a
stronger/faster Body and be ready for the next adventure. Or you can choose to study hard to improve
your Mind, or take singing or acting lessons to improve your Charm… it’s entirely up to you!
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For the GM:
Some ponies may want to be really good at just one thing, and while that is allowed,
we suggest that ponies try to have a rounded set of traits. Generally a good rule of
hoof is that no trait should be more than two steps higher than the next highest trait.
So if you have a Body of D8 and a Mind and Charm of D4, it is best to upgrade either
Mind or Charm.
3) Stamina
As you develop, so does your Stamina—growing older means getting tougher! If you upgraded either
Mind or Body, increase your Maximum Stamina so that it is the sum of your Body and Mind values.
As you have plenty of rest in between adventures, your current Stamina points go to the maximum—
your new and upgraded maximum.
For example, if you had Body D6 and Mind D4, your previous Maximum Stamina was 10. Upgrading
your Mind to D6 means that your Maximum Stamina goes up to 12. If you ended the adventure
missing some Stamina points (say, on 5 points of Stamina), your current Stamina points go to the new
maximum (12).
4) Friendship
Much like when you started to play, you get 1 Token of Friendship per player that was in the last
adventure, including yourself and the gamemaster. These are added to your current number of Tokens
of Friendship remaining after the last adventure.
For example, Emily’s pony character has ended her adventure with 2 Tokens of Friendship remaining.
Emily played the adventure with two of her friends, so she earns 4 Tokens of Friendship (three players
in the group, plus the gamemaster). These extra 4 tokens are added to the leftover 2 tokens, so Emily’s
pony character is ready to start the new adventure with 6 Tokens of Friendship.
5) Talents
Upgrade all talents you used
All of the talents you have used in the adventure automatically improve by one die level. Because of
this, you might want to record during the adventure whenever you use a talent—whether successfully or
unsuccessfully, a pony learns from failure as much as from success. Just put a check next to a talent when
you use it during an adventure.
Upgrade a single unused talent or Learn a new talent
After you have upgraded all the talents that you have used, you get to either upgrade one more talent
that you have not used (if any), or learn a new talent.
Upgrading a talent you have not used represents the fact that your pony character will feel the need to
improve this talent and will spend some time practicing it between adventures.
Alternatively, you can decide that it would be more useful to learn a new talent, maybe something you
wish you’d known how to do in the last adventure, or something that you saw in the TV series, or even
an activity, skill, or hobby that you are learning in your real life, like ballet, tennis, or chess.
Pick from the list of talents in this book (pages 66-70) or talk to your gamemaster about creating talents
that are not listed there. All talents have a die value attached to them, and all new talents are gained at
the D4 level.
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6) Portrait
Finally, you can modify your character’s portrait to show any changes in clothing style, equipment
(maybe related to a new talent), and so on.
You are now ready for your next adventure!
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Tips for making
a Pony character
Before you can play Tails of Equestria you will have to create your character using the steps on pages
12-19. Below we have made a list of some tips and tricks for making your first pony character.
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Be different…
Equestria is a world in which you can be almost any type of pony you want to be, so feel free to go a
little wild. Maybe your pony likes rock and roll or maybe he or she prefers a quiet book, though no one
is saying your pony can’t like both. When making your pony character, try to make sure that you are not
stepping on another player’s hooves—three Unicorn ponies that all like dancing and music can be fun,
but it can be even more fun if you are all different from each other. Maybe you yourself are a Fluttershy
and want to try out being like Rainbow Dash, or maybe you are an Applejack who wants to try out being
like Fluttershy? This is your chance to try being something different!
Picking quirks
You may have read the section on quirks and realized that you could be a bit clever by choosing a quirk
that will never be a problem for you. ‘Fear of Asteroids,’ for example! But remember that if you choose
a quirk that will never come up then you will never get the Friendship Tokens that come from facing
your fears and problems. On top of that, part of the fun of a role-playing game is putting yourself in the
horseshoes of your pony and overcoming their problems. If your pony has no problems, then you will
miss out on this interesting part of the game.
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How to play Tails of Equestria
So your pony character is all nice and ready—now it’s time to start playing! Your GM will be running your
adventures and telling you what you see and what the outcomes of your actions are. Remember, the
GM is in charge—no arguing with him or her (the gamemaster is on your side anyway)! You should try
to learn as many of the rules as possible, though your GM will help you with this. When you begin an
adventure, things can seem a little scary, but remember these points and you will be fine.
Be creative
Many times in your adventures you will encounter obstacles and problems. Often the answer to these
problems will not be obvious, and sometimes they may seem impossible. In Tails of Equestria, as in real
life, there is very little that you cannot work through by using your wits and skills. When you encounter a
locked door that is too heavy for anyone to break down, you might decide to try to find a key, to build
some sort of ram to knock it down, or to simply knock! This game does not have a set number of actions
you can take, but instead lets you come up with many solutions to your problems.
Failing is fun!
Sometimes you will roll a 1. It happens, and sometimes it happens at the most important times. You
shouldn’t feel down when it does, because every story needs its moments of failure as much as its
moments of triumph. Getting caught by the palace guard can lead to exciting situations, and getting
embarrassed can lead to making new friends—it would be a very boring story indeed if the heroes
succeeded at everything they ever tried. So you should accept that sometimes you will be unlucky, and if
you keep failing, perhaps it is time to think about approaching problems in a different way.
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Wait your turn
Role-playing can be exciting and, unlike most board games, it often doesn’t have turns—each player
says what they want to do when they want to do it, and most of the time this works. Sometimes,
however, the shyer members of the group may have trouble getting a word in, so it is very important
that all players give everyone a chance to speak and act. After saying what you want to do, always give
everyone else a chance to respond and try not to interrupt another player’s actions.
Teamwork
There are many difficulties that will face you in Equestria, and your pony simply won’t be able to deal
with them all. Your pony is not going to be able to climb trees and read ancient languages and create
the most fantastic fashions, but with your friends, you can achieve almost anything. When trying to solve
problems, always think of your friends and their abilities as much as your own. The most challenging of
obstacles will require you to use all of your skills combined.
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How to run a
Tails of Equestria game
Congratulations! You have been chosen to perform a crucial role in this game. Being a gamemaster can
involve some work, but at the same time it is immensely rewarding. Each game is different and you will
need to read every adventure carefully before sharing it with the players, but if you keep the following
tips in mind, you should be able to keep a game running smoothly. After you play a few adventures, you
will be able to see how things work and perhaps even start writing your own adventures.
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The steps to running a successful first adventure
Step 1: Read this book
You will want to make sure you understand the rules of the game as well as you can. You don’t need to
know every single line by heart, but knowing before you play can save a lot of time at the table.
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NPCs are flavor
NPCs are a hugely important part of the world of Equestria, with ponies of all different types and different
personalities interacting. When acting out an NPCs part, it is important to be able to distinguish which
NPC you are. Some GMs use accents and change their voice; others state the NPCs name before saying
their lines. Try to use NPCs to interact with the PCs as much as possible.
Be a fan of the players
It can sometimes be easy to fall into the trap of thinking that roleplaying games have two teams:
the players and the GM. When you are playing all the challenges and monsters that the players are
facing, you can begin to think that the players are the enemy—it is very important that you don’t do
this. Roleplaying is not a competition, and the only winners are those having fun. So what does ‘be
a fan of the players’ mean? It means put them in situations where they will shine, try not to ‘defeat’
them, and get excited about their achievements. When the party manages to finally retrieve the
third magical orb, you should be excited for the players, not grumbling about how they managed to
get past your challenges.
Run with your mistakes
Mistakes happen. Whether it’s small, like forgetting the Exploding Hoof technique, or large, like
forgetting that Pegasi can fly, it’s important to roll with the mistakes and try to make sure that they
don’t interfere with the game too much. Only in the most game-breaking scenarios should you ‘roll
back’ what happened—try and always move the plot and action onwards, perhaps coming up with a
reason why that happened (for example, the Pegasus in question has hurt her wing and so cannot fly).
If a mistake made a player less effective than they should have been, you can treat it as a Quirk and
give them a Friendship Token.
Player versus pony
A player should not make his or her pony character act based on what they know rather than what their
pony knows. For example, a player who knows that the title of an adventure is ‘Curse of the Vampony!’
should not, as soon as the game begins, decide to research vampire ponies and buy a lot of garlic.
This kind of decision-making should be discouraged, since the player is not thinking about how their
character would act in the situation, but how they can ‘win.’ There are two ways to discourage this sort
of behavior. One is to try and ensure that the players don’t know more about the adventure than their
ponies. The other is to explain to your players that their pony doesn’t know everything the player does,
and that it is more fun if everyone acts as close as possible to how their ponies would act.
Have fun
We touched on this a little earlier in this section, but we cannot stress this point enough. This game is
designed to stimulate and challenge you and your players, but above all it is designed for you to have
fun! Do silly voices, laugh at jokes, and come up with amazing ways to entertain yourselves. Every group
is different but every group can have fun!
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Equestria, a fantastic land
of magic and wonder, a
land with a very magical
and wondrous problem, a The Curse of
problem that has even the the Statuettes…
brightest ponies stumped…
The curse of
the what?
The statuettes!
Surely you’ve heard?
It’s simply awful! You
could be trotting along
quite happily and
then ‘poof’…
‘Poof,’ and
you’re turned
into a little, um,
statue… thingy.
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Important! Read This First!
‘The Pet Predicament’ is an adventure for My Little Pony: Tails of Equestria. It’s for
pony characters (PCs) of Level 1—characters of a higher level might find the adventure
too easy, so if you want to play with higher level ponies, the gamemaster (GM) should
make the adventure more challenging by making the tests more difficult, making the
bad guys more powerful, or by adding extra encounters.
Now, it’s very important to understand that if you are intending to take part in this
adventure as a pony character and you carry on reading, you’ll spoil the surprises the
story has in store for you. So, unless you’re the GM, make sure you stop reading now!
Are you still reading? Naughty pony! Stop reading!
Hello, gamemaster. You can carry on reading. In fact, if this is the first time you’ve
played this adventure, read it all before you start, so you are familiar with the story.
It will also be very helpful if you are familiar with the basic rules of the game, so you
don’t have to stop and look up rules as you play. In fact, the story is more important
than the rules, so if you forget a rule, don’t pause the game! Make a decision ‘on the
hoof’ and carry the story on smoothly. As the GM, your job is to make sure the story
is exciting for everyone playing—if you get a few rules wrong, nobody will mind.
Remember, this isn’t a game in which anyone wins or loses—it’s a storytelling game,
and the fun comes from how the players react to each event, solve the problems they
face, and interact with each other and the characters you bring to life within the story.
So… it’s time to start. Have the players create their ponies, if they haven’t already,
then begin by reading the ‘Read Aloud’ text in the box below—don’t read the [text in
brackets] though!
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Read Aloud:
It’s a beautiful, sunny day in Ponyville. You’ve come to the marketplace to shop for groceries and
hang out with your friends. The market square is bustling with ponies of all shapes and sizes—it
looks like the sun has brought out the whole of Ponyville! You’ve finished your shopping and your
saddlebags are loaded with food and treats. [GM: Ask each player what their pony has bought].
You’re drawn to a great crowd near the fountain, applauding a street performer—a young Unicorn
showing off his magic tricks to everypony’s delight. You’re busy watching the Unicorn conjure
apples from thin air, pull colorful flowers from his top hat, and create glittering rainbows above
his head. So you’re not looking at your shopping bags. One of you [GM: Choose the PC with the
tastiest treats in their bag] feels your bag getting heavier and heavier!
Looking in your bag, you see an adorably cute, white fluffy bunny rabbit with great big black eyes.
Somehow it’s managed to creep into your bag, and is busy munching away at the tastiest food
you’ve bought!
What are you going to do?
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There’s a rabbit in my bag!
The rabbit is Fluttershy’s pet, Angel. Fluttershy has taken him with her to the market to look for suitable
ponies to take care of the pets when she and her friends go away on their mission.
The rabbit looks cute, but is far from well-behaved. If a PC tries to grab the rabbit, or take the food
away from it, he will growl fiercely and stare at them angrily, resisting any attempts to take him away
from the food.
Let the PCs spend a few moments trying to deal with the stubborn, unfriendly bunny, then introduce…
Fluttershy!
A girl pony, a Pegasus with a yellow coat and pink mane and tail, trots over to the PCs. She has big blue
eyes that stare at them shyly, and her cutie mark is three pink butterflies. It’s Fluttershy!
Read Aloud
“Excuse me,” says Fluttershy in a very quiet voice. “Thank you for rescuing my rabbit, Angel. He
scampered away from me and I’ve been looking for him all over the place!”
She gently takes the rabbit and cuddles him. He glares at you, making a furious face.
Fluttershy continues. “You’ve obviously got a way with animals,” she smiles shyly. “I think my little
Angel really likes you!”
At this, Angel shakes his head vigorously, still glaring at you. Fluttershy doesn’t notice.
“I think you’re just the ponies my friends and I have been looking for. We are going away on an
important mission, and we need somepony to look after our pets while we are gone. Would you
like to help us?”
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The whole adventure depends on the PCs saying yes. If they say ‘Yes!’ right away, no questions asked,
reward the first player to say yes with a Token of Friendship.
But what if they say no?
If this happens, stress to the PCs what an honor it is to be asked to help Fluttershy and her friends, who
include the famous Alicorn, Princess Twilight Sparkle.
If they still don’t want to help, and refuse Fluttershy, Fluttershy gets tearful and starts to sob. “Oh my!
I’ll find no one to take care of our pets! We must go on an important mission, but we cannot leave our
pets alone! We promised them a pampering party at my cottage, and they will be so disappointed if we
cannot keep our promise to them!”
If Fluttershy’s tears don’t move the PCs to offer their help, then they obviously need a few lessons in
Friendship! If anypony is being mean to her, you may even take a Token of Friendship away from them.
Fluttershy will finally try to persuade the PCs with an offer of a reward. “I’m sure Princess Twilight Sparkle
will reward you well if you help us! She will be very, very grateful!”
If this doesn’t work, you’ll have to try to get the PCs to explore the Everfree Forest somehow—they can
then meet each lost pet and have a chance to rescue them. Perhaps the PCs get lost in the forest later
on while searching for something important to them hidden there. Perhaps the Unicorn in the market
square gets his spells muddled and causes a magical whirlwind to appear which whisks the PCs away to
the depths of the forest. I’m sure you’ll think of a way to get the story back on track. Good luck!
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Fluttershy’s Cottage
The next morning, the PCs should go to Fluttershy’s cottage to meet the Mane Six and take care of their pets.
Fluttershy’s cottage is on the edge of the Everfree Forest—a wild, wooded, and mysterious area,
avoided by ponies as a scary place.
The cottage is reached by crossing a small bridge over a fast-flowing river.
The remarkable thing about Fluttershy’s home is that it has a roof of green leaves—it looks a bit like
a tree house. Dozens of bird boxes and bird tables hang from the branches of the roof and from the
trees dotted around the cottage, and the air is alive with the sound of pretty birdsong. Wild rabbits
and squirrels bound and scamper along the path leading up to the cottage, flitting away as the ponies
approach.
Fluttershy answers the door. “I’m so glad you could make it. Come in! Come and meet my friends!”
The cottage is very cozy inside. There are comfy seats for ponies and several bed baskets on the floor
for when Fluttershy’s animal friends come to visit. Several birdhouses hang from the ceiling, with colorful
birds flapping around the PCs heads. The baseboards are dotted with mouse holes, from which curious
mice stare up at the PCs as they enter. There are lots of books about pets and wildlife on the various
shelves fixed to the walls. Fluttershy keeps her cottage very neat and tidy, despite the presence of so
many animals and birds.
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Twilight Sparkle Applejack
“This is my pet, Owlowiscious.” “Say howdy to Winona!”
Twilight holds up a bright- grins Applejack. A brown and
eyed brown owl. “Say hello, white dog wearing a red collar with
Owlowiscious.” a gold name tag jumps around Applejack’s
legs playfully.
The owl hoots and bobs its head politely.
“Give her a bone to chew on
“He’s very well-behaved. He loves
and she’ll be as happy as a
being tickled just behind his
worm in an apple barrel,”
ear feathers, and his favorite
says Applejack. “And
treats are chocolate mice.”
her favorite thing of
all… belly scratches!”
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Fond Farewells
After the Mane Six have introduced their pets to the PCs, Twilight Sparkle gives the PCs
their instructions:
“Ok, I don’t know how long we’ll be away for—we have to travel to the Badlands, far to the South. You’ll
be staying at Fluttershy’s cottage, taking care of the pets until we come back. Make sure they’re well
fed and entertained. We promised them a pampering party today, so that’s your first job—to make sure
they’re well and truly pampered! Also, keep Fluttershy’s cottage clean and tidy—she’s been very kind to
let you stay here while she’s away. We don’t want her to be upset by any mess when she comes home.
Now, I’m sure everything will be fine—you seem like nice, kind ponies who are good with animals. It’s
time for us to go. Take care, and most importantly, have fun!”
Twilight and her five friends all kiss and cuddle their pets goodbye, then they and Spike wave goodbye
to the PCs and leave on their mission.
Snack Time
After Twilight and her friends leave, the cottage falls silent. Owlowiscious has flown to perch on the back
of a chair, and looks wisely at the pet-sitters. Winona scratches herself, looking bored. Gummy stares
straight at the PCs with unblinking eyes. Opal seems to look them up and down, then curls her lips in
disgust and sniffs haughtily. Tank seems to have fallen asleep, while Angel narrows his eyes and fixes the
PCs with a fierce glare.
Ask each player to test their Mind trait (Difficulty 2). Anyone who passes this test realizes that perhaps
the best way to win the pets’ affection is to give them some food. It’s a little early for lunch, but perhaps
it’s time for a snack?
Hopefully the players were listening carefully earlier, and remember what each pet’s favorite food is.
Fluttershy’s cottage has plenty of food cupboards with all sorts of food for all sorts of animals—maybe
the PCs can strike it lucky and find the treats they’re looking for.
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<< A bone for Winona and lettuce for Tank are easy to find—a successful Mind test (Difficulty 2) will
locate those food types.
<< Fish cakes for Gummy and chocolate mice for Owlowiscious are a bit more difficult to locate,
requiring a successful Mind test (Difficulty 3).
<< It’s easy to find carrots for Angel, yes? No! Angel demands the exact right type of carrot—just any old
carrot is likely to make him angry! A successful Mind test (Difficulty 4) will locate the right carrots!
<< Opal is the hardest to please. She will turn her nose up at everything but the finest, most succulent,
most expensive cat treats—a successful Mind test (Difficulty 5) is needed!
A failed test means the food cannot be found in Fluttershy’s cottage—each PC can try to look once.
If the PCs do not manage to feed a pet with its preferred food, it will be more difficult to control—for the
rest of the adventure, the PCs must downgrade any die they use for a Charm test made towards that pet.
Pet Personalities
Each pet has its own unique personality. These are summarized below.
Angel
Spoiled, bossy, and very demanding. Short-tempered and prone to
childish tantrums. Very picky with food. Enjoys tormenting his pet-sitters.
Communicates in squeaks.
Gummy
He has a blank, vacant stare. He will grab anything that comes within reach of
his toothless jaws and refuse to let go! Silent, but Pinkie Pie is convinced he
talks to her.
Opalescence
Selfish, manipulative, and irritable. She rubs against well-dressed ponies,
but spits at those displaying a fashion faux pas. Purrs if happy, but yowls and
hisses when angry.
Owlowiscious
A very well-behaved bird. He is highly intelligent and can understand and
follow orders. Communicates by hooting. Nocturnal, so usually sleepy during
the day.
Tank
Slow, but very faithful, helpful, and determined. He has a magically-
propelled helicopter rotor strapped to his shell, which allows him to fly. He is
always silent.
Winona
A friendly, loyal, and faithful work dog. She goes wild if she doesn’t get her
daily exercise. She barks, whines, pants, and yips like any other regular dog.
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The Pampering Party
After the PCs have fed (or attempted to feed) the pets, it’ll be time to start the pampering party. The
PCs must decide how to entertain and pamper the pets, and this is where the real trouble starts.
If the PCs don’t try to entertain the pets, have all the pets behave impatiently or naughtily: for example,
Owlowiscious flies onto a PC’s head and hoots loudly; Winona runs rings round the pet-sitters, barking
energetically; Tank begins flying round the room, his helicopter blades whirring, bumping into shelves
and knocking over books and ornaments; Gummy stubbornly latches his jaws onto a PC’s leg; Opal
yowls and spits and begins scratching furniture; while Angel tries to escape from the cottage, attempting
to kick open doors and windows, or climbing up the chimney to freedom!
If the PCs don’t realize the pets need to be entertained, have each PC test on their Mind trait (Difficulty
2)—a success makes them realize that the pets are acting up because they are not being pampered.
The PCs must try to remember what each pet likes. When a PC tries to pamper a pet, they must try to
persuade it to let them pamper it. This requires a successful Charm test—at Difficulty 2 for each pet
apart from Angel (Difficulty 8), who really doesn’t want to cooperate.
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If a PC somehow manages to control Angel, reward the group with a well-earned Token of Friendship.
The problem is, they will have to keep on testing to control Angel, and eventually they will fail.
If and when they fail to keep Angel charmed, read out the following text:
Read Aloud:
It’s impossible to keep your eye on Angel—he’s so naughty! Blowing a big raspberry at you, he
hops high into the air, landing on a bookshelf. He shoves the line of neat books, causing them to
topple like dominoes. The book at the end of the shelf falls to the floor, landing on Tank, setting
off the motors of his helicopter blades. The tortoise shoots into the air, smashing through a
window and hurtling into the sky. Winona gives a bark of alarm and jumps out the broken window
to try to rescue Tank. Owlowiscious screeches and flies in panic up the chimney in a cloud of soot,
which makes Gummy sneeze loudly. His jaws clamp shut on Opalescence’s tail, which is waving
right in front of him. Opal shrieks and leaps in panic, her outstretched claws tearing into the
curtains on the window nearest you. The curtain rail comes toppling down, knocking a cupboard
straight towards you!
Trapped!
The PCs have to test on their Body trait (Difficulty 5). If they fail, they get trapped inside the cupboard
and lose D8 Stamina. If they succeed, they dodge out of the way of the cupboard, but become tangled
up in the curtains and are trapped–they cannot do anything until they struggle free (see below).
Ponies trapped in the cupboard can test on their Body trait (Difficulty 5) to push over the cupboard
and free themselves–every time a pony fails this test he or she loses 1 Stamina. If trapped ponies work
together, reduce the Difficulty of the test by 1 for each helping pony. Because the cupboard is so heavy,
it takes about half an hour to get themselves free.
Ponies tangled up in the curtains will eventually free themselves after about half an hour of struggling
with no test needed.
Read Aloud:
Fluttershy’s cottage is a complete mess! Besides the collapsed curtains and fallen cupboard, there
are cushions, ornaments, and tipped up chairs all over the floor. One of the windows is smashed
and there’s soot from the chimney everywhere. The cat-flap in the front door is swinging loose.
There’s no sign of any of the pets!
The pets have all escaped. There is no sign of them inside the cottage. Make sure that the PCs realize
that they have two very important tasks to carry out—first they need to find the pets and bring them
back safely to the cottage (see Part 2 of the adventure). Second, they have to clean up the cottage
before Fluttershy and her friends come back (see Part 3 of the adventure).
The PCs should be made aware that rescuing the pets is the most important of these tasks, and it should
be carried out first.
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In this part of the adventure, the PCs must track down the pets and rescue each one from the trouble
they’ve gotten themselves into. Opposite, you’ll find a summary of what’s happened to each pet.
Remember to keep this information secret from the players! They have to find each pet themselves by
following the clues that are outside the cottage.
Pet Detectives
If the PCs look for the animals outside Fluttershy’s cottage, they will discover clues that will point them
towards each pet.
<< A trail of bunny footprints leads from the cat-flap southwest into Everfree Forest.
<< Alligator tracks lead from the cat-flap to the edge of the river running past the cottage.
<< Snagged on a bush near the cottage is a purple bow.
<< A trail of soot leads from the cottage east into Everfree Forest.
<< In the distance, deep in Everfree Forest to the south, a cloud of smoke rises into the sky.
<< In the distance, deep in Everfree Forest to the west, a faint, sad dog howl can just about be heard.
Allow the PCs to explore around the cottage and discover each clue before letting them decide which
clue to follow first.
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Bunny Footprints
The PCs can follow these footprints southwest into the Everfree Forest. At one point, after following
the trail for an hour, it almost disappears. Each PC must test on their Mind trait (Difficulty 4) to continue
following the footprints—if they all fail, they get lost (see Lost in the Woods).
If they successfully follow the trail, or after resolving a ‘Lost in the Woods’ encounter, the PCs eventually
reach the mouth of a large, dark cave, where the trail ends—see Finding Angel.
Alligator Tracks
The tracks lead to the river that flows south into the Everfree Forest. At that point, the tracks
disappear. If the players can’t figure it out for themselves, allow the PCs to test on their Mind trait
(Difficulty 2) to figure out that Gummy must have jumped into the river, and that he must have swam
downriver, because the water is flowing so fast that the baby gator would not have been strong
enough to swim against the current.
There is a small rowboat on the bank of the river, just big enough for all the PCs to squeeze into. Up
to two PCs can row the boat—this requires them to test on their Body trait (Difficulty 3) to control it—
otherwise it spins out of control and everyone in the boat is buffeted around, losing 1 Stamina.
Eventually, after about an hour, the river flows into a lake, which is where the PCs discover Pinkie Pie’s
pet—see Finding Gummy.
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Everfree Forest
Everfree Forest is a wild, wooded area that lies just outside Ponyville. Cautious ponies
avoid this mysterious place. It’s scary and weird and full of strange magic.
Of course, the PCs will have to enter the forest to rescue the pets. Make sure they
understand what a terrifying place this is to a nervous pony. As they creep through the
dark forest, describe the sights, sounds, and smells of the woods:
<< The spooky trees that look like misshapen monsters towering above them, blocking
out the sky and sunlight;
<< The claw-like branches that seem to reach out and snag the ponies’ manes and tails;
<< The hideous black, thorny vines that seem to creep and crawl slowly in the undergrowth;
<< The fierce red eyes that blink and glare from the shadows;
<< The strange animal noises and bird calls that grunt, squawk, and screech from the
branches and bushes;
<< The annoying buzz and drone of insects that flit above the PCs’ heads;
<< The musty stink of damp earth and wet, rotting leaves.
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Lost in the Woods
Each time the PCs get lost in Everfree Forest, choose one of the events from the list below to
occur. Alternatively, roll a D6 to find out what happens. You can also introduce any of these
events even if the PCs don’t get lost to increase the challenge (or to help the PCs in the case of
Zecora). These events are not covered in detail—it’s entirely up to you how you play them out.
1. Marshy Pool. One or two (but not all) of the PCs stumble into an area of swamp. They
will be stuck fast until their friends cooperate to pull them out. After their rescue, the
PCs who fell in the marsh will be very stinky—they must degrade their Charm die by
one step until they get cleaned up. Uggh!
2. Clinging Thorns. The PCs blunder into a patch of thorny briars that cling to their
manes and tails and tear at their clothes. They can’t go forward or back without being
scratched. Unless they can figure out a way to get through the thorns without being
hurt, they will each lose D4 Stamina as they try to escape.
3. Rabid Rhododendrons. The huge plants around the PCs suddenly begin to crowd
around them, moving with a will of their own. Leafy tendrils snake around their legs,
and the heads of the plants snap at them like hungry jaws. Unless the PCs have a
better plan, they each must make a Challenge using their Body trait against the plants’
Body trait of D6. If they pass, they struggle free, but if they fail they lose 1 Stamina and
must try again.
4. Cragadile. The PCs must cross a small lake of smelly green water. There are large
stepping stones across the lake, which can be easily crossed. However, halfway across,
one of the stones turns out to be the back of a cragadile—a huge and fierce reptile
with stony scales! It’s hungry and will try to snap at the PCs. Will they spot the cragadile
before they step on it? If they disturb it, how can they get away, or overpower it? You
can find the statistics for a cragadile on page 133.
5. Timberwolves. A terrible howling fills the air. Out of the undergrowth leaps a pack of
ferocious timberwolves, with bodies of twigs, logs, and leaves, their eyes gleaming with
a spooky green light. The PCs must try to overpower them, trick them, or run away. You
can find the statistics for a timberwolf on page 135.
6. Zecora. Each PC feels their mane stand on end, and has the feeling that they are
being watched. They can see large, yellow eyes gleaming from the shadowy depths of
the forest. The creepy-looking eyes begin to move, getting closer and closer… what
do the PCs do?
Luckily for them, it’s a friend—but don’t let the PCs know that until the last minute. It’s
Zecora—her description and statistics can be found on page 135. If the PCs charm
her, she gives them information about the forest (each PC upgrades their Mind die by
one step next time they test to see if they get lost in the woods). She also gives them a
potion containing enough medicine for each pony to heal D6 points of Stamina—but if a
pony drinks more than their single share, they get a stomach ache and must downgrade
their Body trait by one step until the end of the adventure. Zecora can also cure any PC
of the effects of the Poison Joke curse (see later).
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The Elements of Harmony
Each pet‘s owner is a great example of each Element of Harmony, as listed below.
<< Fluttershy (Angel’s owner)—kindness.
<< Pinkie Pie (Gummy’s owner)—laughter.
<< Rarity (Opal’s owner)—generosity.
<< Twilight Sparkle (Owlowiscious’s owner)—magic (created by the combination of the
other elements).
<< Rainbow Dash (Tank’s owner)—loyalty.
<< Applejack (Winona’s owner)—honesty.
The best way to rescue each pet is to use the Element of Harmony associated with their
owner. This is probably a difficult concept for the PCs to figure out by themselves, but
if they get stuck while trying to rescue a pet, ask them to test their Mind trait (Difficulty
5). Anypony who passes the test gets a clue as to how they should act to overcome the
problem they are facing.
For example, if they can’t figure out how to rescue Angel from the Ursa minor,
and they pass their Mind trait test, you could say, “Well, you all know that Angel is
Fluttershy’s pet, and Fluttershy is well known for her kindness—maybe kindness is the
answer to rescuing Angel?”
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Finding Angel
The trail ends at a cave. The bunny footprints lead into the darkness. If the PCs decide to enter
the cave, read the section below out loud (they’ll need a light to shine the way forward):
Read Aloud:
It’s very dark inside the cave. The coldness makes you shiver. Your light dances on the rocky walls,
which gleam wetly. The ground underhoof is stony. The only sound you can hear is the drip…
drip… drip... of water falling from the ceiling. The air is musty and damp.
The tunnel eventually opens out into a large grotto which glows as though lit by a bright starry
night sky. The light is coming from a gigantic bear-like creature with a transparent body, midnight-
blue in color, that shines as though it is made up of dozens of stars. A white star glows on its
forehead and it has fierce yellow eyes and sharp, gleaming white fangs. You have heard of these
monsters in stories—it’s an Ursa: a monstrous, magical bear.
Despite its scary appearance, the Ursa has a kind smile on her face, and is gently cradling a small,
white trembling animal—it’s Angel, looking absolutely terrified. The rabbit is trying to struggle free,
squeaking in fear. You notice that the Ursa has put Angel in a diaper and is gently rocking him back
and forth. A low growl rumbles from the Ursa’s throat—is she singing some sort of bear lullaby?
How will the PCs get Angel back from the Ursa? The Ursa, despite her huge size, is a very young one,
and has adopted Angel as her new baby dolly. She will not want to let the rabbit go!
Have the PCs test their Mind trait (Difficulty 3). Anypony who passes realizes that this massive monster
is just an Ursa minor—a baby—and that her mother, an Ursa major (even bigger and fiercer!), must be
coming back to look after her cub sometime soon. The PCs
only have a limited amount of time to rescue Angel.
The PCs will probably come up with several clever
ideas on how to rescue Angel. However, we’ll deal
with these two approaches here: using kindness and
using unkindness.
Kindness
The best way to rescue Angel is to treat the Ursa
minor with kindness. She just wants her own pet
to play with and take care of, and she doesn’t
realize that Angel belongs to someone else.
First, the PCs will have to show the Ursa
minor that they are kind and gentle and
don’t mean them any harm.
To do this they need to test their
Charm trait (Difficulty 5 because
the Ursa doesn’t trust them).
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They will also need to find a replacement for Angel to give to the Ursa minor. Perhaps they must go
into the forest to search for an animal that would make a suitable pet for a young Ursa. Or perhaps they
could make a toy pet out of whatever materials they find in the woods.
The Ursa will be overjoyed by her new pet or toy and will gladly replace it for Angel.
Unkindness
The worst way to treat the Ursa minor is with unkindness. That will only make him angry, and nobody
wants to face an angry Ursa, even a ‘little’ one.
If the PCs manage to take Angel away from the Ursa using any form of unkindness, trickery, sneakiness,
lies, or any other method that will hurt her feelings, the Ursa minor will roar and growl fiercely,
immediately bringing his mother back to the den (see below). The Ursa minor will join his mother in
chasing after the PCs—double trouble!
Mom’s Home!
If the PCs take too long trying to resolve this encounter, the Ursa minor’s mom might come home, and
be very angry at finding the PCs trespassing! The Ursa major will also appear as soon as her baby gets
upset by the PCs’ actions (see above).
To determine whether the Ursa major comes home, every time you judge that the PCs are taking too
long to do something during this encounter, roll a die—if you roll the highest possible score, the Ursa
major appears. Start by rolling a D20, and then degrade the dice by one step the next time you roll to
see whether mom comes home.
When the Ursa major appears, the PCs will have an even harder time trying to rescue Angel, if they
haven’t already. If they annoy the bears, both will chase the PCs away from their den—if the PCs get
captured by the Ursa major they will end up as the Ursa minor’s playthings, dressed up like Angel in
diapers and treated like baby dolls until they figure out a way to escape.
Angelic Angel?
If and when the PCs rescue Angel, he will do everything he can to annoy them while
he is in their company. Whenever the PCs have to make an important dice roll, roll a
D6 and refer to the table below to figure out how Angel behaves (or you can decide
yourself how he behaves badly).
D6 Score Result
1 Angel has a tantrum! Unless the PCs shut him up, he will make as much
noise as possible—bursting into tears and stamping his feet as loudly as
he can.
2 Angel tries to escape. The PC carrying him must make a challenge against
his Mind trait (D4). If Angel wins the challenge, he bolts for freedom and
has to be chased and recaptured.
3-4 Angel behaves badly in such a way that he makes it harder for the PCs to
complete their task. For this dice roll, each PC degrades their die by one step.
5-6 Angel behaves himself—phew!
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Finding Gummy
Following the river, the PCs eventually reach a small lake with a tree-covered island in its
center. Read the section below out loud to set the scene:
Read Aloud:
The river opens out onto a small lake, in the center of which is a little island
covered in trees and bushes. You can’t help but burst into laughter when you see
a comical-looking bird of prey with a ridiculous bright green mohican-style crest
on its bald head, flying high in the air in circles and screeching in panic as a baby
alligator stubbornly clings onto its tail feathers with its jaws.
The bird is a mohawk, and you can see that the ’gator is none other than Gummy.
How will you manage to get him safely down?
The PCs have several different problems here: how do they get Gummy down to the ground without
hurting him, and how do they make Gummy let go without hurting the mohawk?
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Laughter
The best way to get Gummy to let go is to make him laugh! But alligators are not known for their senses
of humor. Any PCs who try to make him laugh with funny antics or stupid jokes must test their Charm trait
(Difficulty 5). They can try again and again, as long as they tell a different joke or describe a different antic.
If the PCs succeed, Gummy will giggle, chortle, and then open his mouth to let out a big guffaw, letting
go of the mohawk’s tail and falling down to the ground (the mohawk will give a relieved squawk and fly
off, its tail feathers ruffled).
However, that’s just the first part! The mohawk is a long way up and Pinkie Pie will be upset if her
precious pet gets hurt from the long fall.
One PC can try to catch Gummy by testing his or her Body trait (Difficulty 4). Or the PCs can try to make
the mohawk fly from above the island to above the lake, so that when Gummy laughs he has a soft (and
wet) landing. However, as soon as Gummy lands in water, he’s off swimming as fast as he can, and the PCs
will have to win a swimming challenge (using his Body trait of D4) to catch him. Any pony who tries and
loses will lose 1 Stamina out of exhaustion. He’ll swim around and around the island until finally caught.
No Laughing Matter!
If the PCs do anything that upsets or hurts the mohawk, the bird will peck angrily at the PCs, causing
them to lose 1 Stamina. Ouch!
Gator Jaws
Gummy has a bad habit of snapping his jaws tight around anything within reach. This
includes ponies’ legs, tails, and manes. Luckily, he has no teeth, so his grip doesn’t
hurt, but he’ll hold on stubbornly for as long as he can.
The first pony to pick up Gummy must win a challenge against him using his Body trait
(D4); otherwise Gummy will grab the pony with his jaws and not let go, and the pony
must do everything with Gummy attached to him or her
(this means his Body trait die is degraded by one step until
Gummy lets go). Gummy will only let go when he’s fed his
favorite treat—fish cakes—or if the PCs think up a
cunning way to make him open his mouth.
If Gummy does not have anything in his jaws, you
can decide that he tries to snap at a nearby PC at
any time during the scenario (as described above).
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Finding Opalescence
Following the path revealed by the trail of Opal’s accessories leads to a small forest
clearing in the center of which is a water well. Read the section below out loud:
Read Aloud:
The edge of the well is made up of a low, circular stone wall. A slate roof, covered in moss, shelters
the well from the sky. There’s an old, rickety-looking wooden handle attached to the wheel, used
to raise and lower the rope that drops down into the depths of the well. Looking down over the
wall of the well, you peer into darkness and can’t make out the bottom. The shadowy walls of the
well disappear deep underground. You can hear a faint meowing coming up from the darkness.
There’s an old board attached to the front of the well. Scraping away the cobwebs and dirt, you
can see some words written in old-fashioned writing that appear to change before your very eyes!
In moments they have formed into a poem!
Opal has fallen into the well—her curiosity caused her to go too close to the edge. The scared meows the
PCs can just about hear are hers. The PCs must try to figure out how to get her out of the well, which is a
magic wishing well. A long time ago, before this part of the Everfree Forest grew around the well, ponies
used to visit it and drop in gold bits, hoping for wishes. At first, the well granted those wishes, but it grew
greedy and demanded more and more offerings before granting them. The ponies stopped visiting the
well and gradually the Everfree Forest grew around it. After being abandoned and forgotten for so long,
the well has grown lonely, and it will not release Opal unless the PCs throw in their most precious items.
The Poem
The writing on the well is quite difficult to read. It requires the PCs to test their Mind trait (Difficulty
5). If they fail, they cannot read it—unless they spend Tokens of Friendship to re-roll or pass the test
automatically. The poem reads:
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Gift-Giving
Generosity is the key to success here. For each precious item any PC decides to throw into the well, the
writing on the well magically changes to words of thanks, and a gurgling sound (as well as some meowing)
can be heard as the water level in the well rises slowly. If the PCs give a gift each, the the water level and
bucket will rise to the top, revealing a very soggy moggy—Opalescence.
After Opal has been retrieved, the writing disappears from the board on the well, to be replaced by
another poem!
With gifts and daring you have saved the cat. It yowled and complained like an aristocrat! Now
leave me ponies, to my treasure hoard, to my lonely existence, silent and bored. No-pony ever
visited for the longest time, it makes me wonder why I bother to rhyme!
At this point the PCs may decide that they want to talk and interact with the well, which will talk to them
by changing the writing on its board. It is greedy, but lonely, and can be convinced with a charm test
(Difficulty 4) to give back the PCs’ items for being so mean. Alternatively, if the ponies promise to visit
the well from time to time, then the well will return their items happily as well as giving them 25 bits
each! The well retrieves these items by lowering its bucket deep into the water, filling it with the desired
items, and pulling it back up.
Soggy Kitty
After being rescued, Opal will be wet and grumpy. She looks like a soggy dishcloth until
she dries out. Even after drying out in the sun, Opal will be in an extremely bad temper.
She hates the Everfree Forest and yowls in fear constantly, unless the PCs figure out a
way to pacify her. She makes it impossible for the PCs to perform any task quietly.
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Finding Owlowiscious
The sooty trail ends at a gloomy glade, thick with trees all around it. A frantic hooting
emerges from the glade. When the PCs enter, read the section below out loud:
Read Aloud:
Parting the low branches framing the entrance to the glade, you see that the ground is covered
with a mass of beautiful blue plants—blue petals, blue leaves, and blue stalks streaked with dark
blue veins. There’s a tall oak tree in the middle of the glade, and flying repeatedly into the trunk of
this tree, hooting crazily, is Owlowiscious, cross-eyed and dopey-looking.
The blue plants are called ‘poison joke.’ Anything that breathes in the microscopic spores of this flower
will be cursed—the plant plays a practical joke on its victims (see below).
The owl has been cursed by the plants and has become utterly stupid!
The problem for the PCs is this: how they can rescue the owl without getting cursed themselves (see
‘Cursed’ below). The key here is ‘harmony.’ The PCs must work together to avoid becoming victims of
the plants’ ‘prank.’ Working together creates harmony, in the same way that Twilight Sparkle’s magic is
only triggered when all of the other Elements of Harmony are present.
126
The resolution to this encounter is pretty much determined by the strengths of each PC in the group. To
rescue the owl, the PCs have to cooperate in some way. It’s up to you to figure out how they cooperate.
For example, if there are three PCs, one with The Stare, one with the Creative Flair talent, and one
specializing in jumping, you could decide that the PCs succeed if they use a combination of those
talents to rescue the owl. The pony with The Stare fixes the owl in place for a short time, while the
expert at jumping could leap over the plants, dodging them and grabbing the owl. The pony with
Creative Flair has made a makeshift trampoline out of vines, wood, and bouncy moss which will help the
jumping pony leap further.
As long as each PC has to do something different to rescue the owl, you can let them get away with
anything—the more imaginative their plan, the better. The rule is, if one or more ponies don’t take part
in the plan, the plan won’t work.
You might want to spend a bit of time before the adventure starts (but after the players have created their
characters) thinking about this section of the scenario and how each pony can interact to rescue the owl.
The Curse
If the PCs touch the blue plants, they will become cursed. A Pegasus can fly over the plants without
being affected, but to grab the owl must test its Fly talent (Difficulty 7)—if the Pegasus fails, the owl
flutters out of reach and the Pegasus loses 1 Stamina out of exhaustion. If it suffers Bad Luck, the flying
pony tumbles into the poison joke and is affected by the curse!
It’s up to you how each pony is affected. Choose the thing that would be most annoying to the affected
pony—for example a pony might always suffer Bad Luck if it tries to use its talent, or it might shrink,
grow to a huge size, sneeze constantly, lose her magical powers, or his ability to fly straight, have to talk
backwards, smell bad, and so on—whatever’s funniest and most embarrassing for the pony.
Antidote
Zecora (see page 135) has the cure for the poison joke curse. If any of the PCs are cursed, and they have
not yet met Zecora, make sure they meet her in the forest at some point before they leave Everfree
Forest. If they have already met her, they should meet her again so she can cure the poisoned ponies.
The cure is a vial of herbal bubble bath, which affected ponies must bathe in. Perhaps Zecora will only
give them the antidote if the PCs promise to do a task for her when she calls upon them—planting the
seed of an adventure of your own creation for the PCs to take part in at a future date.
Clever Bird
If the PCs have rescued Owlowiscious and cured him
of the curse (by giving him a bath containing Zecora’s
antidote), while he is with them, Owlowiscious will help the
PCs solve any problems that require cunning and thinking. Each
time the PCs have to test their Mind trait, if all the PCs fail, test
using Owlowiscious’s Mind trait too (D4). The problem is that if
Owlowiscious is successful, the PCs have to make sense of his
hoots and sign language (remember he cannot talk). This requires one
of them to pass a test using his or her Mind trait (Difficulty 4). Owlowiscious will not of
course attempt this test if the PCs fail it, as that would be silly!
127
Finding Tank
If the PCs go in the direction of the smoke, they eventually come to a great chasm that
splits the forest apart like a rocky scar. Read the section below out loud:
Read Aloud:
Looking down into the rocky chasm, you immediately see the source of the smoke—halfway down
the left wall of the chasm, the tortoise, Tank, is dangling by the strap of his goggles, which are
caught on a jagged piece of stone that juts out from the cliffside. He must have crashed into the
cliff, as thick black fumes stream from the ruined rotor engine of his flying machine.
The cliff looks like it can be climbed, but Tank is very far down. You also notice several caves
dotting the cliff face.
Poor Tank has managed to crash land near the den of a huge quarray eel (see page 134)! The eel
is luckily resting in its cave, but if disturbed it will snap out at anypony climbing near its lair. Its exact
position is not fixed at the start of this encounter, but depends on which pony is ambushed first—that
pony by chance happens to be right by the cave that is the eel’s den, which remains its den for the rest
of the encounter.
Reaching Tank
This will be easy if the PCs’ group includes a flying pony; not so easy if they have to climb down
the crumbling rock face. To climb the rock face, a PC has to pass a test against his or her Body trait
(Difficulty 5). If the pony suffers Bad luck, it slips and falls, losing D4 Stamina, and is ambushed by the
quarray eel as it rears its ugly head out of its cave!
128
Rescuing Tank
The first pony to reach Tank (whether climbing or flying) has to try to disentangle the
strap trapping Tank to the rock. This requires the pony to attempt a test against
his or her Mind trait (Difficulty 3).
If the pony fails the test, it takes too long figuring out how to undo the strap—
the quarray eel peeks out of its cave nearby and ambushes the pony.
If the pony passes the test, Tank slips free of the rock and tumbles
down the cliff, landing stunned on the stony floor of the chasm.
However, Tank causes a small avalanche as he slips down the rock
face. This wakes up the eel which lurks unseen within its cave, which
happens to be near where Tank landed. The first pony to reach Tank
is ambushed by the eel!
The Caves
Any pony investigating one of the caves must sneak in quietly—by
chance it picks the cave that is the eel’s den, and the pony must pass
a test against its Body trait (Difficulty 3). If the pony fails, he or she
wakes the eel inside and is ambushed. A pony inside a cave cannot see unless it has a light source. As
soon as it shines a light into the cave, it disturbs the eel, which ambushes it.
Ambush!
If a PC is ambushed by the eel, that PC must test against its Body trait (Difficulty 6) to avoid being
swallowed whole by the eel!
If the eel fails to snap up the PC, it will attempt to snap up any other PC that comes near its den (or if
the PC who triggered the ambush foolishly decides to stay near the den).
Note that as soon as one PC is ambushed, no other PC can be ambushed. There is only one eel and one
den in this area. Also, the only creature that will not trigger an ambush is Tank—the eel is not interested
in breaking its teeth on the tortoise’s hard shell.
A PC who is swallowed whole is okay, but finds itself in the eel’s cavernous belly, damp and smelly, like
a long cave with a red, ribbed roof, disgustingly slimy walls and foul-smelling liquid up to the pony’s
knees. The pony is trapped inside the eel until rescued.
129
Finding Winona
If the PCs follow the sound of the barks and howling, they get closer and closer until they
eventually find the source of the noise. Read the section below out loud:
Read Aloud:
Winona is tied to a post outside a tumbledown shack, in a large clearing covered with the trunks
of chopped down trees and dozens of holes dug roughly into the ground. Winona is howling
miserably and looks very sad. There is no other sign of life in the clearing. The door of the shack is
ajar, but no smoke comes from the chimney.
The hut belongs to three diamond dogs—Rover, Fido, and Spot (see page 134). They are in the mines,
reached by the holes in the ground, digging for gems. Inside the shack, the diamond dogs have hidden
their stash of gems, and when they found Winona, they decided to keep her and use her as a guard dog
to scare away potential thieves.
If the PCs say that they are searching the ground and are able to pass a test against their Mind trait
(Difficulty 3), they notice three sets of fresh dog footprints, much larger than Winona’s prints.
The Cottage
The PCs probably won’t get a chance to go inside the cottage before Winona’s barks alert the diamond
dogs. However, if they do, there is nothing inside except three dirty dog baskets, scraps of chewed
bone, a chewed slipper, and a large tin dish of water on the floor. The
dogs’ stash is too well hidden to be found by the PCs.
The Holes
Anyone who peers into the holes needs a source of light. The
holes disappear deep into the earth. Anyone going down
into the holes will enter the mines, a labyrinth of tunnels,
and will soon bump into the diamond dogs, who chase
them up to the surface, growling fiercely as they run.
130
Tracker
If the PCs have rescued Winona, she will faithfully help them track down the other pets
they have yet to find. Each time the group must make a test to avoid being lost in the
woods, the PC looking after Winona can re-roll his or her die for a failed test.
If the PCs are honest with the dogs, each PC has to test against their Charm (Difficulty 5), but only one
has to pass the test to convince the dogs that all they want is Winona.
If the PCs attempt to lie, the dogs—being cheats and liars themselves—are good at detecting lies so
every single PC has to pass the Charm test to convince the dogs to let them go.
If the test or tests are failed, then the dogs do not believe the PCs—they will try to catch them and tie
them up, and then force them to work in the mines. The PCs will have to try to run away from the dogs,
or escape from the mines if they are captured, as well as try to rescue Winona afterwards.
Even if the test or tests are successful, and the dogs believe the PCs and do not try to make them their
slaves, they claim ‘finders’ keepers’ on Winona and will not let her go. The PCs will have to try to figure
out a way to persuade the dogs to give Winona up—perhaps by offering to buy her back. The dogs
demand a high price—1,000 bits! Perhaps the PCs offer to work in the dogs’ mines for a while for free.
They might try to trick the dogs or steal Winona from them, but if they anger the dogs in any way, the
dogs will try to enslave them as described above.
131
Finally, the PCs will have rescued all six pets and brought them back to Fluttershy’s cottage.
They will have to figure out how to stop the pets from escaping again, so that the PCs can concentrate on
tidying up the cottage and repairing all the damage! Perhaps the more well-behaved pets can help them.
If the PCs have taken a long time to recover the pets, make them nervous by telling them that they don’t
know when the Mane Six might be coming home—they will need to hurry to get the cottage spic and
span before the pets’ owners return.
The PCs also have to make sure the pets are well taken care of, entertained, fed, and watered, or else
they risk upsetting Fluttershy and her friends by presenting them with miserable pets.
Bad Tidings
Shortly after the PCs have gotten things in order, there’s a rapid knocking on the front door. Spike is
back! He looks tired, bruised, and battered, and he’s in a panic. Read the following section out loud:
Read Aloud:
“You’ve gotta help, guys! Twilight Sparkle and the other ponies are in big trouble! I’m the only one
who escaped! They need help right now!”
With that, Spike whirls around and collapses on the floor, unconscious.
Level Up!
Now that the PCs have finished this adventure,
they can gain a new level and update their
Pony Sheets. See pages 84-89 for details on
how the PCs can increase in level.
132
On the next few pages you’ll find details on the ponies, creatures, and monstersthat the PCs will
encounter during the adventure. You’ll also find statistics for typical Earth ponies, Pegasi, and Unicorns,
in case the PCs interact with any such ponies during the adventure (for example, in the market square at
the beginning).
Each creature’s Body, Mind, and Charm characteristics are listed clearly, along with their Stamina,
Talents, and Quirks. There is also a brief description and a picture to help the GM describe to the PCs
what the creature or pony looks like.
The statistics, Talents, and Quirks represent those of a typical pony, creature, or monster of that kind. If
you want to make acreature or ponystronger or weaker, feel free to adjust the scores or change Talents
and Quirks. You can even add your own special rules to make the creature or pony completely different
and extra special.
Note that Zecora and each of the Mane Six are unique—there’s only one of each of them!Sometimes,
important named unique ponies or other creatures that join the PCs for some time are called NPCs
(short for Non-Player Characters, because the GM controls them).
Also note that some creatures have more than one die in their traits—this is because they might be so
huge and strong or incredibly intelligent or so amazingly persuasive that they roll more than a single die
in tests and challenges and choose the best result.
Finally, you might be wondering why some nasty monsters get a high Charm… well, think of that as
their ability to influence others not through kindness and friendly persuasion like nice ponies, but
rather through intimidation.
And if you find a trait that is not explained here, it’s because you are not going to need it in the Pet
Predicament adventure—look out for the Bestiary of Equestria expansion book for more information!
Cragadile
Body: D20+D10 Mind: D4 Charm: D4 Stamina: 34
Natural armor: The hard scales of the cragadile mean it loses 3 fewer
points of Stamina whenever it loses Stamina from a physical source, to
a minimum of 1.
133
Diamond Dog
Body: D12 Mind: D8 Charm: D8 Stamina: 20
These greedy dogs can talk, but they only have one thing they want
to talk about: gems! They spend most of their time trying to figure out
how to get more gems or complaining that they don’t have enough.
Mohawk
Body: D6 Mind: D4 Charm: D6 Stamina: 10
Quarray Eel
Body: D20 Mind: D4 Charm: D4 Stamina: 24
Massive with nasty teeth, quarray eels eat anything that is foolish
enough to come near their pit. Quarray eels never leave their pits on
the sides of cliffs because they enjoy the cool and the dark within.
134
Timberwolf
Body: D12 Mind: D6 Charm: D4 Stamina: 18
Ursa Minor
Body: 3D20 Mind: D6 Charm: D4 Stamina: 66
Zecora Unique
Body: D12 Mind: D20+D6 Charm: D20 Stamina: 38
135
Applejack Unique
Body: D20 Mind: D12 Charm: D10 Stamina: 32
Fluttershy Unique
Body: D10 Mind: D10 Charm: D20 Stamina: 20
Talents: Speak to Animals (D20); Fly (D6); Creative Flair: Singing (D12);
The Stare (D20); Creative Flair: Fashion (D12);
Keen Knowledge: Animal Care (D20)
136
Rarity Unique
Body: D8 Mind: D12 Charm: D20 Stamina: 20
Rainbow Dash, who could not abandon her friends for her own
heart’s desire, represents the spirit of Loyalty!
Quirks: Bossy.
137
Typical Earth pony
Body: D8 Mind: D6 Charm: D6 Stamina: 14
Talents: Stout Heart (D6); Pick one appropriate Cutie Mark talent
Earth ponies don’t have wings or magic but they do have strong
hearts and stout bodies. To create a typical Earth pony, choose a
talent and quirk that best represent their personality. This is a quick
and easy way to create most of the citizens that pony characters will
meet from day to day.
Pegasi can fly high in the sky using their beautiful wings. To
create a typical Pegasus, choose a talent and quirk that best
represent their personality. This is a quick and easy way to
create most of the citizens that pony characters will meet from
day to day.
Unicorns can all use telekinesis magic to move things with their
minds through the power of their horns. To create a typical Unicorn
pony, choose a talent and quirk that best represent their personality.
This is a quick and easy way to create most of the citizens that pony
characters will meet from day to day.
138
139
In the next few pages you will find the dice charts that allow you to ‘roll’ a D4, D6, D8, D10,
D12, or D20 if you don’t own a set of role-playing dice.
When you need to roll a die, say for example a D8, go to the right dice chart (the D8 in this
case), then close your eyes and point a finger or a pencil at random on the page. Open your
eyes and look; the number under your finger or pencil is the number you ‘rolled.’
DIE CHART: D4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
1 2 3 4 1 2 3 4 1 2
3 4 1 2 3 4 1 2 3 4
142
DIE CHART: D6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
1 2 3 4 5 6 1 2 3 4
5 6 1 2 3 4 5 6 1 2
3 4 5 6 1 2 3 4 5 6
143
DIE CHART: D8
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
1 2 3 4 5 6 7 8 1 2
3 4 5 6 7 8 1 2 3 4
144
DIE CHART: D10
10 8 6 4 2 9 7 5 3 1
7 5 3 1 9 8 6 4 2 10
6 4 2 10 8 5 3 1 9 7
3 1 9 7 5 4 2 10 8 6
2 10 8 6 4 1 9 7 5 3
9 7 5 3 1 10 8 6 4 2
10 8 6 4 2 9 7 5 3 1
7 5 3 1 9 8 6 4 2 10
6 4 2 10 8 5 3 1 9 7
3 1 9 7 5 4 2 10 8 6
2 10 8 6 4 1 9 7 5 3
9 7 5 3 1 10 8 6 4 2
10 8 6 4 2 9 7 5 3 1
7 5 3 1 9 8 6 4 2 10
6 4 2 10 8 5 3 1 9 7
3 1 9 7 5 4 2 10 8 6
2 10 8 6 4 1 9 7 5 3
9 7 5 3 1 10 8 6 4 2
10 8 6 4 2 9 7 5 3 1
7 5 3 1 9 8 6 4 2 10
6 4 2 10 8 5 3 1 9 7
3 1 9 7 5 4 2 10 8 6
2 10 8 6 4 1 9 7 5 3
9 7 5 3 1 10 8 6 4 2
145
DIE CHART: D12
1 2 3 4 5 6 7 8 9 10
11 12 1 2 3 4 5 6 7 8
9 10 11 12 1 2 3 4 5 6
7 8 9 10 11 12 1 2 3 4
5 6 7 8 9 10 11 12 1 2
3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10
11 12 1 2 3 4 5 6 7 8
9 10 11 12 1 2 3 4 5 6
7 8 9 10 11 12 1 2 3 4
5 6 7 8 9 10 11 12 1 2
3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10
11 12 1 2 3 4 5 6 7 8
9 10 11 12 1 2 3 4 5 6
7 8 9 10 11 12 1 2 3 4
5 6 7 8 9 10 11 12 1 2
3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10
11 12 1 2 3 4 5 6 7 8
9 10 11 12 1 2 3 4 5 6
7 8 9 10 11 12 1 2 3 4
5 6 7 8 9 10 11 12 1 2
3 4 5 6 7 8 9 10 11 12
146
DIE CHART: D20
10 18 6 14 2 19 7 15 3 11
17 5 13 1 19 8 16 4 12 20
6 14 2 20 8 15 3 11 9 17
13 1 19 7 15 4 12 10 18 6
2 20 8 16 4 11 9 17 5 13
19 7 15 3 11 10 18 6 14 2
10 18 6 14 2 19 7 15 3 11
17 5 13 1 19 8 16 4 12 20
6 14 2 20 8 15 3 11 9 17
13 1 19 7 15 4 12 10 18 6
2 20 8 16 4 11 9 17 5 13
19 7 15 3 11 10 18 6 14 2
10 18 6 14 2 19 7 15 3 11
17 5 13 1 19 8 16 4 12 10
6 14 2 20 8 15 3 11 9 17
13 1 19 7 15 4 12 10 18 6
2 20 8 16 4 11 9 17 5 13
19 7 15 3 11 10 18 6 14 2
10 18 6 14 2 19 7 15 3 11
17 5 13 1 19 8 16 4 12 20
6 14 2 20 8 15 3 11 9 17
13 1 19 7 15 4 12 10 18 6
2 20 8 16 4 11 9 17 5 13
19 7 15 3 11 10 18 6 14 2
147
Index
A G
Adventure Module 3 Gamemaster 6, 7, 8, 10, 19, 34, 46, 47, 48, 49,
Alicorns 30 52, 53, 54, 55, 65, 68, 76, 77, 80, 86, 87, 88,
Amazing success! 53 89, 96
Gamemaster screen 10
B
Gems 81
Bad Luck! 53
H
Barding (light) 81
Barding (metal) 81 Healing Touch 67
Body 16, 25, 40, 42, 43, 52, 54, 55, 56, 57, 59, Helmet 82
60, 66, 69, 76, 81, 86, 87, 89
I
Book (common) 81
Book (rare) 81 Impossible tests 56
Bucket 81
K
C
Keen Knowledge 67
Cart 81 Kit (Art supplies) 82
Challenges 3, 52, 57 Kit (Cleaning supplies) 82
Charm 16, 40, 41, 47, 57, 60, 68, 76, 81, 86, 87 Kit (Cooking) 82
Clock 81 Kit (Disguise) 82
Clothes (elegant) 81 Kit (Grooming) 83
Clothes (simple) 81 Kit (Hobby) 83
Cloud Wrangling 66 Kit (Joke) 83
Creating your Pony Character 14 Kit (Party) 83
Creative Flair 66 Kit (Scroll) 83
Cutie Mark 17, 18, 76, 77, 89
Cutie Mark Crusaders quest 89 L
Cutie mark talents 64 Ladder 83
D Lamp 83
Level 0 89
Dice 9, 10, 40, 54, 57, 59, 61, 64, 71 Leveling up 86
Difficulty Chart 53 Levels 3, 86, 88, 89
Downgrading die rolls 61 Locate 68
E M
Earth pony 6, 14, 16, 17, 24, 25, 30, 65, 66, 67, Magical talents 65
69, 77, 89 Mind 16, 25, 40, 41, 42, 43, 57, 60, 66, 67, 70,
Elements of Harmony 3, 15, 34, 76, 77, 95 71, 76, 82, 86, 87, 89
Equipment 3, 18, 59, 80, 81, 82, 83 Musical Instrument 83
Exploding Hoof 56
N
F
Narrator 6
Fly 17, 29, 57, 67, 81, 89
Food (extravagant meal) 81 P
Food (simple meal) 81 Pegasus 14, 16, 17, 24, 26, 28, 28, 29, 30, 65, 66,
Food (snack) 81 67, 77, 89, 99
Forcefield 66 Pole 83
148
Ponybalm (5 uses) 83 Special Skill 69
Pony character 6, 14, 24, 25, 27, 29, 34, 40, 48, Stamina 16, 25, 42, 43, 46, 52, 53, 58, 59, 60, 67,
80, 92, 93, 97 69, 81, 82, 83, 87, 89
Pony Name 18, 152 Stare (The) 70
Pony of all trades 66 Storyteller 6
Pony Sense 68 Storytelling game 6
Pony Sheet 14, 15, 16, 17, 18 Stout Heart 17, 25, 69, 89
Pony Type 14 Stun Ray 69
Portrait 18, 77, 88, 152
T
Price list 81
Talents 3, 17, 18, 25, 29, 64, 65, 66, 87
Q
Telekinesis 17, 27, 55, 70, 81, 89
Quirks 3, 18, 71, 72 Teleport 70
Telescope 83
R
Tests 3, 9, 46, 47, 52, 67
Re-rolls 61 The Stare 70
Restricted talents 65 Tokens of Friendship 8, 19, 46, 47, 48, 49, 56, 71,
Role-playing game 6, 7, 93, 98 87, 88
Rope 83 Traits 3, 40, 86
S U
Saddlebags 83 Unicorn 6, 14, 16, 17, 18, 24, 26, 27, 28, 30, 55,
Scuffles 58 65, 66, 68, 70, 76, 77, 89, 93
Shovel 83 Untrained challenges 60
Spade 83 Untrained tests 60
Speak With Animals 68 Upgrading dice rolls 61
149
And there’s more!
Keep exploring Equestria and enjoying your adventures with our range of useful gaming aids and
expansion books for Tails of Equestria. Note that some of the artwork shown here may vary when
production is finalized.
Adventures
Each of these books gives you a new story and all
the details the GM is going to need to run a fun and
challenging adventure. The first one can be found in
The Curse of the Statuettes expansion set, which also
includes a pad of Pony Sheets, a set of role-playing dice,
and a GM screen – the screen allows the GM to keep all
information that the players cannot see (yet) secret. It also
includes core information for quick reference.
Tokens of
Friendship
These fragments of pure
crystallized Friendship allow
you to keep track of the
Tokens of Friendship you
have earned. And it’s much
nicer to actually hand out a
shiny crystal when you give
it as a present to a friend.
150
Tails of Equestria Role-playing Dice
These are three different sets of Tails of Equestria role-playing dice—sets specific for Pegasi, Unicorns,
and Earth Ponies. Each set includes a mini-adventure.
The
Bestiary
Eq u o f
e s tri a
Expansion Books
These supplements are vital guides and
collections of information for the GM and the
players alike. The first example of these is The
Bestiary of Equestria—a source of knowledge
An Expans
io
about the many creatures and races that
n Book fo
r
inhabit the magical land of Equestria.
151
Pony Name: r iendship
..............................................................................
F
Player Name: ........................................................................
Level: ........................................................................................................
Max Current
Stamina: ................................................. ........................................................................................................................................................
Cutie Mark