Whinnystrad

The House Of Enchanted Comics, Part Three

Whinnystrad

Give the party a bit of time to gather their wits and decide what they want to do. As the party travels through the forest, make a few calls for checks reflecting the characters' awareness, in order to really let the party know that something is following them. Once things begin to cool down, the Headless Horse appears from the shadows, ready to chase down the PCs.

The Headless Horse is meant primarily as a chase scene, in order to drive the characters into Castle Blucher. Each turn, the Headless Horse chases after the PCs. The group can use any method they choose to try and escape, and together must accumulate 10 total successful checks to get away from the Headless Horse. On a failed roll, the Headless Horse deals Health or Willpower damage to the character whose roll failed, depending on which is more appropriate. (For example, a character who fails in an attempt to run away from the Headless Horse might trip over a loose root or rock and take Health damage, while a character who fails to hide might take Willpower damage from the fright of being found.)

After the party has accumulated a total of 10 successful checks, they cross a bridge to Castle Blucher, and the Headless Horse gets left behind, waiting at the bridge, unable to cross it. The only way forward is into the castle…

Castle Blucher

Once inside Castle Blucher, the party is free to explore the castle as they wish. Excepting the main hall and the upstairs hallway which connect the rooms together, there are five total rooms in the castle. These rooms will be elaborated on in further detail below.

The First Floor, Left Door

The library is easily the largest room in the castle, taking up the entire north wing of the castle, both the first and second floors. The library contains not much in the way of help, but it does contain one important clue for defeating the Vampony Queen: the large device in the center of the second floor is an orrery, a device for observing and recording astrological data. The orrery points out the layout of the castle; namely that the library is located in the north wing, and that the castle entrance, as well as the windows in the Vampony Queen’s lair, face to the east.

Otherwise, the library is relatively unremarkable, at least from a plot perspective. The books lining the walls cover nearly any subject the party can imagine, and the room provides a bit of a safe haven from the dangers of the rest of the castle. Finally, the elevators in the library can be used to quickly move between the first and second floors of the castle (although they haven’t seen too much use of late. After all, the Vampony Queen and her minions can all fly!)

The First Floor, Right Door

Inside the banquet hall are six Vampony thralls, who will immediately pounce upon any intruders to the room in a feeding frenzy. The thralls are easily dispatched minions, but serve as a warning to the party to travel carefully through the haunted castle.

The Second Floor Hallway

The Second Floor, Right Doors

These two doors merely continue the library, and are connected via the elevators to the library room below.

The Second Floor, First Door on the Left

This door is stuck, and if the party wishes to get through it, they need to make a check to push open the door. However, the only thing on the other side of the door is a slide down to the banquet hall below. If the party hasn’t cleared out the vampony thralls in the banquet hall already, the poor pony who opens the door will crash right down into the table, right in the middle of the thralls.

The Second Floor, Second Door on the Left

This room is the Vampony Queen’s bedroom. In the room, the party will find several personal objects of the Vampony Queen, including a small, ragged, plush dog with a collar reading “Sprinkles.” On one wall hangs a magnificent painting of Cloudsdale, with a scenic vista below. Finally, if the party searches underneath the casket, they discover a small book; the Vampony Queen’s diary. The diary is sealed with a lock, but can be opened with a check. Inside the diary is an account spanning almost a hundred years, from the Vampony Queen’s childhood in Cloudsdale as a pegasus named Rain Blossom, to her days spent traveling with a handsome young stallion named Aluclop, to his eventual betrayal and the Vampony Queen’s conversion to undeath. The information in the diary aids the party greatly in any attempts to talk down the Vampony Queen, acting as an appropriate tool for any such check.

The Second Floor, the Final Door at the End of the Hallway

The Vampony Queen is a difficult opponent, fighting off any attempt to pin her. Typically, she will fly into the air, out of reach of anypony in the party who cannot fly, and attempt to use her compelling voice to turn the party against one another. This attack requires a check to resist, and deals Willpower damage on a failed check. If the target is Sidelined, they are stunned, torn between loyalty to their friends and the Vampony Queen’s compelling voice. As a special rule, characters with Loyalty as their Guiding Element gain a +2 bonus against the Vampony Queen's voice.

  • The Vampony Queen cannot be defeated by force. Instead, the party has three options for defeating her:
  • Sunrise: First, if the party is able to last 15 rounds against the Vampony Queen, the sun will rise, pouring through the east-facing windows and causing the Vampony Queen to dissolve into dust.
  • Appeal: The party may also be able to talk down the Vampony Queen, getting her to repent her evil ways and use her immortal gifts for good. Doing so requires the group to make several difficult checks, which of course can be helped if the group found the Vampony Queen’s diary or personal effects.
  • Flee: Finally, if the battle is truly going poorly, the party can run, to try to escape the castle – pursued, naturally, by the Vampony Queen.

The group is transported back to the Enchanted Comic Shop the moment they leave the castle, or as soon as the Vampony Queen is defeated.

Back in the Shop

Page remains silent on petty issues such as “What the hay was that?” and “How does that work?”, simply switching the direction of the conversation to the other two featured books if they have not yet been completed.