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Communal Let's Play: Grailquest, Realm of Chaos


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Poll: Communal Let's Play: Grailquest, Realm of Chaos (6 member(s) have cast votes)

(Not picking option 1 at this juncture would be foolhardy)

  1. Turn to 2! We like diving right in! (2 votes [33.33%])

    Percentage of vote: 33.33%

  2. This poll is meaningless, I'm going to turn to 1 anyway. (4 votes [66.67%])

    Percentage of vote: 66.67%

Shall we visit the Village of Glastonbury, or the Castle of Camelot?

  1. Glastonbury Village! (34) (1 votes [50.00%])

    Percentage of vote: 50.00%

  2. Camelot Castle! (17) (1 votes [50.00%])

    Percentage of vote: 50.00%

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#121 canas is back

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Posted 29 October 2012 - 09:13 PM

I still like heading westward

#122 Showsni

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Posted 31 October 2012 - 06:50 PM

Then (north) westward we go!

97



The passage runs south-east to 61 and north-west to 77.


Guess we'll continue onwards...

77


The passage runs south-east to 97 and forks north-west to 83, north-east to 93.


So, do we continue north-westerly or veer off north-easterly? (Or return to the crossroads and try a different branch.)


#123 Sir Deimos

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Posted 31 October 2012 - 08:30 PM

... o_o I'm lost. Westerly.

#124 canas is back

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Posted 31 October 2012 - 10:12 PM

West

#125 Steel Samurai

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Posted 01 November 2012 - 08:53 AM

Sure. Why not.

#126 Showsni

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Posted 01 November 2012 - 02:27 PM

And if it's a dead end we'll try the north-east branch.

83



The passage runs south-east to 77 and ends in a blank wall to the north-west.

There is, however, a pit trap here. Roll one die. Score 3 or more and you avoid it successfully. Score below three and you'd better fall to 69.


We roll... 3! We avoid the trap.

So, as promised, I'll explore the other branch...

93



The passage runs south-west to 77 and ends in a blank wall to the north-east.

There is, however, a pit trap here. Roll one die. Score 3 or more and you avoid it successfully. Score below three and you'd better fall to 88.


Seem familiar? We roll a... 4!

Now, I did say I might cheat at one point. This is that point. I'm going to pretend that four was a two.

Oh no! We fall down the pit trap!

88



Roll two dice to determine how many LIFE POINTS you have lost falling down this stupid pit. If the result kills you, go to 14.

If not, you can climb back up to
93 and proceed from there.

Or alternatively, you may take the secret passage from the bottom of the pit to
95.


We lose 4 + 5 = 9 hit points. I'll assume the lizard man climbed down safely behind us. But it's a small price to pay for finding the secret passage! I'll give you 1 exp for that.

PIP's LIFE POINTS 25 Starting: 44

EXPERIENCE POINTS: 7

EQUIPMENT

EJ: hits on roll of 4+, causes 5 extra damage
Dragonskin jacket: Deducts 4 from damage done to you
Axe
Boots
Fishing Rod
Knife
Rope (50' coil)
Rations (1 week's supply)
Stockyard Key
Parchment in a bottle - "There's a secret entrance to Camelot at 60."
Abbot's advice - go to Camelot via 60, find Pendragon's Mirrored Shield, head for the Tor, defeat the Guardian Wyrm, enter the Astral Plane
Green Stone - Summons a Green Dragon at page 12. 2 charges remaining
Lizardman trio, hit at 6 for +2 damage
ALAN: 4/10 LP (KO'ed)
BOB: 5/10 LP (KO'ed)
CHARLIE: 7/10 LP

Healing Potions: 1 Potion (2/6 doses left), 1 Salve (5/5 applications left)
Gold Pieces: None
Deaths: 2 (drowned in the duckpond twice)


I find it a little unfair that the only way out of this maze is to fall down one random pit trap. There's no indication or anything, and you'd really have to visit every single room before you got desperate enough to try and fall down the pits.

Anyway, shall we take the secret passage?

Edited by Showsni, 01 November 2012 - 02:28 PM.


#127 frogmonkeys

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Posted 01 November 2012 - 02:38 PM

lol since you said it's the way out of the maze! I say yeah! :P

#128 Sir Deimos

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Posted 01 November 2012 - 02:42 PM

Sure. o_o

#129 Showsni

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Posted 01 November 2012 - 02:47 PM

95



The secret passage emerges through a sliding panel into a dank stone cell, dimly-lit by a grey glow filtering through a high slit window. There is a pile of filthy straw in one corner and the broken remains of a clay bowl in the other. Apart from this, the cell is empty. It seems obvious you have found your way into Camelot dungeons, the network of tunnels and cells used to house those who have incurred the displeasure of the King. Once thrown into a cell like this, you could remain forever, or until you rot, whichever was the sooner. Fortunately, however, the door of this cell is lying open.

Which means you can zip through it quickly to 68 or take time to search it at 104.


Edited by Showsni, 01 November 2012 - 02:48 PM.


#130 frogmonkeys

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Posted 01 November 2012 - 02:52 PM

well we all know I like searching and looting, but I also seem to get us killed..... so.... I say search! lol

#131 Sir Deimos

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Posted 01 November 2012 - 03:04 PM

104.

#132 canas is back

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Posted 01 November 2012 - 03:39 PM

Search

#133 Steel Samurai

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Posted 01 November 2012 - 06:53 PM

Search it.

#134 Showsni

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Posted 08 November 2012 - 05:15 PM

Okay, we'll search.

104



Nope, nothing here of use to man or beast.

Now you can zip off to 68 with a clear conscience.


But it was just as well to be sure!

68



You find yourself in a dimly-lit corridor running due north/south. The cell with its open door lies to the east, while a second corridor runs westwards, its entrance facing the cell door.

South will take you to 91, north to 75, west to 100 and east to 95.


Yes, this is much better than a cave.


#135 Steel Samurai

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Posted 08 November 2012 - 09:22 PM

West first, then, if dead end, north.

#136 Sir Deimos

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Posted 08 November 2012 - 09:34 PM

Agreed.

#137 Showsni

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Posted 14 November 2012 - 04:48 PM

West to 100...

100***B


Trouble! The corridor runs west into a guardroom (and east to 68) housing three of the most unpleasant-looking guards you have ever seen. They were obviously men at one time, but the Curse seems to have gotten to them so that they are now all covered in fungus, like the castle itself. This does absolutely nothing to improve their appearance.

Or their temper, come to that, since they have leapt forwad to attack you furiously. You may, however, bribe one or more of them at 1,000 gold pieces each (assuming you have the loot and they accept) in which case they will let you run back to 68 (but will NOT let you go west beyond the guardroom).

If you can't or don't want to bribe, you will need to know each fungoid guard has 25 LIFE POINTS, strikes on 5 or better and does +3 damage with his rusty sword.

If you manage to kill all three guards, you may return to
68 if you wish, or move west to 82.


Okay, so what's our strategy here? We don't have any gold, so we're going to have to fight; do we heal up with potions and salves first? Send the lizardman in to attack? Heal the two unconscious lizardmen and send them in to attack? And assuming we win, which way do we head?

PIP's LIFE POINTS 25 Starting: 44

EXPERIENCE POINTS: 7

EQUIPMENT

EJ: hits on roll of 4+, causes 5 extra damage
Dragonskin jacket: Deducts 4 from damage done to you
Axe
Boots
Fishing Rod
Knife
Rope (50' coil)
Rations (1 week's supply)
Stockyard Key
Parchment in a bottle - "There's a secret entrance to Camelot at 60."
Abbot's advice - go to Camelot via 60, find Pendragon's Mirrored Shield, head for the Tor, defeat the Guardian Wyrm, enter the Astral Plane
Green Stone - Summons a Green Dragon at page 12. 2 charges remaining
Lizardman trio, hit at 6 for +2 damage
ALAN: 4/10 LP (KO'ed)
BOB: 5/10 LP (KO'ed)
CHARLIE: 7/10 LP

Healing Potions: 1 Potion (2/6 doses left), 1 Salve (5/5 applications left)
Gold Pieces: None
Deaths: 2 (drowned in the duckpond twice)



#138 Sir Deimos

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Posted 14 November 2012 - 05:58 PM

Can't we sick the dragon on them?

#139 Steel Samurai

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Posted 14 November 2012 - 06:40 PM

I vote we adventure into dreamtime again to heal.

#140 frogmonkeys

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Posted 18 November 2012 - 06:07 PM

I like the dragon idea too!

can we just go into dreamtime anytime? cuz if we can it may be worth it to do that first though...

#141 Showsni

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Posted 20 November 2012 - 09:26 PM

You can head into dreamtime anytime you aren't, you know, actively being set upon by three fungal guardsmen. Or similar. I don't think they'd let you pause for a quick nap before attacking them.

Okay, let's risk the dragon!

Remember, we have to roll, then roll higher.

First roll! A 1.

We have an eighty three percent chance of success!

Second roll! A 6.

That's like a natural twenty or something.

The dragon is happy to fight for us!

Remember, he has 40 LP, does an auto ten damage on any hit, and has an instant kill attack.

Who goes first?

Green Dragon rolls: 3 + 1 = 4
Guard 1 rolls: 4 + 3 = 7
Guard 2 rolls: 4 + 4 = 8
Guard 3 rolls: 3 + 1 = 4
Pip rolls: 3 + 5 = 8
Lizardman Charlie rolls: 2 + 3 = 5

So, combat order of

Pip, Guard 2, Guard 1, Charlie, Guard 3, Green Dragon.

P: 25 G2: 25 G1: 25 C: 7 G3: 25 GD: 40

Pip strikes!
2 + 2 = 4, hit! 5 damage.

P: 25 G2: 20 G1: 25 C: 7 G3: 25 GD: 40

Guard 2 strikes!
3 + 3 = 6, hit! 4 damage.

P: 25 G2: 20 G1: 25 C: 7 G3: 25 GD: 36

Guard 1 strikes!
3 + 5 = 8, hit! 6 damage.

P: 25 G2: 20 G1: 25 C: 7 G3: 25 GD: 30

Charlie strikes!
4 + 5 = 9, hit! 5 damage.

P: 25 G2: 15 G1: 25 C: 7 G3: 25 GD: 30

Guard 3 strikes!
3 + 1 = 4, miss.

P: 25 G2: 15 G1: 25 C: 7 G3: 25 GD: 30

Green Dragon breathes!
4 + 3 = 7, hit! 10 damage.

P: 25 G2: 5 G1: 25 C: 7 G3: 25 GD: 30

G2 is KOed!

Pip strikes!
1 + 4 = 5, hit! 6 damage.

P: 25 G2: 5 G1: 19 C: 7 G3: 25 GD: 30

Guard 1 strikes!
4 + 6 = 10, hit! 8 damage.

P: 25 G2: 5 G1: 19 C: 7 G3: 25 GD: 22

Charlie strikes!
1 + 4 = 5, miss.

P: 25 G2: 5 G1: 19 C: 7 G3: 25 GD: 22

Guard 3 strikes!
4 + 1 = 5, hit! 3 damage.

P: 25 G2: 5 G1: 19 C: 7 G3: 25 GD: 19

Green Dragon breathes!
3 + 6 = 9, hit! 10 damage.

P: 25 G2: 5 G1: 9 C: 7 G3: 25 GD: 19

Pip strikes!
6 + 3 = 9, hit! 10 damage.

G1 is killed!

P: 25 G2: 5 G1: 0 C: 7 G3: 25 GD: 19

Charlie strikes!
2 + 3 = 5, miss.

P: 25 G2: 5 G1: 0 C: 7 G3: 25 GD: 19

Guard 3 strikes!
1 + 5 = 6, hit! 4 damage.

P: 25 G2: 5 G1: 0 C: 7 G3: 25 GD: 15

Green Dragon breathes!
4 + 6 = 10, hit! 10 damage.

P: 25 G2: 5 G1: 0 C: 7 G3: 15 GD: 15

Pip strikes!
6 + 4 = 10, hit! 11 damage.

P: 25 G2: 5 G1: 0 C: 7 G3: 4 GD: 15

G3 is KOed!

Battle won!

His work done, the green dragon vanishes in a puff of alchemical smoke... Should you call on him again, he'll be fully healed.

I should say that's worth an experience point. And I'll give you another one for taming the dragon again.

PIP's LIFE POINTS 25 Starting: 44

EXPERIENCE POINTS: 9

EQUIPMENT

EJ: hits on roll of 4+, causes 5 extra damage
Dragonskin jacket: Deducts 4 from damage done to you
Axe
Boots
Fishing Rod
Knife
Rope (50' coil)
Rations (1 week's supply)
Stockyard Key
Parchment in a bottle - "There's a secret entrance to Camelot at 60."
Abbot's advice - go to Camelot via 60, find Pendragon's Mirrored Shield, head for the Tor, defeat the Guardian Wyrm, enter the Astral Plane
Green Stone - Summons a Green Dragon at page 12. 1 charge remaining
Lizardman trio, hit at 6 for +2 damage
ALAN: 4/10 LP (KO'ed)
BOB: 5/10 LP (KO'ed)
CHARLIE: 7/10 LP

Healing Potions: 1 Potion (2/6 doses left), 1 Salve (5/5 applications left)
Gold Pieces: None
Deaths: 2 (drowned in the duckpond twice)



Right! Having dispatched the guards, we can try healing up either in the dreamtime or via potions/salves, and then we can choose to return to where we were or move to where they were guarding (thatis, west.) What's it to be?[/acronym]

#142 canas is back

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Posted 20 November 2012 - 09:30 PM

Let us rest

#143 frogmonkeys

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Posted 20 November 2012 - 09:46 PM

I second that!

#144 Steel Samurai

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Posted 20 November 2012 - 10:06 PM

Dreamtime, then continue onwards to where the guards were.

#145 Sir Deimos

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Posted 20 November 2012 - 10:39 PM

I concur.

#146 Showsni

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Posted 21 November 2012 - 03:38 PM

Okay, we'll risk some dreamtime.

I don't see why the lizardmen can't attempt to sleep too.

We roll a... 3, so we are heading to the dreamtime.

3 + 4 = 7, so to section 7!

You have travelled forward in Time to a banquet put on by the Borgia family. Faced with a blue goblet and a red goblet, you must decide on which to drink. Throw one die to make your decision. Score up to 3 and it's the red goblet which is full of curare guaranteed to remove half your LIFE POINTS quick as wink. Score above 3 and you get to drink from the blue goblet full of hemlock which, in this dream if nowhere else, will add half your existing LIFE POINTS to your total.


We roll... 2. So, we're down to 13 LP. This is going great!

Let's try that again.

A... 5! Peaceful sleep with no dreams. We and the lizards heal 2 + 4 = 6 LP.

Pip: 19, Alan, Bob and Charlie all back to full 10 LP.

Try again! We get 2. Okay, another dream...

6 + 6! Dream 12. Rarest of all the dreams!

You meet up with a warthog and are smitten by an almost irresistable urge to chew its ear. The creature (which has 22 LIFE POINTS, hits on 5 and does +3 damage) prefers you to leave its ears alone. You may do so by returning to the section where you SLEPT. If you insist on chewing its ear, you must fight to the death first.


I'd ask if we want to try and fight to the death (with no weapon or armour, remember) but that would be a very silly thing to do, so I'll assume not. We wake up and avoid the temptation.

Let's sleep again!

3, so we dream, and then 6... We're back in the lizard infested swamp.

You find yourself in a swamp infested with Lizard Men. Each has 10 LIFE POINTS, hits on 6 and does +2 damage. Throw one die to find out how many you will have to fight. If they kill you, go to 14. Those that you kill may be taken out of the dream to fight for you (until you or they are killed) in your adventure.


We're beset by another (rolls) 3 Lizardmen!

I'll assume we have our own Lizardmen with us, since they were originally dream creatures. So...

Alan vs. Dave

Roll for initiative! Alan gets 1 + 1, Dave gets 5 + 3.

Dave strikes!
4 + 2 = 6, hit! 2 damage.

Alan: 8 Dave: 10

Alan strikes!
1 + 4 = 5, miss.

Dave srikes!
4 + 1 = 5, miss.

Alan strikes!
2 + 6 = 8, hit! 4 damage.

Alan: 8 Dave: 6

Dave strikes!
5 + 3 = 8, hit! 4 damage.

Alan is KOed!
Pip steps in.

Pip strikes!
6 + 6 = 12, hit! 6 damage.

Dave is KOed!

Bob vs. Ed

Roll for initiative...
Bob gets 2 + 6 = 8, Ed gets 6 + 2 = 8.

Bob strikes!
4 + 6 = 10, hit! 6 damage.

Ed is KOed!

Charlie vs. Fred

Roll for initiative...
Charlie gets 6 + 3 = 9, Fred gets 4 + 4 = 8.

Charlie strikes!
1 + 2 = 3, miss.

Fred strikes!
6 + 4 = 10, hit! 6 damage.

Charlie is KOed!
Pip and Bob step in.

Bob strikes!
3 + 3 = 6, hit! 2 damage.

Fred: 8LP

Pip strikes!
4 + 5 = 9, hit! 3 damage.

Fred is KOed!

We've won three more lizardmen to fight for us, but Alan and Charlie are both KOed now.

Pip: 19 LP, Alan: 4 LP, Charlie: 4 LP, Bob, Dave, Ed and Fred: 10 LP.

We're amassing quite an army.

Okay, let's try and heal again...

1, followed by 3 + 4 = 7. Back to the Borgia's party.

We roll 5, and drink from the good cup this time. Pip gies from 19 LP to 29 LP!

Sleep again!

4, followed by 2 + 1 = 3.

A practitioner ofVoodoo has made a wax doll in your likeness and is about to bathe it in a vat of healing ointment. Throw one die. Score above 3 and you are entitled to a double dice roll of LIFE POINTS. Score 3 or less and the foul mixture actually deducts a double dice roll of LIFE POINTS. (If this kills you, go to 14.)


With a roll of ...6! We gain... 3 + 5 = 8 LP.

Pip: 37 LP.

Okay, that's quite enough messing around in the dreamtime for now. Let's head onwards!

West from the guardroom takes us to...

82


Stairs going up, Pip! This is always an exciting find. (And sometimes even as dangerous as stairs going down.)

If you want to climb those stairs, turn to 102.

If not, you can return via the guardroom (where you will have no further hassle from the fungus-bonces) to 68.


Well, no point returning now, so I guess we press onwards.

102



The stairs emerge into an open hallway, empty of anything nasty (or anything nice for that matter) and with exits north, south, west and east.

The northern exit leads to 128; the south to 136; the west to 145; the east to 100.


So I guess that east one is back via the way we came. Which exit should we take, then?

I'll give you some EXP for surviving all those dreams.

PIP's LIFE POINTS 37 Starting: 44

EXPERIENCE POINTS: 12

EQUIPMENT

EJ: hits on roll of 4+, causes 5 extra damage
Dragonskin jacket: Deducts 4 from damage done to you
Axe
Boots
Fishing Rod
Knife
Rope (50' coil)
Rations (1 week's supply)
Stockyard Key
Parchment in a bottle - "There's a secret entrance to Camelot at 60."
Abbot's advice - go to Camelot via 60, find Pendragon's Mirrored Shield, head for the Tor, defeat the Guardian Wyrm, enter the Astral Plane
Green Stone - Summons a Green Dragon at page 12. 1 charge remaining
Lizardman trio, hit at 6 for +2 damage
ALAN: 4/10 LP (KO'ed)
BOB: 10/10 LP
CHARLIE: 4/10 LP (KO'ed)
DAVE: 10/10 LP
ED: 10/10 LP
FRED: 10/10 LP

Healing Potions: 1 Potion (2/6 doses left), 1 Salve (5/5 applications left)
Gold Pieces: None
Deaths: 2 (drowned in the duckpond twice)




#147 canas is back

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Posted 21 November 2012 - 03:42 PM

west

#148 Sir Deimos

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Posted 21 November 2012 - 05:42 PM

Sure. West!

#149 Showsni

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Posted 22 November 2012 - 05:33 PM

Westward ho!

145



The corridor runs west for perhaps a hundred feet before ending in a door on which a notice states prominently:

DANGER
KEEP OUT


You may, of course, ignore this warning by opening the door at 177. Or you can backtrack to 102.


Should we open the door, or backtrack? If you want to backtrack, choose a different direction to head from 102.

Edited by Showsni, 22 November 2012 - 05:33 PM.


#150 Sir Deimos

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Posted 22 November 2012 - 07:10 PM

... open sesame!




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