
Communal Let's Play: Grailquest, Realm of Chaos
#61
Posted 02 September 2012 - 04:38 AM
#62
Posted 02 September 2012 - 06:41 AM

#63
Posted 03 September 2012 - 11:22 AM
The game warned you that this might be a one time only thing. It warned you that this might be cursed. But did you listen? No!
12
A flash of light so brilliant that it blinds you, a puff of smoke so acrid that it chokes you, a crash of thunder so loud that it deafens you, a surge of energy so strong that it leaves you speechless, all for a second.
You are in a right mess for a short time (deaf, dumb, blind and choking), but fortunately the light fades, the smoke clears, the noise stops and the energy forms itself into an eighteen feet long scaly green creature breathing fire down its nose.
For an adventurer of your experience, it can only be one thing: an alchemical Green Dragon!
Careful, Pip, this brute will have your throat out as quick as look at you. Green Dragons have 40 LIFE POINTS and very bad breath which will do you 10 points of damage on any successful hit. They also have an interesting bit of magic that allows them, on a throw of 12, to transmute you into solid gold (which is a very spectacular way to get killed). The point about this particular Green Dragon is that you can call it up only three times in all, this time being one of them, and if you're lucky it will fight on your behalf during battle combat each time you call it. But you do have to be lucky. Roll one die and make a note of your score. Now roll again and if you fail to roll higher the second time than the first, then the brute will attack you right now and fight to the death. If, however, you manage to roll higher the second time, you can set it on anything that happens to be hassling you just now.
Right: now you've finished playing with dragons, you should return to the section you just left and get on with some serious adventuring.
So, let's see if it's in a friendly mood. First roll is... 4. We have to roll a 5 or 6. We roll a... 3. Looks like we're fighting to the death.
Roll to see who goes first!
Pip: 3 + 2 = 5.
Green Dragon: 2 + 2 = 4. Pip hits first.
PIP***GREEN DRAGON
38*********40
Pip rolls... 4 + 3 = 7. Hit! 8 damage.
PIP***GREEN DRAGON
38*********32
Green Dragon rolls... 6 + 4 = 10. Hit! 4 damage + 10 breath damage - 4 armour = 10 damage.
PIP***GREEN DRAGON
28*********32
Pip rolls... 5 + 2 = 7. Hit! 8 damage.
PIP***GREEN DRAGON
28*********24
Green Dragon rolls... 2 + 2 = 4. Miss!
PIP***GREEN DRAGON
28*********24
Pip rolls... 5 + 3 = 8. Hit! 9 damage.
PIP***GREEN DRAGON
28*********15
Green Dragon rolls... 1 + 4 = 5. Miss!
PIP***GREEN DRAGON
28*********15
Pip rolls... 2 + 5 = 7. Hit! 8 damage.
PIP***GREEN DRAGON
28*********7
Green Dragon rolls... 2 + 4 = 6. Hit! 6 damage.
PIP***GREEN DRAGON
22*********7
Pip rolls... 1 + 2 = 3. Miss.
PIP***GREEN DRAGON
22*********7
Green Dragon rolls... 4 + 5 = 9. Hit! 9 damage.
PIP***GREEN DRAGON
13*********7
Pip rolls... 5 + 6 = 11. Hit! 12 damage. Pip wins!
Well, that was a hard fought match. I'll give you an experience point for figuring out what the stone does, and another for beating the dragon. The stone has two charges remaining. Pip is fairly injured; you might want to use an elixir or salve to cure him. Or maybe try to take a nap. (Or use the salve, then nap, or... you get the idea.) Decide, then choose what to do next!
PIP's LIFE POINTS 13 Starting: 44
EXPERIENCE POINTS: 4
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."
Green Stone - Summons a Green Dragon at page 12. 2 charges remaining
Healing Potions: 1 Potion, 1 Salve
Gold Pieces: None
Deaths: 2 (drowned in the duckpond twice)
#64
Posted 03 September 2012 - 11:58 AM

#65
Posted 03 September 2012 - 12:10 PM
#66
Posted 03 September 2012 - 12:15 PM

#67
Posted 03 September 2012 - 01:11 PM
#68
Posted 03 September 2012 - 02:51 PM
#69
Posted 03 September 2012 - 03:25 PM
We roll... 6! A calming sleep with no dream. We heal... 6 + 5 = 11 LIFE POINTS.
24/44... Let's try sleeping again.
We roll... 6! And heal 1 + 6 = 7. This is going well!
31/44
Once more for luck!
We roll: 3. Oops.
Dreamtime has its own set of rules, as follows:
This section is used ONLY when you decide to SLEEP. If the dice direct you here, follow these rules:
1. You enter the Dreamtime with your LIFE POINTS at the exact level they were at when you decided to Sleep.
2. You have no magic, weapons or armour, except those which you may be given in a Dreamtime encounter.
3. You may takenothing back from the Dreamtime.
4. Any LIFE POINTS you lose in the Dreamtime must be deducted from your actual LIFE POINTS. If you are killed in the Dreamtime, you are really killed and must go direct to the dreaded Section 14.
Now enter the Dreamtime by throwing two dice and going to the section indicated by your score.
To operate the DREAMTIME, throw two dice and check the result below. If you survive, you can then return to the section where you decided to SLEEP.
We roll... 5 + 5 = Dream number 10.
Entering a musty cave, you discover a coded scroll which you carefully decipher to find it is a new and unknown spell. Hurriedly you pronounce the mystic word SPIELUNKER... and find yourself back in the section where you SLEPT, where you may or may not decide to sleep again.
Slightly anticlimactic? Unless we need that spell later. That's probably enough healing for the time being, I suppose. Shall we explore Glastonbury more? (Choose a number on the map) Fight the monks? Or visit Camelot? (Or, I don't know, waste our remaining two dragon charges.)
#70
Posted 03 September 2012 - 04:23 PM
#71
Posted 07 September 2012 - 08:33 PM
This time, we roll a... 2. To the Dreamtime!
Section... 2 + 4 = 6.
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 facing... 3 Lizard Men.
Lizard Man A vs. Pip!
Roll for initiative! Pip gets 5 + 2 = 7. Lizard Man A (let's call him Alan) gets 3 + 4 = 7. Try again... Pip 2+3, Alan 6+1.
You know, really I ought to be checking for Friendly Reactions on these fights. Let's see... 1 vs. 1, 5, 4. No.
ALAN****PIP
10*******31
Alan rolls 5 + 3 = 8 and does 4 damage.
ALAN****PIP
10*******27
Pip rolls 3 + 1 = 4 and misses.
ALAN****PIP
10*******27
Alan rolls 6+3 = 9 and does 5 damage.
ALAN****PIP
10*******22
Pip rolls 5 + 5 = 10 and does 4 damage.
ALAN****PIP
6*******22
Alan rolls 6 + 4 = 10 and does 6 damage.
ALAN****PIP
6*******16
Pip rolls 6 + 1 = 7 and does 1 damage. Alan is knocked out!
Pip easily finished Alan off, and Bob takes up the challenge!
Roll for initiative: Pip gets 3 + 5 = 8, Bob gets 1 + 5 = 6.
BOB****PIP
10******16
Pip rolls 5 + 1 = 6 and hits for 0 damage.
BOB****PIP
10******16
Bob rolls 4 + 6 = 10 and hits for 6 damage.
BOB****PIP
10******10
Pip rolls 5 + 4 = 9 and hits for 3 damage.
BOB****PIP
7******10
Bob rolls 2 + 4 = 6 and hits for 2.
BOB****PIP
7*******8
Pip rolls 2 + 6 = 8 and hits for 2. Bob is knocked unconscious, and Pip finished him off. Lizard Man Charlie steps up to bat!
Roll for initiative... Pip gets 2 + 1 = 3. Charlie gets 4 + 2 = 6.
CHARLIE****PIP
10***********8
Charlie rolls 1 + 4 = 5 and misses.
CHARLIE****PIP
10***********8
Pip rolls 2 + 5 = 7 and does 1 damage.
CHARLIE****PIP
9***********8
Charlie rolls 2 + 1 = 3 and misses.
CHARLIE****PIP
9***********8
Pip rolls 6 + 1 and hits for 1.
CHARLIE****PIP
8***********8
Charlie rolls 1 + 1 and misses.
CHARLIE****PIP
8***********8
Pip rolls 5 + 6 = 11 and hits for 5. Charlie is knocked out! Pip wins!
Just barely... Okay, upon awakening Pip has the fully healed Lizard Men trio to fight for him! Unfortunately he's back on 8 health. Do we try to heal up with items now, or risk sleeping again? (As you can see, fights in the dreamtime are a lot tougher without EJ and your armour).
#72
Posted 07 September 2012 - 09:56 PM
#73
Posted 07 September 2012 - 10:10 PM

#74
Posted 10 September 2012 - 07:43 PM
4 + 1
1 + 3
4 + 6
6 + 4
back to 37/44!
PIP's LIFE POINTS 37 Starting: 44
EXPERIENCE POINTS: 5
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."
Green Stone - Summons a Green Dragon at page 12. 2 charges remaining
Lizardman trio, each on 10 LIFE POINTS, hit at 6 for +2 damage
Healing Potions: 1 Potion (2/6 doses left), 1 Salve (5/5 applications left)
Gold Pieces: None
Deaths: 2 (drowned in the duckpond twice)
So, next we can attack the monks, explore one of the remaining places in the village, or visit the castle (by the regular route or the secret one).[/acronym]
#75
Posted 10 September 2012 - 07:50 PM
#76
Posted 10 September 2012 - 08:48 PM
#77
Posted 11 September 2012 - 12:32 AM
#78
Posted 15 September 2012 - 09:59 AM

#79
Posted 15 September 2012 - 11:50 AM
25
"Stand aside, Brothers!" you warn, drawing old EJ. "Otherwise I shall hack you into holy stock cubes!"
But the monks smile at you benignly. "If you kill us, good sir, the hand of the Almighty will surely strike you down stone dead with a bolt of lightning, while we, on the other hand, are perfectly at liberty to batter you all the way to 14 snce Right is on our side."
This is a troublesome position to be in, if you believe that ecclesiastical rubbish. Should you still wish to fight them, turn to 31. But you still have the option of backing off and going to another numbered section of your map.
Or, once again, are you sure you want to do that?
#80
Posted 15 September 2012 - 11:56 AM
#81
Posted 15 September 2012 - 02:37 PM
#82
Posted 23 September 2012 - 12:35 PM
31
You hurl yourself forward and the fight is on!
Each monk has 20 LIFE POINTS and while unarmed will strike successfully on a throw of 5 or better and do +3 damage with bare hands on account of their martial training. They will surrender abjectly if you manage to bring their LIFE POINTS below 5, and you can then turn to 48: but should you accidentally kill even one of them, you will be struck down by a bolt of lightning and must go to 14. (If they kill you in their turn, you must also go to 14.)
Okay, we'll set Lizardman Alan against Brother Gregory and Lizardman Bob against Brother Francis.
Roll for initiative! Alan gets 5 + 4. Gregory gets 5 + 3.
Alan attacks!
2 + 1 = 3 Miss.
Gregory attacks!
1 + 1 = 2 Miss.
Alan attacks!
4 + 6 = 10 Hit! 6 damage.
ALAN****GREGORY
10**********14
Gregory attacks!
3 + 5 = 8 Hit! 6 damage.
ALAN****GREGORY
4**********14
Alan is knocked out, and Pip steps in to replace him.
Pip attacks!
1 + 2 = 3 Miss.
Gregory attacks!
1 + 3 = 4 Miss.
Pip attacks!
4 + 5 = 9 Hit! 10 damage.
PIP****GREGORY
37**********4
Gregory is knocked out! We turn our attention to the other ongoing fight...
Initiative roll! Bob gets 1 + 1. Fracis gets 1 + 5.
Francis attacks!
5 + 2 = 7 Hit! 5 damage. Bob is knocked out! Charlie steps into the breach.
BOB*******FRANCIS
5*************20
Charlie attacks!
3 + 3 = 6 Hit! 2 damage.
CHARLIE******FRANCIS
10***************18
Francis attacks!
2 + 3 = 5 Hit! 3 damage.
CHARLIE******FRANCIS
7***************18
Pip's finished off his enemy by now, so he steps in to replace Charlie.
Pip attacks!
4 + 4 = 8 Hit! 9 damage.
PIP******FRANCIS
37***************9
Francis attacks!
4 + 5 = 9 Hit! 3 damage.
PIP******FRANCIS
34***************9
Pip swaps out for Charlie again!
Charlie attacks!
6 + 5 = 11 Hit! 7 damage.
Francis is knocked out!
Battle won! Alan and Bob are currently knocked out, and will need healing to be useful again. For masterfully defeating the monks, Pip earns 1 experience point!
48
The two hangdog monks escort you through the main entrance of the Abbey, across a cloistered courtyard and through a sturdy oakwood door. Beyond it lies a waiting room.
"If your Honour would care to rest yourself here a moment," says one, rubbing the bruises on his head, "we will fetch the Abbot."
And it is only a moment, for the Abbot bustles in almost at once. "Thank Heavens you're here," he exclaims with a brief upwards glance. "I thought Merlin would never get you. Not that I approve of his methods, of course - magic and so forth: very naughty. But these are desperate times as you see and a curse is a curse."
"If you're so glad to see me, why didn't you instruct your rotten monks to let me in?" you ask petulantly.
"I had to be sure it was the real hero Pip. Only Pip could defeat those two. Now to business. I have been doing a little investigation of my own and it seems to me you'll not find the source of the Curse in this world at all, but in another - "
"Not the Ghastly Kingdom of the Dead again!" you groan.
"Good heavens no!" exclaims the Abbot. "Somewhere much less pleasant than that! Or at least more confusing." I'm speaking of the fabled Astral Plane. It's where all the best curses start out in my experience. My limited experience, of course."
"How do I get to this Astral Plane?" you ask, bristling with courage and excitement.
"You don't," says the Abbot. "Or at least not right away. The only entrance I know of is at the top of Glastonbury Tor, but to reach that you have to cross the Great Marsh and get past the Guardian Wyrm. To do that you need Pendragon's Mirrored Shield and for that you need to find the secret way into Camelot."
"I don't suppose you know the secret way into Camelot?" you ask.
The Abbot nods excitedly. "As a matter of fact I do." He glances over his shoulder, gestures you to come closer, bends over and whispers in your ear: "Go to 60!"
Which may or may not be good advice. You may go to 60 right away, or explore some more of Glastonbury if you wish.
PIP's LIFE POINTS 34 Starting: 44
EXPERIENCE POINTS: 6
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)
So, that's as clear as mud! What do you want to do next? There's some more of Glastonbury to explore, or we can head for Camelot.
Isn't "the fight is on" one of Pit's taunts in Brawl? And apaprently Pip uses it too...
#83
Posted 23 September 2012 - 01:35 PM
#84
Posted 23 September 2012 - 01:41 PM
Edited by canas is back, 23 September 2012 - 01:42 PM.
#85
Posted 23 September 2012 - 05:53 PM

#86
Posted 24 September 2012 - 02:37 PM
#87
Posted 29 September 2012 - 05:46 PM
60
This is an odd route to the Castle, well away from the triumphal road leading up the hill to the main entrance. In fact for a while you half convince yourself you have been misdirected, since the path (for it's no more than a path) twists and turns and seems, at times, to be taking you in completely the opposite direction.
At one point, your way passes through a small wood where the birds are coughing in the treetops as a result of the Curse, then drops ito a dell, emerges across some wasteland and eventually reaches...
This isn't the Castle! It's nowhere near the Castle! You are facing the entrance to a deep, dark cave!
If you want to enter and risk getting totally lost, turn to 36.
Or you can go back to Glastonbury at 34.
Or take the familiar route to the Castle at 17.
Edited by Showsni, 29 September 2012 - 05:47 PM.
#88
Posted 29 September 2012 - 05:51 PM
#89
Posted 29 September 2012 - 07:32 PM
#90
Posted 29 September 2012 - 08:38 PM