[Let's Play] Grailquest 3: The Gateway of Doom

Stories about games that you run and/or have played in.

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SGamerz
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Post by SGamerz »

There is a statue of a frog in here which is wearing a silver filigree amulet encrusted with magical emeralds.

The frog is wearing red tights and a blue cape and it has an emblem embroidered across its chest saying: 'Superfrog!'

All this must come as something of a shock to you, but there is more. A chiselled inscription on the frog's plinth states: 'Touch my amulet and I'll kill you. Signed, Superforg.' (Frogs were never good at spelling.)

Propped beside the inscription is a note, written in ornate, but very familiar handwriting. This reads:

The Amulet, I can report
Contains a spell of teleport
Which you can use to travel true
Or stop them teleporting you.

The frog is not a Superfrog
It's carved out of a piece of log
So on its plinth it just will sit
While you rip off its amulet

This is a tip from me to you
So you will know just what to do
Since things were not quite what they seemed
Signed: Your old pal, the Poetic Fiend.

How nice--the Poetic Fiend was here and is looking after your interests. (Writing slightly better verse too.) If you're prepared to believe the Fiend's note, you can try nicking the amulet at 157. But you're quite free to leave it where it is and leave this section via the doors north and east, both of which lead into corridors, or the other northern door to 156.
Shall we take the amulet? Either way, where do we go after this?
Omegonthesane
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Post by Omegonthesane »

Take the amulet of strangulation and go to 184.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Thaluikhain
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Post by Thaluikhain »

Take the amulet, and 184 seems like a place to go.
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Post by Darth Rabbitt »

The Poetic Fiend has been consistently helpful, so I assume it's safe to take Superfrog's amulet.

And 184 is as good a place as any.
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SGamerz
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Post by SGamerz »

Cautiously, carefully, you lift the amulet from around the frog's neck, waiting for the statue to spring to life and zap you.

But it doesn't. The Poetic Fiend wrote truly, as well as poetically. Good old Fiend.

Now place the amulet around your own neck and prepare yourself for a bit of good news for a change. Anything up to three times during this adventure, you can use the amulet to teleport yourself directly to any section on any Level that you have already visited (even if you have managed to get yourself killed since you visited it.) This can save you a lot of problems with Wandering Monsters. You cannot use the amulet to teleport yourself to a section you have not yet visited and if you try, the amulet will teleport you to 14.

Perhaps even better news is that if you find yourself in a section that threatens to teleport you somewhere else, you can use the amulet to stop the teleport happening, allowing you to leave the section you are in by the same door you entered. The amulet may be used this way six times in the present adventure.

Now you can leave via the northern or eastern doors into the corridors. Or you can go through the door to 156. Or you can blow a charge of the amulet right now by teleporting directly to somewhere you've been.
The teleporting function isn't that useful if we're already protected against Wandering Monsters. The anti-teleportation device is handy though, since there may be other rooms that may teleport us to lower levels. We don't have protection on Level 1, so if we're teleported back there it's going to be really tedious walking all the way back!

Going to 184.....
A whirlwind envelopes you the second you step through this doorway, blacking you out momentarily and teleporting you straight to 87, which is somewhere in the middle of Level II.
.....and we ran straight into one of those above-mentioned teleporting rooms. Fortunately, Pip's new amulet blocks the forced teleportation!

Where do we check out next?

QUEST JOURNAL:
Pip's LIFE POINTS: 55/55
Permanent Life Points: 11

SPEED: 12/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Double-headed Copper Coin (can be used to win any gambling games)
4. Key to the Gateway of the Ghastly Kingdom of the Dead
5. Poison Antidote (6 doses)
6. Lamp
7. Magic coin (+5 damage to successful physical attack or spell, once per combat)
8. Magic coin (+5 damage to successful physical attack or spell, once per combat)
9. Locket of Honorary Member of Ghoul Mensa
10. Teleport Amulet (teleport to previously visited section: 3/3 charges; prevent forced teleportation: 5/6 charges)
11.
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 4438 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
PIN 3/3
PiR2 2/3
INVISIBILITY 1/1
Firefingers 17/21 (must spend 3 LP to re-cast the spell to use the last 10)
Fireballs 2/2
PLoP 3/3
PID 3/3
PALS 2/3
PIL 1/3
POPS 3/3
Resurrection Spell (cast when dead, roll 10+ to cast successfully, can't use any spell for next 3 sections or until SLEEP if succeeds)

EXPERIENCE POINTS: 6
ENEMIES DEFEATED:
Giant Danish Spider
3 Ghouls
110 Ants
4 Nerds
Creeping Jello
4 Orcs
Shark
Little Old Lady Monster
5 Animated Skeletons
4 Kobolds
2 Guards
Treasure Room Nerd
Twisted Mirror Image
Giant Poisonous Spider
2 Poison Dwarves
2 Medusas
2 Colls
Magic Zapper
3 Manticores
2 Golls
Winzig
20 Vampire Bats
3 "Them"s
A Thing
Geroflas
5 Vampires
PUZZLES SOLVES: 4

No. of Deaths:
1. Suffocated in smoke-filled room
Omegonthesane
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Post by Omegonthesane »

I vote that just this once we not bother to counter the teleport, because we have protection from wandering monsters on both level 2 and level 3 and in any case 87 is the stairs down to level 3.

And the same if 181 teleports us to anywhere that's in level 2 or level 3.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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SGamerz
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Post by SGamerz »

To 181:
A whirlwind envelopes you the second you step through this doorway, blacking you out momentarily and teleporting you straight to 164.
That's on the same level, so Pip doesn't use the amulet.

Next section?
Omegonthesane
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Post by Omegonthesane »

See where 196 sends us.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
SGamerz
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Post by SGamerz »

A whirlwind envelopes you the second you step through this doorway, blacking you out momentarily and teleporting you straight to 198.
Again, this is on the same level....except it's a new section we haven't visited yet:
Get out of here fast.

Too late, the door has closed behind you.

This is the most dangerous room in the whole Ghastly Kingdom, next to the lair of the Black Knight himself. One glance tells you all. It is the lair of the deadly Maths Teacher!

The deadly Maths Teacher is wearing a sports jacket with leather patches on the sleeves and has hair on the back of his hands.

He fixes you with a gimlet eye, in the manner of a snake hypnotizing a bird. 'If a cat can kill a rat in one minute, how long would it take to kill 100,000 rats?' He asks you grimly.' Answer at once or I shall beat you to death with my ruler!'

If you imagine the answer might be 100,000 minutes, turn to 194.
If you think it isn't, try 189.
Quick, help save Pip from a fate worse than death in getting beaten with a ruler by a deadly Maths Teacher!
Thaluikhain
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Post by Thaluikhain »

Going to say that it isn't, for some annoying reason.
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Post by Darth Rabbitt »

This is a weird variation of a math puzzle where the answer is usually 'it would take a different amount of time' but the puzzle usually involves more than one cat. Does it specify the number of cats in the "kill 100,000 rats" scenario?
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angelfromanotherpin
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Post by angelfromanotherpin »

It's a classic man-hour problem (or cat-minute in this case) but with none of the usual sleights. Since 100K minutes is ~69 days, however, I assume the trick is that the cat would need to take time off to sleep or something, and so the answer is 'not.'
Omegonthesane
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Post by Omegonthesane »

Agreed with angel's logic (was going to guess "not 100000 minutes" because "it'd be too easy" without bothering to think through the issue)
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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SGamerz
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Post by SGamerz »

'Full marks!' exclaims the Maths Teacher. 'A hundred thousand rats would certainly kill the cat long before the cat managed to kill them. That may not be mathematics, but it's certainly Life.'

He reaches into the pocket of his jacket and smile (a most frightening gesture). 'Here,' he says, 'is a free pass to the Black Knight's lair.'

You look at the Pass. On it are inscribed the words: 'Go direct to 200.

If you want to use the Pass, you may go direct to 200.
If not, you can leave the chamber (198) by the northern door.
Hey, that's not a real Maths question!

But whatever, anything that saves Pip from being beaten by a Maths Teacher ruler is good. 1 more Puzzle point for Pip!

Sounds like 200 is where the End Boss would be. Do we want to go there now? I assume that the Pass gives us access any time we want, so we can use it later. We have still yet to explore: 153, 169, 187, 190, 193, 162, 179, & 176 (although the ghouls warned us against go to that last section).

Just a reminder: since we know where the Final Boss is, if you want to face him now, it might be advisable to get any spells that'd give Pip the advantage in place before we enter that section.

QUEST JOURNAL:
Pip's LIFE POINTS: 55/55
Permanent Life Points: 11

SPEED: 12/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Double-headed Copper Coin (can be used to win any gambling games)
4. Key to the Gateway of the Ghastly Kingdom of the Dead
5. Poison Antidote (6 doses)
6. Lamp
7. Magic coin (+5 damage to successful physical attack or spell, once per combat)
8. Magic coin (+5 damage to successful physical attack or spell, once per combat)
9. Locket of Honorary Member of Ghoul Mensa
10. Teleport Amulet (teleport to previously visited section: 3/3 charges; prevent forced teleportation: 5/6 charges)
11. Pass to Section 200.
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 4438 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
PIN 3/3
PiR2 2/3
INVISIBILITY 1/1
Firefingers 17/21 (must spend 3 LP to re-cast the spell to use the last 10)
Fireballs 2/2
PLoP 3/3
PID 3/3
PALS 2/3
PIL 1/3
POPS 3/3
Resurrection Spell (cast when dead, roll 10+ to cast successfully, can't use any spell for next 3 sections or until SLEEP if succeeds)

EXPERIENCE POINTS: 7
ENEMIES DEFEATED:
Giant Danish Spider
3 Ghouls
110 Ants
4 Nerds
Creeping Jello
4 Orcs
Shark
Little Old Lady Monster
5 Animated Skeletons
4 Kobolds
2 Guards
Treasure Room Nerd
Twisted Mirror Image
Giant Poisonous Spider
2 Poison Dwarves
2 Medusas
2 Colls
Magic Zapper
3 Manticores
2 Golls
Winzig
20 Vampire Bats
3 "Them"s
A Thing
Geroflas
5 Vampires
PUZZLES SOLVES: 5

No. of Deaths:
1. Suffocated in smoke-filled room
Omegonthesane
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Post by Omegonthesane »

Door number 153.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Thaluikhain
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Post by Thaluikhain »

Yeah, try there.

(Anyone else reminded of monopoly by "Go direct to 200"?)
Last edited by Thaluikhain on Thu Mar 01, 2018 11:00 am, edited 1 time in total.
SGamerz
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Post by SGamerz »

A whirlwind envelopes you the second you step through this doorway, blacking you out momentarily and teleporting you straight to 150.
Still on this level, so nothing much changed. Next room?
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Post by Omegonthesane »

169, even though Pip's a bit young for that sort of thing
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Post by SGamerz »

This is the oddest room you've come across, even in this odd place. For a start, there are cages in each corner, which means you've just stepped into a cage, whichever door you entered. What's more, the door has now slammed shut, leaving you gripping the bars like an orang-utan. wondering how you could get yourself in trouble quite so quickly.

There is a Gnome in the middle of the room, sat beside a small table on which are a number of blank sheets of parchment, a quill pen and some inks.

'Glad you dropped in.' says the Gnome. 'My name is Crippen and I'm the Black Knight's Scribe.'

'Let me out of this cage!' you shout, 'Or I'll rip the bars apart and eat you for breakfast!'

'Bravely put,' says the Gnome easily, 'but stupid. This cages were made to hold the Black Knight's pet dragon, so your chances of breaking out are zilch. However, I am quite prepared to let you out if you can help me solve a problem. The Black Knight wants me to send out some invitations to a Dinner Party to celebrate his victory over some idiot named Pip who's lost in the Ghastly Kingdom somewhere at the moment. What's your name, by the way?'

'Pat,' you answer promptly, since this is not time to start hassling with somebody so close to the Black Knight.

'Well, Pat,' says Crippen, 'the Black Knight wants to invite his father's brother-in-law, his brother's father-in-law, his father-in-law's brother and his brother-in-law's father. He also wants me to save paper so my problem is to find the least number of invitations I can possibly send out and still cover the whole guest list. I gather it's possible to work out the solution logically, but that's never been one of my strong points. Murder's my strong point, really.'

What will you give me if I tell you?' you ask, although at this precise moment in time you have not the least idea of the answer.

'I'll give you the key to that cage,' Crippen replies cynically. 'Otherwise you can stay in here and rot.'

Hobson's Choice, as they say. But what's the answer?

If you think it's four, go to 161.
If you think it's two or three, go to 185.
If you think it's one, try 197.
Surely the easiest option is to introduce Crippen to that deadly Maths Teacher, but alas, Pip doesn't do things the easy way.

How many invitations should he send?
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angelfromanotherpin
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Post by angelfromanotherpin »

I feel like any answer would work since the dude doesn't know the solution to his own riddle.

Four is the most it could be, not the least. Two or three isn't an answer. So I guess one, although it creates a family tree that's... pretty narrow.
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Darth Rabbitt
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Post by Darth Rabbitt »

“Brother’s father-in-law” and “brother-in-law’s father” are presumably the same person. So 3.
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Post by Thaluikhain »

I'd say we should be able to use the teleport amulet to teleport to a part of the room that doesn't have a cage in it, and murder him. We've been in the room, doesn't specify same place in the room.

But, I'd have thought the answer would be 2.
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Darth Rabbitt
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Post by Darth Rabbitt »

“2 or 3” is the same choice here so I’m technically in agreement with Thal.
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Post by SGamerz »

Thaluikhain wrote:I'd say we should be able to use the teleport amulet to teleport to a part of the room that doesn't have a cage in it, and murder him.
While you can't do that, it's actually a legitimate option to teleport yourself out of this room so you don't have to answer the riddle, if you think it's worth spending one of the teleportation charges and are not sure enough about your answer.
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Post by Omegonthesane »

One invitation since it needs to be a single answer.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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