Oh, good call! Changing my vote to this.Omegonthesane wrote:One invitation since it needs to be a single answer.
[Let's Play] Grailquest 3: The Gateway of Doom
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No real reward for this puzzle except earning another Puzzle point, but we're free to explore again. Which section next?'What an ingenious suggestion!' exclaims Gnome Crippen, quickly scribbling down a diagram with the quill pen. He stares ay it frowning.
Grandfather/Grandmother
1st son daughter 2nd son
'Now suppose the first son in this family tree got married and had a daughter and the Black Knight married that daughter when she grew up. And supposed the Black Knight himself were the son of the daughter in that in this family tree. And further suppose that the Black Knight himself had a brother and a sister and the sister married the son of the second son in this family tree, while the Black Knight's brother married the daughter of the second son, then a single invitation to the second son would certainly cover everything, wouldn't it?'
'Of course it would!' you nod wisely. 'Any fool can see that.'
'Well,' says Crippen philosophically, 'it had me beat until you gave me the answer.' And true to his word, he tosses you the key to your cage.
When your confusion settles, you may leave by the northern or western doors into the corridors.
Last edited by SGamerz on Sat Mar 03, 2018 3:01 am, edited 1 time in total.
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187, 190, 193, 162, 179 remaining.
So 187 next.
So 187 next.
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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Intermarriages within the same family were apparently common in those times to keep the blood pure. The Black Knight's family probably overdid it, though.Thaluikhain wrote:Also, the Black Knight's family is a bit...um...
Put on the glasses?If you weren't such a seasoned adventurer by now, you'd imagine this room was completely empty. But as a seasoned adventurer, you search.
And find a pair of gold-rimmed spectacles.
Are you going to wear them? If so, turn to 172.
If not, you can always leave them and return to the corridor through the southern door.
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Put on the glasses (I don't know of a classic cursed eyepiece to keep up the running gag of assuming every item is cursed).
Then 190 if nothing fucks us for wearing glasses.
Then 190 if nothing fucks us for wearing glasses.
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
What do we want to drop for these magical glasses?Everything looks funny through these specs, Pip. Blues have turned to green and greens to red and reds to a mottled shade of violet, but the really odd thing is that you can now see a notice on the northern wall. The notice says:
INVISIBLE ENTITIES
DINNER DANCE
SATURDAY NIGHT MAIN HALL.
8 PM SHARP.
CATERING BY TROGS
MUSIC BY LASHER DIVINE AND THE GRUNTS
Admission 5 GP
Proceeds in aid of the Black Knight Benevolent Fund.
You couldn't see that notice before, Pip. These specs must enable to you see invisible things. Which could be very useful. Take them with you when you leave by the southern door into the corridor.
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: 8
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: 6
No. of Deaths:
1. Suffocated in smoke-filled room
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: 8
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: 6
No. of Deaths:
1. Suffocated in smoke-filled room
Last edited by SGamerz on Sun Mar 04, 2018 2:09 am, edited 1 time in total.
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Can we trash items mid-combat? 'cause I've half an inclination to defer dropping the antidote until the next time we're actually in a fight.
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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This is what I get for writing up responses when tired and drunk.SGamerz wrote:We didn't take that lamp. The one in our inventory is the light source we took from Merlin to avoid the darkness combat penalty.Darth Rabbitt wrote:Drop the non-magical (because we opened it) lamp.
I'd drop the antidote and rely on casting PIP before any places or things that might be poisonous.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
You mean take the Encumbrance penalty for now and only drop items when we next enter combat? Sure, there're no actual written rules against that, so I think it's viable.Omegonthesane wrote:Can we trash items mid-combat? 'cause I've half an inclination to defer dropping the antidote until the next time we're actually in a fight.
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In that case, go for that.SGamerz wrote:You mean take the Encumbrance penalty for now and only drop items when we next enter combat? Sure, there're no actual written rules against that, so I think it's viable.Omegonthesane wrote:Can we trash items mid-combat? 'cause I've half an inclination to defer dropping the antidote until the next time we're actually in a fight.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Alright, I guess it's off to 190 next!
I'm sure you guys want to take the blue option here, especially since we decided to risk the Encumbrance penalty for the required item.This octagonal room is completely empty. At least it seems so. You may like to inspect it with any special spectacles you may have found. If so, go to 175.
If you don't have any special spectacles, you can still search it thoroughly by going to 180.
Alternatively, you can always leave by the southern door into the corridor.
And already we face combat. Pausing here to see if you still intend to drop the antidote for this combat, since the ghosts are pretty weak opponents and we can probably still beat them even with the Encumbrance penalty (but they may do more damage)...Oh, oh. There are three Ghosts in here. You can see them quite plainly with your special specs. They are coming for you, Pip, rattling their stupid chains. Fortunately each has only 10 LIFE POINTS, since ghosts generally are terribly unhealthy. They strike on 6 and do +1 damage.
If you survive the encounter, you can search the room properly at 182. If not, have a look round 14.
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That +1 looks like a -3 to me remembering the dragonskin jacket. Just kill 'em and suck up the encumbrance penalty.
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
Ghosts roll 5, Pip rolls 5. Tie.
Ghosts roll 9, Pip rolls 5. Ghosts strike first.
COMBAT LOG:
It took a while due to the Encumbrance penalty, and the Ghosts actually rolled pretty well, but thanks to the Dragonskin jacket and the collapsible shield the damage done were ultimately minimal.
Since we're already under the Encumbrance penalty, it actually doesn't hurt us any further to carry even more items (except we have to drop TWO items to remove the penalty the next time we're in combat), so I'll add the wand to the inventory for now.
Where do we go from here?
QUEST JOURNAL:
Ghosts roll 9, Pip rolls 5. Ghosts strike first.
COMBAT LOG:
Ghost#1 rolls 11 and hits for 5+1-4 = 2 damage. Pip is at 53.
Ghost#2 rolls 11 and hits for 5+1-4 = 2 damage. Pip is at 51.
Ghost#3 rolls 9 and hits.....but is blocked by the collapsible shield!
Pip rolls 9 and hits for 5+5 = 10 damage. Ghost#1 is killed.
Vampire carrot rolls 6 and hits, but doesn't do any damage.
Ghost#2 rolls 5 and misses.
Ghost#3 rolls 9 and hits for 3+1-4 = no damage.
Pip misses an attack to Encumbrance penalty.
Vampire carrot rolls 9 and hits for 3 damage. Ghost#2 is at 7.
Ghost#2 rolls 9 and hits.....but is blocked by the collapsible shield!
Ghost#3 rolls 10 and hits for 4+1-4 = 1 damage. Pip is at 50.
Pip rolls 4 and hits for 0+5 = 5 damage. Ghost#2 is at 2 and is knocked out.
Vampire carrot rolls 7 and hits for 1 damage. Ghost#3 is at 9.
Ghost#3 rolls 8 and hits for 2+1-4 = no damage.
Pip misses an attack to Encumbrance penalty.
Vampire carrot rolls 6 and hits, but doesn't do any damage.
Ghost#3 rolls 6 and hits for 0+1-4 = no damage.
Pip rolls 10 and hits for 6+5 = 11 damage. Ghost#3 is killed.
Ghost#2 rolls 11 and hits for 5+1-4 = 2 damage. Pip is at 51.
Ghost#3 rolls 9 and hits.....but is blocked by the collapsible shield!
Pip rolls 9 and hits for 5+5 = 10 damage. Ghost#1 is killed.
Vampire carrot rolls 6 and hits, but doesn't do any damage.
Ghost#2 rolls 5 and misses.
Ghost#3 rolls 9 and hits for 3+1-4 = no damage.
Pip misses an attack to Encumbrance penalty.
Vampire carrot rolls 9 and hits for 3 damage. Ghost#2 is at 7.
Ghost#2 rolls 9 and hits.....but is blocked by the collapsible shield!
Ghost#3 rolls 10 and hits for 4+1-4 = 1 damage. Pip is at 50.
Pip rolls 4 and hits for 0+5 = 5 damage. Ghost#2 is at 2 and is knocked out.
Vampire carrot rolls 7 and hits for 1 damage. Ghost#3 is at 9.
Ghost#3 rolls 8 and hits for 2+1-4 = no damage.
Pip misses an attack to Encumbrance penalty.
Vampire carrot rolls 6 and hits, but doesn't do any damage.
Ghost#3 rolls 6 and hits for 0+1-4 = no damage.
Pip rolls 10 and hits for 6+5 = 11 damage. Ghost#3 is killed.
Die roll = 2. We gain 2 extra Fireballs!With those silly things out of the way and your specs still on, you can see there is a wand in here. Careful inspection shows you it is a fireball wand. Roll one die to find out how many fireballs are in it, then take it with you when you leave via the southern door into the corridor.
Since we're already under the Encumbrance penalty, it actually doesn't hurt us any further to carry even more items (except we have to drop TWO items to remove the penalty the next time we're in combat), so I'll add the wand to the inventory for now.
Where do we go from here?
QUEST JOURNAL:
Pip's LIFE POINTS: 50/55
Permanent Life Points: 11
SPEED: 9/22 (Encumbrance Penalty: miss every other blow in combat while SPEED is below 11)
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: 6/6 charges)
11. Pass to Section 200.
12. Collapsible Shield (negates every third blow; does not affect SPEED)
13. Magical Specs (sees invisible things)
14. Fireball wand (2/2 Fireballs)
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: 11
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
3 Ghosts
PUZZLES SOLVES: 6
No. of Deaths:
1. Suffocated in smoke-filled room
Permanent Life Points: 11
SPEED: 9/22 (Encumbrance Penalty: miss every other blow in combat while SPEED is below 11)
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: 6/6 charges)
11. Pass to Section 200.
12. Collapsible Shield (negates every third blow; does not affect SPEED)
13. Magical Specs (sees invisible things)
14. Fireball wand (2/2 Fireballs)
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: 11
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
3 Ghosts
PUZZLES SOLVES: 6
No. of Deaths:
1. Suffocated in smoke-filled room
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Off to 193.
Half a vote to drop the coin and the Mensa badge if we fight again.
Half a vote to drop the coin and the Mensa badge if we fight again.
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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Assuming you mean the two-headed coin, I'll agree to that, but the other thing I'd drop is the antidote. The Mensa badge seems like one of those plot coupons that will screw us over really bad if we don't have it in the one place that it's useful.Omegonthesane wrote:Off to 193.
Half a vote to drop the coin and the Mensa badge if we fight again.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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We're near the end of the book and this is the last one in the series where you get to keep last book's inventory. It seems highly unlikely that being in Ghoul Mensa will make the Black Knight spare us and that's the only must-do thing here.Darth Rabbitt wrote:Assuming you mean the two-headed coin, I'll agree to that, but the other thing I'd drop is the antidote. The Mensa badge seems like one of those plot coupons that will screw us over really bad if we don't have it in the one place that it's useful.Omegonthesane wrote:Off to 193.
Half a vote to drop the coin and the Mensa badge if we fight again.
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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To 193:
Also, I guess this solves part of the dilemma about what items to drop: we don't really need the Pass to 200 anymore since we can use this room to get there!
And we found an alternative way to 200! Do we want to use the anti-teleportation charge in our amulet to stop this so we can explore the last 2 remaining rooms first (or at least prep some spells before we confront the Black Knight at 200)?A whirlwind envelopes you the second you step through this doorway, blacking you out momentarily and teleporting you straight to 200.
Also, I guess this solves part of the dilemma about what items to drop: we don't really need the Pass to 200 anymore since we can use this room to get there!
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Yeah, block teleport and drop the pass instead of the two-headed coin.
162 next.
162 next.
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
Teleportation blocked, Pip heads to 162:
Open the urns?There are a great many urns in here. Terra cotta and alabaster and a few rough baked clay, but all extremely large and all sealed. Who knows what might be in them?
Who indeed, but if you are determined to open them, roll one die, remember the result and go to 154.
Alternatively, you can simply ignore the urns at this stage and leave through the double doors to the south into the corridor.