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

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SGamerz
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Post by SGamerz »

Before we flip the page, we have to roll a die:

Die roll = 5!
***(each)

Remember the number you rolled on the single die just before you came here, Pip? That's how many urns you managed to open before you noticed smoke coming out of the first one. And now there's smoke coming out of them all. And that smoke is solidifying into hulking great big brutes of things with green skins, wearing turbans and carrying scimitars. In short, Djinns.

If you happen to be wearing a Tinglering, wave it in the Djinn's direction and you will be able to get out through the double doors into the corridor without any more trouble.

If you aren't, things become a bit more complicated. Not to say dangerous. Each Djinn you released has 30 LIFE POINTS, hits on 5 and does +2 damage with the scimitar. All are open to Bribery, if you have the wherewithal, but they will attack you viciously if you don't.

Assuming you survive, you can return to the corridor.

Assuming you don't, you can return to 14.


Alas, we brought none of the Tinglerings that we picked up in the last 2 books!

Each of them may be bribed by 1000 GP (although we may not succeed eve if we pay). We face 5 of them, and can try to bribe up to 4.

These are dangerous enough that I think we should get rid of the Encumbrance penalty now. I'll be dropping the Pass and the Locket, if there're no objections.

Do we want to try bribing? Do we use any magic here?
Last edited by SGamerz on Tue Mar 06, 2018 3:05 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Bribery seems appropriate this close to the end of the book if we don't get to keep our gold for the next book.

As does PIR2 if we don't manage to pay off at least 2 of them (number rectally extracted, pretend I agreed if someone says hold out for 3 bribes before deciding not to cast up)
Last edited by Omegonthesane on Tue Mar 06, 2018 6:58 pm, edited 1 time in total.
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 »

Good point, I second the bribery.
SGamerz
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Post by SGamerz »

Spending most of our gold on the bribes:

Bribery roll 1 = 8 (Success)
Bribery roll 2 = 8 (Success)
Bribery roll 3 = 7 (Fail)
Bribery roll 1 = 6 (Fail)

We succeeded exactly twice, so no spells used.

Djinn roll 7, Pip rolls 6. Djin strike first!

COMBAT LOG:
Djinn#1 rolls 7 and hits for 2+2-4 = no damage!
Djinn#2 rolls 11 and hits for 6+2-4 = 4 damage! Pip is at 46.
Djinn#3 rolls 7 and hits but it's blocked by the collapsible shield.
Pip rolls 11 and hits for 7+5+5 (magic coin) = 17 damage! Djinn#1 is at 13.
Vampire carrot rolls 8 and hits for 2 damage. Djinn#1 is at 11.
Djinn#1 rolls 6 and hits for 1+2-4 = no damage!
Djinn#2 rolls 4 and misses.
Djinn#3 rolls 5 and hits but it's blocked by the collapsible shield.
Pip rolls 10 and hits for 6+5 = 11 damage. Djinn#1 is killed.
Vampire carrot rolls 4 and misses.
Djinn#2 rolls 6 and hits for 1+2-4 = no damage!
Djinn#3 rolls 11 and hits for 6+2-4 = 4 damage! Pip is at 42.
Pip rolls 6 and hits for 2+5+5 (magic coin) = 12 damage! Djinn#2 is at 18.
Vampire carrot rolls 8 and hits for 2 damage. Djinn#2 is at 16.
Djinn#2 rolls 6 and hits but it's blocked by the collapsible shield.
Djinn#3 rolls 6 and hits for 1+2-4 = no damage!
Pip rolls 6 and hits for 2+5 = 7 damage. Djinn#2 is at 11.
Vampire carrot rolls 7 and hits for 1 damage. Djinn#2 is at 10.
Djinn#2 rolls 3 and misses.
Djinn#3 rolls 10 and hits but it's blocked by the collapsible shield.
Pip rolls 9 and hits for 5+5 = 10 damage. Djinn#2 is killed.
Vampire carrot rolls 6 and hits but does no damage.
Djinn#3 rolls 7 and hits for 2+2-4 = no damage!
Pip rolls 4 and hits for 0+5 = 5 damage. Djinn#3 is at 25.
Vampire carrot rolls 10 and hits for 4 damage. Djinn#3 is at 21.
Djinn#3 rolls 9 and hits for 3+2-4 = 1 damage. Pip is at 41.
Pip rolls 4 and hits for 0+5 = 5 damage. Djinn#3 is at 16.
Vampire carrot rolls 6.....autokilling Djinn#3 after 3 consecutive strikes!
That took 9 LP off Pip even with the shield's protection. However, the major news is that our vampire carrot bodyguard scored one of its auto-kills for the very first time!! That's partly due to Pip not rolling very well for his own hits (most of the time Pip does enough damage to kill off any single opponent before it can be hit 3 times).

Last 2 rooms left! Do we want to check out 179 before we head for 200?

QUEST JOURNAL:
Pip's LIFE POINTS: 41/55
Permanent Life Points: 11

SPEED: 11/22

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. Magical Specs (sees invisible things)
10. Teleport Amulet (teleport to previously visited section: 3/3 charges; prevent forced teleportation: 6/6 charges)
11. Fireball wand (2/2 Fireballs)
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 438 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: 14
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
3 Djinn
PUZZLES SOLVES: 6

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

Yeah, check it out...bit anti-climactic if it's another teleporter.
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Darth Rabbitt
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Post by Darth Rabbitt »

At this point we might as well go for a 100% run and check out the last room.
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Omegonthesane
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Post by Omegonthesane »

100% this 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
SGamerz
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Post by SGamerz »

Image
How strange. How odd. How positively bizarre.

There is a winding path laid out on the floor of this huge chamber and along it are marching, in perfect unison, an armed contingent of Seven Dwarves.

(Hastily you look around for Snow White, but she is nowhere to be seen. And well may you blush: fancy expecting Snow White in a joint like this.)

'Squad... Halt!' roars the leading Dwarf, who is wearing three stripes and a crown on his sleeve, the insignia of a British Sergeant Major.

'Kill! Kill! Kill!' chant the remaining six, their beady little eyes fixed on you, glittering slightly.

'Hold it down, lads,' growls the Sergeant Major. 'This one may know the answer.'

'Yea, tell us the answer!' chant the other dwarves in unison.

'Tell you the answer to what?' you ask cautiously, not particularly anxious to tackle seven well-trained martial dwarves.

The Sergeant Major Dwarf scratches his nose in a most alarming manner. 'At 0.1500 hours (3 o'clock in the afternoon to you), our C.O., the Dreaded Black Knight of Avalon, set us marching along a level road, then up a hill and home again, back the way we came. We got back at 0.2100 hours (9 o'clock in the evening to you). Then he asked us how far we'd marched. Of course, being pig ignorant, none of this show knew: and being Sergeant Major, neither did I. So he's set us marching round and round this chamber until we work it out. Very boring it is too, with only the occasional adventurer to murder. Now, the question is, will you tell us how far we marched, or do we amuse ourselves by murdering you?'

'Nobody can tell you the answer to that unless you answer one question first,' you say slyly, playing for time, but with an idea forming in your cunning little brain.

'And what's that?' asks the Sergeant Major Dwarf.

'How quickly you marched in miles per hour!' you say smugly, knowing full well this pig ignorant shower won't have a clue.

But to your horror, the Sergeant Major Dwarf answers promptly, 'Four miles an hour on level ground, three miles an hour uphill and six miles an hour downhill. Never varies, on account of our military training.'

You stare at him blankly, stuck now with answering the problem.

If you think the answer is 13 miles, turn to 168.

If you think the answer is 12 miles, turn to 171.

If you think the answer is 16 miles, turn to 174.

If you think the answer is 24 miles, turn to 191.

If you think the answer is 20 miles, turn to 183.
Do we have the answer?
Thaluikhain
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Post by Thaluikhain »

If they don't know the answer, how do they know if we get it right?

I think we are supposed to answer 13 miles, but without knowing how big the hill was, can't give a proper answer.
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Post by Omegonthesane »

Over road it's 4 MPH there and 4 MPH back, so 1 mile there and 1 mile back takes half an hour.

Over hills it's 3 MPH there and 6 MPH back. Travelling 1 mile there takes 20 minutes, travelling 1 mile back takes 10 minutes, 1 mile there and 1 mile back... takes half an hour.

They travelled for 6 hours at a pace which due to their having to go back the way they came averages out at 4 miles an hour, so covered 24 miles.
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 »

Ok, that sounds right. I was also thinking that the distance marched didn't take into account coming back, but re-reading, should be both ways combined.

So, changing my vote to 24.
Last edited by Thaluikhain on Wed Mar 07, 2018 2:47 pm, edited 1 time in total.
SGamerz
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Post by SGamerz »

24 is right!
'And just how do you figure that out?' asks the Sergeant Major Dwarf aggressively.

'Simple,' you reply, adopting your best intellectual expression. 'Since this pig ignorant shower marches at 4 mph on the level, a level mile takes them a quarter of an hour. Going uphill at 3mph means they take one third of an hour to march a mile uphill. And since their speed downhill is 6 mph, it follows that they will take one sixth of an hour to march a downhill mile.'

'Yes,' nods the Sergeant Major Dwarf uncertainly.

'That means that EVERY mile you march there and back is going to take half an hour. It doesn't actually matter whether you're marching on the level or on a hill. And since you marched six hours altogether, from 3 o'clock to 9 o'clock, you must have covered 12 miles there and 12 miles back--24 miles altogether!'

'Hurray!' roar the Dwarves in unison. 'Pip. Pip. Hurray!'

'Can I go now?' you ask politely, exhausted from all that thinking.

'Course you can!' says the Sergeant Major Dwarf delightedly. 'And so can we. Here--have a tin of Spit'n'Polish for your sword, with our compliments.' And he hands you a small, rather rusty tin of wax polish. 'Great stuff this. Not only keeps your sword bright, but gives you an additional +2 damage during a fight. There's enough in here for six fights too.'

So saying, the Seven Dwarves march off, singing lustily, 'Hey Ho, Hey Ho, off to the Dreaded Black Knight of Avalon we will go!'

And if you are really quick off the mark, you can follow them through their secret route to 200.

Of course, if you don't feel ready to face the Black Knight yet, you can go through the western door to 176 or through the eastern door into the corridor.
Since there's no other place for us to explore, we're definitely going to 200 after this.

Before we go there:

1) Do we drop anything for the +2 wax polish?

2) Let me know if you want to pre-cast any spells before we enter 200.

EDIT: I will be in camp the next 2 days. Will still have internet access, but I won't be able to bring the book, so the Boss Fight will only come about 48 hours later.
Last edited by SGamerz on Wed Mar 07, 2018 2:55 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Drop double headed copper coin for +2 damage.

Precast PIR2 and any firefingers and fireballs we haven't got running yet.
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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Post by Darth Rabbitt »

Agreed with Omegon.
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Post by SGamerz »

Pip casts PIR2 (LP down to 38):

Dice roll = 9 (Success)!

Pip casts Fireball (LP down to 35):

Dice roll = 4 (Fail)

Trying again (LP down to 32):

Dice roll = 11 (Success)! Pip now has 4 Fireballs ready to use.

Casting Firefinger (LP down to 29):

Dice roll = 7 (Success)

Pip now heads over 193 and lets himself be teleported to 200:
Image
Despite the vast size of this chamber, the first thing you notice is that there are no doors leading out of it. But that hardly matters, since standing in the centre of the chamber, black armour glistening in the light of the massive chamber above his head, is a burly figure carrying a sinister broadsword in one hand and an equally sinister mace in the other. Ranged in front of him are seven Military Dwarves. Ranged in front of them are seven Slime Monsters (and sickening they look). Ranged in front of them are seven Djinns.

'Welcome, Pip,' says the black armoured figure heartily. 'I am, you will instantly realize, King Pellinore, bosom friend of King Arthur.'

'No, you're not,' you reply promptly, having made that mistake too many times before. 'You are the dreaded Black Knight of Avalon and I am going to do you fearful mischief in order that I may shut the Gateway to this Ghastly Kingdom.'

'Well, if you're going to be like that, we'd better get on with it,' says the Black Knight huffily. 'Sic him, Monsters!'

At which the various monsters move slowly towards you.

This may not be quite so bad as it looks. If you have already met, befriended or defeated the Seven Dwarves and the Djinns, the only things that will actually attack you are the Slime Monsters. But if you haven't met them before, the Dwarves and Djinns will attack you as well.

Each dwarf has 20 LIFE POINTS, strikes on 5 and scores +3 damage.

Each Djinn has 30 LIFE POINTS, hits on 5 and does +2 damage with the scimitar. All are open to Bribery, but only at the special rate of two precious stones and 500 gold pieces each, so it may prove expensive. If, however, you are wearing a Tinglering, any damage scored against you by a Djinn is automatically halved.

The Slime Monsters are bad news all the way. Each has 10 LIFE POINTS, needs 6 to strike and scores only dice damage. But they poison you on their first successful strike, causing you to lose 2 LIFE POINTS every time you make a hit until you cure yourself if you can. (And curing yourself takes up a round, so the monster gets a free strike against you while you're doing it.)

Finally, there's the dreaded Black Knight himself. He has 80 LIFE POINTS, which could be worse, but both his sword and armour are magic. The armour will stop 12 points of damage the first time it's hit, 6 points the second and 4 points regularly thereafter. His sword allows him to strike on 4 and does +4 damage.

If you get out of this mess with a whole skin, go on to 201.

If not, it's a long way back to 14.


We definitely befriended the 7 Dwarves! And even though we only dealt with 5 Djinns, the way text puts it we don't have to fight any of the 7 Djinns as long as we already dealt with the ones we released from the urns earlier!

So we're left with just the Slime Monsters. We do have lots of poison antidotes to cure their poison, but as the text says, that takes up a round. Since we pre-cast PIR2, though, we should be able to still hit at them once while using our second action to cure the poison (if we get hit).

So what's our strategy? Do we use the antidote during battle if we get hit? And how do we deal with the Black Knight? Do we just try to double-Fireball him like we've done to every End Boss in this series so far?

QUEST JOURNAL:
Pip's LIFE POINTS: 29/55
Permanent Life Points: 11

SPEED: 11/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Wax Polish (+2 damage, 6/6 applications)
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. Magical Specs (sees invisible things)
10. Teleport Amulet (teleport to previously visited section: 3/3 charges; prevent forced teleportation: 5/6 charges)
11. Fireball wand (2/2 Fireballs)
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 438 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 17/21
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: 15
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
3 Djinn
PUZZLES SOLVES: 7

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

Finger the slimes.

Does the poison stack and do we need more than one cure to cure stacked poison doses?

Start curing every round if we lose 1/3 of our starting hitpoints. Since I don't believe we can keep shit from this book in the next book, including spells cast up, nuke the Black Knight with 4 fireballs if that's what it takes.
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 »

Omegonthesane wrote:Does the poison stack and do we need more than one cure to cure stacked poison doses?
The way I interpret the text, no, it doesn't stack.

When you say "1/3 of starting hitpoints", do you mean the hitpoint we're at when we start this combat, or 1/3 of max hitpoint?
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Post by Darth Rabbitt »

I can't answer for Omegon, but I'd like to drop cures if we get to 20 HP or lower. Agreed on fingering the slimes and then hitting the Black Knight with our big, red-hot balls.
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Post by SGamerz »

Slime Monsters roll 8, Pip rolls 7. Slime Monsters go first!

COMBAT LOG:
Slime Monster#1 rolls 4 and misses.
Slime Monster#2 rolls 5 and misses.
Slime Monster#3 rolls 4 and misses. (shield would have blocked it anyway)
Slime Monster#4 rolls 7 and hits for 1-4 = no damage.....but Pip is now poisoned!
Slime Monster#5 rolls 4 and misses.
Slime Monster#6 rolls 3 and misses. (shield would have blocked it anyway)
Slime Monster#7 rolls 4 and misses.
Pip zaps Slime Monster#1 & 2 with Firefingers and kills both. He loses 4 LP (2 per hit that he made) from poison and is now at 25.
Vampire carrot rolls 7 and hits for 1 damage. Slime Monster#3 is at 9.
Slime Monster#3 rolls 4 and misses.
Slime Monster#4 rolls 8 and hits but is blocked by collapsible shield.
Slime Monster#5 rolls 7 and hits for 1-4 = no damage.
Slime Monster#6 rolls 7 and hits for 1-4 = no damage.
Slime Monster#7 rolls 4 and misses. (shield would have blocked it anyway)
Pip zaps Slime Monster#3 & 4 with Firefingers and kills both. He loses 4 LP from poison and is now at 21.
Vampire carrot rolls 4 and misses.
Slime Monster#5 rolls 9 and hits for 3-4 = no damage.
Slime Monster#6 rolls 10 and hits for 4-4 = no damage.
Slime Monster#7 rolls 4 and misses. (shield would have blocked it anyway)
Pip zaps Slime Monster#5 with Firefinger and kills it. He loses 2 LP from poison and is now at 19.
Pip uses a dose of antidote and is no longer poisoned.
Vampire carrot rolls 5 and misses.
Slime Monster#6 rolls 7 and hits for 1-4 = no damage, but Pip is poisoned again!
Slime Monster#7 rolls 10 and hits for 4-4 = no damage.
Pip uses a dose of antidote and is no longer poisoned.
Pip zaps Slime Monster#6 with Firefinger and kills it.
Vampire carrot rolls 10 and hits for 4 damage. Slime Monster#7 is at 6.
Slime Monster#7 rolls 8 and hits for 2-4 = no damage, but Pip is poisoned again!
Pip uses a dose of antidote and is no longer poisoned.
Pip zaps Slime Monster#7 with Firefinger and kills it.
Pip emerges from the battle with 19 LP (all due to poison - the Slime Monster don't hit hard enough to even dent his armour), still left with 10 Firefingers and 3 doses of antidote!

One more little piece of good news: Pip just gained enough experience with his 7 new kills to earn one more Permanent LP! He's now at 20/56!

And now it's time for the Black Knight himself:

Black Knight rolls 9, Pip rolls 4. BK goes first!

COMBA LOG:
Black Knight rolls 11(!) and hits for 7+4-4 = 7 damage! Pip is at 13.
Pip rolls 11 and hits with his first Fireball for 75-12 = 63 damage. Black Knight is at 17.
Black Knight rolls 4 and hits for 0+4-4 = no damage!
Pip rolls 8 and hits with his second Fireball for 75-6 = 69 damage. Black Knight is toast.
With 4 Fireballs at the ready there was little doubt Pip had the firepower to take down the Black Knight, but it still took some luck: if the Black Knight had rolled well for his second attack he could have knocked Pip out! Fortunately, our luck held and Pip is victorious!
The Black Knight sinks to the floor, clutching his wounds.

'Rotter!' he gasps, this being an ancient expression meant to convey the very depths of insult.

But you ignore him, except for the token gesture of placing your boot lightly on his back and beating your chest. Then you search the huge chamber carefully until, at your agile touch, a secret panel opens in the ceiling, allowing you to climb out into the muted sunlight.

You look around and sure enough, the open Gateway is a mere hundred yards away to the south. Faster than a speeding arrow (despite the various bits of booty you've collected) you zip through, slamming it tight shut behind you. Quickly you turn the key you found in the Little Old Lady Monster's chest.

The bolt slides home with a satisfying click and you turn away to seek the road to Camelot.

(Which, when you find it, will take you to the section headed PIP TRIUMPHANT.)
Gateway closed, mission accomplished (the book never considered the possibility that Pip might have stupidly dropped the key to pick up some trash.)!
Image
PIP TRIUMPHANT
If the Monday morning meetings of the Table Round were bad, the Friday afternoon meetings of the Table Round were usually much worse. Even at the best of times, the Knights were restless, anxious to get shot of business so they could spend their weekends wassailing and carousing.

But in the middle of this particular Friday afternoon meeting, something very peculiar happened. The Knights suddenly began to act politely towards one another, so that it was, 'After you, Sir Percival,' and 'No, no, my dear Galahad, what were you going to say?' and, 'No, I insist you speak first, Sir Percival,' and general sweetness and light all round.

King Arthur studied this interesting development for nearly an hour before he rapped the table for silence.

'Have you noticed,' he said seriously, 'how benevolent we have all become to one another? There has not been one serious threat voiced for the past sixty minutes.'

The Knights looked at each other in amazement, realizing that, of course, their King was right.

'What does it mean?' cried Sir Bevedere, who had a flair for histrionics.

'I think,' said the King slowly, 'it must mean somebody has managed to close the Gateway to the Ghastly Kingdom of the Dead.'

'Pip?' asked Sir Lancelot.

King Arthur nodded. 'Who else?'

'I have a proposal,' said King Pellinore, seated in one corner. He glanced around grinning. 'I expect you all know what it is.'

'A knighthood?' asked Sir Lancelot, also grinning.

'Precisely,' King Pellinore confirmed.

'A knighthood!' roared the excited members of the Table round. 'A knighthood for Pip!!'

Even the King was smiling. In the circumstances, Sir Pip sounded good to him.
A refreshingly short epilogue for this series. And it's definitely about time Pip gets knighted, considering how many times he's had to perform quests that the Knights of the Round Table couldn't do!

And this is it for Pip's third quest. Thanks to everyone for playing!

I think the biggest long-term gain Pip has gotten out of this quest is the fact that he can now carry over a total of 12 Permanent Life Points with him to his next quest (which, as mentioned before, is pretty much the only thing he gets to bring with him from this book.) Are you guys still interested in following Pip to his next mission? If you do, join me in the LP for GrailQuest 4: Voyage of Terror! where Pip meets the Argonauts of Ancient Greece (yes, seriously)!

FINAL QUEST JOURNAL:
Pip's LIFE POINTS: 13/56
Permanent Life Points: 12

SPEED: 11/22

EQUIPMENT CARRIED:
1. Excalibur Jr. (hits on 4, damage +5)
2. Dragonskin Jacket (damage taken -4)
3. Wax Polish (+2 damage, 6/6 applications)
4. Key to the Gateway of the Ghastly Kingdom of the Dead
5. Poison Antidote (3 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. Magical Specs (sees invisible things)
10. Teleport Amulet (teleport to previously visited section: 3/3 charges; prevent forced teleportation: 5/6 charges)
11. Fireball wand (2/2 Fireballs)
12. Collapsible Shield (negates every third blow; does not affect SPEED)

MONEY: 438 GP

MAGIC:
PANIC 3/3
POW 3/3
PILL 3/3
PAD 3/3
PIP 1/3
PIN 3/3
PiR2 1/3
INVISIBILITY 1/1
Firefingers 10/21
Fireballs 0/2
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: 23 3
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
3 Djinn
7 Slime Monsters
Black Knight of Avalon
PUZZLES SOLVES: 7

No. of Deaths:
1. Suffocated in smoke-filled room
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