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[Let's Play] Grailquest 3: The Gateway of Doom
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Thaluikhain
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Joined: 29 Sep 2016
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PostPosted: Mon Dec 04, 2017 1:04 pm    Post subject: Reply with quote Add User to Ignore List

Does it make a difference if we take it or not? Can't we throw it away later?

Try attacking the thing?
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Omegonthesane
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Joined: 26 Sep 2009
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PostPosted: Mon Dec 04, 2017 1:32 pm    Post subject: Reply with quote Add User to Ignore List

Take the gem if we can just toss it no questions asked at a later point.

Attack the thing for variety's sake.
_________________
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.
FrankTrollman wrote:
As far as death and human misery goes, Tobacco is basically World War II grinding on forever with no real sign of stopping in our life times. Death camps and nuclear bombs and stuff are certainly dramatic, but public health crises are always and forever bigger than wars on the global scale.

FrankTrollman wrote:
White people are basically just horrible...The entire Reagan Revolution is just white people voting to destroy their own social safety nets because they'd rather fucking starve than let black people eat.



Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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SGamerz
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Joined: 16 Jun 2014
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PostPosted: Tue Dec 05, 2017 12:20 pm    Post subject: Reply with quote Add User to Ignore List

True, there's really no harm in picking up everything we find as long as we still have free slots, since we can drop items later. Pip swipes the ruby.

Pip then bravely attacks the Thing. Let's hope the other members of the Fantastic 4 don't show up to attack us!

Quote:
'Have at you, foul beast of Hades! I, Pip, the adventurer, will smite you into oblivion and gave your guts for garters!' you cry heroically as you launch yourself upon the Thing.

Which runs away.

Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction!

Excitedly you run after it, still hurling abuse and heroic jibes.

Which is possibly a big mistake, as you may discover when you turn to 59.


Yep, it makes no difference whether we attack here or not....

INTO THE GHASTLY KINGDOM OF THE DEAD!
Quote:
That's done it! That's torn it and no mistake! You are in a vast, gloomy underground chamber, measuring 40 feet square. The floor, walls and ceiling are composed of large black granite slabs. The only light is a single flickering torch set in a bracket on the north wall.

There is nothing in the room (except you, of course) and most upsetting of all, there is no door out!!

Is this it? Is this the end? Is this where the brave adventurer ends up, wasting slowly in some dank chamber of the Ghastly Kingdom of the Dead, lonely, miserable, cold, unhappy, facing no brighter prospect than the final solemn journey to the dreaded 14? No, of course it isn't. Pull yourself together. If you look in the southwestern corner you'll find a scrap of ancient parchment on which there is a map. Go to 65 and study it carefully. It may show you a way out of this mess. (And probably into an even worse one, but that's a different story.)


And we're back in familiar territory:

Quote:
Now there's something to get your teeth into! This looks as though it might turn into an interesting adventure after all. The scrap of parchment seems to be a map of the ghastly place you're in (see Appendix p.219). You'll notice 65 is marked as a 40' x 40' room, exactly as you've discovered it to be. But the map shows no less than four secret doors out. Two of those doors lead into rooms, two into corridors. And the various rooms all have section numbers so you'll know where to go.

(Don't do anything yet, Pip--it's dangerous to rush into things down here.)

At the bottom of the parchment somebody has scrawled a message in blood, or possibly tomato ketchup:

'I have opened the Gateway and hidden the Key! Find it if you can, Sucker!'

Yours in Chivalry,

The Black Knight of Avalon.

So that's where the trouble started. The dreaded Black Knight of Avalon, the most wicked noble in the Realm. Looks as though he was the one who opened the Gateway to the Ghastly Kingdom of the Dead and let loose that Brass Dragon you killed a while ago. He must have used this map to find his way around the Ghastly Kingdom, so maybe you can do the same until you discover where the Key is hidden.

Now turn the parchment over--there may be something on the back.

There is something on the back: a set of instructions for adventuring in the Ghastly Kingdom of the Dead. The handwriting is different to that of the Black Knight, so you should be able to trust what they say. What they say is this:

LEVEL 1


Study the map carefully. You start from the room marked 65. You may pick any of the four secret doors shown as your exit. If a door leads directly into a room, turn to the section number shown to discover what you find there.

If a door leads into a shaded area, you will find yourself in a gloomy 10' wide, 10' high corridor with worked stone walls and stone slabbed floor.

For every 60' (6 squares) you have to travel along a corridor to reach wherever you are going, you must roll two dice to find out if you have encountered any Wandering Monsters. Check the result on the Table headed 'Level 1 Wandering Monsters' in the Appendix.

Sometimes the roll will show you meet no Monsters. Sometimes it will show you do. Wandering Monsters are too stupid to be bribed, and too bad tempered ever to give you a Friendly Reaction, so when you meet any, you must fight to the death.

If you kill the Wandering Monsters, you may continue along the corridor (still checking every 60' in case you meet some more.)

If the Wandering Monsters kill you, then it's off to 14 to re-equip and roll up new LIFE POINTS. But--and this is important--if you are killed anywhere in the Ghastly Kingdom of the Dead, you do NOT have to start the whole adventure again. Instead you return to 65 and start from there. (Or rather here, since this is 65.)

One more thing. The torch in the wall bracket of this 40' x 40' chamber is almost burned out. If you have no torches, lamps or other light sources in your equipment, you must travel in the dark. You'll be able to find your way all right, but you will not fight nearly so well as usual. You will score damage normally, but you will need to roll an 8 or better to hit, even if you're using EJ.

That's the bad news about Wandering Monsters. The good news is that they usually carry a bit of gold around with them and if you manage to kill them, you can add their gold to your own store. The Table shows how much gold each class of Wandering Monster usually carries.

That's it for the corridors. Now the rooms.

What you'll find in the rooms is anybody's guess.

Good luck.


LEVEL ONE MAP:
Click here to see the hidden message (It might contain spoilers)


Again, we start at 65. The only secret door that we haven't tried from there is the one in the southwest, which leads to 90, so let's proceed there

Going there, however, we have to go through exactly 6 squares in the dark corridor, and we no longer has the Luckstone to help us avoid random encounters. How will we fare now?

Dice roll = 7! We just managed to avoid an encounter.

Quote:
Well, at least there's an exit door in this 50' x 20' chamber. There's also a funny-looking sort of mound in the middle of the floor. Curious, you move forward to inspect it, giving it a little poke with EJ.

Now there's trouble. You've disturbed a colony of ants!

Roll two dice and multiply the answer by 10 to find out how many are attacking you. Each has only one LIFE POINT, but is very hard to hit so you will need to score 8 or better to squash it. The ants, in their turn, score on a 6 and do 1 damage each successful strike, irrespective of what damage the dice show.

If you want to try for a Friendly Reaction, you must roll for each ant separately, so it hardly seems worth the trouble. Of course, if you happen to be carrying an Artificial Aardvark in your backpack, it will eat 20 ants every time you wind it up, which you can do by rolling a 6 or better.

If the ants kill you, go to 14.
If you survive, you may leave by either door.


It's not very clear about whether the Ants collectively do 1 damage or that they do 1 damage each. From the way the text puts it, it looks like the Ant's damage ignores armour protection. I'm going to rule that they do 1 damage collectively, since if they do cumulative damage then rolling 5 or more on the initial dice roll (which means 50 ants or more) can pretty much guarantee a 1HKO from the ants!

Dice roll = 11. Yikes! We have to face 110 Ants!

Fortunately, we also brought the Aardvark!

The ants roll 9, Pip rolls 4. The Ants strike first! I think this is the first time our enemy got the first strike in this series.

COMBAT LOG:
Click here to see the hidden message (It might contain spoilers)


Even though getting rid of 110 ants can be tedious, it's also rewarding: y the book's rule, we should gain 110 Exp for 110 enemies defeated!! That equates to 5 Permanent LP already! And we can gain another once we earn a further 4 more Exp!

There're 2 doors from this room, but we've already looked at all the rooms from the north side, so off to 110 next:

Quote:
Make one Wandering Monster roll in this 10' x 10' chamber. If the dice show no monsters present or you win through the encounter, you may leave by any of the three doors shown.


Dice roll = 5. No random encounter.

There're 2 other doors from 110. Which one do we take from here? (we came from 90)

QUEST JOURNAL:
Click here to see the hidden message (It might contain spoilers)


Last edited by SGamerz on Tue Dec 05, 2017 2:01 pm; edited 1 time in total
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Thaluikhain
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Joined: 29 Sep 2016
Posts: 998

PostPosted: Tue Dec 05, 2017 1:15 pm    Post subject: Reply with quote Add User to Ignore List

Should that be we've been from 90? If so, I vote 95, if not, I'm lost.
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SGamerz
Duke


Joined: 16 Jun 2014
Posts: 2328

PostPosted: Tue Dec 05, 2017 2:01 pm    Post subject: Reply with quote Add User to Ignore List

Thaluikhain wrote:
Should that be we've been from 90? If so, I vote 95, if not, I'm lost.


Oops, yes you're right.
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SGamerz
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Joined: 16 Jun 2014
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PostPosted: Wed Dec 06, 2017 11:42 am    Post subject: Reply with quote Add User to Ignore List

On to 95.....

Click here to see the hidden message (It might contain spoilers)


Quote:
There is only one door to this 30' x 30' chamber (the one you came in) and it swings tight shut behind you. Not that this should bother you greatly since your attention is taken up by the fact that the floor has just opened up beneath you, dropping you into a 20' deep pit. Deduct a double dice roll of damage from your LIFE POINTS (and go to 14 if this kills you) then sit down on the floor of the pit, which is littered with the dried bones of previous adventurers, and try to figure your best way out.

Try climbing out without ropes. To do this you roll two dice. Score 11 or 12 and you will succeed in getting safely to the top. Anything else and you fall, with a double dice roll of damage.

Use a rope if you've brought one. To do this, roll two dice. Score 2 to 10 and you make it out of the pit; 11 or 12 and you fall with a double dice roll of damage.

If you climb out safely, you may leave through the door.

If you kill yourself, go to 14.


Oh dear, we did bring a rope the last round, but this time, we didn't!

Fortunately, this isn't an insta-death trap.

Damage roll = 9. Pip is at 36/51.

We have to roll 11 or 12 to climb out, but if we succeed we get out without damage.

I think the PIL levitation spell should work here, but since we're indoors we'll lose half of our LP for hitting our head on the ceiling in the process. Either way, we're likely to need healing after this.

How do we get out? Levitation for better chance (but also guaranteed damage), or try to risk climbing without aid?
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Thaluikhain
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Posts: 998

PostPosted: Wed Dec 06, 2017 11:51 am    Post subject: Reply with quote Add User to Ignore List

Hasty maths give about a 1 in 4 chance of not dying by just trying to climb out. I think.

So assuming we are trying to survive...oh, hang on, do spells we've used come back when we die, or are they gone forever? If the are lost, recommend trying to climb out and saving levitation for later.
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SGamerz
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Joined: 16 Jun 2014
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PostPosted: Thu Dec 07, 2017 11:30 am    Post subject: Reply with quote Add User to Ignore List

Thaluikhain wrote:
Hasty maths give about a 1 in 4 chance of not dying by just trying to climb out. I think.


Failing to climb out doesn't kill us outright though, just more damage. There's nothing to stop us from keeping ourselves alive by popping heals and keep trying until we succeed (or run out of heals).

Thaluikhain wrote:
So assuming we are trying to survive...oh, hang on, do spells we've used come back when we die, or are they gone forever? If the are lost, recommend trying to climb out and saving levitation for later.


My ruling (Brennan is ambiguous on that as usual) is that spells don't get restored after death/restarts.
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SGamerz
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Joined: 16 Jun 2014
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PostPosted: Sat Dec 09, 2017 5:07 am    Post subject: Reply with quote Add User to Ignore List

No other votes, so I guess we try to climb out the hard(er) way.

Climb roll = 4 (Fail). Pip loses (Damage roll =) 5 LP and is at 31/51.

Climb roll = 9 (Fail). Pip loses (Damage roll =) 4 LP and is at 27/51.

Climb roll = 11 (Success). Pip escapes from the pit.

With no other exits, we go back to 110, where we have to make another Wandering Monster roll:

Dice roll = 9! We run into 2 Nerds!

Nerds roll 9, Pip rolls 6. Nerds strike first!

COMBAT LOG:
Click here to see the hidden message (It might contain spoilers)


Very good rolls for this fight, and Pip slays both Nerds without a scratch. He didn't even have to use his magic coin. He also picks up 20 GP from the dead bodies (10 each).

Pip then enters the dark corridor leading to 105, passing through 8 squares, so he has to make another Wandering Monster roll:

Dice roll = 4. No encounter. Pip reaches 105 safely:

Quote:
There are two archways in this 20' x 30' chamber, neither of which is closed off by a door. The room is empty, but you must make one Wandering Monster roll to cross it.


Dice roll =12! We meet a Creeping Jello!

Creeping Jello rolls 7, Pip rolls 4. the Jello strikes first (Pip seems to be losing all the first strikes since losing the Luckstone).

COMBAT LOG:
Click here to see the hidden message (It might contain spoilers)


Pip wins (picking up 30 GP) but is now pretty low on health. He dinks a dose for healing potion.

Healing roll = 7. Pip is now at 20/51. I think it's safer to drink another before entering the dark corridor that leads to 82.

Healing roll = 3. Bad roll. Pip is at 23/51.

It takes 4 squares to get to 82 from 105, but we crossed 8 in the previous corridor, so the leftover 2 from the last adds up to 6, requiring yet another random encounter roll:

Dice roll = 10! This time it's 2 Orcs.

Orcs roll 7, Pip rolls 7 too. I guess we roll again.
Orcs roll 9, Pip rolls 4. It looks like without the Luckstone we really lost luck.

COMBAT LOG:
Click here to see the hidden message (It might contain spoilers)


That's been a lot of combat. On the bright side, with these 2 kills, Pip's current Exp just went beyond 20 again, earning him yet another Permanent LP! We also loot 30 GP in total from the Orcs!

Entering 82:

Quote:
An empty 10' x 10' room with two doors. Nice surprise: you don't even risk a Wandering Monster.


Which is a good thing, since we're not too healthy. Drinking another dose of potion:

Healing roll = 6! Pip is at 26/52.

There's only one exit here, so it's on to 97:

Quote:
There is a door in each wall of this 10' x 10' room. There is also a funny smell, similar in many respects to fish and chips.

Although the room seems quite empty, you search diligently and eventually discover in a crack in the floor, a cricket engaged in the unusual occupation of frying up a fish supper. (A very small fish supper--plankton mainly--since crickets have small appetites.)

If you happen to have a clickstick with you, go to 68.

Otherwise you may use any of the four doors since the cricket will certainly not launch a vicious attack on anything your size.


Alas, we don't have a clickstick!

We do have 3 exits to choose from: 120, 100, and 115.

Which one do we pick?

QUEST JOURNAL:
Click here to see the hidden message (It might contain spoilers)
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Omegonthesane
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Joined: 26 Sep 2009
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PostPosted: Sat Dec 09, 2017 8:37 am    Post subject: Reply with quote Add User to Ignore List

120 on the basis that it's a direction.
_________________
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.
FrankTrollman wrote:
As far as death and human misery goes, Tobacco is basically World War II grinding on forever with no real sign of stopping in our life times. Death camps and nuclear bombs and stuff are certainly dramatic, but public health crises are always and forever bigger than wars on the global scale.

FrankTrollman wrote:
White people are basically just horrible...The entire Reagan Revolution is just white people voting to destroy their own social safety nets because they'd rather fucking starve than let black people eat.



Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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SGamerz
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Joined: 16 Jun 2014
Posts: 2328

PostPosted: Sun Dec 10, 2017 1:55 am    Post subject: Reply with quote Add User to Ignore List

Click here to see the hidden message (It might contain spoilers)


Quote:
Trouble. There's a Shark in here, Pip. You discover it by falling into the pool which comprises the whole of this eccentric chamber.

You now have several interesting problems, Pip.

First roll one die to see if you drown. Score 1, 2 or 3 and you do. (Off to 14.) Score 4, 5 and 6 and you don't.

Next roll one die to see if you freeze, the water being very cold. Score 1 or 2 and you do. (Off to 14.) Score anything else and you don't.

Finally, see if you can cope with the Shark, which has 20 LIFE POINTS, hits on a 5 or better and bites +4 chunks of damage out of you. If the Shark kills you, go to 14. If you kill the Shark, don't forget to pull its teeth which, when powdered, are a sure cure for poison.


Triple death-trap! That shark's fin isn't really worth all that risk, but it's too late to turn back!

1st dice roll = 6. Pip doesn't drown.

2nd dice roll = 4. Pip doesn't freeze.

Shark rolls 2, Pip rolls 6. Pip strikes first.

COMBAT LOG:
Click here to see the hidden message (It might contain spoilers)


We snag the Shark's tooth and grind it to powder before taking putting it into our last inventory slot.

There's no other exit, so we go back to the cricket room.

115 or 100 now?

QUEST JOURNAL:
Click here to see the hidden message (It might contain spoilers)
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Thaluikhain
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PostPosted: Sun Dec 10, 2017 3:33 am    Post subject: Reply with quote Add User to Ignore List

115 looks like a dead end, so check that out first.
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SGamerz
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PostPosted: Mon Dec 11, 2017 11:54 am    Post subject: Reply with quote Add User to Ignore List

Quote:
There's a chest in here, oak by the look of it, with brass banding. Want to open it? If so, roll two dice. Score 2 to 6 and go to 73. Score 7 to 12 and go to 134. If you decide not to open the chest, you can leave through the door by which you entered.


Open the chest or not?
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Thaluikhain
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Posts: 998

PostPosted: Mon Dec 11, 2017 1:04 pm    Post subject: Reply with quote Add User to Ignore List

Open the box!
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