[Let's Play] GrailQuest 5: Kingdom of Horror

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

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Darth Rabbitt
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Post by Darth Rabbitt »

I'm down with that.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

Checking 16:
Image
**B(each)

If you've been wondering why this was called the Slaughter Stone on your plan, you can stop wondering now. Leaning on the megalith, grinning evilly, is a black-robed figure carrying a razor sharp sickle. Beside him are two further figures, also in black (but with rather attractive maroon edging) and also carrying sickles. Something tells you they are not about to harvest corn.

Something is right: these are three of the dreaded Black Druids who sometimes use the Henge as a sacrificial site. The problem seems to be that they had no-one to sacrifice... until you came along.

The Druids are bribable, if you have the wherewithal (and if you don't have the cash to bribe all three, you can always try bribing the ones you can afford to bribe). If you want to try this and succeed, you may return to your Plan and try another destination. (The same goes for three Friendly Reactions.)

Should you elect to fight, however, you should know each Black Druid has 20 LIFE POINTS, hits on 5 and slices off +3 damage with those sickles. If the Druids sacrifice you, go to 14. If you slaughter all three, go to 18.


We don't have any gold to bribe with. Let's try for the Friendly Reaction, which doesn't cost anything:

Druid#1 rolls 1 - automatic failure.
Druid#2 rolls 4, Pip rolls 17. Failure.
Druid#1 rolls 3 - automatic failure.

So we need to fight all 3. Do we want to use the Sleep Globe for this fight?

(I will assume that the Boots of Speed are automatically in effect, because it's supposed to help us avoid surprise attacks, so that means we should be wearing those by default.)

QUEST JOURNAL:
Pip's LIFE POINTS: 16/51
Permanent Life Points: 15

EQUIPMENT CARRIED:
Excalibur Junior (hits on 4, damage +5)
Sleep-globe (puts x enemies to sleep for 12/x rounds)
Yarrow
Small golden disc
Scrap of parchment ("ZMXRVMG OLIV HVVP GSV TRZMGH WZMXV TLOW WRHX ZXGREZGVH")
Boots of Speed (hit all opponents twice per round in combat, cannot be Surprised, 3 uses remaining)

EXPERIENCE POINTS: 5
ENEMIES DEFEATED:
3 Peasants
PUZZLES SOLVES: 2

No. of Deaths:
None yet
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SlyJohnny
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Post by SlyJohnny »

It sucks, but let's use the globe. We might be okay with just the boots, but we'd be so messed up we might not survive the trip back to Merlins, and then we'd lose the globe anyway.
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Darth Rabbitt
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Post by Darth Rabbitt »

Sure, use the globe of sleep.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

Pip uses the Sleep Globe, which puts all 3 druids to sleep for 4 rounds.

Druids roll 6, Pip rolls 8. Pip goes first!

COMBAT LOG:
Pip rolls 10 and hits for 6+5 = 11 damage. Druid#1 is at 9.
Pip rolls 7 and hits for 3+5 = 8 damage. Druid#1 is at 1 and is knocked out.
Pip rolls 5 and hits for 1+5 = 6 damage. Druid#2 is at 14.
Pip rolls 8 and hits for 4+5 = 9 damage. Druid#2 is at 5 and is knocked out.
Pip rolls 7 and hits for 3+5 = 8 damage. Druid#3 is at 12.
Pip rolls 4 and hits for 0+5 = 5 damage. Druid#3 is at 7.
Druid#3 is asleep.
Pip rolls 9 and hits for 5+5 = 10 damage. Druid#3 is killed.
Well, turns out that we probably didn't really need the Sleep Globe, since we offed 2 of them just in the first round.
That was extremely well done, Pip--the world is definitely a better place without them. Don't forget to search the bodies, since you will find on each of them a full flask of Healing Potion: that's three flasks altogether.

Now back to your plan and pick a safer destination.
The loot isn't bad, though: 3 flasks of potion means 18 doses in total! Let's take some now:

Healing roll = 5. Pip is now at 21/51. I think we can use another.
2nd Healing roll = 6. Pip is at 27/51. At least it's more than half now. Let me know if you want to heal some more.

Now, going by earlier votes, let's check out the mound at Section 26:
There's probably a very good reason why this mound is marked on the Plan, but it's certainly not very obvious. You search about for ages without finding anything more interesting than a straightforward mound of earth, then return to your plan to try another destination (muttering grimly to yourself).
*Mutters grimly to self.*

Moving on to 5:
Image
There's something behind this stone!

Swiftly you draw EJ and zip around to confront the horror that awaits you. Equally swiftly you slide EJ back into his scabbard and remove your hat. 'I do beg your pardon,' you say politely. 'I'm afraid I thought you were a monster.'

'Do I look like a monster?' asks the slim girl in the white linen robe leaning on the stone.

'Not exactly,' you say. 'That is, not at all. I'm just a bit nervous.'

'I am Camilla,' says the girl, smiling. 'I sometimes come here to feel the stones.'

'To fee...' You stop yourself just in time. Looking closer at Camilla's eyes, you realise she is blind. 'Oh yes, I see.'

'May I feel your face?' she asks. 'You sound nice.'

'Yes, of course.' You stand there, a little embarassed by this unexpected development, as Camilla runs her fingers lightly over your face.

'Excuse me,' she says after a moment, 'but do you have a bolt through your neck?'

If you still have that stupid bolt, turn to 52. If you have somehow managed to remove it, go to 31.
Yes, we still do....
You nod, then remember and say, 'Yes.'

'I thought so,' says Camilla. 'Would you like me to take it out? I'm quite good at that sort of thing.'

'I was told it couldn't be taken out without my head falling off.'

'Stuff and nonsense!' says Camilla. 'I can remove it quite safely.'

It's up to you, Pip. If you want the bolt removed, go to 68. If not, you can always decline politely and go to 31.
Do we want to let the blind girl unscrew our head remove the bolt from our neck for us?

QUEST JOURNAL:
Pip's LIFE POINTS: 27/51
Permanent Life Points: 15

EQUIPMENT CARRIED:
Excalibur Junior (hits on 4, damage +5)
Yarrow
Small golden disc
Scrap of parchment ("ZMXRVMG OLIV HVVP GSV TRZMGH WZMXV TLOW WRHX ZXGREZGVH")
Boots of Speed (hit all opponents twice per round in combat, cannot be Surprised, 3 2 uses remaining)
Healing Potions (16/18 doses)

EXPERIENCE POINTS: 8
ENEMIES DEFEATED:
3 Peasants
3 Druids
PUZZLES SOLVES: 2

No. of Deaths:
None yet
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Darth Rabbitt
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Post by Darth Rabbitt »

Get the bolt removed.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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SlyJohnny
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Post by SlyJohnny »

Merlin was offering instructions on how to use the thing, suggesting it has some powers. Plus we only have her word for it that she's NOT a monster, and no reason to trust her word over Merlins. Decline politely.
Omegonthesane
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Post by Omegonthesane »

Gonna break the tie in favour of removing the bolt.
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 »

Delicately she touches the left side of the bolt, turns it gently in a screwing motion, then withdraws it with no trouble at all.

'There,' she says, tossing it away. 'I'm sure you'll feel much better without that old thing.'

And perhaps you will. But for now it's off to 31.
Yes, that's the same section we would have turned to if we refused....
'Well, the least said about that now the better,' remarks Camilla mysteriously. 'I suppose you're looking for the entrance to the Fairy Kingdom?'

'How on earth did you know that?' you ask in amazement.

'Merlin told me. He sent me here to help you.'

Can you beat that? The old fool wasn't as disorganized as he seemed. 'Do you know where the entrance is?' you say.

'Oh, yes,' says Camilla brightly. 'It's at one of the mounds: the one due south of here. But you'll need to start the Giant's Dance first. I suppose you do have the little golden disc?'

Well, do you? If the answer is yes, go to 90. If not, better move on to 61.
We do have the plot token....
'I'm so relieved,' says Camilla. 'But you will also need this...' She takes from a fold of her robe a sprig of cherry blossom. (Isn't this a pretty part of your adventure? Don't worry, it won't last long.) 'You must offer the blossom to the Guardian of the Gateway.'

'Where do I find the Gateway?' you ask, ever sharp.

'At 56,' Camilla replies, smiling. 'The Guardian will instruct you what to do next.'
Do we want to go to 56 now? There's one other section that we've not checked (72).

GIANT'S DANCE:
Image
QUEST JOURNAL:
Pip's LIFE POINTS: 27/51
Permanent Life Points: 15

EQUIPMENT CARRIED:
Excalibur Junior (hits on 4, damage +5)
Yarrow
Small golden disc
Scrap of parchment ("ZMXRVMG OLIV HVVP GSV TRZMGH WZMXV TLOW WRHX ZXGREZGVH")
Boots of Speed (hit all opponents twice per round in combat, cannot be Surprised, 3 2 uses remaining)
Healing Potions (16/18 doses)
Sprig of Cherry Blossom

EXPERIENCE POINTS: 8
ENEMIES DEFEATED:
3 Peasants
3 Druids
PUZZLES SOLVES: 2

No. of Deaths:
None yet
Omegonthesane
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Post by Omegonthesane »

Go to 56.
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
You are approaching a vast trilithon Gateway--and a bit of action, by the look of it. A shimmering mist fills the space between the granite uprights and within it stands a towering figure, arms crossed over his massive chest, a club as big as a tree trunk in his right hand, frowning like thunder and generally making you feel as if you'd just climbed up a beanstalk.

'Where is my cherry blossom?' asks the figure in a voice that reverberates across the plain.

Not just a giant, but a giant nutter. Still, you may be carrying a bit of cherry blossom, in which case give it to him quick and zip on to 132. If you fancy trying to pass the Giant without the blossom, you'll have a bit of a scrap on your hands. He has 499 LIFE POINTS (and count yourself lucky it wasn't more), strikes on 3 or better and does +15 damage with his club. Magic might beat him, if you have any, but even the most potent death spell will only render him briefly unconscious. If you want to risk it, have a go. Should he kill you, go to 14. Should you succeed in rendering him unconscious or otherwise magically incapacitated, turn very carefully to 144. Your final (and probably most sensible) option is to go back to your Plan and pick another destination.


Fortunately, we do have the cherry blossom....
'Thank you,' says the Giant. 'I adore cherry blossom. Take this and pass through the Gateway.'

'This' turns out to be a scroll on which is written:

DSVM (ZMW RU!) BLF YVHG GSV NLMHGVI,
KOZXV TLOWVM WRHX LM ZOGZI ZMW
HGZMW YZXP ZMW TL GL ULIGB GSIW!

Keep the scroll carefully and step through the Gateway, which transports you directly to 72.
72 is the last section we haven't explored in this vicinity anyway....
The great stones of the henge loom all around you. Before you is a flat granite slab laid out to form a massive altar. And on the altar...

You don't really want to know what's on the altar, do you Pip? You can always go back to your Plan and try another destination. Or slip back to Merlin's House for more supplies. Or something. But if you insist on facing the appalling white faced and long fanged creature even now rising up from that altar, turn to 120.
Are we ready to confront this fanged creature yet? Or do we want to check back at Merlin's first?
Omegonthesane
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Post by Omegonthesane »

I don't see that we can count on another Merlin visit making us any more ready. 120.
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 »

B (Special)

'Greetings, Visitor to this place
How glad I am to see your face--'

Oh, no, it can't be!

'For I am lonely on this stone
Which tends to freeze one's backside to the bone.'

Oh yes, it is!

'And while that has made me
Short-tempered as you can see
I will accept your visit is well meant
Provided you have the proper equipment.'

Only one creature on earth could mouth verse quite as bad as that--the incredible Poetic Fiend, whose name is a living legend among adventurers the length and breadth of Avalon!

'And know exactly what to do,' (the Fiend continues)
'Otherwise you'll be in a stew!'

Summoning all your wits you quickly extemporize your reply:

'Oh, mighty Poet,
I do know it.
As to equipment,
It will serve
To take me just as far as I deserve!'

'Well said!' exclaims the Fiend. He approaches you with hand outstretched. 'But I'll still need to assure myself you have everything you need: a small, special gold coin and the coded instructions on how to use it.'

If you have the coin and instructions, turn to 6. If not, you are in deep trouble since

(a) you are going to have to go back and look for them and

(b) the Fiend will require a Bribe of 500 gold pieces in addition when you return here.

(Trying to fight your way to 6 is useless, incidentally, since the Fiend will simply rhyme you to death. Friendly reactions won't work either--the Fiend is friendly enough, but still won't let you through.)

To search for your missing bits and bobs, your best bet is to go right back to the fork in the road from whence you may follow the Roman road north, by going to 4, take the southern fork at 37, the southwestern fork at 70, pick some of the yarrow at 18, or examine the smelly corpse at 10.
I believe we have both of the plot tokens required, although the text didn't specifically tell us that the scroll that the giant gave us is the instructions we need here......
'Yes,' murmurs the Fiend, 'this all seems to be in order. Now, simply follow the instructions on your scroll--and the best of luck!'

You heard the Fiend. Follow the instructions... if you've managed to decode them.
Well...anybody decoded that scroll yet? Which section should we turn to?

QUEST JOURNAL:
Pip's LIFE POINTS: 27/51
Permanent Life Points: 15

EQUIPMENT CARRIED:
Excalibur Junior (hits on 4, damage +5)
Yarrow
Small golden disc
Scrap of parchment ("ZMXRVMG OLIV HVVP GSV TRZMGH WZMXV TLOW WRHX ZXGREZGVH")
Boots of Speed (hit all opponents twice per round in combat, cannot be Surprised, 3 2 uses remaining)
Healing Potions (16/18 doses)
Sprig of Cherry Blossom
Coded Scroll ("DSVM (ZMW RU!) BLF YVHG GSV NLMHGVI, KOZXV TLOWVM WRHX LM ZOGZI ZMW HGZMW YZXP ZMW TL GL ULIGB GSIW!")

EXPERIENCE POINTS: 8
ENEMIES DEFEATED:
3 Peasants
3 Druids
PUZZLES SOLVES: 2

No. of Deaths:
None yet
Last edited by SGamerz on Mon Sep 17, 2018 11:40 am, edited 1 time in total.
Mr Shine
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Post by Mr Shine »

I don't like Brennan so I'm not playing. If anybody is still playing though, I'll just kickstart this thread. A=Z, B=Y etc.

Code: Select all

When (and if!) you best the monster, place golden disc on altar and stand back and go to forty thrd! (sic)
Last edited by Mr Shine on Tue Oct 09, 2018 4:22 pm, edited 3 times in total.
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Darth Rabbitt
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Post by Darth Rabbitt »

Shit, I totally forgot about the other LPs here.

Tl gl uligb gisw.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

I probably won't be running the next book in this series, but I'd finish this one if there's still enough interest....
That's torn it! As soon as you follow the instructions, the great stones around you begin to glow!

At once a rumbling noise begins beneath your feet, for all the world like an earthquake or a team of giants dancing.

'What's going on here?' you ask the Poetic Fiend in sudden alarm.

'Sorry,' he says, ;just remembered a previous appointment!' And disappears without so much as a farewell ode.

The ground begins to rise and fall beneath your feet like an angry sea. The glow becomes brighter and brighter until you are half blinded. A great voice echoes through the air:

'Reverse the numbers of the mounds to find that which you seek. But beware. The wrong mound means... DEATH!'

The great voice dies away. The ground slowly reverts back to solidity. The bright glow dims then disappears.

Leaving you to solve the Mystery of the Message of the Voice if you are going to get very much further.
.....and, of course, if the interested players can still solve this next puzzle.

Choose which mound to re-visit (and reverse section number).

GIANT'S DANCE:
Image
Last edited by SGamerz on Wed Oct 17, 2018 1:00 pm, edited 1 time in total.
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