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Grailquest

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Grailquest is a series of gamebooks by J.H. Brennan. The books are illustrated by John Higgins.

The series is (usually) set in King Arthur's realm of Avalon, and follows the adventures of a young hero named Pip. Pip is often called upon by Merlin to right wrongs and save the realm from evil.

The series is light in tone and does not take itself seriously, often spoofing the fantasy genre and inserting a lot of pure slapstick humor or nonsensical elements in order to make the book a fun read. Occasionally there is more serious drama, but this is usually reserved for very special moments.

The fourth volume, Voyage of Terror, takes place almost entirely in ancient Greece, after Merlin's summoning spell goes wrong. Pip spends the adventure travelling with Jason and the Argonauts, encountering enemies from Greek mythology while trying to find a way back to Avalon.

Characters

Titles

  1. The Castle of Darkness (1984)
  2. The Den of Dragons (1984)
  3. The Gateway of Doom (1984)
  4. Voyage of Terror (1986)
  5. Kingdom of Horror (1986)
  6. Realm of Chaos (1987)
  7. Tomb of Nightmares (1987)
  8. Legion of the Dead (1987)

Combat

The rules of Grailquest are quite simple when compared to current RPGs. The player must roll two six-sided dice and add the results. If the result exceeds 6 (which will happen 58.3% of the time), then the enemy is injured and loses a number of Life Points. When a character's Life Points reach zero, the character is dead.

If wielding a weapon, the number needed to hit may be lower, and extra damage will usually be inflicted. For instance, Excalibur Junior hits on a roll of 4 (hitting 91.7% of the time) and provides a bonus 5 points of damage.

There is no defence roll, but damage is reduced by a set amount by any armor the character is wearing.

Initiative is determined by an initial, opposed roll where the highest roll gets the first attack. From then on, the character and the enemy take turns to attack.

If the character dies, the player must go to paragraph 14, which describes his afterdeath and tells him to calculate his Life Points again. Merlin then resurrects Pip, who has to start from the beginning of the adventure again. However, all previously killed enemies remain dead, and any treasure the player found is gone for good. (In some books, killed enemies return to life with half the Life Points they had the first time around.)

Magic spells

In some of the books, Merlin provides Pip with magic spells. In the first book, Pip has two spells - ten firefingers (lightning bolts) and two powerful fireballs.

Pip's First Spell Book

In the second book, Merlin provides Pip with a spell book. This provides Pip with more spells of different use in combat. Pip also receives ten new firefingers (different to the firefingers on the previous book) and two new fireballs. If the player has finished the first book, he can keep any unspent spells from the previous book, and also the dragonhide jacket, which would otherwise be unavailable.

Pip's Second Spell Book

In the third book, Merlin provides Pip with a new spell book. Pip wonders why this second spell book is shorter than the first one. Upon which, Merlin tells Pip that spell books require research, which requires a great amount of money. Merlin says that he is not a rich man.

Spell books, the dragonhide jacket and even E.J. are not be available in the fourth book.

External links

 


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