Grailquest 06 - Realm of Chaos
Grailquest 06 - Realm of Chaos
Grailquest 06 - Realm of Chaos
J.H. Brennan
GRAIL
QUEST
BOOK SIX
Realm of Chaos
Illustrated by
John Higgins
An Armada Original
EMERGENCY
Conditions of Sale
This book is sold subject to the condition
that it shall not, by way of trade or otherwise,
be lent, re-sold, hired out or otherwise circulated
without the publisher's prior consent in any form of
binding or cover other than that in which it is
published and without a similar condition
including this condition being imposed
on the subsequent purchaser.
Life Points
Which brings me to the LIFE POINTS. To
function at all in my time, you need LIFE
POINTS. To get LIFE POINTS, you roll two dice,
then multiply the result by four. The answer is
your starting LIFE POINTS. If you don't think
you've rolled enough LIFE POINTS (and you're
going to need all you can get on this adventure) try
again. In fact, you can try three times altogether
and pick the best result.
If you've been GrailQuesting before, you may
have a few Permanent Life Points to add on: you
can take up to 10 of them from a previous
adventure.
Combat
Now you've got your LIFE POINTS, I'll tell you
about Combat. You'll probably have a lot of
combat to get through in this adventure. And
you'll fight by using dice.
When you find yourself in a fight with an enemy,
the first thing you do is roll two dice for yourself
and two for your enemy. Highest roll gets to strike
first.
To strike a blow in combat, you will generally
have to roll a 6 or better on two dice. But if you're
using your magical sword, Excalibur Junior (EJ for
short) you need only roll a 4 or better.
Anything you roll above the figure you need to hit
counts as damage against your enemy and is
Bribery
The other way to avoid fights is Bribery, but that's
only possible in sections marked like this: *B.
Sleep
You can SLEEP any time during an adventure
except when you're actually in combat. To SLEEP
you roll one die. If you score a 5 or a 6, you can
restore LIFE POINTS equal to rolling two dice. If
you score anything else, you have to turn to the
Dreamtime. The Dreamtime is bad news usually,
so don't say I didn't warn you.
Experience
Incidentally, you can't restore LIFE POINTS to
give you more than you started out with. In fact
the only way you can add to your starting total is
through EXPERIENCE. You gain one EXPERIENCE POINT for every battle won or puzzle
solved. Twenty EXPERIENCE POINTS can be
traded in for one PERMANENT LIFE POINT,
which is then added to your total.
In this adventure you don't have to remember
anything about magic because I can't seem to get
it to work. That's part of the curse put on
Camelot.
Now go to 2.
2
'Avert your eyes - I've no clothes on!'
You avert your eyes, but not so quickly that you
fail to see the tall, skinny white-bearded figure
stark naked except for boots, long johns, a longsleeved woolly vest and a pointed hat with stars
embroidered all over it. Having averted your eyes,
3-5
10
8-9
8
INFORMATION
EMAN
......
SSERDDA
NOITAPUCCO
LM XLNKOVGRLM LU GSRH ULIN HZB
'TLYYOVKOFMP' ZOLFW ZMW GFIM GL
GSRIGVVM.
11-12
12
13-14
Right: now you've finished playing with
dragons, you should return to the section you
just left and get on with some serious
adventuring.
13
As you pronounce the mystic word, your
surroundings abruptly disappear and you find
yourself standing on a lonely road. Distantly, to
the south-east, you can see a collection of fogenshrouded buildings, while to the north-west,
the road seems to enter a marsh or swamp, out of
which towers a peculiarly rounded hill.
South-east takes you to 34 while following the
road north-west will get you to 32.
14
Well, that's it, isn't it? Killed stone dead by
something or other. But there's no need to stay
15-16
that way. Just grab your dice, reroll your LIFE
POINTS and you can get back into your adventure
faster than it takes you to say antidisestablishmentarianism (which is supposed to be the
longest word in the English language,
incidentally).
What's more, you don't have to go back to the
beginning, unless you particularly want to, but
only to the start of the particular sequence where
you were killed. If, for example, you were
slaughtered in Glastonbury Village, you can
restart back there. If you were killed in the Castle,
you can begin again at the Castle. This saves a lot
of time and may even be a help to you in the long
run since it gives you a second chance to
investigate things you may have missed first time
around.
15
Climbing up the side of a Town Hall isn't easy.
Roll two dice. Score under 6 and go to 19.
Score 6 or more and turn to 27.
16
'Here!' exclaims a sharp voice behind you. 'What
have you done with Flipper!'
You spin round, sword at the ready to defend
yourself, but find you are facing nothing more
threatening than Honest Albert, the town's
second-hand cart salesman. He is a small, dapper
man, dressed in a woollen tunic which is falling
apart because of the Curse.
17
18-20
17
18
21
21
then go to the section number shown in order to
get out!
21
You scrabble round in the pile of straw in the
corner and discover . ..
A portable hole!
By George, Pip, this is a find and no mistake! All
you need do is make it up as per the instructions,
22
22
22
THE CURSE
It came about in this fashion.
For many months since the return of Excalibur,
peace and plenty returned to the Realm of Avalon.
It was one of those golden times when trade
booms, corn grows high, brigands, robbers, bandits and burglars all fade into semi-retirement and
it only rains at night, after midnight. Even
dragons were few and far between (the result of a
dry August the year before, according to the Old
Residenters, of whom one coined an expression
'We've never had it so good' which became
something of a catch-phrase).
The brave Knights of the Table Round, with few
dragons to slay and almost no wrongs to right,
spent much of their time jousting, to the intense
enjoyment of the peasantry who had free tickets
to these events and thoroughly enjoyed the
spectacle of aristocrats falling off horses and
breaking the odd arm or rib.
King Arthur, relieved of the onerous burden of
State problems, had more free time too and spent
it fishing. Only the Wizard Merlin and the Court
Cooper, a squat little man named Harold, were at
all busy - and that only because the Welsh
Wizard's fearsome eccentricity had occasioned
him to commission the creation of a gigantic
barrel in which he proposed to live like Socrates.
(Or was it Plato?)
What exactly happened to change this idyllic
22
23-25
25
Stand aside, Brothers!' you warn, drawing old EJ.
Otherwise I shall hack you into holy stock
cubes!'
27
26
26
The moat water has all the fresh consistency of
thick pea soup and a certain corrosive quality
which brings your skin out in a rash before you've
gone three yards. Even old EJ, your faithful talking
sword, is moved to protest.
'Glug . . . glug . . . '
'Shut up, EJ!'
Despite all this unpleasantness, you swim
strongly for the castle wall. But while you swim
strongly, you don't seem to be getting any closer.
'Glug . .. glug . . . we're not getting . . . glug . . .
any closer.'
'Shut up, EJ!'
27
Using your very finest climbing techniques, finehoned by a lifetime of stealing from orchards, you
reach a dizzying ten feet before a voice behind you
says, 'Hello, hello, hello - what's going on here,
then?'
You look round (still clinging to the wall) to find
yourself staring at Grimes, the village constable.
Much of his uniform has rotted because of the
Curse, but his helmet and truncheon remain
intact.
'Good sir' you cry, with commendable presence of
mind, 'I am Pip the Adventurer, under warrant
from the Wizard Merlin to save the realm from
the Curse of Kran and I am presently engaged in
seeking out clues to the identity and whereabouts
of the evildoer!'
30-31
28-29
28
30
32
32
33
34-35
36-37
38
39
40-41
entrance to Camelot at 60.'
Interesting information if it's true. You can
turn to 60 to find out, or alternatively keep the
parchment for later and continue investigating
Glastonbury from your map.
40
Swimming like a fish (or duck, if you prefer) you
make your way with lightning speed to the spot
where the bubbles are emerging, wondering the
while what is causing them. But before you
actually reach the bubbles, you find out the hard
way.
Emerging out of the water is a long, scaly head,
attached to a long, equally scaly neck, which in
turn is attached to a long, scaly body just visible
beneath the surface of the pond.
Congratulations! You have just solved the
mystery of the origin of the Loch Ness Monster!
But right now, you'd better decide what to do
about it. Big though it is, the creature is not
fully grown (there being less room in
Glastonbury duckpond than in Loch Ness) but
it still sports 30 LIFE POINTS and can savage
you at +5 damage on a throw of 6 or better. If it
savages you successfully, turn to the dreaded
14.
If, however, you savage it, 6 would be a better
destination.
41
The tunnel ends in a blank wall to the north-west,
while leading south-east to 36.
42
42
42
43-45
of the Nerd (assuming he has it) turn to 13.
If you feel this place is a complete dead loss,
turn to your map and select a new destination.
43
'Ho there!' you call, hands placed firmly on your
hips, a small (but extremely handsome and
impressive) figure dwarfed by the towering
fungoid edifice. 'Ho there!' you call again. 'This is
Pip the Dragonslayer and Hero of Avalon seeking
entrance to the Court of Camelot as is my right as
servant and friend to the great King Arthur.'
From deep within the castle, something giggles
evilly.
Which, as you will discover if you hang around
long enough is the only answer you are going to
get. And that would seem to reduce your
options to swimming the moat at 26 or
hightailing it off to Glastonbury at 34.
44
A crossroads - how exciting. Tunnels lead north,
south, west and east.
North leads to 57; south to 33; west to 65; east
to 71.
45
You have fallen down the well and broken your
neck. Well, nearly. You fell down all right - those
steps were extremely slippery - but the surface of
the water broke your fall rather than your neck
and while you have lost 5 LIFE POINTS due to
46-47
48
48
'I had to be sure it was the real hero Pip. Only Pip
could defeat those two. Now to business. I have
been doing a little investigation of my own and it
seems to me you'll not find the source of the
Curse in this world at all, but in another - '
Not the Ghastly Kingdom of the Dead again!' you
groan.
Good heavens no!' exclaims the Abbot. 'Somewhere much less pleasant than that! Or at least
more confusing. I'm speaking of the fabled Astral
Plane. It's where all the best curses start out in my
experience. My limited experience, of course.'
How do I get to this Astral Plane?' you ask, bristling with courage and excitement.
You don't,' says the Abbot. 'Or at least not right
away. The only entrance I know of is at the top of
Glastonbury Tor, but to reach that you have to
cross the Great Marsh and get past the Guardian
Wyrm. To do that you need Pendragon's Mirrored
Shield and for that you need to find the secret way
into Camelot.'
I don't suppose you know the secret way into
Camelot?' you ask.
51
49-50
You knock.
'Go away!' calls a voice from deep inside this
house. 'Go on - go away!'
52
The door opens a fraction and one beady eye peers out.
52
'Good morrow, Rat,' you say politely, feeling
foolish.
The rat looks at you blankly.
'What are you in for then, little fellow?' you ask,
this being the sort of conversation suited to two
convicts in a 10' x 10' cell.
The rat looks at you blankly.
Are you going to spend the rest of this adventure talking to a rat? You can continue the
inane conversation at 35 or, if you are feeling
aggressive, attack the little brute at 29. Or you
can starve quietly and peacefully to death at
14.
53-55
56
53
57-60
56
57
61
62-66
62
67-70
If not, you can climb back up to 86 and proceed
from there.
67
This is the village cattle-pen the communal one
they use when there's a livestock market on. Your
nose will tell you it hasn't been cleaned out lately.
If you can stand the pong, you can search the
pen (which is currently empty of cattle) at 23.
Or you can return to your map and select a new
destination.
68
You find yourself in a dimly-lit corridor running
due north/south. The cell with its open door lies
to the east, while a second corridor runs westwards, its entrance facing the cell door.
South will take you to 91, north to 75, west to
100 and east to 95.
69
Roll two dice to determine how many LIFE
POINTS you have lost falling down this stupid
pit. If the result kills you, go to 14.
If not, you can climb back up to 83 and proceed
from there.
70
'Bain't ee gone yet?' asks old Mr Acton, scowling
fiercely.
'Grrrr!' remarks the mastiff, his luminous red
eyes locked on to your own.
70
72-73
71
72
76-78
74-75
74
76
Savagely you jerk your leg free from the Wyrm's
grip, skinning your ankle to a cost of 5 LIFE
POINTS in the process. (If this kills you, go to 14.)
Swiftly, you grab EJ, who has spent the last few
moments quivering blade first in the ground.
Bravely you turn to face the dreaded Wyrm.
Which has, however, lost an awful lot of LIFE
POINTS already on account of seeing its reflection in the shield. It has, in fact, only 40 LIFE
POINTS left and is so weakened it can only
bite at +2 damage, while needing 6 or better to
bite at all. Should the weakened Wyrm still
manage to slaughter you, go to 14.
Should you be victorious, turn to 92.
77
The passage runs south-east to 97 and forks northwest to 83, north-east to 93.
78
You step across the prostrate body of the Famous
Torturer of Camelot, carefully using his head as a
stepping-stone and approach the Iron Maiden.
Pitiful groans still emerge from within, which is
probably a good sign since it suggests whoever's in
there is still alive.
The Famous Torturer was obviously a man with a
sense of humour despite his leather apron, since
he has given the Iron Maiden a whimsical name:
FREDA. You know this because it is engraved on
a brass plaque set into the door of the device. The
actual words read:
79
79
There's a pulsating horrorgem in here! One of the
most dangerous natural elements in the known
universe - a living gemstone that, when squeezed
in just the right way, will first pulsate, then explode with ferocious power to destroy absolutely
everything within a 10' radius.
This one has certainly been squeezed, since it's
pulsating at this very moment.
80-81
But will it explode? Roll one die. Score below 5
and turn to 87.
Score 5 or 6 and turn to 94.
80
The tunnel angles north to 61 and west to 59.
81
Nasty! It's a torture chamber! The dull red glow
you saw is coming from a charcoal brazier, which
has various branding irons and metal pincers
stuck into it and already red hot. Chains and manacles hang from the walls. There is a cabinet full
of thumbscrews, cat o' nine tails, whips, clubs,
canes and a vicious canister of itching powder. In
the centre of the chamber is a rack for increasing
people's height alarmingly and over by the east
wall is an Iron Maiden, closed and bolted.
It is the Iron Maiden which attracts your immediate attention. This unpleasant device is a sort of
upright coffin with huge sharp spikes on the lid,
facing inwards. Anyone put in the Iron Maiden
will normally prefer to leave the door open since,
if it shuts, the spikes reduce LIFE POINTS at a
fearsome rate of knots and usually send the occupant swiftly to 14. Which, by the sound of the
groans emerging from within, is precisely what
this particular Iron Maiden is doing right now.
Standing before the Iron Maiden, chuckling evilly
to himself, is a muscular individual in a leather
apron and hood-mask with, fortunately, his back
turned towards you.
82-84
Since King Arthur was never one for torture, you
might conclude that this whole depressing business is a pretty new addition to Camelot, possibly
as a result of the Curse. But new or not, you will
have to make a decision on what to do about the
poor twit groaning in the Iron Maiden.
You can leap bravely towards the Iron Maiden
(and the giggling, hooded muscle man) at 96, or
creep quietly back up the steps to 91.
82
Stairs going up, Pip! This is always an exciting
find. (And sometimes even as dangerous as stairs
going down.)
If you want to climb those stairs, turn to 102.
If not, you can return via the guardroom (where
you will have no further hassle from the
fungus-bonces) to 68.
83
The passage runs south-east to 77 and ends in a
blank wall to the north-west.
There is, however, a pit trap along here. Roll
one die. Score 3 or more and you avoid it successfully. Score below three and you'd better
fall to 69.
84
Each Fungoid Zombie has a horrifying 22 LIFE
POINTS, strikes successfully on 6, scores +3
damage and will strangle you to death on a
89-91
85-88
natural throw of 12. if you survive this mess,
turn to 105.
If not, catch your breath at 14.
85
Nope, not quick enough. Now you're going to
have to fight the Fungoid Zombies after all.
The good news is you only have to turn back
one section to do so - at 84.
86
The passage reaches a dead end to the north, while
to the south it opens into a small chamber at 57.
There is, however, a pit trap along here. Roll
one die. Score 3 or more and you avoid it successfully. Score below three and you'd better
fall to 66.
87
Boom!
Can't say you weren't warned. Go to 14.
88
Roll two dice to determine how many LIFE
POINTS you have lost falling down this stupid
pit. If the result kills you, go to 14.
If not, you can climb back up to 93 and proceed
from there.
Or alternatively, you may take the secret passage from the bottom of the pit to 95.
89
93-94
92
just the barest flicker of dull red light somewhere
below.
Quickly you open the second pouch and discover . . . Twenty gemstones each worth 1,000 gold
pieces!
Half mad with excitement now, you reach for the"
third pouch . . .
Wait up a minute, Pip. You know what it's like
on these adventures. The minute things are
going really well something always comes up
to zap you. Do you really want to open the
third pouch? If so, turn to 79.
If not, you proceed with your healing potions
and gems to Glastonbury Tor at 99.
93
The passage runs south-west to 77 and ends in a
blank wall to the north-east.
There is, however, a pit trap along here. Roll
one die. Score 3 or more and you avoid it successfully. Score below three and you'd better
fall to 88.
94
Fizzle . . .
95-96
Well, it looks as though it's settled down again
and stopped pulsating, which means it's safe
enough for the moment. You can leave it here if
you wish, or take it with you to use as a fearful
weapon. The only problem with using it as a
weapon is that you must throw one die. Score
below 5 and the rotten thing will blow up in
your face, taking you direct to 14.
Score 5 or 6 and it will zap absolutely anything
you're facing.
Now, with or without the horrorgem, you may
toddle off towards Glastonbury Tor at 99.
95
The secret passage emerges through a sliding
panel into a dank stone cell, dimly-lit by a grey
glow filtering through a high slit window. There
is a pile of filthy straw in one corner and the
broken remains of a clay bowl in the other. Apart
from this, the cell is empty. It seems obvious you
have found your way into Camelot dungeons, the
network of tunnels and cells used to house those
who have incurred the displeasure of the King.
Once thrown into a cell like this, you could remain forever, or until you rot, whichever was the
sooner. Fortunately, however, the door of this cell
is lying open.
97-98
turning towards you, a vicious chain-mace dangling from his right hand.
What have we here?' he asks rhetorically. 'A fresh
young adventurer come to give Old Boris a little
entertainment, eh? A brave little hero who wants
to make his name by hacking up the famous
Hooded Torturer of Camelot? A foolish individual
seeking to rescue the hapless victim of the
dreaded Iron Maiden, what? A - yipes!'
That last remark arose because the old windbag talked so much you managed to get in the
first blow with EJ, neatly removing 7 of his
LIFE POINTS. Even so, it's not going to be a
particularly easy fight. Boris the Famous Torturer of Camelot has 30 LIFE POINTS (minus
the 7 you've already lopped off) and hits on 5 or
better with that lethal mace which does +5
damage - every bit as much as EJ himself. If
you survive this encounter, you may open the
Iron Maiden at 78.
If not, you may open your eyes at 14.
97
98
The cell door swings back creakily as you release
the bolt. You stare into the confines of a 10' x 10'
dungeon in which lurks . . .
96
Not unexpectedly, he has stopped giggling and is
99-100
101
107
102-106
one die. Score 3 or more and you avoid it successfully. Score below three and you'd better
fall to 74.
102
The stairs emerge into an open hallway, empty of
anything nasty (or anything nice for that matter)
and with exits north, south, west and east.
The northern exit leads to 128; the south to
136; the west to 145; the east to 100.
103
By George, that was quick thinking! The door
slams shut in their hideous faces.
Which means you can go back to 75 and select
another option.
104
Nope, nothing here of use to man or beast.
Now you can zip out to 68 with a clear conscience.
105
Zombies don't half pong after you've killed them,
Pip. (To be honest, they don't half pong even before you've killed them, but that's another story.)
If you can stand the smell, you can search the
Zombies at 130. If not, return to 75 and select
another option.
106
That's a relief - it's empty. At least empty of
108-109
109
The Great Hairy Thing was guarding several
small ceramic urns, stoppered and sealed with
wax. These are just the sort of things you would
110-112
expect to contain djinn (well, little djinn) but
when you break the seal, the only thing that
comes out is the healthy smell of healing potion.
Nice one, Pip. You now have half a dozen
healing potions, each capable of restoring a
double dice roll of LIFE POINTS. Take them
with you when you return to 75 to select a new
option.
110
The corridor runs due west and eventually turns
south. About half way along, there is a branch
corridor also running south.
If you wish to remain on the corridor you've
entered, turning south at the end, go to 171.
Should you prefer to take the branch corridor
south, go to 163.
111
This short corridor runs east/west, forming Tjunctions with north/south running corridors at
both its ends.
The corridor at the western junction may be
reached as 171.
The other north/south corridor is at 163.
113-116
113
112
Hope this isn't a foolhardy decision, Pip. Throw
two dice. Score 6 or better and go to 142.
Score less than 6 and turn to 123.
116
As you approach the right hand moggie, it stands
up, stretches lazily and hands you a printed card.
On it are the words:
117-118
I AM OBLIGED TO INFORM YOU THAT I
AM TRAINED IN KARATE AND MY HANDS
AND FEET ARE REGISTERED WITH THE
AUTHORITIES AS DANGEROUS WEAPONS.
Signed
Right Hand Felix Terribilis
Are you sure you want to tackle a trained
Karate K a t ? If so, turn to 135.
If you've changed your mind, you can always
try something else at 180.
117
As you begin to open the cell door, a black shape,
vaguely batlike, but the size of a man, bursts out
and passes completely through you before
flapping up the corridor to disappear into the
darkness, cackling wildly.
This experience has done you no good at all.
The shape has absorbed 15 of your precious
LIFE POINTS en passant, without even giving
you a chance at a fair fight. (If this loss kills
you, go to 14.)
Assuming you're still standing, one wonders if
it's a good idea to enter this cell, since the thing
that got out might have had company in there.
However, if you wish to enter the cell, (which is
very dark) you can do so at 106.
If not, return to 75 and select another option.
118
You open your eyes not, as you might well have
expected, at the dreaded 14, but in a stately
119
120
121-122
120
121
You approach cautiously, having learned in the
past to be very careful about standing stones
(which always seem to produce magical effects,
not all of them particularly safe or pleasant).
These stones form a circle about nine feet in
diameter and, sure enough, there is a mild blue
glow within the circle, like a cloud of faintly
luminous mist. Apart from this, the place seems
quite deserted.
Are you going to risk entering that mist, Pip?
You can do so at 107.
But if you'd prefer to have a look inside that
wooden building, you'll find the door at 150.
122
You are standing on a paved platform some 50 feet
square to the north of which towers a giant
granite throne on which is seated a six feet tall,
purple-robed stick insect. Its head turns slowly to
regard you with multifacetted eyes.
Reach not for your puny sword!' it tells you in
imposing tones. 'For I am the Pondifilous
Maximus and immune to earthly weapons!'
'Who are you calling puny?' EJ hisses.
Do you know anything about the Curse that was
cast on Camelot?' you ask bravely.
But the Pondifilous Maximus ignores you. 'To
leave this place, you must solve a puzzle which
has perplexed the great minds of the universe for
123
123
How fascinating. One of the Zombies is carrying
an empty cotton reel, a short bit of candle, a box of
dead matches and a steel knitting needle. Another
has an elastic band.
That's the good news. The bad news is that you
have definitely picked up a bad case of Fungoid
Rot: there are red, white and blue spots breaking
out on the back of your hand (a sure sign) and your
left ear has turned a bright luminous green.
Which means you will now automatically lose
one PERMANANT LIFE POINT every time you
have a fight for the remainder of this
adventure. (If you lose ALL your permanent
LIFE POINTS you will henceforth lose one
ordinary LIFE POINT at the start of each fight.)
Maybe you'd be better off not searching the
third Zombie - but if you insist, you can do so
at 153.
Otherwise, turn to 75 and select a new option.
124
124
You have entered a crystal dome in which shrubs,
bushes, grasses and a great many ferns grow in
lush profusion. It looks for all the world like a
giant version of one of those ornamental gardens
under glass they used to (or rather will) make up
in Victorian times. Except this one is a lot bigger
and the growth has run a bit wild.
With nothing better to do, you poke about a bit in
the bushes with the tip of EJ until you disturb a
long-tailed Kootbraker, instantly recognizable
from the illustrations in Merlin's spell books.
It embraces you fondly, as is Kootbraker instinct
and custom, crushing your face to its furry bosom
and purring, its long ears waving with delight.
Very nice, but if you don't do something fast,
you're dead. The trouble with Kootbrakers is
they don't know their own strength, so that the
embrace will grow stronger and stronger until
your skull caves in. Since nobody can bring
themselves to attack a Kootbraker, your best
bet is to try to break the stranglehold, which
requires nothing more lethal than matching
your strength against that of the friendly
monster. Roll two dice for yourself, then roll
again for the Kootbraker. If your roll is lower
than that of Old Kootie, then you can only
catch your breath at 14. If higher, however, you
will survive the embrace without injury.
If you do survive the encounter, things get
complicated.
If you arrived at this sphere direct, or as a
125
127
126-127
128-129
If you arrived at this sphere direct, or as a
Pathwalker with no further abilities left, roll
two dice. Score anything other than 6, 9 or 12
and go to the section indicated on the Key in
162. Score 6, 9 or 12 and you have Pathwalking
abilities for TWO sections.
If you have now become a Pathwalker, you
may walk the path north-west to 146 or southeast to 181. In either case you will retain your
Pathwalker abilities for one further section if
you survive the next sphere.
If you arrived at this sphere as a Pathwalker
and have Pathwalker abilities left, you may
walk north-west to 146 or south-east to 181,
but you will have NO further Pathwalking
abilities left when you arrive.
128
You're in a corridor running north/south. Torches
have been set in wall brackets so you can see a
long way. There are three openings in the western
wall and one towards the northern end of the
eastern wall.
These places can get confusing without a map,
Pip. The first opening on the western wall will
take you to 148. The second may be reached at
154. The third at 110. If you decide to go via
the eastern opening, however, turn to 113. Or
you may continue north on the corridor you're
in at 131.
129
By the haggis-infested sporran of St Andrew,
129
you're under attack already. You had only just
time to register the fact that you arrived at the
edge of a broad, but shallow lake when the
Hoopberk came racing across the water on its
great long skinny legs, flapping its residual wings
and clacking its beak in a most alarming manner.
The Hoopberk has 35 LIFE POINTS and strikes
successfully on 5 for +3 damage, so the hassle
might not prove too dangerous for an adventurer of your skill, courage and experience.
Unless, of course, it lays an egg. Should you
happen to miss three strikes in a row, this will
give the Hoopberk time to lay. The egg will
hatch instantly to produce a second fullygrown Hoopberk which will add its weight to
the attack. If the Hoopberk(s) kill(s) you, go to
14.
If you survive
complicated.
the
encounter,
things
get
130-132
132
133
134
134
137
135-136
Climb steps from here and steps again
Turn right, then left, then right again
And enter in the second door
(Be very careful of the floor)
Then solve the puzzle of the purse
Before your situation gets much worse
And your quest shall not be in vain!'
14 5 5 20 18 21 15 6 15 20 19 4 15 12 5 20 21 8 3 19
9 8 20
Which might represent technical instructions
to the builders or might not. Meanwhile, you
have your choice of sliding down the chute to
197 or returning to 102 to select another
direction.
135
'Ah so!' screams the Karate Cat, voicing the
ancient Manx war cry. And moving with
lightning rapidity, it leaps into the air to deliver a
vicious drop-kick to your throat.
So quickly indeed that it gets first strike,
causing 5 points of damage. If this kills you, go
to 14. If not, you should know that the Karate
Kat has 50 LIFE POINTS, strikes successfully
on 4 or better and does +3 damage.
If you survive, you may go directly to the stone
arm at 169. If not, you may go directly (if
reluctantly) to 14.
137
There are trees growing within this dome. Not
very nice trees, but trees nonetheless, so that as
you step forward, it feels like moving into the
outskirts of a dark, dank, gloomy and rather
threatening forest.
It's difficult to say what it is about the trees that is
so unpleasant. They look normal enough (well
nearly normal) but something about them .. .
'I don't like these trees,' remarks EJ.
You stop before one (an elm, by the look of it) to
examine it more closely. Still you find it difficult
to determine what it is that's so ominous.
136
137
You touch the tree.
'Yipes!' shouts EJ in alarm, adding, 'I warned you!'
So he did; and rightly. Sliding out of the bole of
the tree is a grey, wizened creature in a loincloth
with feral eyes and exceptionally long, thin arms.
'It's a Ghast!' groans EJ. 'Well, that puts me out of
the picture!'
So it does. Weapons of any sort - even magical
weapons like old EJ - are absolutely useless
against Ghasts. You fight them with your bare
hands, hitting on 6 or better and scoring only
dice damage. This particular Ghast has 33 LIFE
POINTS, hits on 5 and drains LIFE POINTS at
the alarming rate of +5. If the Ghast kills you,
go to 14.
If you survive
complicated.
the encounter,
things get
138-139
and have Pathwalker abilities left, you may
walk south-east to 198, south to 215 or north
north-east to 159, but you will have NO further
Pathwalking abilities left when you arrive.
138
What a swiz - or possibly, what a relief this
dome is empty. At least it looks empty.
'I doubt if it's empty,' EJ remarks annoyingly.
'Why don't you look around for a bit?'
But having looked around, you find your first
impression was entirely accurate. Nothing here.
Which leaves you with several alternatives.
First, if your Pathwalking abilities have run
out, you should throw two dice and go direct to
the section indicated on the Key in 162. Unless,
of course, you score a 6, 9 or 12, in which case
you have generated new Pathwalking abilities
for two further sections. If this happens (or if
you have Pathwalking abilities left) you may
walk north-west to 122, south-east to 170 or
west to 124.
139 ***B
Arrrrrgh!
No wonder they kept that cell door bolted! The
great hairy thing bearing down on you like an
express train is twice the size of a house, fanged
like a dinosaur, muscled like an elephant and has
claws like reaping scythes.
All right, that's a bit of an exaggeration, but it's
140-141
nasty all the same. Looks like you're into real
hassle here.
Or perhaps not, since it's susceptible to Bribery
if you happen to have 1,000 gold pieces handy.
If not, you're into a lethal punch up with
something which has 30 LIFE POINTS and
strikes on 5 for +3 damage.
If this encounter kills you, you probably know
your way to 14 by now. If it doesn't, turn to
109.
140
You bite a piece of the nearest pumpkin, which
promptly bites you back, removing seven LIFE
POINTS from your leg.
If this kills you, go to 14. If not, return to 180
and try to control your greed.
141
You are looking down on the scrunched up
sleeping figure of a young adventurer, blithely
kipping near a ring of standing stones. There is
something painfully familiar about the figure and
as you look closer, you realize with a horrid shock
that it's you\
Have you died? This doesn't look at all like the
dreaded 14 (although 141 is close in a peculiar
way). You look around and realize you are floating
in the air, a very peculiar sensation, although not
at all unpleasant. But how did you get up here?
And, perhaps more importantly, how do you
propose to get down again?
141
There is a mist rising from the standing stones. It
rolls towards you like a bank of fog.
You examine yourself and find you are much the
same as always: same clothes, same equipment,
same .. . No, old EJ seems to have changed: his
blade has turned golden.
'I say, EJ, I don't suppose you happen to know
what's happened to us?' you ask.
'I'm not paid to think,' EJ tells you grumpily. 'But
since you've asked my opinion for once, I'd say
we've done an astral projection.'
'Astral projection?'
'Merlin used to do it when he was younger. It's
when you leave your body and roam about like a
ghost. Stupid occupation, if you ask me.'
The rolling mist is nearer.
'But what's the point of it?' you ask.
'Search me,' EJ says, shrugging his cross-piece.
'I'm a sword, not a philosopher. I think Merlin did
it because it made him feel high - silly old fool.'
The mist is almost upon you now and to your
amazement you notice there is a door is it!
'EJ, can you see anything in that mist?'
'You mean the door? Of course I can see it.'
The mist halts, the door looming directly in front
of you.
This is weird. If you want to go through the
142-143
144
horrific than a nightmare and almost
badtempered as Farmer Acton's bull.
145
as
146
146
147-149
If you have Pathwalker abilities left, you may
walk east to 124, west to 192, northwest to 125
or southeast to 127, but you will have NO
further Pathwalking abilities left when you
arrive.
147
The purple-robed creature shakes its great head
sadly and lifts one skinny hand to point a bony
finger in your direction.
'Wrong!' he murmurs, loosing a bolt of silver
lightning in your direction.
Which shocks you directly to 14.
148
The corridor runs due west and eventually turns
north. But before that happens, you will notice a
branch corridor running north as well.
If you decide to stay on the corridor you're in,
turning northwards at the end, go to 171. If you
prefer to explore the branch corridor north, turn
to 163.
149
You push the door, not bothering to knock since
nobody will be at home. It opens easily into a
small, marble-tiled reception hall.
You hold your breath and step in.
'Hello!' you call. 'I am a burglar and I have come
to rob your rotten home!'
Nothing happens.
150
149
150
151
151
Cold in here.
The dome above your head is crystalline and the
temperature, since you stepped into the glittering
sphere, has taken a distinct drop. In fact, it's
downright freezing.
You move forward, beginning to feel numb. Ice
crystals are forming in the air ahead, like a curtain
of fine snow, so that it's quite difficult to see
where you are going. But your adventurer's luck
holds, for you quickly stumble on a platform of
worked stone, on which stands a glittering
metallic box with three levers set into its lid. A
brass plaque on one side identifies the box:
WEATHER MACHINE
Which speaks for itself, except that the
instructions, on a second brass plaque beneath the
first, don't seem to make all that much sense:
INSTRUCTIONS
WARNING: INCORRECT USE IS DANGEROUS
WARNING: USE ONLY CORRECT LEVER TO
ACTIVATE
WARNING: USE OF WRONG LEVER MAY
PROVE FATAL
NOTICE: ONLY CORRECT LEVER WILL LINK
THESE WORDS:
DEAD . . . (
) . . . FORWARD
152
153-155
156
157-158
you have lost your footing and fallen over the
edge to 14. Even if you keep your footing, this
crabby ancient may still kill you, in which case
go to 14.
If you survive, but your Pathwalking abilities
have run out, you should throw two dice and go
direct to the section indicated on the Key in
162. Unless, of course, you score a 6, 9 or 12, in
which case you have generated new Pathwalking abilities for two further sections. If
this happens (or if you have Pathwalking
abilities left) you may walk north-west to 133,
or south-west to 170.
157
'What's happened here, Your Majesty?' you call,
not going back as instructed, but not going
forward either.
'We have been trapped by the Curse!' gasps the
King. 'If you attempt to rescue us now, you will
surely die. Our only hope is for you to go back and
try to break the Curse.'
Since even Kings can be wrong, you may still
leap in and attempt a rescue at 203. But if you
think it wiser to go back you may retrace your
steps to 128.
158
'Go with my blessing!' exclaims the purple-robed
PM, waving one hand grandly towards your
available options.
Which are as follows:
158
If you arrived at this sphere direct, or as a
Pathwalker with no further abilities left, roll
two dice. Score anything other than 6, 9 or 12
and go to the section indicated on the Key in
162. Score 6, 9 or 12 and you have Pathwalking
abilities for TWO sections.
If you have now become a Pathwalker, you
may walk the path east to 133 or south-east to
138. In either case you will retain your
Pathwalker abilities for one further section if
you survive the next sphere.
If you arrived at this sphere as a Pathwalker
and have Pathwalker abilities left, you may
walk east to 133 or south-east to 138, but you
will have NO further Pathwalking abilities left
when you arrive.
160-162
159
159
162
disappeared, replaced by a towering - and
absolutely unclimbable - cliff).
Before you stretches a network of paths,
interlinking a series of glittering, misty spheres,
the diameter of each one approximately double
your own height. High above, a blue sun hangs
motionless in a cloudless sky.
You attempt to step forward and fall flat on your
face!
But a cunning adventurer like yourself will
soon work out how to get around here,
although it's quite complicated until you're
used to it. First off, look at the picture on page
203 which shows the path network and the
spheres (and also tells you you're on the Astral
Plane, incidentally). None of the spheres is
numbered, but eight of them have letters, with
the relevant section numbers given in a Key to
the side. To travel on the Astral Plane, you
must roll two dice and check the result against
the table below:
SCORE
2
3
4
5
6*
7
8
GO TO SPHERE
A
B
C
D
P
PATHWALKER
E
F
163
9*
10
11
12*
164-165
PATHWALKER
G
H
PATHWALKER
As you can see, some scores take you directly
to a sphere; and if those are the scores you
get, you should turn directly to the section
number indicated on the Key. If, however,
you score 6, 9 or 12, you develop the abilities
of an Astral Pathwalker for two sections.
This means that when you arrive in a sphere,
you have the option of walking a path to
another sphere and, when your business is
finished in that sphere, walking one more
path to yet another sphere.
Each Pathwalker score allows you to walk
only TWO paths. After that you lose your
Pathwalking abilities until you manage to
score 6, 9 or 12 again.
If the dice direct you to the same sphere
twice, you will find that whatever you did
there the first time has made no difference:
the sphere and anything in it remains
absolutely unchanged.
It all sounds very complicated, but roll your
dice and see what happens.
163
The corridor runs north/south. It joins a corridor
running east/west in T-junctions at both its
northern and southern end. Approximately
166-167
up, stretches lazily and hands you a printed card.
On it are the words:
I AM OBLIGED TO INFORM YOU THAT I
AM TRAINED IN KARATE AND MY HANDS
AND FEET ARE REGISTERED WITH THE
AUTHORITIES AS DANGEROUS WEAPONS.
Signed
Left Hand Felix Terribilis
Are you sure you want to tackle a trained
Karate Kat? If so, turn to 135.
If you've changed your mind, you can always
try something else at 180.
166
The temperature plummets to 1 million degrees
below zero, which is, of course, scientifically
impossible except on the Astral Plane.
Your blood freezes instantly.
But you can thaw out slowly at 14.
167
'Kran, is it?' you cry. 'The Wicked Wizard who
laid the Curse on Avalon? You scurrilous fiend!
You monstrous maggot! You terrible tortfeasor!
You - '
'I say, steady on,' remarks Kran. 'Anyone would
think you hadn't come here to rescue me.'
'Rescue you?' you gasp. 'I came here to slit your
gizzard!'
168
169-170
170
Spheres within spheres - this one is full of
bubbles. Ordinary soap bubbles by the taste of
:hem, but several are filled with green smoke.
170
171-172
173-174
174
173
174
175-176
177-178
jammed and nothing you do will open it.
Which means you can only return to the plan
and make another decision.
177
Kerr-ping!
and scut-
180
179
the encounter,
things get
Towards the far end of the room, you can see two
massive marble pillars carved in the shape of
gigantic question marks. Inlaid into the floor
before these pillars is a vast (and ominous) skull
and crossbones. Flanking the symbol are two fine
examples of the extremely rare long-tailed Manx
Felix Terribilus, possibly the most dangerous of
all the cat family, including sabre-toothed tigers.
Squatting between the pillars, unmindful of the
fearsome cats, is a cute little bunny, wearing a
pink jacket and waving at you in a friendly
manner.
181
182
183-184
185
186-187
188-189
190-191
192
192
What a swiz - or possibly, what a relief - this
dome is empty. At least it looks empty.
190
Well, just as you remembered - the Camelot
stables. Now full of rotting straw and old manure
with not a horse in sight.
You search in the straw, but find nothing. You
search the walls, examine the doors, and look up
at the ceiling, but find nothing.
You search the floor and you find nothing.
Go back to your plan for a new destination.
191
193
193
194-195
195
allez backwards!' And that voice, breaking
intermittently into his native French, is
absolutely recognisable as belonging to the brave
Sir Lancelot du Lac!
Ignoring the advice, you take one more step
downwards and suddenly all is revealed. The
staircase leads into a pit-like chamber, virtually
filled with oozing fungus. And trapped like flies in
glue is the entire Company of the Table Round King Arthur, Queen Guinevere, Lancelot, Pellinore, Galahad, Percival, Mordred and the rest, all
up to their necks in fungus and looking in
magotty bad order.
One step more and you're into the fungus
yourself, Pip. But if you want to plunge in for a
lunatic rescue attempt, turn to 203. If you
prefer to chicken out (and who would blame
you) turn to 157.
196
196
197-198
199-200
Go to 14.
198
201
202
203-205
205
206-207
206
208-209
210
'Mmff.'
'Daeh a tog t'nevah I - gnisirprus ton s'taht,'
mumbles the figure.
208
The door opens into a corridor one you haven't
seen before, having no reason to visit this part of
the castle.
You follow it for twenty yards or so, then stop in
horror.
210
Fingering your amulet, you step into the glittering
sphere . . . and into an edifice made of crystalline
silver which soars above your head like a Gothic
cathedral.
210
211
yourself. Six of the Sisters have 10 LIFE
POINTS each, strike on 5 and do +3 damage
with those bow-bedecked little horns. The
seventh has 20 LIFE POINTS, strikes on 4, does
+5 horn damage and will kill you outright on a
throw of 12.
If they kill you, turn to 14. If they don't, you
may move swiftly to the next section, 211.
211
With the lethal little Sisters out of the way, you
run forward and pull back the curtain, EJ at the
ready.
Behind it is one of the strangest sights you have
ever seen - and perhaps the most disturbing. The
entire northern section of the chamber is choc-abloc with alchemical equipment: furnaces,
retorts, albemics (which, if you didn't know, are
bulbous glass vessels) and jars of every shape, size
and description. Merlin would be green with envy
at this equipment, even though he might not
entirely approve of what it is being used for.
And this is fairly obvious from the huge variety
of books and manuscripts scattered round:
'How to Curse Your Neighbour'... 'Hexes
for Beginners'... 'Com blighting and other
Experiments'... 'Voyage of Terror'... 'Nasty
Spells'... 'The Wizard Ansalom's Magical Vade
Mecum'... and so on in great profusion.
No wonder the embroidered notice described this
as the Curse Factory. It looks as if every bit of
bother anybody's experienced in Avalon over
many a long year has originated in this place.
212-213
214-215
215
214
216
216
217-218
You seize your booty and race up the spiral
staircase and, when the dizziness wears off,
find yourself in a corridor which leads, via a
secret door in the back of the throne room, to
118.
217
Good grief it's a pit! Somebody has laid a huge
pit trap just beyond the door, right in Arthur's
Castle!
And if that isn't shocking enough, the fact is
you've just fallen down it.
Roll two dice and subtract the result from your
LIFE POINTS. If this kills you, go to 14. If not
you can climb back into 172 and select another
route from your plan.
218
To the left of a huge furnace stands an easel on
which has been placed a scale map of Avalon.
Looming over it is a massive porcine figure,
tusked head pushed forward from under the cowl
of a long black cape, bristled skin bristling with
excitement, anger, happiness, rage (it's difficult to
say) and one fat hand even now reaching out to
stick a pin in the map.
'Halt!' you cry, drawing EJ with a flourish. 'Halt I
say! Desist in your evil ways!'
The great tusked head turns slowly towards you,
like something from a nightmare. Tune!' the
creature exclaims. 'Know you not that I am the
Phantom Grunweazel (Dum da dum dum!), the
219
219
To the left of a huge furnace stands an easel on
which has been placed a scale map of Avalon.
219
220-221
220
PIP TRIUMPHANT
The sun rose clean and clear over the rolling hills
of Avalon. The first bright rays crept across the
land, insinuating themselves into the darker
nooks and crannies, stealing over parched fields,
illuminating farms and cottages, spotlighting the
great battered Castle Camelot on the summit of
Cadbury Hill and finally stretching a long finger
into the window of a massive barrel which nestled
like a giant's plaything in the valley below.
Merlin's eyes opened.
He had been sleeping in his long Johns (all
nightshirts having rotted) in the bunk beneath the
window. He rose at once, being by nature an early
bird, and out of force of habit chanted the ancient
Druid spell which summoned him a newly
laundered robe.
And the robe appeared!
Merlin stared at it foolishly. None of his magic
had worked properly (if at all) since the Curse was
laid on Avalon; and had he not been a creature of
habit, he would not have bothered with the
clothing spell at all. Yet there was the robe, fresh
and white and with its mystic symbols glinting
mischievously.
192
Cautiously, Merlin opened the window and
waved the robe outside. Usually it took only a
moment for the rot to start. But by the time his
arm tired, there was not a sign of the familiar
mould or fungus.
Frowning, Merlin pulled the robe over his head
and went outside. The air smelled fresh.
Glancing upwards at the towering edifice of
Camelot Castle on the hilltop, he noticed
something odd. The fungus encrustations were
dissolving, sliding off the walls into the moat,
leaving the towers and battlements as fresh as if
they had been newly washed. Slowly,
thoughtfully, Merlin went back inside his barrel
to emerge moments later carrying a staff. He
glanced at the Castle again, then seemed to make
up his mind. With more haste than was seemly for
a man of his years, he began to climb the hill,
using the staff as a walking stick.
Meanwhile, in a gloomy corridor of the Castle
itself, the dissolution of the fungus had released
King Arthur and his knights. They watched the
gluck disappear with expressions of profound
astonishment but, since they were pragmatists to
a man (and to a woman since Guinevere was there
as well), they wasted no time looking for an
explanation, but ran up the steps, weapons at the
ready, in order to face whatever perils the changed
situation might bring.
But there were no perils. The Castle was in a very
bad state and there were many skeletons and
corpses in its chambers; but nothing threatened
193
194
habits might be, and decided, without too much
hesitation, to humour him on this occasion.
Thus it was that the company of Knights of
Avalon, headed by their King and Queen (for
Guinevere insisted on coming to keep the men
out of mischief) rode out from Camelot through a
countryside that was already turning green to the
mysterious Tor which had dominated the
landscape around Glastonbury for more years
than anybody cared to remember. Merlin, who
disliked horses, walked beside the King, levitating
occasionally in order to keep up and refusing to
answer questions until they had reached the
marsh around the Tor.
'Brave Comrades,' called Sir Lancelot, 'Noble Sire
- you must permit me to ride ahead in order that I
may risk my life in combat with the Guardian
Wyrm which is known to bar passage to travellers
in these parts!'
'No need,' growled Merlin (adding 'Pompous ass'
under his breath). 'The Wyrm's been killed
already: we'll have no trouble here.'
'Killed?' echoed King Pellinore. 'It would take an
army to put down that brute.'
'Or an exceptional adventurer.. .' murmured
Merlin.
And at that point, light suddenly dawned. Not on
the Knights of course, or even the King, but on fair
Queen Guinevere who often appeared more
intelligent than the whole company of the Table
Round put together. 'You mean Pip, Wise
195
199
Score Dream
DREAMTIME
2.
3.
4.
5.
nothing back
from
the
200
201
become so full of dragon power that your
(depleted) LIFE POINTS are doubled.
6.
7.
8.
9.
10.
11.
12.
202
203
Score
2=A
3=B
4=C
5=D
7=E
8=F
10 = G
11=H
Go to 120
Go to 122
Go to 124
Go to 127
Go to 129
Go to 132
Go to 137
Go to 143
204
205
King's
anteroom
Castle Plan
206
207
Rules of Combat
208
On repeat journeys at the adventure, any enemies previously killed remain dead. Any treasure collected is lost
unless you are told otherwise.
Quest Journal
PIP'S LIFE POINTS
Current:
EXPERIENCE POINTS:
(20 = 1 PERMANENT LIFE POINT)
EQUIPMENT
Healing Potions:
Gold Pieces:
Starting:
BATTLE SCORES
Enemy:
Enemy:
Section:
Section:
Enemy LIFE
Section:
Enemy LIFE
Section:
Enemy LIFE
POINTS:
Enemy LIFE
POINTS:
POINTS:
POINTS:
Result:
Result:
Result:
Result:
Enemy:
Enemy:
Enemy:
Enemy:
Section:
Section:
Enemy:
Enemy:
Enemy LIFE
Enemy LIFE
Section:
Section:
POINTS:
Enemy LIFE
Enemy LIFE
POINTS:
POINTS:
POINTS:
Result:
Result:
Result:
Result:
Enemy:
Enemy:
Enemy:
Enemy:
Section:
Enemy LIFE
Section:
Section:
Enemy LIFE
Enemy LIFE
POINTS:
Enemy LIFE
POINTS:
POINTS:
POINTS:
Result:
Result:
Result:
Result:
Enemy:
Enemy:
Enemy:
Enemy:
Section:
Section:
Section:
Section:
Section:
Enemy LIFE
Enemy LIFE
Enemy LIFE
Enemy LIFE
POINTS:
POINTS:
POINTS:
POINTS:
Result:
Result:
Result:
Result:
Grailquest
Realm of Chaos
There is a curse on Camelot. Gold rusts and even
sunshine rots around the edges. The wizard Merlin, stark naked but for long johns, boots and pointy hat, is confined to his new home in a barrel.
King Arthur and his doughty knights are trapped
in the rank dungeons of a fungoid excrudescence
that was once the proud Castle Camelot. In the
countryside, the earth lies barren. The Realm is in
chaos. Only a hero of almost unimaginable courage, strength, intelligence, luck and sheer good
looks can save the day.
In other words, YOU are sorely needed.
In this incredible (and slightly lunatic) new gamebook in the GrailQuest series, you carry your
faithful talking sword EJ into a maelstrom of mystery as you attempt to discover who - or what really lies behind the disaster which has fallen
like an avalanche on Avalon. It is you, and only
you, who can slay the monsters, solve the puzzles
and hack your way beyond the very confines of
the known universe to visit the fabled Astral
Plane in search of a solution.
Realm of Chaos is the sixth book of the magical,
heroic GrailQuest. Look out for the five already
published to complete your collection. And look
out for more books in the series soon.