A Spy in Isengard. Kong Arthurs troldmand og gode ven? No Web Links Found. There is no defence roll, but damage is reduced by a set amount by any armor the character is wearing.
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The player must roll two six-sided dice and add the results. If the result exceeds 6 which will happen 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 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. Surprise is sometimes involved for example, in Gateway of Doom, a giant spider gets first strike automatically due to Pip being in its home territory.
If the character dies, the player must go to section 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 - although some books will only require him to start from a certain point, such as Gateway of Doom allows Pip to restart at the beginning of the Ghastly Kingdom of the Dead, or Realm of Chaos allows him to start from the beginning of a certain location.
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[ edit ] In some of the books, Merlin provides Pip with magic spells. In the first book, Pip has only two spells - ten firefingers lightning bolts and two powerful fireballs. The firefinger lightning bolts hit automatically for a straight 10 points of damage, while the fireballs score a massive 75 points of damage each, but require a 6 or better on two dice or else they miss completely.
This provides Pip with more spells of various uses in and out of combat. Pip also receives ten new firefingers different from 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. First, every spell thrown costs three Life Points whether it is cast successfully or not.
Second, no spell can be thrown more than three times in any given adventure and once thrown, it is used whether or not it is successfully cast. And third, no spell thrown is successfully cast unless a 7 or better is rolled on two dice. An enemy hit with the dart can only counter-attack if he or she has ranged weaponry or spells of his or her own.
The spell does not function if cast after Pip has already been poisoned, however. It is useful for opening a chest or door which has been magically locked, for example.
Invisibility I. Firefinger - This spell is an exception to the normal rules of magic in that it can only be successfully cast once per adventure. It gives Pip 10 Firefinger lightning bolts five in each hand which can be fired immediately or stored for later use. Fireball - Like the Firefinger spell, it can only be successfully cast once per adventure.
It gives Pip 2 fireballs which can be thrown immediately or stored for later use. When Pip wonders why this second spell book is shorter than the first one, Merlin tells Pip that spell books require a great deal of research and development, making them quite expensive, and he is not made of money. These spells follow the same three rules of magic described in the second book.
Pip returns to normal size in the next section. Spell books, Firefingers, Fireballs, the dragonhide jacket and even E. Both spell books are also unavailable in books five and six; in the former case because Merlin has run out of time, and in the latter because no magic will work on account of the curse on Camelot. Running Jokes[ edit ] In every book, once you are killed you have to turn to the infamous section This rule is true for all of J.
In Castle of Darkness, Merlin lives in a log castle. By Gateway of Doom, he has moved into the lightning-blasted remains of an ancient druid oak. Voyage of Terror shows Merlin trying out a magical bubble spell which places a home of sorts at the bottom of the well in the town square of Glastonbury Village.
In Kingdom of Horror he has created a home in the shape of a large six-sided die up in the Welsh Mountains. Tomb of Nightmares has Merlin living inside a hollowed-out roc egg, presented to King Arthur by a drunken Arab sailor and given to the wizard when the King had no other idea of what to do with it.
Upon meeting Pip, most people recognize him as "
Game Books Collection
Malanris A group of Time Lords a straight steal from Doctor Who are in control, sending out a number of agents into the field to investigate anomalies and keep a check on the system. Tomb of Nightmares 8. The whole Grail Quest series was so fun and witty. The unfortunate thing about this series, though, is that it was never completed; after six volumes, it went out of print, so the entire world is inaccessible to readers. Down Among the Dead Men. Be an Interplanetary Spy Find the Kirillian!
The player must roll two six-sided dice and add the results. If the result exceeds 6 which will happen 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 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.
Series - Grailquest
Game Books Collection Various A gamebook is a work of fiction that allows the reader to participate in the story by making effective choices. The narrative branches along various paths through the use of numbered paragraphs or pages. Gamebooks are sometimes informally called choose your own adventure books or CYOA, which is the title of one particular long and popular series by Bantam Books. Legally, Choose Your Own Adventure continues to be a trademark in current use. There are three types of gamebooks. The first is the branching-plot novel an example of this is the Choose Your Own Adventure series of gamebooks , which require the reader to make choices but are otherwise like a regular novel. The second type is the role-playing game solitaire adventure an example of this is the Tunnels and Trolls series of gamebooks , which combines the branching-plot novel with the rules of a role-playing game, allowing the game to be played without a Gamemaster but requiring the purchase of separate manuals.