Knowledge

Grailquest

Source 📝

25: 670:, as previously noted, was the villain in the first book. In addition, the further along in the series one gets, the more titles get appended to Pip's name. By the end of the series, Pip is known as the Wizard Basher, Dragon Slayer, Gateway Closer, Realm Saver, and Chaos Tamer and is often addressed by all of those titles at once by Merlin or E.J. and often at times when brevity would be far better for the circumstances. 335:: The (supposedly) wise old wizard. He introduces each adventure and is usually the one who gives Pip his mission, providing Pip with items and some magic. Merlin tends to be sarcastic and grumpy, not to mention eccentric. However, even though he treats Pip like a foolish child, he still cares about the young adventurer. In one of the series' running jokes, Merlin acquires a new, bizarre home in every volume. 532:. 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. 325:. Pip fights (and sometimes argues) with a speaking magical sword, Excalibur Junior, and often wears a sturdy dragonhide jacket when adventuring. Pip is never assigned a gender pronoun by anyone in the books and as such could be a female hero, though the assumption is usually taken that Pip is a young boy. Pip does declare himself 651:
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. Only the final book in the series omits specific details about Merlin's home, though wherever it stands, there is a one-way
519:
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
501:
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;
604:
Spell books, Firefingers, Fireballs, the dragonhide jacket and even E.J. are not available in the fourth book. 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
582:
In the third book, Merlin provides Pip with a new spell book. 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
535:
Pip's use of magic is limited by three rules that must be adhered to at all times. 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
392:
appears in the first few books as a running gag, where he is often confused for the Black Knight because of his dark armour. Often it is Pellinore who is assigned the task of taking care of whatever problem is plaguing Camelot, with Pip only coming in later after the poor old king gets himself
376:(and has been known to make even cockroaches throw up when he gives a recital). He is often helpful to Pip, as long as Pip is diplomatic in his criticism of the Fiend's poetry. In the English-language books, the Fiend is unnamed. In the French translations, however, he is known as Nosferax. 317:: The hero of the series. Pip was brought up on a farm as the adopted child of Freeman John and his wife Miriam. One day, soldiers from King Arthur's court arrived to escort Pip to Merlin's log castle, where Merlin assigned the young adventurer the mission of rescuing Queen 510:
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.)
540:
Pip's Armour of Nearly Impenetrable Coruscation (P.A.N.I.C. for short) - Throws a shimmering wall of light around the caster for the duration of a single combat, which deducts four points of damage scored against Pip in addition to any other protection or armour
355:(hence the "Junior"). E.J. is quite powerful but has the annoying tendency of speaking its mind at inconvenient times, and can even refuse to be pulled from its scabbard (showing an ability similar to its namesake) when in a bad mood. E.J. also suffers from 565:
Invisibility (I.N.V.I.S.I.B.I.L.I.T.Y. for short) - This spell is an exception to the normal rules of magic in that it can only be cast once per adventure for a cost of 15 Life Points, and only in designated areas, but the effect renders Pip completely
569:
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
550:
Pip's Attacking Dart (P.A.D. for short) - Allows Pip to launch a ranged attack for a straight 10 damage against an opponent who is otherwise out of combat range. An enemy hit with the dart can only counter-attack with ranged weaponry or
399:: An evil black-magic-using wizard, who is the main villain in the very first adventure. He returns as a ghost when Pip visits the Ghastly Kingdom of the Dead and Pip discovers that some of his dark influence remains in the last volume. 484:
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.
590:
Pip's Incredible Duncher (P.I.D. for short) - Creates a magical cap which, when worn, shrinks Pip to the size of six inches, thus allowing travel through small passageways. Pip returns to normal size in the next
481:- how much depends on what the dice shows, as every point over 6 will count as a point of damage. When a character's Life Points reach zero, the character is dead, and when they are at 5, they are knocked out. 382:: Ruler of the realm of Avalon. He is rarely encountered by the player in person, but is a prominent and influential figure in the series. He is usually the one who gives missions to Pip by the way of Merlin. 597:
Pip's Instant Levitation (P.I.L. for short) - Allows Pip to levitate straight up or down, but if used indoors it causes a concussion when you hit the ceiling and the loss of half your current Life Points.
558:
Pip's Instant Neutralizer (P.I.N. for short) - Counteracts one spell or enchantment placed on an object (not a living being). It is useful for opening a chest or door which has been magically locked, for
554:
Pip's Immunity to Poison (P.I.P. for short) - If cast before poison is taken, it completely counteracts the effects of the poison. The spell does not function if cast after Pip has already been poisoned,
647:
actually showcases two of Merlin's homes: the first being the enormous barrel-shaped house he is living in at the beginning, and the second one being a sort of abandoned fortress in the Astral Plane.
494:
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
283:
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 slapstick humour or nonsensical elements.
600:
Pip's Obliging Power Sword (P.O.P.S. for short) - If cast before a hit roll in combat, it causes E.J. to score double damage on the next strike, but only half damage on the hit after that.
594:
Pip's Amazing Legume Spell (P.A.L.S. for short) - If Pip should come under attack by any sort of vegetable, this spell guarantees an automatic Friendly Reaction from said vegetable.
477:. 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 573:
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.
562:
Pip's Immense Rapid Repeater (Pi R squared for short) - Doubles Pip's speed during a single combat, allowing Pip to get in two attacks for every one made by an opponent.
409:
of old legend is the main villain in one of Pip's adventures. He seems to appear in several volumes, but those other appearances are actually King Pellinore (see above).
794: 547:
Pip's Instant Levity and Laughter (P.I.L.L. for short) - Causes a single enemy to laugh so hard and misses the next three consecutive turns in combat.
639:
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
614:
In every book, once you are killed you have to turn to the infamous section 14. This rule is true for all of J.H. Brennan's gamebooks, except the
372:
who is a recurring character through the series. The Fiend believes that he is a great poet, when in actuality his verse tends more towards
623:
Merlin's eccentricities are showcased in each book with Merlin acquiring a new dwelling, more bizarre and off-the-wall than the last. In
852: 872: 587:
Pip's Patent Lock Picker (P.L.O.P. for short) - Will pick one non-magic lock per section on a throw of 6 or better on two dice.
817: 544:
Pip's Outlandish Wallop (P.O.W. for short) - Adds +10 damage to the next attack Pip makes on top of any other attack bonuses.
305:
While there were eight total books published in the series, books seven and eight were never published in the United States.
89: 766: 345:, who brings Pip to Avalon via the Net Spell after Merlin disappears and is presumed dead following a fall from a tree. 61: 857: 108: 68: 491: 406: 536:
successfully cast). And third, no spell thrown is successfully cast unless a 7 or better is rolled on two dice.
46: 75: 802: 389: 42: 488:
There is no defence roll, but damage is reduced by a set amount by any armour the character is wearing.
862: 724: 57: 689:
books required a lot of skill, as opposed to the large element of random chance required in the rival
616: 35: 666:
Upon meeting Pip, most people recognize him as "...the one that put paid to old Ansalom, eh?"
276: 204: 279:. The stories follow the adventures of a young hero named Pip, who is often called upon by 498:, a giant spider gets first strike automatically due to Pip being in its home territory). 8: 847: 842: 837: 832: 82: 867: 685:, John Woods thought the books had a "pleasant light-hearted feel." He also noted that 643:
he has created a home in the shape of a large six-sided die up in the Welsh Mountains.
746: 703:, but speculated that perhaps players "preferred the hectic hack-and-slay action of 681: 474: 691: 811: 806: 520:
damage each, but require a 6 or better on two dice or else they miss completely.
351:: Pip's magical talking sword. It was created by Merlin, who based its design on 329:
of the jungle at one point, and EJ, referring to Pip, says "unhand him, varlet!".
122: 121:
This article is about the gamebook series. For the Bernard Cornwell novels, see
506:
allows Pip to restart at the beginning of the Ghastly Kingdom of the Dead, and
299: 826: 356: 272: 194: 659:, Pip finds a book "about some idiot called Fire*Wolf", who is the hero of 635:, he has moved into the lightning-blasted remains of an ancient druid oak. 287: 751: 478: 352: 318: 24: 529: 373: 268: 473:
The rules of GrailQuest are quite simple when compared to current
667: 366: 322: 222: 627:, Merlin lives in a log castle. He's moved to a crystal cave in 799: 291: 280: 583:
the same three rules of magic described in the second book.
369: 359:, which is a disadvantage when Pip runs into giant spiders. 707:
to the more leisurely and lengthy descriptive sections of
720: 620:
series where the killed player must go to the section 13.
719:
In 2012 the company Tin Man Games planned to create
49:. Unsourced material may be challenged and removed. 824: 528:In the second book, Merlin provides Pip with a 699:should have done as well or even better than 302:, after Merlin's summoning spell goes wrong. 341:: Merlin's young apprentice, introduced in 744:Woods, John (October 1987). "Going Solo". 577: 764: 523: 109:Learn how and when to remove this message 800:J H "Herbie" Brennan's personal website 758: 825: 818:Realm of Chaos at the Internet Archive 714: 743: 652:door out of it which leads into Hell. 47:adding citations to reliable sources 18: 16:Series of gamebooks by J. H. Brennan 13: 795:J H Brennan Book Covers & Info 767:"Indie review: Trial of the Clone" 765:Dominguez, James (30 April 2013). 737: 14: 884: 788: 663:, another series by J.H. Brennan. 298:, takes place almost entirely in 695:book series. Woods thought that 608: 23: 853:Games based on Arthurian legend 514: 275:. The books are illustrated by 34:needs additional citations for 814:Guide to GrailQuest gamebooks. 294:, although the fourth volume, 1: 730: 308: 674: 390:King Pellinore of Listinoise 286:The series is mostly set in 7: 10: 889: 873:Series of children's books 812:Demians' Gamebook Web Page 679:In the inaugural issue of 120: 468: 413: 254: 246: 238: 228: 218: 210: 200: 190: 133: 858:Modern Arthurian fiction 727:versions of the books. 578:Pip's Second Spell Book 349:Excalibur Junior (E.J.) 524:Pip's First Spell Book 420:The Castle of Darkness 138:The Castle of Darkness 771:Sydney Morning Herald 321:from the evil Wizard 43:improve this article 715:Electronic versions 432:The Gateway of Doom 353:King Arthur's sword 150:The Gateway of Doom 130: 805:2012-08-17 at the 649:Tomb of Nightmares 625:Castle of Darkness 462:Legion of the Dead 456:Tomb of Nightmares 426:The Den of Dragons 397:The Wizard Ansalom 343:Legion of the Dead 180:Legion of the Dead 174:Tomb of Nightmares 144:The Den of Dragons 128: 863:Fantasy gamebooks 747:The Games Machine 682:The Games Machine 641:Kingdom of Horror 444:Kingdom of Horror 262: 261: 162:Kingdom of Horror 119: 118: 111: 93: 880: 782: 781: 779: 777: 762: 756: 755: 741: 705:Fighting Fantasy 701:Fighting Fantasy 692:Fighting Fantasy 637:Voyage of Terror 438:Voyage of Terror 403:The Black Knight 393:hopelessly lost. 363:The Poetic Fiend 296:Voyage of Terror 156:Voyage of Terror 131: 127: 114: 107: 103: 100: 94: 92: 51: 27: 19: 888: 887: 883: 882: 881: 879: 878: 877: 823: 822: 807:Wayback Machine 791: 786: 785: 775: 773: 763: 759: 742: 738: 733: 717: 677: 633:Gateway of Doom 611: 580: 526: 517: 504:Gateway of Doom 496:Gateway of Doom 471: 416: 311: 267:is a series of 233: 186: 185: 126: 123:The Grail Quest 115: 104: 98: 95: 52: 50: 40: 28: 17: 12: 11: 5: 886: 876: 875: 870: 865: 860: 855: 850: 845: 840: 835: 821: 820: 815: 809: 797: 790: 789:External links 787: 784: 783: 757: 750:. No. 1. 735: 734: 732: 729: 716: 713: 676: 673: 672: 671: 664: 657:Realm of Chaos 653: 645:Realm of Chaos 629:Den of Dragons 621: 610: 607: 602: 601: 598: 595: 592: 588: 579: 576: 575: 574: 571: 567: 563: 560: 556: 552: 548: 545: 542: 525: 522: 516: 513: 508:Realm of Chaos 470: 467: 466: 465: 459: 453: 450:Realm of Chaos 447: 441: 435: 429: 423: 415: 412: 411: 410: 400: 394: 386:King Pellinore 383: 377: 360: 346: 336: 330: 310: 307: 300:ancient Greece 260: 259: 256: 252: 251: 248: 244: 243: 240: 236: 235: 230: 226: 225: 220: 216: 215: 212: 208: 207: 202: 198: 197: 192: 188: 187: 184: 183: 177: 171: 168:Realm of Chaos 165: 159: 153: 147: 141: 134: 117: 116: 31: 29: 22: 15: 9: 6: 4: 3: 2: 885: 874: 871: 869: 866: 864: 861: 859: 856: 854: 851: 849: 846: 844: 841: 839: 836: 834: 831: 830: 828: 819: 816: 813: 810: 808: 804: 801: 798: 796: 793: 792: 772: 768: 761: 754:. p. 41. 753: 749: 748: 740: 736: 728: 726: 722: 712: 710: 706: 702: 698: 694: 693: 688: 684: 683: 669: 665: 662: 658: 654: 650: 646: 642: 638: 634: 630: 626: 622: 619: 618: 613: 612: 609:Running Jokes 606: 599: 596: 593: 589: 586: 585: 584: 572: 568: 564: 561: 557: 553: 549: 546: 543: 539: 538: 537: 533: 531: 521: 512: 509: 505: 502:for example, 499: 497: 493: 489: 486: 482: 480: 476: 463: 460: 457: 454: 451: 448: 445: 442: 439: 436: 433: 430: 427: 424: 421: 418: 417: 408: 404: 401: 398: 395: 391: 387: 384: 381: 378: 375: 371: 368: 364: 361: 358: 357:arachnophobia 354: 350: 347: 344: 340: 337: 334: 331: 328: 324: 320: 316: 313: 312: 306: 303: 301: 297: 293: 289: 284: 282: 278: 274: 273:J. H. Brennan 270: 266: 257: 253: 249: 245: 241: 237: 231: 227: 224: 221: 217: 213: 209: 206: 203: 199: 196: 195:J. H. Brennan 193: 189: 181: 178: 175: 172: 169: 166: 163: 160: 157: 154: 151: 148: 145: 142: 139: 136: 135: 132: 124: 113: 110: 102: 91: 88: 84: 81: 77: 74: 70: 67: 63: 60: –  59: 55: 54:Find sources: 48: 44: 38: 37: 32:This article 30: 26: 21: 20: 774:. Retrieved 770: 760: 745: 739: 718: 708: 704: 700: 696: 690: 686: 680: 678: 660: 656: 648: 644: 640: 636: 632: 628: 624: 615: 603: 581: 534: 527: 518: 515:Magic spells 507: 503: 500: 495: 490: 487: 483: 472: 461: 455: 449: 443: 437: 431: 425: 419: 407:Black Knight 402: 396: 385: 379: 362: 348: 342: 338: 332: 326: 314: 304: 295: 290:'s realm of 285: 277:John Higgins 264: 263: 255:No. of books 232:Armada (UK) 205:John Higgins 179: 173: 167: 161: 155: 149: 143: 137: 105: 96: 86: 79: 72: 65: 58:"Grailquest" 53: 41:Please help 36:verification 33: 479:Life Points 380:King Arthur 288:King Arthur 201:Illustrator 848:1987 books 843:1986 books 838:1985 books 833:1984 books 827:Categories 731:References 709:Grailquest 697:Grailquest 687:Grailquest 661:Demonspawn 617:Demonspawn 566:invisible. 530:spell book 492:Initiative 309:Characters 265:GrailQuest 247:Media type 129:GrailQuest 69:newspapers 868:Gamebooks 752:Newsfield 675:Reception 605:Camelot. 319:Guinevere 269:gamebooks 242:1984 - 87 239:Published 234:Dell (US) 229:Publisher 803:Archived 591:section. 559:example. 555:however. 374:doggerel 211:Language 99:May 2021 776:13 July 725:Android 668:Ansalom 551:spells. 367:vampire 323:Ansalom 223:Fantasy 214:English 83:scholar 631:. By 469:Combat 464:(1987) 458:(1986) 452:(1986) 446:(1985) 440:(1985) 434:(1984) 428:(1984) 422:(1984) 414:Titles 405:: The 333:Merlin 292:Avalon 281:Merlin 191:Author 182:(1987) 176:(1986) 170:(1986) 164:(1985) 158:(1985) 152:(1984) 146:(1984) 140:(1984) 85:  78:  71:  64:  56:  541:worn. 250:Print 219:Genre 90:JSTOR 76:books 778:2021 723:and 570:use. 475:RPGs 370:poet 365:: A 339:Cody 327:lord 62:news 721:iOS 711:." 655:In 315:Pip 271:by 45:by 829:: 769:. 388:: 780:. 258:8 125:. 112:) 106:( 101:) 97:( 87:· 80:· 73:· 66:· 39:.

Index


verification
improve this article
adding citations to reliable sources
"Grailquest"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message
The Grail Quest
J. H. Brennan
John Higgins
Fantasy
gamebooks
J. H. Brennan
John Higgins
Merlin
King Arthur
Avalon
ancient Greece
Guinevere
Ansalom
King Arthur's sword
arachnophobia
vampire
poet
doggerel
King Pellinore of Listinoise

Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.