Home
 Gamebooks
 CBM 64
 History
 Minis
 Links
Picture
 GrailQuest Books
Grail Quest No.1

The Castle of Darkness

Armada 1984
Text - JH Brennan
Illustrations - John Higgins

In the fabled Realm of Avalon, the great King Arthur keeps court at Camelot.  The far reaches of his kingdom are terrorised by monstrous dragons and powerful warlocks, and the famous Knights of the Table Round set forth on quests of valour to combat the forces of evil.  But YOU have been chosen for the most perilous mission of all.  To penetrate the enchanted fortress of the dreaded Wizard Ansalom and rescue Queen Guinevere from his sorcery.
 

Grail Quest No.2

The Den of Dragons

Armada 1984
Text - JH Brennan
Illustrations - John Higgins

A huge and murderous Dragon is rampaging through the Realm of Avalon, leaving a trail of frightful destruction in its wake.  The brave Knights of the Table Round are powerless against the beast’s might, and even King Arthur’s court at Camelot is threatened by its fire-breathing fury.  YOU alone can free the people from their curse.  You alone must seek out and slay the foul reptile in its hellish lair.

No one has ever returned alive from the terrifying Den of Dragons...

Grail Quest No.3

The Gateway of Doom

Armada 1984
Text - JH Brennan
Illustrations - John Higgins

Somewhere in the realm of Avalon is an open gateway into the ghastly Kingdom of the Dead.  Through it come hideous monsters and foul plagues.  It must be closed or Avalon will be destroyed.

King Arthur needs a special hero for this awesome Quest, for a grisly death seems certain.  No-one has ever returned alive from the horrors on the Other Side.  That hero is YOU.

Take the magic sword Excalibur, your wits and courage, and start your journey to the Gateway of Doom!

Grail Quest No.4

Voyage of Terror

Armada 1985
Text - JH Brennan
Illustrations - John Higgins

Avalon is under attack.  The Saxon hordes are advancing against the kingdom and the magic sword Excalibur, defender of the realm, has vanished.  But a freak accident of Merlin’s magic transport you to ancient Greece - far from the desperate battle against the invaders...

Cast adrift aboard a vessel of dazzling gold and stripped of your weapons and magic spells, you must confront a host of hideous enemies.  Can you overcome the gigantic, one-eyed Cyclops, the loathsome Harpy, the hammer-wielding Vulcan, and the animated corpse of a rotting mummy - and then navigate your way through Time back to Avalon?

Only the most powerful heroes will survive the Voyage of Terror...

 

Grail Quest No.5

Kingdom of Horror

Armada 1985
Text - JH Brennan
Illustrations - John Higgins

“Whoever holds Excalibur rules Avalon”

States the ancient lore.  And now King Arthur’s fabled sword has been stolen.  Avalon is in chaos, and Merlin’s strongest sorcery cannot discover the thief.

YOUR mission: to track down Excalibur through realms in time and space of incredible strangeness.  Where you must use magic and solve cryptic puzzles to survive.  Where creatures of hideous power will confront you.  Where you will find the Kingdom of Horror - and adventure beyond your wildest nightmares...

Grail Quest No.6

Realm of Chaos

Armada 1986
Text - JH Brennan
Illustrations - John Higgins

Take up Excalibur, the magic sword, and prepare to enter the Realm of Chaos!

A sorcerer’s curse has turned th eKingdom of Avalon into a land of nightmare.  Leprous fogs blot out the sun, putrid fungus attacks buildings, gold rusts, cloth rots and decay and death pollute the land.

The castle at Camelot holds the key to the curse, but the great gates are barred.  YOU must discover the secret route that leads inside its grim walls.  But to do so you must first enter the plague-ridden town of Glastonbury, where evil lurks behind every slime-encrusted door, as you seek the information and equipment you need on this, your most difficult and demanding Grailquest adventure yet...

Grail Quest No.7

Tomb of Nightmares

Armada 1986
Text - JH Brennan
Illustrations - John Higgins

“You’ll love this job,” said Merlin.  “No danger at all.  None of that saving the world business.  It’ll be a piece of cake.”

Why then does a terrible foreboding overwhelm you as you enter the the underground labyrinth of Grott’s Tomb to do Merlin’s “little favour”?  Why is your path blocked by the horrific Draculina, fangs at the ready?  Why are there more monsters, and deadlier traps here than in any of your previous adventures?

What is Merlin’s real purpose in sending you unprepared into the appalling Tomb of Nightmares?  And will you survive long enough to find out?

Grail Quest No.8

Legion of the Dead

Armada 1987
Text - JH Brennan
Illustrations - John Higgins

‘Marching down from the north is a horrid army of skeletons and rotting corpses...’

The Legion of the Dead have caused havoc in Scotland razing villages, burning and pillaging, and now they are heading towards Avalon.  At the head of their army is none other than your trusted friend and sorcerer Merlin.  Once again King Arthur has called upon your help to save his kingdom.

This is perhaps your most daring assignment yet.  YOU are the only one - together with your famous sword, the mighty EJ - who can survive against the savage army of corpses.  But even you will need more than heroic strength to outwit the magic of the wizard Merlin.

[Home] [Gamebooks] [CBM 64] [History] [Minis] [Links]