406 lines
18 KiB
Plaintext
406 lines
18 KiB
Plaintext
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____________ _________ _______ ______
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____________ __________ _____ ______
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____________ __________ ______ ____
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____ _________ _______ ____
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____ _________ _______ ____
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____ ____ ____ ______ ____
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____ ____ ____ ______ ______
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____ ____ ____ ________ ______
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PRESENTS
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SECRET OF THE SILVER BLADES RULE BOOK
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Amigatized by Orage Rouge
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Thanks to Lazarus Long/NASA for the original!
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Introduction.
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Welcome to the Official Advanced Dungeons and Dragons computer product,
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Secret of the Silver Blades, a Forgotten Realms Fantasy role-playing
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epic. This game is based on the rules and background created by TSR, Inc.
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and a story line created especially for this game.
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The people of New Verdigris have uncoverd an ancient evil that threatens
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to close forever the mine that is their livelihood. In desperation the
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miners gathered up the whole of their treasury and sacrificed it to the
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Well of Knowledge, beseeching the ancient artifact to send them heroes to
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combat the monsters -- Your Party of adventurers are those heroes.
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When you regain your senses after being brought to the Well of Knowledge,
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the Mayor of New Verdigris explains that the mining town is desperate for
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heroes to save it from the evil that has been unearthed. The mayor will
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give you several magical items and money to purchase equipment. You should
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distribute the items to the members of your party and then go into the town
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to finish outfitting your adventurers.
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Transfering Characters from Curse of the Azure Bonds
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Secret of the Silver Blades will accept characters which were created and
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played in Curse of the Azure Bonds, to transfer charcters use the
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REMOVE CHARACTER FROM PARTY command in the Party Creation Menu
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to take characters from their adventuring parties, then use the
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ADD CHARACTER TO PARTY command to put them in a Secret of the Silver
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Blades party.
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Using Menus
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All commands are menu based, and the concept of the active character is
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central to the game. Outside of combat the active character's name is
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highlighted on the display. During combat the active character is
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surrounded with a cursor at the start of his combat segment.
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During combat the active character is chosen automatically according to
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a character's initiative and random factors. Other times the active
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character may be selected by you before choosing commands.
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If a command affects the whole party, just select the command. If the
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command effects one character make that character active and then choose
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the command.
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Beginning to Play
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To begin playing the game you must load a saved game or generate
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characters and band them together into a party. This first menu
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gives you the intial options :
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CREATE A NEW CHARACTER
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ADD CHARACTER TO PARTY
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LOAD SAVED GAME
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EXIT TO DOS
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Create New Charcters - is used to build a character. Detailed information
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about character, races, classes and so on is available in the journal.
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(The Journal will be released soon! Be Patient - Lazarus).
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This command displays the following menus to define the character.
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- Pick Race - lists six races a player-character can be in the Forgotten
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Realms.
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- Pick Gender - lists the sex the character can be. Gender affects
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the characters maximum strength.
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- Pick Class - lists the class or classes the character is qualified
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for based on race.
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- Pick Alignment - lists all the possible alignments for the character
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based on character class.
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The computer randomly generates the character's ability scores.
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If you are not happy with the character's scores you may roll them again.
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Remember that you can use the MODIFY CHARACTER command on the Party
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Creation/Hall Menu to change the character's ability scores and hitpoints
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( HP ) after the character has been generated.
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Name Character - provides a 15 letter space to type in the character's
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name. This name will be automatically saved to disk.
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Select Combat Icon - allows you to design the shape that will represent the
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character in combat. Customize this icon to represent the character's
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favorite weapon, armor, and colors. Different computers and graphic
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adapters have different capabilites, experiment to create the best icon
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for each character.
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Add Character to Party
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Allows you to add characters to the party from the saved game disk.
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A party is a group of characters composed of up to six player characters
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(Called PCs) and up to two non-player characters (called NPCs). A party
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should have a balanced mix of characters with different classes. You
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will also need to indicate the last game the character adventured in.
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Party Creation/Hall Menu
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Drop Character - elimnated a character from the party and erases him
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from the saved game disk. A dropped character may not be recovered.
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Modify Character - can change the characters ability scores and HP.
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Use Modify Character to change a character generated in Secret of the
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Silver Blades to match a favorite AD&D game character. A character
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cannot be modified once he has begun adventuring
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Train Character - (from Hall Menu only) increases a character's level
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when he has gained enough experience points (XP). Choose the character
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to train and if he has sufficent XP he will be able to advance one level.
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If a character has gained enough XP to advance more than one level,
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he will advance one level and then lose all XP in excess of one point
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below that required for advancement to the next level. See the
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section on Experience Points in the Journal for an example.
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Advancing in levels takes no game time. When magic-users
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advance, they may add a spell to their grimoire (spell book). See
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the Maximum Level Limites by Race, Class, and Prime Requisite chart
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in the journal for level limites. There is no charge for training
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characters.
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Human Change Class - allows human characters to become a dual class
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character. Dual class characters lose the advantages of their
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first class until they exceed that level in the new class.
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For more information about Dual Class characters look under
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character Classes in the Adventurer's Journal.
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View Character - displays a character.
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Remove Character from Party - tranfers a character from the party
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to the saved game disk.
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Save Current Game - stores the current game to the saved disk or
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directory.
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Begin Adventuring - Starts the Game!!
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Non - Player Characters (NPCs).
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During the game the party will encounter non-player characters (NPCs).
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They may talk to the party, attack or even offer to join the party.
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There are two kinds of NPCs : those who volunteer to join the party
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and those who will only give information or fight the party. NPCs
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that join the party are treated like player characters with a few
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differences. The computer commands the NPCs in battle. They have
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morale. If things are going badly for the party, NPCs may run!
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Items can be traded to some NPCs, but they cannot be traded from
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conscious NPCs to other characters. If an NPC dies however you can
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use the TRADE command on the items Menu to take his items. Only
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TWO NPCs at a time may join the party and they may take a share of all
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treasures found.
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Viewing Characters
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The View command displays the character summary screen.
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Characters have no money at the start of the adventure, although the
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Mayor of New Verdigris will give the party some to help outfit them.
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The party will accumulate wealth, in the form of gems, jewelry,
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and some coins as they go. The value of gems and jewelry varies,
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and can only be determined by having the items appraised. Coins
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always have the same values. Platinum coins are the most valuable
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while gold and copper are more common. The relative value of each
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kind is :
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1 Platinum piece (PP) = 5 Gold pieces (GP) = 10 Electrum pieces
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(PP) = 100 Silver pieces (SP) = 1000 Copper pieces (CP).
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Encumbrance is the total weight the character is carrying.
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Combat movement is how many squares a character can move during
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a combat segment. This is based on his readied armor, strength,
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and totaly encumbrance.
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Character Status
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OKAY - Status means that the characters has positve HP and can move and
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fight normally.
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UNCONSCIOUS - Status means that the characters has exactly 0 HP.
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He cannont move or fight, but is in no danger of dying.
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DEAD - Status means that the character has kicked the bucket.
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Non-elf characters have a chance of being resurrected with a Raise
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Dead spell. The character's chance of being resurrected is influenced
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by his constitution. See the constitution chart in the journal.
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Stoned - Status means that the character has been turned to stone.
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The character can be returned to normal with a Stone to Flesh Spell,
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which is availble at the temple in New Verdigris. Magic Users may
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also get a Stone to Flesh Spell if they are of high enough level.
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Fled - Status means that the character fled from the previous
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battle. After the battle he will rejoin the party.
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Gone - Status means that the character has been totally destroyed.
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Nothing can bring the character back to life.
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From the View Menu several options are available to inspect the active
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character. Not all these commands are available at all times.
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Items Menu
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- Ready - is used to change the status of a weapon, armor, or other
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item. Only readied items can be used in combat. A character
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cannot ready more than two hand-held items at once. Arrows and
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crossbow quarrels are assumed to be in a quiver and can be readied
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at all times. Some items may take one or two hands to ready.
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Some items can only be readies in either camp or combat.
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- USE - Activates an Item.
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- Trade - is used to transfer an item from one character to another.
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Choose the character to trade to and then choose the item or items
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to trade. Remember that a conscious NPC will not give up an item
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once he has it.
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- Drop - Permanently removes an item from a character. Dropped items
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can NOT be recovered.
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- Halve - will divide a bundle of some items into two equal
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bundles.
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- Join - combines all similar items into one line. No more
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than 255 similar items can be joined on line line. Some items,
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such as poitions, cannot be joined.
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- Sell - is described under the Armoury Menu
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- ID - is described under the Armoury Menu
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- Spells - is a listing of the spells a character has memorized and
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can cast.
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HEAL - is an ability of Paladins. Paladins may heal two HP (per level)
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of damage a day. Select the heal command and then select the
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character to be healed. This command is only displayed when a paladin
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has a heal available.
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CURE - is another ability of Paladins. A Paladin may perform one
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Cure Disease per week at levels 1-5, two cures a week at levels 6-10,
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and three cures a week at levels 11-15. This option is only displayed
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if the paladin has a cure available.
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Adventuring
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After setting up your party and reading the background information
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in the Adventurer's Journal, it is time to head for adventure,
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fame and glory. During your adventuring the party will engage in
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fierce battles, find treasures, and sometimes have to stop, recuperate,
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and memorize spells for futre use.
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Adventure Menu.
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Move - is used to change the party's facing or to move forward. The
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party can turn right or left, turn around, or move forward. Normally
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each move forward takes one minute of game time. If the party has
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Search On, each move takes ten minutes.
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Area - Toggles between the Area and 3-D View. In many regions this
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command may not be available.
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Cast - displays the Cast menu if the active character is a
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Spell-Caster. See the Magic section for more infomation. Some
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spells have no effects in combat.
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View - Displays the character screen and the View Menu.
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Encamp - displays the Encamp menu.
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Search - toggles searching on and off. A party moving with Search off
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is a moving at a normal rate of one minute per move. With Search On
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the party takes 10 minutes per move because they are checking for
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secret doors, traps, etc. When a Party has Search On, SEARCH will
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be displayed on the screen to the right of the point of view
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windows. Because of the slow speed the chance of random encounters
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is also greatly increased.
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Look - is used to search an individual square. A LOOK command acts
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as if the party moved into the current square with Search on.
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Encamp Menu.
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The Encamp Menu includes options like saving the Game, Resting to heal,
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and memorize spells, and changing items such as game speed or party
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orders.
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REST - Allwos characters to memorize spells and to heal
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naturally. Characters catch their normal sleep without having
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to encamp. When spells are momorized, the intial rest time is
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established by the time necessary to memorize any spells selected
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from the MEMORIZE command in the Magic Menu. For every 24 hours
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of uninterrupted hours of rest in camp, each wounded character
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regains one HP. Rest can be interrupted by encounters. If possible
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find safe places to take LONG rests, such as the Mayor's Residence
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in New Verdigris or places that you are told are safe during the game.
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Rest Menu - includes commands Rest,Days,Hours,Minutes,Add,Subtract,and EXIT
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Alter Menu - included commands Order, Drop, Speed, Icon, pics, and Game
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Level and Exit.
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Fix Command in Encamp Menu - is used to heal many wounded characters
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with a single command. ALl characters with first level clerical
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spells will memorize as many cure light wounds as they can, cast
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them on the party, and then rememorize their previous spells
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automatically. FIX takes game time and may be interrupted by an
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encounter. Fix will not return HP to diseased characters, a
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Cure Disease spell must first be cast upon them.
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Magic
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To get the Magic Menu options, the active character must be able to cast
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spells. Spell-Casters can get a list of their memorized spells
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from the Cast option of the Magic Menu or from the Spells option
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of the View Menu. They can get a list of their spells on scrolls
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from the SCRIBE option in the magic menu.
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Civilization In The Game..........
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The Mining town of new Verdigris will provide many valuable services
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and supplies for the adventurer. In the town you will find an armour,
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hall, temple, bar, and the Mayor's and Mage's Residences.
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The Mayor's Residence - is a good place to rest and gather information.
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He will inform you of anything the people of New Verdigris have learned
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since your last visit. Whenever the party is in town, the mayor will
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provide a safe place to rest and memorize spells. While staying with
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the mayor, the party may safely encamp to memorize spells and regain HP!
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The Armoury - Provides a place to buy and sell equipment using the
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Armoury Menu of Buy, View, Take, Pool (to pool Money), Share,
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appraise, and exit.
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The Mage's House - is where you go to purchase magic items. The
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options that appear are similar to those in the Armoury Menu.
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The Hall - is where the characters can advance levels. Here you can
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modify the party using the Party Creation / Hall Menu.
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The Temple - offers healing spells and performs other clerical
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services. The commands on the Temple Menu are the same as those on
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the Armoury Menu and the addition of the Heal Command.
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The Bar - is a rowdy place full of gossip, stories, and information.
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Buy a round of drinks and listen to the stories and pinch the Bar Maid's
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Butt.
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The Vault - will store money and equipment for you. You may also
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convert platinum pieces into gems. One hundred platinum pieces
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will usually buy you one gem. There is no charge for this service.
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The Old Man - in New Verdigris is a valuable source of information
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and clues. All you have to do is FIND him.
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The Well of Knowledge - is another valuable source to the players.
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This Powerfull magic place is where the people of New Verdigris
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wished for warriors (you) to combat the menace of evil. The well
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will also answer queries you may have about your adventure.
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To gain information from the well you will need to feed it with
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100 Gems before gaining information (expensive huh ? )
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The Location of the Well is on the map of New Verdigris Area found
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in the Journal.
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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|
CALL: Destruction's Realm (708) 474-4280
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|||
|
Das Reich Zerst<73>rung TRSI US HQ
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|||
|
Le Royaume De la Destruction Elites Only!
|
|||
|
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
|
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|
|||
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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