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