secret of the silver blades - cluebook - pc

32
nimaginable terror flows from a gaping wound in the earth of !Yew Verdigris - threatening to engulf the Forgotten Realms in a flood of evil! And you stand helpless before this abomination . The ancient secret that will stay the flow of horror has eluded you. Until now! This SECRET of Tm SdvEtli BLADES CLUE Boors provides the answers you've searched for! It's a treasure trove of inside information - tips and tricks for the adventuring trade include : Detailed maps for the entire game - including locations of all major events in the adventure. + Combat tips that allow you to defeat even the toughest opponents . ".I" Locations and descriptions of all major magical treasures . "r Checklists of encounters and treasures - you won't miss any part of the adventure or loot! ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and theTSRlogo are trademarks owned by and used under license from TSR, Inc ., Lake Geneva, WI . U .S .A. 01990TSR, Inc . All rights reserved . MADE IN U.S .A. Tsa, Inc . A No more secretsl highly detailed maps, such as these lead you straight to the truth that you seek. 0 16685 q._ , J 1 ~-- CxxMPulm STRATEGIC SIMULATIONS, INC

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Page 1: Secret of the Silver Blades - Cluebook - PC

nimaginable terror flows from agaping woundin the earth of!Yew Verdigris -threatening to

engulfthe Forgotten Realmsin a flood ofevil! Andyoustand helpless before thisabomination. The ancientsecret that will stay the flowofhorror has eluded you.Until now!

This SECRET of Tm SdvEtli BLADESCLUE Boors provides the answersyou've searched for! It's a treasuretrove of inside information -tipsand tricks for the adventuringtrade include:

Detailed maps for the entire game -including locations of all major eventsin the adventure.+ Combat tips that allow you to defeateven the toughest opponents .".I" Locations and descriptions of allmajor magical treasures ."r Checklists of encounters andtreasures - you won't miss anypart of the adventure or loot!

ADVANCED DUNGEONS &DRAGONS, AD&D, FORGOTTEN REALMS andtheTSRlogo are trademarks owned by and used under license fromTSR, Inc ., Lake Geneva, WI . U.S .A.

01990TSR, Inc.All rights reserved .

MADE IN U.S .A.

Tsa, Inc .

A No more secretslhighly detailed maps, such as theseleadyou straight to the truth that you seek.

0 16685

q._ ,J

1 ~--

CxxMPulm

STRATEGIC SIMULATIONS, INC

Clarence Simpson
Page 2: Secret of the Silver Blades - Cluebook - PC

CREDITS

Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at any-time and without notice .

Strategic Simulations, Inc . makes no warranties, express or implied, with respect to this clue book, its quality, mer-chantability or fitness for any particular purpose. This clue book is provided "as is ."

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned by and used underlicense from TSR, Inc ., Lake Geneva, WI USA .

Copyright 1990 TSR, Inc . All Rights Reserved .

This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations,Inc. No one is permitted to sell copies of this clue book to any person or institution except as provided for by writtenagreement with Strategic Simulations, Inc . and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduceto machine readable form this clue book without the prior written consent of TSR, Inc.

Any persons reproducing any portion of this clue book for arty reason, in ary media, shall be guilty of copyright viola-tion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s) .

TABLE OF CONTENTSINTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1GETTING HELP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . : . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1STORYBACKGROUND. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1ADVENTURING THROUGH THE GAME.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2HUMANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3MAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4A. NEWVERDIGRIS . . . . . . . . . . . . . .. . . . . . . . . . : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .5B.

WELL OFKNOWLEDGE . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

THEDUNGEON .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..24O. Dungeon Levels 10-7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

P

RUINS OF OLD VERDIGRIS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..29-30O. Dungeon Levels 6-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31-32R. Dungeon Levels 2-1 . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..33-34

S.

DRIDER BASE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35T. WESTERN CREVASSES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37U. FROST GIANTVILLAGE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40V EASTERN CREVASSES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..42W. CASTLE ENTRANCE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..44X. MIDDLE LEVEL OF THE CASTLE . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..46Y DREADLORD'S SANCTUM .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..49

MONSTERS: How to Deal With Them . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52MAJOR MAGIC ITEMS: Where to Find Them . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59

Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Armor, Shields and Other Defensive Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Wands and Necklaces. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Miscellaneous Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Descriptions of Some Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..60

JOURNAL ENTRIES: True or False? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..60

Written byDave Shelley, Mike Mancuso & Ken Humphries

C. BLACK CIRCLE HEADOUARTERS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9D. TEMPLE OFTYR.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..12

Art, Graphic Design and Desktop Publishing THE MINES .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . ., . . . . . . . . . . . . . . . . . . . . . .14Lovts SAEKow DESIGN : Peter Gascoyne & David Boudreau E. Mine Level 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

F Mine Level 2 .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Printing G. Mine Level 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17

A&a Printers and Lithographers H, Mine Level 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18I . Mine Level 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18J. Mine Level 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19K. Mine Level 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20L. Mine Level 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . .21M. Mine Level 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..22N . Mine Level 10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..23

Page 3: Secret of the Silver Blades - Cluebook - PC

INTRODUCTION

SECRET OF THE SILVER BLADES is StrategicSimulations, Inc.'s third ADVANCEDDUNGEONS a DRAC40NSO computer role-playing game set in the FORGOTTENREALMS® game world. Characters whohave adventured through POOL OFRADIANCE and CURSE OF THEAZUREBONDS can continue their adventures inSECRET OF THE SILVER BLADES. In this gamethe characters are summoned to the aid ofabesieged mining town . Mysterious crea-tures are boiling up from their mines . Theparty must discover the monsters' sourceand the threat it poses to the entire Realms.

GETIYNG HELPThe section Monsters. How to Deal withThem contains techniques for defeating allthe monsters. Story Background gives a his-tory of the events leading up to the charac-ters' involvement. Adventuring throughthe Came gives a brief overview of howto proceed through the game . Followingthat section are the maps and detaileddescriptions of the encounters . Theseinclude specific suggestions on the best wayto get through the difficult portions of thegame .

Ifyou find the combat encounters too easyor too difficult, you can adjust them byusing the LEVEL command (play level)found under the ALTER menu.

STORY BACKGROUNDThree hundred seventy five years ago, thetwins Oswulf and Eldamar built a castle ina large valley in the DragonspineMountains. Oswulf was a fightez Eldamara mage . Over the next 25 years the miningtown of Verdigris was founded below thecastle. The town prospered under the guid-ance of the brothers .

As Eldamar grew older, he becameobsessed with immortality. He beganresearch on the techniques for becoming alick. When his studies were quiteadvanced, his brother discovered them .Oswulf tried to dissuade Eldamar from tak-ing this evil step . His arguments fell ondeaf ears . One wintry night Eldamarunderwent the transformation and emergedas a lich .

Oswulf was horrified, but could not bringhimself to slay his brother. He left the castleto found a band ofadventurers who mightcontain the new lick's evil . Eldamar wasnow even more fearful of death. He wascertain that his brother was gathering aforce to slay him. In response, he took onthe name of Dreadlord and called on evilcreatures to aid him .

Within a year the town of Verdigris wasan abandoned ruin ; horrid creatures creptthrough the streets . The Dreadlord wasbusy turning his castle into a maze of traps,trusting no one with their secrets . Hearingof the terrors being visited on his town,Oswulf led his group (known as the SilverBlades) to rescue Verdigris . Finally, theSilver Blades succeeded in forcing the mon-sters out of the ruins and back to the castleramparts . Oswulf was still determined notto slay his brother. The mages and clerics ofthe Silver Blades joined together and

researched a spell . When it was cast, theentire valley was encased in a glacier.Everything inside was frozen in place; theywere alive, but unaware. Oswulf then sac-rificed himself so that his spirit could guardthe castle gate and prevent anyone fromentering or leaving .

A few of the Dreadlord's followers werebeyond the glacier's effects and began plot-ting a way to penetrate the ice . They suf-fered many setbacks over the centuries .Fifteen years ago, reformed as the BlackCircle, the descendants of the original fol-lowers succeeded in breaking the spell . Theglacier began to shrink .

The mountains near the Verdigris Valleywere home to many miners . They werequick to notice that the old Verdigris mineworkings had emerged from the ice .Within months the boom town of NewVerdigris was founded at the mouth of thevalley. The mine was renovated and gemmining recommenced . In the distance, theface ofthe glacier steadily receded.

A month ago, at the suggestion of some ofthe Black Circle mages, the miners beganto extend the tunnels of the lowest level . Totheir horror, they broke into the castle'sdungeon. The inrush of air awoke creatureswho had been frozen for over 300 years .Miners began to die as the creatures tookover more and more of the mine.

In desperation, the miners took theiramassed wealth to the Well of Knowledge .This well was rumored to grant wishes andgive information to those who dropped intreasure. Into the well went all their gems.They called on it to provide them withchampions to protect them from the mon-sters . With a crack of thunder, the charac-

ters arrive on the scene . As is typical of per-verse wish spells, the party arrives withoutgear or money. The miners will have toprovide them with all their equipment.

ADVENTURlIr1G THROUGHTHE GAMEThe characters start in the town of NewVerdigris. They should outfit themselvesand then use the teleportation gate to reachthe Well of Knowledge . The Well iscleaned when the Ancient Red Dragon inthe center is slain .

When the party returns to the town itshould find Marcus the Wizard's houseand attack him . This prevents the BlackCircle from having a base of operations intown .

Next the party should travel through theRuins to collect the Amulet of Eldamar.Also in the Ruins is the Black CircleHeadquarters, which must be cleared .

With the aboveground enemies dealt with,the characters next descend into the Mines.The first goal is to meet Derf Strongarm inthe Temple ofTyr. The party must collectthe eight pieces of Oswulfs staff and haveDerf reform them into the complete staff.Next, the characters use the malfunctioningteleporter to reach the ninth level ofthemines . Then they can take the wheel lift tothe tenth level and proceed to theDungeon .

Page 4: Secret of the Silver Blades - Cluebook - PC

3

The party then works its way up theDungeon, collecting the three keys. At thetop, it enters the lee Crevasses.

Winding through the Western Crevasses,the characters will rescue a kidnapped ladyand reach the Frost Giant Village . Thegiants are angered at the melting of theglacier which houses them. The party mustreach the giants' king and convince him ofits innocence. From then on the characterswill have free passage through the village .

HUMANSAll humans that you meet have names which reflect their class and level . They are alsosimilarly equipped . The names translate as follows:

BC WarlockBC NecromancerBC WizardTownsmenBC TrooperBC VeteranBC LordDread Guard - .LegionnaireLegion WizardBanite ClericBanite PriestRogueSwashbucklerFire Knife

Beyond the village lie the EasternCrevasses which lead to the Castle of theTwins. Oswulfs spirit, which guards thecastle gate, will allow the party through if ithas his staff. Within the castle the partymust use its wits to survive the traps andpuzzles . The three keys from the dungeonwill allow the party to reach the Dreadlord .The characters must slay the lich and hisguards, then they must locate the gemholding Eldamar's soul and shatter it.Eldamar, joined by Oswulf, then rises up tomeet Tyr. The threat of the Dreadlord isended forever and the two brothers arereunited in paradise .

8th Level Magic-User.10th Level MagicUser - Bracers AC6.12th Level MagicUser " Bracers AC4.3rd Level Fighter.8th Level Fighter.

G

10th Level Fighter " Shield +1 .13th Level Fighter " Plate Mail +1, Shield +1, Long Sword +1 .13th Level Fighter - Plate Mail +3, Long Sword +3, Shield +2 .14th Level Fighter " Plate Mail +3, Shield +3, Long Sword +3 .14th Level MagicUser " Bracers AC3.10th Level Cleric.12th Level Cleric " Plate Mail +1, Mace +2 .8th Level Thief.11th Level Thief " Leather Armor +1 .13th Level Thief " Leather Armor +2 .

Page 5: Secret of the Silver Blades - Cluebook - PC

A. ]NEW VERDIGRISSynopsis: The town is the last safe bastionin the valley. The townsmen have sum-moned the party to defend them and recov-er their mine. Unbeknownst to the resi-dents, Marcus the Wizard is hostile to theircause. Marcus runs the magic shop intown and is a member of the Black Circle.

9 10 11 12 13 14 15

130 e

9

10

12

15

KEY

mWall

Door

As the party begins to delve into the minesand the Black Circle's operations, Marcuswill become concerned . If the party doesnot force its way into his house and chasehim from town, he will begin to sendassassins after it.

In general the assassins will strike onceeach time the party enters the town andrests . Also, once the Black CircleHeadquarters has been destroyed, Marcuswill send forces ofmonsters against thetown.

Resting: The party can rest safely untilMarcus starts sending assassins and mon-sters against the party. It will be safe againafter Marcus has been forced away.Generally, the party will be interrupted thefirst time it tries to rest upon entering thetown. Further resting is safe .

Wandering Monsters: Once the BlackCircle Headquarters is destroyed and beforeMarcus is forced out, the party, aided bytownsmen, can meet Black Circle (BC)Lords, Black Circle (BC) Wizards,Medusae, Cockatrices, Fire Giants andBasilisks .

EVENTS:

1

This is the Mayor's house where theparty begins the game . The Mayor willprovide several pieces of information as theparty returns from its adventuring .

2

This room houses the teleporter to loca-tion 1 in the Well.

3

An old man lives in this building . Hecan give the party much useful information.If the party visits him whenever it returnsto town, he will give away some ofhishidden magic items. The first item he willgive is a Scroll of Protection from DragonBreath . The second item is a Cloak ofDisplacement .

4

These are private residences.

5

This is the training hall . The trainingwill be provided free of charge.

6

This is the vault. The party can storemoney and items here, as well as convertits platinum into gems . The gems are usefulas gifts to the Well of Knowledge .

7

This is the Minotaur and MermaidTavern, whose regular patrons are friendly,but can spin dubious tales .

8

This is the Temple of Gond . The priestswill heal characters without charge .

9

This is the armoury, where the charac-ters can outfit themselves with non-magicalequipment . The mirrors are used to reflectthe gazes of Basilisks and Medusae. Thecanaries will warn the party of bad air inthe mines .

10 This is Marcus' house, where hisguards sell some magic items for very highprices . Once the party has fought the forcesof the Black Circle, it can elect to stay hereand battle the seven BC Lords who guardthe entrance .

After Marcus is gone, the townsmen willrun the shop at much lower prices .

11 The party meets Marcus here. Uponentering the room the characters will takeapproximately 30 points of damage eachfrom a magical trap. Marcus will threatenthe party and leave. The party will thenhave to fight three Cockatrices, twoMedusae and three Fire Giants.

12 This room contains six assassins whoare planning the next attack on the party.Once these are dead, no more assassinattacks will be launched against the party.

13 The exit into the Ruins of OldVerdigris.

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B. WELL OFKNOWLEDGE

B. WELL OF KNOWLEDGESynopsis: Before4he war between thebrothers, the Well of Knowledge served asoracle, advisor and transportation system tothe inhabitants of the city. Through its net-work of teleportation rooms, one couldtravel to virtually any area within theVerdigris' demesne. The Well was encasedwithin the glacier that froze the Dreadlord .It has only been freed in the last few years .

KEYmWall

o00r

Archway

It was through the Well's mysterious pow-ers that the townsmen of New Verdigriswere able to summon the characters tofight for them. Regrettably, an Ancient RedDragon seized the Well shortly after theparty arrived. Until the dragon is defeatedthe party will be denied the use of most ofthe teleportation gates and the wisdom ofthe Well . In addition to the dragon, theforces of Bane and the Black Circle are bat-tling each other over the Well .

Resting : Until the Ancient Red Dragon isslain, no place is absolutely safe. It is usual-ly possible to use a Fix command or memo-rize spells .

Wandering Monsters: There are wander-ing monsters only until the Ancient RedDragon is slain . After that, no monsterswill enter the Well area . The party willconfront either Black Circle patrols consist-ing of BC Troopers, BC Veterans and BCWarlocks Or Banite patrols consisting ofRogues, Swashbucklers and Banite Clerics .

EVENTS:

Note: The party must walk to the far tele-portation gate before they can use theappropriate gate in locations 1-16 .1

Teleporter to/from the Mayor's housein New Verdigris.

2

Teleporter to/from the Ancient RedDragon's lair in the Ruins .

3

Teleporter to/from the Inner Sanctum ofthe Black Circle Headquarters.

4

Teleporter to/from the Sub-Adult RedDragon's lair in the Ruins .

5

Teleporter to/from the Temple ofTyr inthe Mines.

6

Teleporter to/from the Dreadlord'sSanctum .

7

Teleporter to/from the Clerk's escapepoint in the Crevasses .

8

Teleporter to/from Vala's Teeporterbetween the Frost Giant Village and theCastle.

9

Teleporter to/from Level 8 of theDungeon .

10 Teleporter to/from Level 4 of theDungeon .

11 Teleporter to/from Level 2 of theDungeon .

12 Teleporter to/from the Vault of Souls inthe Castle .

13 Teleporter to/from the first level of theCastle.

14 Teleporter to/from the entrance to theFrost Giant Village.

15 Teleporter to/from Level o of theDungeon .

16 Teleporter to/from the commander'soffice in the Black Circle Headquarters.

17 The party is teleported to this pointanytime it is unable to answer a riddle inthe dungeon . The well will provide theanswer in return for 100 gems.

18 This area contains eight Red DragonHatchlings .

19 This area contains three Sub-Adult RedDragons . Beware of their breaths ; they cankill a party quickly. Be sure to spread out thecharacters so that fewer of them are hit byeach breath . Cast Resist Fire on as manycharacters as possible.

20 This is where the Well makes its orac-ular pronouncements and where theAncient Red Dragon resides . The dragonhas a treasure of 2000 gold pieces, 1000platinum pieces, 100 gems, six pieces ofjewelry, Bracers AC4, a Potion of Speedand a Composite Long Bow +2 . Use thetactics described in location 19 to defeatthis dragon .

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C. BLACK CIRCLE HEADQUARTERS

0 1 2 3 4 5 6 1 6

0

2

3

4

5

6

6

9

10

11

12

13

14

15

The Well will now provide dues and infor-mation at a cost of 100 gems per due.These clues will help the party overcomemany of the difficult places in the game .

21 These are entrances into the Ruins ofVerdigris .

22 The party wilt stumble upon the forcesof Bane and the Black Circle about to cometo blows . The wisest choice here is to duckand let the two foes destroy each other. Thesurvivors will attack the party. They will

9 10 11 12 13 14 15

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consist of either three Swashbucklers andone Banite Cleric or three BC Veterans andone BC Necromancer. The party will thenfind a treasure of two Shields +2, a Mace+2, Banded Mail +2, a Wand of IceStorm, a Long Sword +2, Plate Mail +2and a Necklace of Missiles.

After the battle a delirious Banite Clericstarts babbling about a treasure to thenorth . (He is referring to the burial cham-ber at location 5 in the Ruins) .

C. BLACK CIRCLEHEADQUARTERSSynopsis: This building was the oldGovernment House of Old Verdigris . Itran the day to day administration for theancient city. Now the Black Circle hastaken it over and uses it as their headquar-ters . Until this building is cleared, BlackCircle forces will be able to harass the partyin the Ruins and mount a guard on theMine entrance.

Resting : It is impossible to rest in any corri-dor. It is safer in the rooms where the partycan usually complete a Fix command ormemorize spells . Before the headquarters iscleared, the party will be interrupted byBlack Circle forces . After it is cleared itcould be attacked by any of the monstersdescribed under Wandering Monsters .

Wandering Monsters: The party willmeet no wandering monsters until theheadquarters is cleared . Then it will meetHippogriffs, Griffons, Minotaurs, Ogres,Otyughs and Neo-Otyughs.

EVENTS :

1

This is the main entrance into the BlackCircle Headquarters. If the Black Circle isnot yet hostile to the party a guard willapproach and demand that it leave . Theparty will face BC Troopers, BC Veterans,BC Warlocks and BC Necromancers . Theirprecise numbers will vary.

2

Guard posts are set up at these places.They are manned identically to location 1 .3

This is a secret door into the innerreaches of the HQ. To enter, the party musthave the key from the commander's officeat location 12 . The key will glow, then theparty must (Uook or (S)earch to find thedoor.

4

These are barracks that contain soldierssuch as are found in location 1 .

5

Anofficer of the Black Circle speaksinto the air and disappears.

6

This is an officers bedroom .

7

This is identical to location 5 .

8

Anofficer's bedroom containing a letterthat implicates Marcus, the magician inNew Verdigris, as part of the Black Circleconspiracy.

9

This is the mess hall .

10 This is the kitchen.

11 This is the pantry.

12 An officer's bedroom containing areport describing the hatchling pool . Alsoin the room is an attack plan on the Well ofKnowledge, a map between the headquar-ters and the well, and the key to the secretdoor at location 3 .

There is a teleporter in the southern end ofthe room . It leads to building 16 in theWell of Knowledge.

13 The Commander of the Black CircleGuards makes a stand against the party.His forces consist of one BC Lord, four BCTroopers, three BC Veterans and two BCNecromancers. They have a treasure of 30gems, four pieces of jewelry and four ran-dom magic items .

14 This is the armoury for the BlackCircle . It is guarded as location 1 . It con-tains a Quarterstaff +2, a Dagger +2 and aDart of the Hornet's Nest.

15 A shrieking alarm goes off.

Page 8: Secret of the Silver Blades - Cluebook - PC

16 The party meets the Phlan Clerk (whoassigned missions to adventurers in Pool ofRadiance) . She is now acting as a liaisonbetween Phlan and the Black Circle . Phlanis attempting to negotiate an alliancebetween the Black Circle and the RedWizards ofThay in return for a large quan-tity of gems .

The clerk has become unhappy with theevil ways of the Black Circle and is tryingto return to Phlan . She will leave after com-plaining to the party about her situation.

17 Amage completes a powerful spell asthe party enters . As a sphere of flame rollstoward the party, any characters withDispel Magic can attempt to dispel thesphere. The characters will take 2-8 pointsofdamage if they fail the dispel .

18 The Man clerk is here, still trying toleave the headquarters . She will give theparty a map of the Inner Sanctum of theheadquarters and strike off on her ownagain. The party will also locate somerecords on what happened to the mines .

19 A magic mouth screams at the party toturn back. The party will then face threeBC Veterans, two BC Lords, two BCNecromancers and one BC Wizard.

20 This is a practice room containing fiveBC Veterans, two BC Lords, three BCNecromancers and one BC Wizard.

21 This is a library with some magicalscrolls .

22 A mage casts the illusion of a horde ofmonsters rushing down upon the party. Ifthe illusion is not recognized, the characterswill take 6-11 points of damage. The partywill then face four BC Veterans and oneBC Wizard .

23 This is another guard post, manned likelocation 1 .

24 This is the hatchling pool which sur-rounds the Black Circle's Inner Sanctum .The first battle in this area will be witheight Red Dragon Hatchlings . Every timethe party enters another square it will facetwo to six more Hatchlings . The Hatchlingbattles will end only after the InnerSanctum at location 25 is defeated .

25 This is the Inner Sanctum of the BlackCircle Headquarters . Once the mages hereare defeated, all random encounters in theRuins containing Black Circle forces willstop. Also, the troops that reinforce theguards at the Mine will no longer reappearand the secret doorat location 28 will beoperable from both sides . The Black Circleforces consist of four BC Veterans, three BCNecromancers, four BC Lords and two BCWizards . Their treasure is 1,500 platinumpieces, 100 gems, six pieces of jewelry, aGirdle of Giant Strength, Bracers AC3 anda Wand of Lightning .

There is a teleporter which goes to building3 in the Well.

`

26 A wall of force will push the partyback into the Hatchling Pool as long as theInner Sanctum remains undefeated .

27 Secret exit to the Ruins .

D. TEMPLE OFTYRSynopsis: The Temple ofTyr is home toone .of the few remaining Silver Blades,Derf Strongarm . Dcrf is a dwarwn cleric ofTyr and has become bound to this templeby his centuries of occupation . Derf willsend the party to retrieve the pieces of theStaff of Oswulfand will give general back-ground on the Silver Blades. Once the staff

D. TEMPLE OF TYR

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4

5

6

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Page 9: Secret of the Silver Blades - Cluebook - PC

13

is completed, the party can return here andbe healed by Derf at no cost .

Resting : The Temple of Tyr is completelysafe to rest in.

Wandering Monsters: No monsters wan-der this level .

EVENTS

1

The Black Circle placed one guard posthere, manned by eight Displaces Beasts andeight Minotaurs .

2

This is the entrance to the templeproper.

3

This is the entrance to a secret areabehind the altar.

4

This is a storeroom for religious supplies .

5

This was the old temple's treasury. Derfhas no need for money and will not evennotice if the party takes the 200 gems and50 pieces of jewelry here .

6

This is the training room and armouryof the Silver Blades .

7

Here is where the Silver Blades storedsome of their equipment. Derf will have noobjection to the party taking the items :Bracers of Defense AC4, two Shields +3, aDart of the Hornet's Nest, two Potions ofExtra Healing, a Potion of Invisibility,Battle Axe +2, Dagger +3, Morning Star+2, Hand Axe +2 and Chain Mail +3.

8

ASilver Blade once lived in this room .

9

The party meets an ancient DwarfCleric named Derf Strongarm . He was theformer High Priest of the Temple and oneof the Silver Blades . He was chosen to pre-

serve the Temple and prevent the Dreadlordfrom gaining freedom . He can no longerleave the Temple, but must stop the BlackCircle from freeing the Dreadlord . Heselects the party to stop the Black Circle,but it must first prove to be capable. Hesends the party on a quest for the eightpieces of the Staff of Oswulf.

After the party has recovered all eightpieces, he mends the staff and explains itssignificance . Thereafter, he will heal thecharacters whenever they come to him .

10 This is the temple kitchen .

11 This is the temple dining room .

12 This is the High Priest's room/office.

13 This is a teleporter to the Well ofKnowledge.

14 This is the head acolyte's room .

15 These are temple priests' rooms .

16 These are acolytes' rooms.

17 A chest in this room contains 20 gemsand one piece of jewelry.

18 Another acolyte's room which containsa clue .

19 Another priest's room which contains adue .

20 This is just an empty room .

21 The meeting room of the Temple.

22 This room has a one-way secret doorleading to an antechamber.

23 A patrol of ten minotaurs is exploringthe temple here .

24 This is an antechamber.

Synopsis: The mine is composed of tenlevels, descending from one to ten. Oneach of the first eight levels is a piece of theStaff of Oswulf. Many of these pieces can-not be found unless Derf has given theparty the Ring ofTyr. Derf can be found inthe Temple of Tyr.

The staff is a symbol that the spirit ofOswulf will recognize . He will allow theparty into the Castle of the Twins only if ithas the complete staff . When all eightpieces are gathered the party must bringthem to the Temple ofTyr and have Derfforge them together.

Once the party has the staff, it will return tothe eighth level and locate the malfunction-ing teleporter. Passing through the teleporterwill damage the characters, but bring themdown to the ninth level . From there theparty can disable the force wall blocking thewheel lift shaft. Once through the tenthlevel the party will reach the dungeon .

Resting : All areas ofthe mines, except thewheel lift, are infested with monsters so norest is completely safe. The tougher the playlevel, the more frequently the party will bedisturbed .

Once the party has completed the game,the mines will be safe again . No encoun-ters will occur.

Wandering Monsters: The deeper the-party descends into the mines the morenumerous become both the encounters

and the number of monsters encountered.Meeting monsters does not guarantee thatthere will be a fight . The party always hasfour options: Talk, Bribe, Flee and Attack .Bribe and Talk options have about a 50%chance of working, depending on theactive character's charisma . The higher thecharisma, the more likely the creatures areto be peaceful . Unintelligent monsters willnot understand the party's speech, but theyrecognize it as nonhostile. Therefore. theymay choose to simply move on ratherthan attack.

Flee option is most often successful at theeasiest play levels . At Champion level themonsters nearly always catch the party.

On the first four levels the party can meetthe following types of monsters:Cockatrices, Displacer Beasts, Megalo-Centipedes, Mobats, Giant Spiders,Minotaurs and Qiant Slugs .

On levels five to eight, the following crea-tures wander. Wyverns, Displaces Beasts,Phase Spiders, Margoyles, Gargoyles,Cockatrices, Basilisks, Minotaurs andGiant Slugs .

The final two levels are patrolled by:Wyverns, Displaces Beasts, Cockatrices,Margoyles, Qargoyles, Basilisks andMedusae .

Page 10: Secret of the Silver Blades - Cluebook - PC

15 Q00

E. 1Wne Level 1

i31

Mines Key1 11 U J

Wall Door

COMMON EVEM:B

Abag containing 100-200 gems lieshere, left by the fleeing miners .

C

Toxic fumes lie in this area . The partywill only have warning if a character has acanary. The canary will collapse and diewhile the gas is still in low enough concen-tration for the patty to retreat safely.Characters who proceed on will suffer seri-ous damage.

U

Umber Hulks will burst through thewalls . They are dangerous, but carry valu-able treasures .

r=or wz~

E. Mine Level 1

J

These areas were being activelyworked before the monsters came . Digginghere will uncover a few gems. Having adwarf with the party doubles the numberof gems found .

M This is the shaft of the wheel lift. TheBlack Circle has placed a force wall acrossthe shaft just above the ninth level. Untilthis wall is removed, the wheel lift will notdescend to the ninth or tenth levels .

11 A dead adventurer ties here. He has apiece of the Staff of Oswulf, a Ring of FireResistance, Plate Mail +3, Long Sword +3,Shield +3, Composite Bow +2, 20 Arrows+2,15 gems and two pieces ofjewelry.

F Mine Level 2

"I25

F. Mine Level 2

J

Ur

21

J

22

12-17 Each room houses six monsterswho guard two random magic items and18 gems. Room 13 has Displaces Beasts, 14has MegaloCentipedes,15 has Minotaurs,16 has Mobats and 17 has Giants Spiders .

21 Within this room is a trapped chestcontaining a piece of the Staff of Oswulf, aPeriapt of Health, a Magic-User Scroll ofthree spells, a Wand of Fireballs, a Potionof Speed, a Potion of Giant Strength, anElixir of Youth and 45 gems .22 A trap door lies hidden in the floorhere . If the characters do not discover thetrap, they will take damage falling down tothe third level. The trap can be discoveredby Searching, or by a dwarfor thief.

M

24-0

23-25 Each of these rooms contains atrapped chest with four random magicitems and about 40 gems.

26 Four Wyvern are roosting here .They have two random magic items and12 gems.

27 Eight Cockatrices guard two randommagic items and 24 gems here.

Page 11: Secret of the Silver Blades - Cluebook - PC

17 ---giAiwow

G. Mine Level 3

Mines Key13

10Door

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31 Eight Wyverns guard a piece of theStaff of Oswulf, Boots of Speed, a Dart ofthe Hornet's Nest, a Potion of Invisibility,Trident +3, Mace +4, a Ring of Protection+ 2, 52 gems and five pieces of jewelry.

G. Mine Level 3

H. Mine Level 441 In this room lies a pouch containing apiece of the Staff of Oswulf, a Ring ofProtection +3,11 gems and three pieces ofjewelry.42 Six Wyverns guard two random magic

32-36 Each of these rooms has ten

items and 18 gems .guardian monstefs . Each has a treasure oftwo random magic items and 30 gems .

magic items and 36 gems .Room 32 is guarded by Displacer Beasts,33 by Megalo-Centipedes, 34 byMinotaurs, 35 by Mobats and 36 by

magic items and 36 gems .Phase Spiders.

43 Twelve Minotaurs guard two random

44 Twelve Mobats guard two random

45 Twelve Phase Spiders guard two ran-dom magic items and 36 gems .46 Eight Wyverns guard two randommagic items and 24 gems .47 Fourteen Minotaurs guard two randommagic items and 42 gems.

n. Mine Level 4

1. Mine Level 5

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19

J. Mine Level 6

Mines Key0 0Wall Door

1 . Mine Level 5

J. Mine Level 6

52 A box in this room holds 10 to 20gems.

51 A box in this room has a secret com-partment containing a piece of the Staff ofOswulf, a Stone of Good Luck, a ClericalScroll with three Raise Dead spells and twoMagic-User Scrolls with three spells .

61 This is the throne room for the LizardKing . He chose this room because of themysterious shimmering cage that lies here .Within it lies Vala of the Silver Blades anda piece ofthe Staff of Oswulf. The Ring ofTyr is the only object that can free the ama-zonian warrior

The Lizard King will protect his treasuresjealously. He is guarded by ten GiantSnakes and ten Lizard Men. This fight canbe quite dangerous, so be sure to preparebefore entering this room. Use Fireballs andIce Storms on the Giant Snakes, to killthem before they bite the characters .

The Lizardmen also have Eyes ofCharming, a Necklace of Missiles, 45gems and seven pieces of jewelry. Uala is awell equipped 13th level fighter with muchuseful knowledge . It is a very good idea tolet her join your party.

62 A box in this room contains 10-20gems .

63 This room is the main Lizardmen's bar-racks, housing 30 Lizardmen . Fireballs, IceStorms and Death Spells will make shortwork of this horde.

K. Mine Level 7

tf-J

64 Abox in this room contains 10-20gems .

65 Lizardmen will patrol these locations aslong as the Lizard King lives . Each patrolcontains eight Lizardmen and eight GiantSnakes .

66 The corridor is barricaded at this point .The party can only attack if it can approachunseen . If the characters are spotted, theywill be driven back by a volley ofjavelins .When the party succeeds in reaching thebarricade, it will face 20 Lizardmen andeight Giant Snakes.

u

K. Mine Level 771 The remains of a recent battle .Searching the body of a Black Circle magewill reveal a piece of the Staff of Oswulf,Bracers of Defense AC3, Ouarterstaff +3,Ring of Wizardry, Wand of Lightning,Wand of Ice Storm, Wand of Paralyzation,two Potions of Extra Healing, ten gemsand four pieces of jewelry.

After acquiring the treasure, the party willbe assaulted by six Umber Hulks .

72 Abox in this room contains 10-20gems .

73 Abox in this room contains 10-20gems .

20

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21

L. Mine Level 8

Mines Key0 0Wall Door

L. Mine Level 881 Here is the actual burial place ofOswulf's body. Also in the tomb areBanded Mail +5, Cloak of Displacement,Long Sword vs . Giants, ten gems and fourpieces of jewelry.

82 The malfunctioning teleporter is locatedhere . Stepping through this gate will inflict25-30 points of damage to every characterand deposit them at location T on levelnine . Before the party has a chance torecover it will be attacked by ten UmberHulks.

83 The party will meet a patrol of oneMedusa, four Margoyles and fourGargoyles . One of the Margoyles has amap leading to the Tomb of Oswulf (mis-spelled by the Margoyle as Toom') .

84 A box in this room contains 10-20gems.

85 A box in this room contains 10-20gems.

86 This is the entrance to the Tomb ofOswulf. The party cannot pass unless it hasthe Ring of Tyr.

M. Mine Level 991 A magical artifact at this point gener-ates the force wall blocking the wheel lift.Once the party overcomes the guard of fiveMargoyles and five Gargoyles, it candestroy the artifact and shut down the forcewall . The wheel lift can then travel to anylevel in the mines.

92 The party will meet a patrol of sevenMargoyles, seven Gargoyles and oneBasilisk here .

93 The party will meet a patrol of eightMargoyles, eight Gargoyles and oneBasilisk here .

94 The party will meet a patrol of nineMargoyles, nine Gargoyles and oneBasilisk here.

Page 14: Secret of the Silver Blades - Cluebook - PC

23

N. Wine Level 10

Mines Key0 0Wall Door

N. lWne Level 10 (Level B)101

The party will meet a patrol of eightCockatrices, four Medusae and twoBasilisks here.

102 The party will meet a patrol oftwelve Margoyles, four Medusae and twoBasilisks here.

103

The party will meet a patrol of 16Megalo-Centipedes, four Medusae andtwo Basilisks here .

104 The party will meet a patrol of 12Giant Spiders, four Medusae and twoBasilisks here.

105

Theparty will meet a patrol of 14Phase Spiders, four Medusae and twoBasilisks here .

A

106 The party will meet a patrol of 14Medusae and two Basilisks here.

112

The party will meet a patrol of 16Margoyles, eight Medusae and eightBasilisks here . This is also the entrance tothe Dungeon .

Synopsis: The party enters the Dungeonthat lies beneath the Castle of the Twinsthrough a breach in the wall of the tenthlevel . The goal of the party is to gain thethree keys and reach the exit to the IceCrevasses on the first level . Note that theparty must have the Amulet of Eldamar -found in the Ruins ofOld Verdigris, loca-tion 13- in order to find any of the keys .The primary guardian of the Dungeon is amad spirit, created by the Dreadlord in hisown image . It cloaks traps in illusions,harasses the party and controls the stair-ways between levels. To take the stairways,the party must first either answer the spiritsriddles or fight his lion Golems. The expe-rience gained by successfully answering theriddles outweighs that gained by fightingthe CGolems . If a riddle is answered incor-rectly, then the party is transported to theWell of Knowledge. The Well can providethe correct answer.

O. Dungeon Levels 10-7Resting : Driders patrol all sections of theselevels, so no place is guaranteed to be safe.However, the characters can often com-plete a Fix command or memorize spells.

Wandering Monsters: There are no wan-dering monsters until the Dreadlord hasbeen defeated .

EVEYf31

Theentrance to the Mines ofVerdigris . The first time the party stepsthrough it will meet the malignant spirit .2

Six Driders are in this room . You mayleave if you do not wish to fight . If you tryto parlay they will hesitate for a moment,until strange manic laughter goads theminto attacking . The Driders have a treasureof two random magic items.

3

The party will find a prisoner in thefirst cell of these that it enters . He will givethe characters some information and thenrun away.

4

This is where the party will end up if itfalls into any of Sargatha's teleportationtraps in the Castle.

5

AMedusa and four Driders are guard-ing this door. After defeating them, theparty will notice that the door in the Eastwall ahead is quietly dosing .

6 A Wizard, two Necromancers and sixDriders are gathered in this room . TheWizard orders his companions to protectthe portal and they attack. The monstershave a treasure of 40 gems, Bracers AC3and a Fine Long Bow.

Page 15: Secret of the Silver Blades - Cluebook - PC

O. Dungeon Levels 10-7

Bill

Jail Call

Stairs Dorm

Dov

Stars Up

SsrN Door

Level 10

Levee 9

7

Ateleporterhere will take the party tobuilding 15 in the Well area .

8

Two Medusae and two Basilisks guardthis room .

9

The malignant spirit appears anddemands the answer to his riddle . Theanswer is 'YOUR HEART.

Level 8

Level 7 b

10 The party discovers a prisoner apparent-ly being tortured by Mages and Driders. Ifthe characters attempt to rescue the prison-er, they must make a saving throw. I fanycharacter succeeds, he will recognize thatthe scene is an illusion and that the party issurrounded by foes. If the party attempts toleave, or if it fails to recognize the illusion,then it will be surprised and attacked byfive Driders, two Necromancers and aMedusa . Recognizing the illusion preventssurprise .

There is a treasure consisting of 50 gems,five pieces of jewelry, six arrows +4, a suitof Plate Mail +3, a Shield +3 and aComposite Long Bow +2 .

11 The manic spirit introduces the party tosome of his special pets . These are five 12-Headed Pyro-Hydras that immediatelyattack . There is a treasure of four randommagic items.

12 There is a trap here which can bedetected and disarmed by a thief. If the trapis sprung, then poison gas will do 2-20points of damage to the party. Beyond thetrap is a treasure of 40 gems, two pieces ofjewelry and four random magic items .

13 This is the second riddle . The answer is'YOUR WORD'.

14 Amage and basilisks are coming out ofthe door to the south . The party may attackor attempt to parlay. In either case, the partymust battle six Basilisks and aNecromancer. They carry a treasure of 20gems and five pieces of jewelry.

15 There is a teleporter here that goes tobuilding 9 at the Well .

16 There is a pit trap here. If the trap issprung, the party will drop through thefloor and end up in the place marked by adouble dagger ($) on the 9th Level .Members of the party may sustain 1-6points of damage in the fall .

17 Another pit trap. If the trap is sprung,the party will drop through the floor and endup in the place marked by a dagger (t) onthe 9th Level . Members ofthe party maysustain 1-6 points ofdamage in the fall.

19 Another illusionary wall to the east,detectable by a dwarf.

20 The third riddle . The answer is'YOUR BREATH'.

22 The Brass Key is located in this room .The party will not see the key unless it hasthe Amulet of Eldamar.

24 Entrance to the Drider Base.

26 This is the fourth riddle . The answer is'RIVER' .

26

18 There is an illusionary wall to the west,detectable bya dwarf.

21 Five Umber Hulks burst through thewalls and attack the party. After the fight,the party notices that the door in the south-west corner glows around the edges.

23 A Gyro-sphinx attended by Ettinsresides in this room . If the party has previ-ously attacked a Gyro-sphinx, the mon-sters will attack . It is highly recommendedthat the characters parlay. All of the CGyno-sphinxes have valuable information.

The C~yno-sphinx will ask for a tithe (10%)of the party's money in exchange for infor-mation . She gives the location of the firstkey, the answer to the next riddle and ageneral location for the second key.

Note: The Dungeonscontinue on page 31

Page 16: Secret of the Silver Blades - Cluebook - PC

F. RLMYS OF OLD VERDIGRIS(Refers to large map in center of Clue Book)

Synopsis: The Ruins of Verdigris are theremains of the once thriving mining townthat until recently was buried by the glacier.The town of NewVerdigris is built on itswestern fringes. Within the ruins are thelairs of powerful creatures and lost treasures .The Black Circle and the clerics of Bane areat war over the Well of Knowledge. Thisbattle has spilled over into the ruins . Ofgreatest import in the ruins is the entranceto the Mines from which come all of thedeadly monsters.

From time to time the party will findarrows pointing back towards town . It willalso meet groups of miners, who will escortthe party back to town .

Resting : No place in the ruins is complete-ly safe . However, the party can usuallycomplete a Fix command or memorizespells .

Wandering Monsters: The ruins arecrawling with a myriad of dangerous crea-tures . Usually, the further from the newtown the party travels, the tougher andmore numerous the monsters it will meet .

The following all prowl the ruins:Hippogriffs, Ogres, Minotaurs, Griffons,Hell Hounds, Bugbears, Worgs, GiantCrocodiles, Hill Giants, Otyughs, Neo-otyughs, Sub-Adult Red Dragons, BaniteClerics, BC Warlocks, BC Troopers, BCVeterans, Rogues and Swashbucklers .

EVEMS:1

This is the entrance to the town ofNew Verdigris .

2

ASub-Adult Red Dragon and twoHill Giants have gathered 1000 platinumpieces, 20 gems, two pieces of jewelry, aFlail +2, a Ring of Protection +2, a Wandof Fireballs and a Shield +2.

There is also a teleporter set to location 4 inthe Well of Knowledge .

3

This is an abandoned mine shaft.

4

This corridor is filled with filthy water.

5

This room contains ancient remains. Ifthe party searches the bier, it will find twopieces of jewelry, a Scroll of Projection fromDragon Breath, Leather ArmOT +5 and aDagger +2 .

After locating the treasure, the party will beattacked by three Rogues, twoSwashbucklers, two Banite Clerics and twoBanite Priests.

6

This is an entrance to the crevasses . Itwill remain blocked by ice until the partyhas explored the Ice Crevasses.

7

This corridor contains a stinking pool ofslime .

8

Fanatic Banites are searching for anenemy. The party will fight fourSwashbucklers, three Ogres, and twoBanite Clerics . The enemy is carrying tengems, two pieces of jewelry and two ran-dom magic items.

9

These are entrances into the Well ofKnowledge .

10 This corridor is extremely unstable .There is a chance that rocks will fall uponthe party and slightly injure some charac-ters .

11 Slime drips from the walls and ceilingof this room .

12 The entrance to the Mines of Verdigrisis guarded by the Black Circle until theirheadquarters is destroyed . Initially, theguard force consists of two Minotaurs,three Black Circle Veterans and two BlackCircle Necromancers . Every time the partyreturns to the area it will face a steadilylarger force .

13 This is the lair ofan Ancient RedDragon . His hoard consists of the Amuletof Eldamar, 2000 platinum pieces, 40gems, three pieces ofjewelry, a Cloak ofDisplacement, a Ring of Invisibility, PlateMail+2 and a Long Sword+2 .

There is a teleporter back to building 2 ofthe Well of Knowledge.

14 This is the main entrance into the BlackCircle Headquarters .

15 The area between these two marks isunstable in the same manner as describedin location 10 .

16 This is the side entrance into the BlackCircle Headquarters, which will remainblocked until the headquarters is destroyed .

17 If the party has met the Phlan Clerk inthe Black Circle Headquarters, it will seeher again. This time she is being draggedoff for sacrifice by the Black Circle . Theenemy consists of three BC Troopers, twoBC Warlocks, three BC Veterans and twoBC Necromancers . The woman will com-plain and then try to find her own wayback to Phlan.

Page 17: Secret of the Silver Blades - Cluebook - PC

To Crevasses

KEY

h- Impas-

ray ablec

rArea

Page 18: Secret of the Silver Blades - Cluebook - PC

31 --_QQiiQ00-

Q. Dungeon Levels 6-3Level 6

Q. Dungeon Levels 6-3Resting : The rooms tend to be safer thanthe corridors, but no place is guaranteed .The party will usually be successful withone Fix command or with memorizingspells . The patrols consist of Ettins,Medusae and Necromancers.

Wandering Monsters: There are no wan-dering monsters until the Dreadlord isdefeated .

EVEYTS

27 The manic riddler is weeping here . Itsimage is cloaking a trap. If the party suc-ceeds in detecting the trap, then a thief candisarm it . The trap does 4-14 points ofdamage to the party if it is sprung. Themanic spirit will then reveal that it is weep-ing with laughter. The trap conceals a trea-sure of two random magic items .

28 Three Umber Hulks are stalking thiscorridor.

Level 5

29 A mage is contemplating papers . If theparty attacks, the mage will disappear buthis papers will remain to be examined.

30 A low moan of despair echoes throughthe dungeons .

31 One of these cells contains threemedusae, one of which produces the moanof despair the party keeps hearing.

32 This is the fifth riddle . The answer isWATER'.

33 Two Medusae and four Ettins areguarding this room.

34 A single Gyno-sphinx is being held inone of these cells . If the party has attackedany of her kin, she will immediately attack .If the party rescues her, she will reward itwith a map to the second key.

35 Three Driders and three Ettins are divid-ing up a treasure of20 gems, one piece ofjewelry and two random magic items .

36 This is the sixth riddle. The answer is'SILENCE' .

37 A teleporter here will take the party tobuilding 10 in the Well.

38 Two Fire Giants and five Hell Houndsare exiting this room . There is an immedi-ate melee.

39 Six Pyro-Hydra guard the Silver Keyand a treasure that consists of 10 gems, twopieces of jewelry, Bracers AC2, a Wand ofParalysis and a Necklace of Missiles .

40 This is the seventh riddle . The answeris WIND'.

41 This is a trap cloaked in an illusion. Ifthe trap is sprung, then the party will dropto the point on level five marked with theasterisk (*) . There is a treasure here with 30

KEY

G] IDWall Door

Jail Cell

Stairs Up

Stairs Down

gems, two pieces of jewelry and five ran-dom magic items .

42 Another Gyno-sphinx waits for youhere. If the party has attacked any of hersisters, she will attack . If the party agrees topay her 20% of its money, she will tell itthe general location ofthe last key anddirections to an armoury.

43 This corridor is guarded by three FireGiants and five Hell Hounds .

44 Three Warlocks, two Necromancers,two Wizards and three Medusae ambushthe party. There is a treasure of 200 gems,five pieces ofjewelry and four randommagic items .

Page 19: Secret of the Silver Blades - Cluebook - PC

33

IL Dungeon Levels 2-1

Level 2

To Level 3

45 As you walk into this room you discov-er a small armoury. The party will beattacked by five Umber Hulks followed bysix Pyro- Hydras. There is a treasure of 100gems, six pieces of jewelry, a Flail +4, aShield +4, Plate Mail +3 and a LongSword +3 .

46 This is the eighth, and final, riddle . Theanswer is 'FIRE' .

R. Dungeon Levels 2-1Resting: Rooms are safer to rest in thancorridors. The party can usually complete aFix or memorize spells before being inter-rupted . The patrols consist of Fire Giantsand Hell Hounds.

Wandering Monsters: There are no wan-dering monsters until the Dreadlord hasbeen destroyed.

To Level 1Ir

EVENM47 There are five Umber Hulks in thisroom .

KEY

Wall

Door

Jail Cell

Stairs Up

Stairs Down

48 A teleporter here will send the party tothe room at 54 .

49 A teleporter here will send the party tobuilding 11 at the Well of Knowledge .

50 Six Pyro-Hydras are guarding a trea-sure of 1000 platinum pieces, 100 gems,four pieces ofjewelry and six randommagic items .

51 This is a trap . If sprung, the walls fallupon the party and inflict 4-18 points ofdamage.

52 A filthy prisoner is in one of these cells .He gibbers in terror about purple worms .

53 A blind mage is held in one cell. Heled an earlier group of adventurers into theDungeon, was captured by the Black Circleand imprisoned here under powerful spells .In return for freeing him, he will give the

Level 1

party a map to a treasure and the key wordto reveal it . He will ask the party if it is foror against the Black Circle ; it shouldanswer 'Against' .

54 A teleporter to location 48 is here. Thefirst time the party uses the gate, it mustfight seven Pyro-Hydras, followed by sixUmber Hulks . There is a treasure of 400gems, five pieces of jewelry and four ran-dom magic items.

55 This is the guarded cache of the blindmage from location 53 . It will ask the partyfor the secret word. Answer'NACACIAto gain a treasure that consists of a Scimitar+4, a Quarter Staff +4, four Darts +3, aWand of Fireballs and a Staff Sling +3.

56 There are five Fire Giants and threeNecromancers here. Using the Parlayoptions of Haughty Or Sly will trick someinformation out of them, but battle isinevitable .

57 The manic riddler makes one lastattempt to stop the characters, with horridscreaming that inflicts damage. Attackingthe image will stop the sound .

58 The party hears noises to the south.

59 The party hears noises to the east.

60 Seven Hell Hounds and six FireGiants are guarding this door.

34

61 A Purple Worm lurks behind the doorto the north.

62 Six Fire Giants, three Necromancersand three Wizards are attempting to meltthrough an ice-choked door. One of themakes spots the party and they attack . Thedoor is still completely frozen over and theparty cannot get through . Once the castlehas been entered, this door will be open .

___ ___56___ ----------

4949

157nn

--- --- -

_ua

'IG 47a n

----

ommmi------------ --------- -

Page 20: Secret of the Silver Blades - Cluebook - PC

63 The spirit of a lost adventurer is trappedin one of these cells . The party's entrancewill release him . In return he gives a clue tothe location of the third key.

64 The spirit ofa lost adventurer is trappedin one of these cells . He reveals that thecrevasses lead to the entrance of the castle .65 Seven Ettins, three Necromancers andtwo Wizards guard this door.

66 Four Purple Worms guard the tablethat holds the Gold Key. There is a treasureof 150 gems, two pieces of jewelry and sixrandom magic items.

67 Fire Giants and Hell Hounds are flee-ing in panic from the next room . The mon-sters will ignore the party, no matter whatit tries to do .

68 This chamber contains seven angryPurple Worms.

69 This is the entrance to the IceCrevasses .

S. DRR)ERBASESynopsis: The DrideTS have noted themelting of the glacier and have come up toinvestigate . The Black Circle has met themand they are discussing an alliance . Thisarea serves as the advance base of theDriders and as a resting place for the BlackCircle's minions . The Driders hope to sacri-fice some prisoners to help the Black Circlesummon a Fire Elemental of great power.

Some of the prisoners were captured recent-ly from anotheradventuring party. Onemember, Sir Deric, survived and is just slip-ping into the base when the party arrives .He will offer to join forces to clear the base .Once inside the party must find Sir Deric'ssurviving companion and prevent him frombeing sacrificed .

If the party exits the Base at any point, SirDeric will leave to complete his mission .

Resting: Location 4, the storeroom, is com-pletely safe to rest in. Other places are morerisky, but a Fix command or memorizingspells often works .

Wandering Monsters: There are no wan-dering monsters.

EVEPfM1

This is the entrance to the base. Thefirst time here the party will meet Sir Dencwho is finishing off a guard post. He willoffer to join the party if it will help him freehis companions . He is a decent fighter andwill help the party in the base only.

When Sir Dericjoins the party he will beseverely injured and bereft of equipment.The party should outfit him with spareweapons and armor. He should be healedas soon as possible. If there is no spare

armor, consider giving him a missileweapon . This will prevent him from charg-ing into the enemy.

2

Theillusionary walls at these locationswill shimmer if the party has the key fromthe elf at location 9 .

3

An Iron Golem stands here and asksall who approach 'Who is thy master?' Ifthe party answers Dreadlord', it may passby safely.

4

These are storerooms and safe places torest .

5

This is a kitchen . The chefis a bit madand will babble to anyone.

6

This is a guard post, manned by six BCVeterans.

7

There is an illusion oftreasure here. Ifthe party reaches for it, the illusion fadesand eight BC Veterans and four Dridersattack.

8

An old skeleton lies here wearingChain Mail +3.

9

The first ofSir Deric's companions islying here. This elf has been beaten badlyand only has enough strength to pass on amysterious key before dying. The key caus-es the illusionary walls at location 4 toshimmer. He will also ask the party to res-cue the dwarf Stiffbeard .

10 A guard post manned by nine Driders.11 A barracks containing eight Driders .12 These rooms contain prisoners kept forfood by the Driders . They have some usefulinformation .

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37

-- -

Q-0 -

T. WESTERN CREVASSES

13 A meeting hall with eight Driders.

14 A guard post manned by six FireQiants.

15 These rooms are reserved for the FireGiants who have been melting the icehigher up in the Dungeon. The party willhave to fight eight Fire Giants.

16 The slaves in these rooms are terrifiedby the sounds of fighting and will flee assoon as the door is opened .

17 A kennel containing eight HellHounds .

18 A kennel containing four 12-HeadedPyro-Hydras. Nine Fire Giants will attackfirst .

19 Guard post manned by eight BCVeterans .

20 The main meeting hall, where theBlack Circle and Driders are preparing forthe summoning . The party must fight sixBC Veterans, five Driders and four BCNecromancers .

21 These are mages' bedrooms, each con-taining five random magic items .

22 This is the Black Circles library, con-taining several magic scrolls .

23 This is an alchemical lab which holdsfour potions .

24 This is a meeting room containing sixBC Necromancers .

25 This is the summoning room, wherethe mages and Driders are preparing theirspells when the party bursts in . Their firstsacrifice is to be Stiffbeard, one ofSir Deric'scompanions. To rescue the dwarf, the partymust defeat four Necromancers, eightDriders and eight BC Veterans .

If Sir Deric is with the party, he will takehis leave at this point.

26 This is the antechamber to the maintreasure room . It is guarded by five IronC~olems . Remember that Iron Golems canonly be affected by Lightning Bolts, whichslow them, and weapons of +3 or better. Itis a good idea to cast Enlarge on all charac-ters who have effective weapons . This canbe a very difficult fight .

Never cast Fireballs on Iron Golems, thisonly serves to heal them .

27 This is the base's treasure room contain-ing 1,000 gold pieces, 1,000 platinumpieces, ten gems, five pieces of jewelry andfive random magic items .

T. THE WESTERLY CREVASSESSynopsis: The only way to reach the Castleof the Twins is through the twisting leeCrevasses. As the party travels west fromthe Dungeon entrance, it will begin to gath-er signs that someone has been kidnappedsomewhere up ahead. Finally the party willcatch up with the forces of the Black Circle,who have kidnapped the Phlan Clerk .After freeing her, she will lead the partynorth and west to the teleporter at location17 . She will try to convince the charactersthat they are being led to a treasure, ratherthan to her way of escape.

Once the Phlan Clerk has safely escapedthe party can turn west and force its way tothe Frost Giant Village. The Frost Giantsthe party meets will be hostile because theybelieve that the party is causing their icyhome to melt. Forces from the Black Circleare also present, trying to reach the Castleand free the Dreadlord.

Resting : The more difficult the play levelchosen, the less likely it is that the partywill be able to rest successfully. There areno completely safe places in the crevasses .

Wandering Monsters : If the party fleesfrom monsters in the crevasses, it will bepursued until it passes through one of thearches that dot the corridors . The followingmonsters frequent the Western Crevasses :BC Wizards, BC Lords, Cloud Giants,Frost Giants, CGriffons, Sub-Adult WhiteDragons, Worgs and Mastodons .

EVENTS

Note: The numbers in brackets are theactual [x,y] coordinates of the event . The xcoordinate in the game wraps around (startsat 0 again) once it reaches 99 .

1

[88,90] This is the entrance to theCrevasses from the Dungeon .

2

[93,88] The party hears a womanscreaming in the distance.

3

[127,88] If the partyhas met the PhlanClerk in the Black Circle Headquarters itwill find a packet of documents. Amongstthe documents is a copy of the letter fromthe Phlan Clerk to the Mayor of Phlan .

4

[144,82] Anyranger with the partywill notice the tracks of a large party head-ing east, dragging a struggling woman.The party will also notice that the corridorto the north is extremely smooth andstained a suspicious shade of Ted.

5

[132,77] A Remorhaz is in this corri-dor. This monster can swallow a characterwhole, so be sure to kill it quickly. UseMagic Missile and Fireball . There is a trea-sure of 10 gems, three pieces of jewelry andfour random magic items .

6

[151,82] The party notices that thetracks have divided, with one group head-ing due east and the other group peeling offto the southeast . A ranger will detect thatthe woman was taken with the groupheading due east .

7

[142,68] The party hears anotherscream, much closer than the first one.

8

[161,62] A ranger will notice that thewoman's captors have gone due east .

Page 22: Secret of the Silver Blades - Cluebook - PC

9

[158,561 The party overhears thewoman screeching at her captors some-where to the west and north .

10 [146,501 The party catches up to thekidnappers here . The captive is the PhlanClerk from the Black Circle Headquarters.The characters are attacked by five BCLords and three BC Wizards.

The Clerk petulantly thanks the party forher rescue and explains what the kidnap-pers were planning to do with her. Shementions that she knows about a treasureto the west and north. Ifthe party does notfollow the Clerk's directions, she will even-tually leave .

11 [114,481 A pouch lies in the easternbranch containing 60 gems and four piecesof jewelry. A ranger will detect tracksheading east .

12 [133,421 If the Clerk is with the party,sharp voices are heard from the east. Sheadvises the party to head west .

13 [143,361 Five Frost Giants and threeBC Wizards are arguing here. If the partyeavesdrops, it hears the Frost Giants com-plaining that their homes are being meltedout from under them .

14 [142,301 The., corridor ends in a pile ofrubble. If the Clerk is with the party, shesmirks because she was right all along .

15 [76,391 If the Clerk is with the party,she will indicate that you should continueto the west .

16 [67,381 If the Clerk is with the party,she will advise heading north . If the char-acters go in any other direction, the Clerkwill slip away to the north .

17 [68,271 This is a teleporter to the Wellof Knowledge, which has been the Clerk'sgoal . There is no treasure . She apologizesand rushes through the teleporter. If theparty follows, it will find some gems and anote from the Clerk .

18 [0,381 This is the exit from theCrevasses to the Ruins of Old Verdigris .The ice has melted away from the door.

19 [181,651 Dead bodies lie here.

20 [193,741 or [182,971 The party meetstwo BC Mages and three BC Lords in thefirst of these squares reached . They areaccompanied by three Legionaries and twoLegion Wizards. After the battle, one ofthe fighters explains that the Legionariesare the original guards of the Dreadlord.They were recently unfrozen and have nowjoined the Black Circle in its attempt toopen the Castle .

21 [200,791 Enraged Frost Giants accusethe party of destroying their homes andattack. The three Frost Giants are accompa-nied by nine Mastodons . After this fight,the party discovers that Black Circle forcesare lying in wait. The enemy force containsthree BC Lords, two Legionaries, two BCWizards and one Legion Wizard. Theyhave a treasure of 75 gems, one piece ofjewelry and four random magic items .

22 [248,861 This is a teleporter back tobuilding 14 in the Well of Knowledge.

23 [248,871 This is the entrance to theFrost Giant Village.

U, FROST GIANT VILLAGE

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

69 70 71 72 73 74 75 76 77

__2g___ ___2g___ ___2g___ ____

8

20 I

: re I

; 26

22

4 [

21

20 1

U. FROST GIANT VELAGESynopsis: The village is full of fearful FrostGiants, looking for someone to blame forthe melting ice. The Black Circle has beenspreading rumors that the party is responsi-ble. Only the king will be willing to listento reason . The party should fight its way tothe king and then talk to him . The charac-ters will then have to defeat a force fromthe Black Circle, but then the village can besafely traversed.

78 79 80 81 82 83 84

40

KEY

Wall

Door

Secret Door

Slairs Up

Resfing : The more difficult the play level,the less likely the party will be able to rest .No place is completely safe, but the partyshould be able to use the Fix command ormemorize spells without being interruptedoften .

Wandering Monsters: The patrols arealways hostile. Fleeing has some chance ofsuccess, but the more difficult the play levelthe less likely the party will escape. The fol-lowing monsters are used in patrols: Sub-Adult White Dragons, Ancient WhiteDragons, Frost Giants, Mastodons andWorgs .

Page 23: Secret of the Silver Blades - Cluebook - PC

EVENTS

1

The entrance to the village is guardedby ten Frost Giants.

2

Boulders will drop on the party. Thiswill occur every time until the guards atboth location 5s are killed.

3

This is a blockaded door. It must be bat-tered repeatedly to force it open. The giantswill be pelting the party with boulders untilthe door is forced .

4

The party is attacked by ten FrostGiants here.

5

The ten Frost Giants responsible fordropping boulders on the party are here .

6

Guards are seen fleeing to the south .

7

Guard posts with four Frost Giants andfour Mastodons.

8

Guard posts with five Frost Giants andfive Mastodons .

9

Guard posts with seven Frost Giantsand seven Mastodons.

10 This is the king's quarters . He is theonly Frost Giant wise enough to listen tothe party. To prove the party's good inten-tions, it must side with the Frost Giantsagainst an invading force from the BlackCircle . The Black"Circle first sends ten FireGiants, then five BC Wizards and five BCLords . In each battle some Frost Giants willaid the party. Vpon victory the Frost Giantking will give the characters the treasurefrom location 13 .

Ifthe Frost Giant king is attacked the partymust overcome 20 Frost Giants .

11 The entrance to the Eastern Crevasses.

12 This is the Frost Giant king's bedroom .13 The Frost Giant's treasure containing aLong Sword +4, Shield +4, Plate Mail +4,Dagger +3, three Potions of Extra Healing,126 gems and 25 pieces ofjewelry.

14 This room is the stable for Mastodons.It houses 20 Mastodons and one FrostGiant .

15 An empty room used to feed theRemorhaz .

16 A storage room filled with food for theRemorhaz .

17 The room contains ten Remorhaz . Thiscan be a very dangerous fight. One goodhit from a Remorhaz will swallow and slayeven the toughest fighter. Use all availablespells to kill the monsters quickly.Maneuver the characters to avoid lettingmany of the Remorhaz near the party.

18 Women and children are hiding inthese rooms . If the party talks to them, onewill offer to take the party to the king toresolve the fighting.

a

19 This is an empty storage room.

20-22 These are all guard posts manned byeight Frost Giants and eight Mastodons.

23 Another guard post manned by sixFrost Giants and six Mastodons.24 This is the Frost Giant's dining hall .

25 This is the Frost Giant's kitchen.26 This is the pantry.

27 The Frost Giants have an alliance with10 Sub-Adult White Dragons living here.Their breath makes them dangerous to theparty. Cast Resist Cold on all characters

V. EASTERLY CREVASSES

before this fight and use mass damagespells such as Fireball to slay the dragonsbefore they can get many breaths off.

28 A kennel housing one Frost Giant and25 Worgs .

29 These rooms are living quarters for theFrost Giants .

30 Five Ancient White Dragons are livinghere . Vse tactics described in location 27 todefeat them.

31 This is the White Dragon's treasureroom containing five random magic items,67 gems and 15 pieces ofjewelry.

V. EASTERLY CREVASSESSynopsis: Here is the dearest evidence thatthe monsters are emerging from the ice. Allalong these corridors the party can makeout faces peering from the ice. As the partynears the Castle of the Twins, it will meetlarger and larger forces . These monstershave joined together to try to overcomeOswulfs spirit and enter the castle .

Resting: The more difficult the play level,the less likely the party will be able to rest .No place is completely safe, but the partyshould be able to use the Fix command ormemorize spells without being interruptedoften.

EVENTS

Note: The numbers in brackets are theactual [x,yl coordinates of the event . The xcoordinate in the game wraps around onceit reaches 99 .

42

Wandering Monsters: The monsters inthis section are always hostile . The partycan meet any of the following: BCWizards, BC Lords, Legionaries, LegionWizards, Cloud Giants, Mastodons, 12Headed Hydras, Remorhaz, Sub-AdultWhite Dragons and Castle Guards .Always be sure to injure enemy spellcastersevery round to prevent them from casting.

1

[265,851 This is the entrance from theFrost Giant Village . The party sees thebodies of many monsters frozen in the ice .They look as if they could come back to lifeat any moment.

2

[270,831 A Cloud Giant is holding acouncil with some Frost Giants. He spotsthe partyand accuses it of destroying theFrost Giant Village . Nine Mastodons andfive Frost Giants attack as the Cloud Giantgleefully runs back down the corridor.

Page 24: Secret of the Silver Blades - Cluebook - PC

3

[326,951 The party meets a patrol con-sisting of five BC Lords, four Legionaries,five Castle Guards and three LegionWizards .

4

[356,721 A Ranger will detect that theeastern corridor is the most heavily traveled.

5

[358,851 If Vala is with the party shewill recognize this area. She mentions theteleporter down the eastern corridor. ARanger can detect that the path from theeast to the southeast corridor is very heavilytravelled .

6

1382,721 Three Remorhaz guard a tele-porter. The portal leads to building 8 in theWell of Knowledge .

7

[378,881 The frozen carcasses of severalHydras are being guarded by five CloudGiants and four Sub-Adult WhiteDragons . If the party leaves, it will have tofight six 12-Headed Hydras as well whenit returns .

8

[390,831 The Black Circle has a guardpost here, manned by three Ancient RedDragons . It is highly recommended that theparty cast Bless, Prayer, Haste, Enlarge andResist Fire on as many characters as possi-ble before this fight .

9

[409,771 The.party detects a low rum-ble to the east.

10 [423,771 The noise is louder andsounds like the shouts and roars of creaturesengaged in combat .

11 [427,771 The noise comes from theeast . A Ranger can detect that many heavyobjects have been dragged into the corridorto the north .

12 [425,741 This corridor is filled with thebodies of enemies . If the party is searchingit has a 50% chance of finding up to 254gold pieces, 50 platinum pieces, five gemsand four pieces of jewelry on the bodies.However, the party will also meet manypatrols similar to the one at location 3 .

13 [429,771 Four Cloud Giants, escortedby five Sub-Adult White Dragons, aredragging bodies up to the corridor behindthe party. They will immediately attack .They carry 30 gems and three pieces ofjewelry. Three Ancient White Dragonswill then arrive to avenge their comrades .

14 [436,821 Another guard post of threeAncient Red Dragons . Prepare for this fightas in location 8 above .

15 [441,811 Here the Black Circle forcesare attacking the spirit of Oswulf. The fightseems to be a stalemate, though the evilforces have large reserves . Five CloudGiants and four Sub-Adult White Dragonsbreak off from the fight and turn to meetthe party. After defeating them, the partywill be attacked by five Castle Guards, fourLegionaires, three BC Wizards And threeLegion Wizards.

It's a good idea to have Bless, Prayer,Enlarge, and Haste cast on the charactersbefore this series of fights . Resist Cold isalso wise and the mages should cast theirstrongest Invulnerability Globes (after cast-ing all other spells) .16 [441,801 Here stands the spirit ofOswulf. The party must have the Staff ofOswulf in order to pass him and enter thecastle. The spirit will provide the partywith a Silver Long Sword +5 and a SilverShield +5 .

W. CASTLE EIYI'RAIYCE

W. CASTLE E]WHAIYCESynopsis: This level of the castle has beenconverted into a maze of traps and mon-sters . The Dreadlord had become paranoidbefore he was frozen. He designed therotating alcove to confuse and bewilder hisenemies and spread many traps to catch theunwary. With the party's entrance the longfrozen monsters begin to revive and harrythe characters .

9 10 11 12 13 14 15

0

1

2

3

4

5

6

6

9

10

11

12

13

14

15

KEY

Wall

Door

Stairs Up

Stairs Down

ImpssableArea

Resting : Once the Dreadlord is dead it issafe to rest anywhere. Before then the moredifficult the play level, the less likely it isthat the party will be able to rest successful-ly. The monsters that will interrupt theparty are Medusae, Storm Giants andDriders.

Page 25: Secret of the Silver Blades - Cluebook - PC

Wandering Monsters: Except forSargatha, there are no wandering monsterson this level of the castle . Sargatha is thecastellan for the Dreadlord. She will offer ascroll to the party for their signature. If theparty signs it, they will be transported tolevel ten ofthe Dungeon at location 4 . Ifthe party reads the document, it explodesand Sargatha's forces attack. It is wisest tojust attack immediately. The enemy consistsof four Basilisks, four Storm Giants and sixMedusae .

EVENTS1

This is the entrance from the IceCrevasses . If Vala is with the party, shewill mention that this level is very differentfrom its original design .

2

These alcoves rotate, spinning the char-acters around and placing them at the adja-cent location 3 .

3

These alcoves will rotate back to theadjacent location 2, once a leverat location4 is pulled .

4

These are the levers to activate therotating alcoves from this side . Each corre-sponds to the alcove directly north or southof it.

5

Amad cleric stumbles into the party.He had offended his god and been drivenmad as a punishment. He is harmless .

6

This is a barracks containing nineCloud Giants .

7

This is the Cloud Giants' officers' quar-ters. The party must fight six Cloud Giantsand four Storm Giants .

8

Theparty will fall into a spiked pitunless a thief detects and disarms the trap .

9

Scimitars will slice out of the walls, ifathief does not detect and disarm this trap .

10 The ceiling is trapped to crash down onanyone who enters. A thief can detect anddisarm this trap.

11 Nine Medusae are working on chainsin this room .

12 The room has seven Basilisks andseven Medusae .

13 This is a Banite barracks filled withseven Dread Guards and seven BanitePriests.

14 Five Dread Guards and four BanitePriests are meditating in this cloister.

15 Stepping towards the east wall trans-ports the party to location 16 .

16 Stepping towards the west wall trans-ports the party to location 15 .

17 This is a work room with eightMedusae .

18 Five Medusae are exercising eightBasilisks here.

19 Four Medusae are training six Basiliskshere .

20 The party awakens nine Driders here.

21 This is an old magic storage room con-taining four random magic items .

22 This is the teleporter to location 13 inthe Well .

23 This is the stairway to the MiddleLevel of the Castle.

X. MDDLE LEVEL OF THE CASTLE

24 This is a stairway down into theDungeons . It is guarded by seven Dridersand six Cloud Giants.

25 A mad dwarven blacksmith will mum-ble about making parts for Iron Golems .He is harmless.

X. MODLE LEVELOF THE CASTLESynopsis: This level is a maze, with manyrooms hidden behind illusionary walls .Traps and patrols make the area quitedangerous .

Wall

Door

Illusionarywall

Stairs up

Stairs Down

ImpassableArea

Resting: It is difficult to rest on this level .At the most difficult play levels the partywill be interrupted several times before itsucceeds in resting. After the DreadIOrd isslain, the party can rest safely.

Wandering Monsters: Driders and CloudGiants patrol the level .

Page 26: Secret of the Silver Blades - Cluebook - PC

EVENTS1

If the party searches this room it willuncover 100 gems, an Elixir of Youth, aPotion of Speed and a Longbow +2.

2

The party is ambushed by four DrideTsand six Cloud Giants. This is a dangerousfight since the party is taken by surprise. Besure the characters are healthy before enter-ing the room.

3

The party meets eight 12-HeadedHydras .

4

The party awakens five Medusae, fourCockatrices and six Basilisks .

5

The party is attacked by five 12-Headed Pyro-Hydras .

6

The party awakens six Cloud Giantsand six Driders .

7

This is a trap that can be detected anddisarmed by a thief. If the trap is sprung,the ceiling will collapse on the charactersand inflict 6-36 points of damage .

8

This is a trap that can be detected anddisarmed by a thief. Ifthe trap is sprung,the floor will cave in and the characterswill take 6-36 points ofdamage .

9

The party awakens seven StormGiants . The giants are willing to sell a mapto the maze for all of one character's money.Note that the map is a false one . If theparty refuses, the giants will attack . On thebodies of the giants is a true map of themaze, along with the false map . The truemap is Journal Entry 66 .

This is a very dangerous fight . StoneGiants cast powerful Lightning Boltswhich can reflect back off of walls, strikingcharacters twice . In the dose confines ofthis room the party must be willing to dropdamage spells such as Fireball and IceStorm onto their own characters in order tohit all of the giants. Mages should casteither of the Globe spells, which will ren-der them immune to the lightning .

10 If the party searches this room, it willfind 100 gems, a Wand of Paralyzation, aShield +2, Trident +3 and a Potion ofInvisibility.

11 The party will be ambushed by eightDriders . The party should be uninjuredbefore stepping into any ambush . It shouldcast Bless and Prayer in order to improvesaving throws.

12 This is a trap that can be detected anddisarmed by a thief. If the trap is sprung, avolley of ballista bolts will strike the partyinflicting 6-36 points of damage.

13 This is identical to location 12 .

14 This room is filled with a huge numberofBasilisks and Cockatrices . The partyneeds the amulet from location 18 in orderto walk through the room . Otherwise itwill face an infinite number ofbattlesagainst the monsters .

15 This room contains 100 gems, aHammer +4, a Scimitar +5, Bracers AC3,a Potion of Giant Strength and a potion ofExtra Healing .

16 The party meets seven 12-HeadedHydras .

17 This room contains 100 gems and tworandom magic items .

18 The party is ambushed by six CloudGiants. The party will find an amulet thatwill allow it to pass through location 14 .

19 The party will meet a patrol of sixDriders, four Medusae and fourCockatrices . The party will find a letterwhich states that the password is 'Steeleye .This is used to get past the Iron Golems inthe maze .

20 This is an old lab. If the party searches,it will find four potions . If the party contin-ues to search it will find three more cachesof four potions.

21 The party will spot Sargatha again. Shewill try to make the party chase her. If thecharacters give chase they will move tolocation 22 and trigger the teleportationtrap there . If they do not follow, Sargathasends her force of six Storm Giants, fourCockatrices and four Medusae.

22 This is a trap that can be detected anddisarmed by a thief . If the trap is sprung,the party will be teleported into theDungeon.

23 This is identical to location 21 .

48

24-27 Al of these locations have threeIron Golems . The golems will attack unlessthe party gives the password 'Steeleye' .

28 This is an obvious trap . Do not pull thelever.

29 This is identical to location 24 .

30 This area is an obvious trap . If the partyadvances, it will suffer 6-36 points of dam-age .

31 Nine Iron CGolems guard this location .A magic mouth will appear and claim thatthe password is 'Fool' . This is false and willcause the golems to attack. The correct pass-word is 'Steeleye .

32 This is the stairway down to the CastleEntrance .

33 This is the stairway up to theDreadlord's Sanctum .

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Y. DREADLORD'SSANCTUM

Y. DREADLORO'S SANCTUMSynopsis: On this level the party mustovercome a number of illusions and majorguard posts to reach the Dreadlord . Thislevel contains three doors which eachrequire one of the keys found in theDungeon .

Once the party has located and vanquishedthe Dreadlord, it must still find the roomwhich houses Eldamar's soul . When thegem which holds the soul is shattered,

KEY

Wall

Door

EflSecret Door

False Door

13Stairs Dawn

ImpassableArea

Eldamar will be free of the lich's taint andbe able to go to paradise with his brother.The glacier will vanish and the evil threatto the town of New Verdigris will end.Resting: It is difficult to rest without beinginterrupted here . On the more difficult playlevels, the party will be interrupted severaltimes before it can rememorize spells . Iftheparty is badly wounded it should use theteleporter at location 26 to return to theWell of Knowledge and rest there. OnceEldamar's soul has been freed, the sanctumis safe.

The party will be interrupted by CloudGiants, Storm Giants and DrideTs .

Wandering Monsters: There are no wan-dering monsters within the sanctum .

1

This is the stairway down to theMiddle Level of the Castle .

2

Aguard room containing eight CloudGiants .

3

An illusion of the Dreadlord guards thisdoorway. If the party attacks the image, itwill be teleported to location 4 first, to loca-tion 5 the second time and to location 6 onall subsequent times . The party should letthe lick attack. This will end the illusionand allow the party to proceed .

4

Theparty is teleported onto spikes andthen ambushed by six medusae .

5

Theparty is teleported between fourIron Golems .

6

The party is teleported in front of sixIron Golems .

7

Ateleportation gate stands here whichleads to location eight .

8

This is the Prison of Delight . The partyappears amidst six Iron Golems and sixDriders . There is a treasure of 8,000 plat-inum pieces, 80 gems, 30 pieces of jewelryand eight random magic items . The mon-sters will not attack unless the party attacksor touches the treasure.Ifthe party does nothing, then it can restunmolested in this room.9

Illusionary lightning sheets across thisdoor Any character trying to pick the lockswill take 5-30 points of damage . The illu-sion fades away when a character bashesthrough the door.

10 A sign on this door correctly states thatit does not lead to the Dreadlord .

11 The room contains four Iron Golems,six Cockatrices and five Dread Guards.

12 A sign on this door correctly states thatthe Dreadlord is in this direction.

13 This door requires the Silver Key toopen. Using any other key will summonfive Iron Golems .

14 This room contains a trap which can bedetected and disarmed by a thief. If the trapis sprung, the characters suffer 4-24 pointsof damage .

15 Four inactive Iron Golems are here.They will attack if the inscription on theirbase is read or if they are attacked.

16 This door poses a riddle. The answer is'Oswulf' .

17 Sargatha, six Dread Guards, fourCockatrices and four Banite Priests attackthe party.

18 This door requires the Gold Key toopen . Using any otherkey will summonfive 12-Headed Pyro-Hydras .

19 A fighter with Plate +5, Shield +5,Girdle of Giant Strength and Long Sword+5 will attack the party along with sixDread Guards, four Medusae and fourBanite Priests .

20 This door requires the Brass Key. Usingany other key will summon eightMedusae .

21 Six 16-Headed Hydras will attack theparty.

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22 The Dreadlord is awakened upon theparty's entry into this room. He will attackwith his guard of ten Storm Giants and sixBanite Priests .

This is the most difficult battle in the game .Before entering the room, the charactersshould cast Enlarge on every fighter, andcast Haste, Bless and Prayer on the party.All mages should cast Globe ofInvulnerability to protect them from theenemy spells .

If the enemy gains initiative and starts cast-ing spells first, the party should retreataround a corner and wait for the monstersto come to the party. Otherwise, castFireballs and Ice Storms to prevent theenemy from casting . The fighters should

move to the Dreadlord and attack him. It isvirtually impossible to injure the Dreadlordwith spells or ranged weapons . His excel-lent armor class makes him difficult to hitby any but the best fighters .

The Dreadlord carries a Ring of Invisibility,a Ring of Protection +3 and a Cloak ofDisplacement.

23 This is the secret door which leads tothe Vault of the Soul .

24 This is the Vault of the Soul and con-tains the gem which holds Eldamar's Soul .It is protected by 12 Iron Qolems and sixMedusae . Wnning this battle completesthe game.

25 This teleporter leads to location 12 ofthe Well .

26 This teleporter leads to location 5 of theWell .

These creatures have a deadly gaze .This can be turned back against them byreadying a mirror.

The following describes the interesting features of the monsters you will confrontas you travel through the game. If the monster is dangerous, then specific combattechniques are included .

Basilisk:

Cockatrice:Their touch can turn a character to stone.Do not allow them near characters withhigh armor classes . Use missile fire andspells to kill them .

Crocodile (Giant):This monster has a damaging bite, but nospecial abilities .

HOW TO DEAL WIM THEM

Displacer Beast:These vicious beasts benefit from a goodarmor class and saving throws . Their twotentacles can inflict nasty damage.

Ancient Red Dragon:The breath from this dragon can kill manycharacters outright. Cast Resist Fire on allcharacters before the battle . During thecombat, be sure to spread the party out.Mages should retreat as faras possible andcast damage spells .

52

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53

Sub-Adult Red Dragon:These dragons are not as dangerous as theirolder cousins, but several breaths from themcan kill the toughest fighter. Cast Resist Fireon all characters before the battle .

Red Dragon Hatchling:The weakest of the red dragons, they arestill dangerous . If the party meets a group ofhatchlings, use mass damage spells such asFireball and Ice Storm to kill them quickly.

Not quite as deadly as the red dragons .Cast Resist Cold on all characters beforethe battle. If the party meets a group ofwhite dragons, use mass damage spellssuch as Fireball and Ice Storm .

All driders are capable of casting spells.Theyalso have an innate magic resistanceand a poisonous bite. Be sure to damage asmany driders as possible each round to pre-vent them from using their spells. Protectcharacters with high armor classes frombeing bitten.

These large humanoids can cause greatdamage with their heavy dubs . They haveno special defenses so most spells andweapons will be effective .

Gargoyle:The main defense ofthese monsters is animmunity to normal weapons . Be sure toequip the fighters with magical weaponswhen battling these creatures.

A ranger does +1 point of damage per level against giants . The Sword vs . Giantsis also very effective against them. All giants, except for Storm Giants, throw boul-ders with great force . Any character with a high armor class should move out ofsight of the giants to avoid being hit.

Cloud Giant:Second toughest of giantkind . They haveno special immunities . All mass damagespells are effective against them.

Fire Giant:They are immune to fire, so do not use fire-balls against them.

Frost Giant:Similar to Fire Giants, but immune to coldrather than fire.

GIAWS

Hill Giant:Weakest of the giants . They have no spe-cial immunities .

Storm Giant:These giants cast lightning bolts rather thanthrow boulders . They are immune to elec-tricity. Use mass damage spells to preventas many as possible from casting. All char-acters able to cast Minor Globe or Globe ofInvulnerability should do so . The globesrender the caster immune to the lightningbolts .

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Golem, Iron:One of the deadliest creatures the party canmeet . They are immune to all spells, exceptLightning Bolt which slows them andFireball which heals them . Only weaponswhich are enchanted to +3 or better can doany damage . Their main disadvantage istheir slow movement. Be sure to keep any-one who cannot do damage well awayfrom the golem . If the characters are havinggreat trouble, cast Haste to double thenumber of attacks done by the fighters .

Griffon:This creature has no special abilities .

Hell Hound:Their fiery breath is only mildly dangerous.These creatures are susceptible to DispelEvil. They are not immune to fire.

Hippogriff:This creature has no special abilities .

Hydra:The monster's large number of heads allowit to hit most characters, and the damagecan quickly add up. The Hydra's main dis-advantage is its large size . Maneuver yourcharacters so that the hydras in front blockthose behind.

Lich:The deadliest creature in the game. Withhis undead nature, powerful spells and pro-tective items, the lick is immune to nearlyall magic. His excellent armor class and hitpoints make him difficult to kill quickly.The best chance is to slay the lick's guardsand then usea thief to back stab him .

Lizard Men:These creatures have no special abilities .

These creatures lead tribes of lizard men .They are tougher and have some resistanceto magic.

Margoyle:These are tougher versions of gargoyles .

Mastodon:Surprisingly dangerous creatures . Theirmassive size allows them to hit frequentlyand with great force . Use mass damagespells to kill them quickly.

Medusa:Their main attack is a petrifying gaze,which can be reflected back upon them byreadied mirrors . Their hair is a mass of poi-sonous snakes so avoid melee combatwhen possible .

Megalo-centipede:These creatures have few hit points andpoor THACos. However, their poisonousbite makes them dangerous in meleecombat .

Minotaur:This humanoid has no special abilities .

Mobat:This monster has no special abilities.

Neo-Otyugh:

56

The neo-otyugh's many tentacles allow it toinflict frequent damage. Target this monsterfirst if it is found with others . Theyareimmune to Stinking Cloud.

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Ogre:This creature has no special abilities.Rangers will do extra damage againstthem.

Otyugh:Weaker versions of the neo-otyugh .

Phase Spider:Once these creatures have attacked in acombat round they are immune to allattacks except area effect spells . Their bitecontains a particularly virulent poison .Fireball and Ice Storm are the best choicesagainst them.

Purple Worm:Large monsters with a poisonous stinger.Their size allows them to hit frequently andabsorb large amounts of damage. Try toslay them at range . Otherwise, arrange thecbardcters so that the closest Purple Wormsblock the others from reaching the party.

Remorhaz:These worms are capable of swallowingand killing a character in a single bite. Usethe tactics described under Purple Worm todefeat Remorhaz .

Slug (Giant) :Subterranean horrors that spit an acidstream. The creatures are immune to bash-ing weapons such as maces and flails . Thespit becomes inaccurate at long range, solow hit point characters should stay farback and attack with missile weapons andspells.

Snake (Giant):Another creature with a poisonous bite . Tryto slay the snakes before they can meleewith the party.

Sphinx:The ancient creature has spell casting abili-ty, so should be damaged every round .

Spider (Giant):Beware of the poisonous bite ofthis mon-ster. Kill them while they are still at range .The Death Spell can be very effective.

Umber Hulk:Looking into this monster's four eyes cancause confusion. Characters battling thiscreature may suddenly stare blankly orattack their Comrades .

Worgs:This monster has no special abilities.

o~:E°

Wyvern:The main danger posed by this creature isits poisonous stinger. As with other poi-sonous monsters, use ranged attacks to killthem before they close on the party.

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59

Plate Mail +5 (Sanctum, 19)

Banded Armor +5 (Mines, 81)

Ring of Protection +3 (Sanctum, 22 & Mines, 41)

Wands andNecklacesWand of Fireballs (Ruins, 2 ; Mines, 21 ;

Dungeon, 55)

Wand of Ice Storms (Well, 22 & Mines, 71)

Wand of Lightning (BCHQ25 & Mines71),

,

Ring of Fire Resistance (Mines, 11)

Periapt of Health:If Readied, the wearer is immune to dis-ease .

Boots of Speed:When Readied these boots double thewearer's movement.

Stone of Good Luck:

level sells as normalp .Scimitar +4 (Dungeon, 55)

Quarterstaff +4 (Dungeon, 55)

Staff Sling +3 (Dungeon, 55)

Long Sword +4 (lee Giant Village, 13)

Bracers AC3 (BCHQ, 25 & Mid Level of Periapt of Heafth (Mines, 21)Castle, 15)

Boots of Speed (Mines, 31)Bracers AC2 (Dungeon, 39)

Stone of Good Luck (Mines, 51)Shield +3 (Temple, 7 (x2) & Mines, 11) Eyes of Charming (Mines, 61)

Journal Entries:True or False?The following Journal Entries are true:

Silver Long Sword +5 (Eastern Crevasses . 16) Shield +4 (Dungeon, 45 & Ice GiantVillage,13) Ring of Wizardry (Mines, 71)1, 2, 3, 4, 5, 6, 7,12,13,15,16,17,18,

Hammer +4 (Mid Level of Castle, 15) Shield +5 (Sanctum, 19)19,

Scimitar +5 (Mid Level of Castle, 15) Descriptions of Some Items 35, 37, 38, 39, 40, 41, 43, 44, 45, 47, 49,Silver Shield +5 (Eastern Crevasses, 16) 50, 51, 52, 53, 54, 55, 56, 57, 58, 60, 62,

Long Sword +5 (Sanctum, 19)Plate Mail +3 (Mines, 11)

Silver Shields: 63, 64, 65, 66, 67, 68, 69, 70, 71Long Sword vs . Giants (Mines, 81) These reflect Basilisk and Medusa gazes

Plate Mail +4 (Ice Giant Village, 13) just like mirrors .Fine Longbow (Dungeon, 6)

WHERE TOFM THEMWand of Paralysis (Mines, 71 ; Dungeon, 39 ;

Mid Level of Castle, 10)

If Readied, the wearer gains a +1 to mostsaving throws .

Weapons Armor, Shields and Other Necklace of Missiles (Well, 22 ; Mines, 61 ; Eyes of Charming:

Composite longbow +2 (Well, 20) Defensive Magic Items Dungeon, 39) Whenever this device is used, it casts a

Scroll of Protection from Dragon BreathCharm Person spell . This item does not run

Long Sward +3 (Mine, 11) Miscellaneous Items out of charges .

Quarterstaff+3 (Mines, 71)(New Verdig, 3 & Ruins, 5)

Ring of Invisibility (Ruins, 13 & Sanctum, 22)Cloak Of Displacement (New Verdig, 3 ; Ruins, 13; Girdle of Giant Strength (BCHQ, 25 &

Ring of Wizardry:Six Arrows +4 (Dungeon, 10) Mines, 81 ; Sanctum, 22) Sanctum, 19) When Readied by a Magic-User, theFlail +4 (Dungeon, 45) Leather +5 (Ruins, 5) wearer can memorize twice as many fifth