Secret Of The Silver Blades
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Secret Of The Silver Blades
''Secret of the Silver Blades'' is the third in a four-part series of Forgotten Realms ''Dungeons & Dragons'' " Gold Box" adventure role-playing video games. The game was released in 1990. The story is a continuation of the events of ''Curse of the Azure Bonds''. In this game, a small mining town is being threatened by monsters who were released from a glacial prison. The monsters are led by the evil Eldamar, who had been interred in the glacier by his twin brother Oswulf and a group known as the Silver Blades. Plot 375 years ago, twin brothers Oswulf and Eldamar built a castle in a large valley in the Dragonspine Mountains and the town of Verdigris was founded below the castle. The town prospered under the guidance of the brothers. Oswulf was a paladin and Eldamar was a mage. As Eldamar became older, his obsession for immortality grew and he began studying how to become a lich. Oswulf tried to stop his brother, but failed. Eldamar became a lich known as the Dreadlord. A hor ...
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Larry Elmore
Larry Elmore (born August 5, 1948) is an American fantasy artist whose work includes creating illustrations for video games, comics, magazines, and fantasy books. His list of work includes illustrations for ''Dungeons & Dragons'', ''Dragonlance'', and his own comic strip series ''SnarfQuest''. He is author of the book ''Reflections of Myth''. Early life and education Elmore was born August 5, 1948, in Louisville, Kentucky, and grew up in Grayson County in midwestern Kentucky. Elmore described his school days by saying, "The rural school I attended didn't have any art program, so I spent my time drawing - and daydreaming. I was a pretty bad student ... I was always getting into trouble for drawing in class. I wish I had a quarter for every drawing of mine a teacher destroyed." He majored in art at Western Kentucky University. Career A month after graduating from college, Elmore was drafted into the U.S. Army and stationed in Germany. After leaving the service, Elmore worked as an ...
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Curse Of The Azure Bonds
''Curse of the Azure Bonds'' is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1989. It is the second in a four-part series of Forgotten Realms ''Advanced Dungeons & Dragons'' Gold Box adventure computer games, continuing the events after the first part, ''Pool of Radiance''. The game serves as a sequel to the 1988 novel, '' Azure Bonds'', that was written by Kate Novak and Jeff Grubb, and is the first book of the '' Finder's Stone'' trilogy. An adventure module of the same name, coded FRC2, was written based on the game. Gameplay A party of up to six player characters and two non-player characters is required to complete the various quests in the game. Player characters from ''Pool of Radiance'' (POR) can be transferred to ''Curse of the Azure Bonds'', although players need not have played POR to play this game. Characters can likewise be transferred from '' Hillsfar'', another contemporaneous ''AD&D''-based game. The paladin a ...
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Linear Gameplay
A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order. A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side-quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an open world game environment independently from the game's main objectives, if any objectives are provided at all. A game that is significantly nonlinear is sometim ...
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Computer Gaming World
''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of the largest dedicated video game magazines, reaching around 500 pages by 1997. In the early 2000s its circulation was about 300,000, only slightly behind the market leader ''PC Gamer''. But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as ''Games for Windows'', before moving it to solely online format, and then shutting down completely later the same year. History In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in spring 1981 that no magazine was dedicated to computer games. Although Sipe had no publishing experience, he formed ...
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Scorpia (journalist)
Scorpia is the pseudonym of a video game journalist who was active from the early 1980s through the late 1990s. She wrote for ''Computer Gaming World'', performing reviews on role-playing video games and adventure games. Scorpia was known for harsh criticism of video games she disliked. She was fired after ''CGW'' was sold to Ziff-Davis in 1999 and subsequently retired from games journalism. Her pseudonym is based on a character she created in a role-playing game. Career Scorpia became interested in computers after attending a computer expo. Her initial intention was to become a programmer, and she said she bought her first computer games to learn how to program. In November 1982, while working as a data processing consultant, Scorpia co-founded an early gaming-related Special Interest Group on CompuServe. It became the eighth most popular forum on CompuServe, and Scorpia received free access to the subscription service in return for maintaining it. As a system operator, she ...
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Amiga Action
''Amiga Action'' was a monthly magazine about Amiga video games. It was published in the United Kingdom by Europress (later IDG Media) and ran for 89 full issues, from October 1989 to December 1996. After its closure, it was merged into sister publication ''Amiga Computing'', replacing its games section. This ran for 10 issues until September 1997 when that magazine also folded. References External links Archived Amiga Action magazineson the Internet Archive The Internet Archive is an American digital library with the stated mission of "universal access to all knowledge". It provides free public access to collections of digitized materials, including websites, software applications/games, music, ...Digitized Amiga Action magazines and Retro CDN Amiga magazines Defunct computer magazines published in the United Kingdom Magazines established in 1989 Magazines disestablished in 1996 Mass media in West Sussex Monthly magazines published in the United Kingdom Video g ...
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Dragon (magazine)
''Dragon'' is one of the two official magazines for source material for the ''Dungeons & Dragons'' role-playing game and associated products, along with ''Dungeon (magazine), Dungeon''. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, ''The Strategic Review''. The final printed issue was #359 in September 2007. Shortly after the last print issue shipped in mid-August 2007, Wizards of the Coast (part of Hasbro, Inc.), the publication's current copyright holder, relaunched ''Dragon'' as an online magazine, continuing on the numbering of the print edition. The last published issue was No. 430 in December 2013. A digital publication called ''Dragon+'', which replaces the ''Dragon'' magazine, launched in 2015. It is created by Dialect in collaboration with Wizards of the Coast, and its numbering system for issues started at No. 1. History TSR In 1975, TSR, Inc. began publishing ''The Strategic Review''. At the time ...
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Random Encounter
A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in Japanese role-playing games like '' Dragon Quest'', ''Pokémon'', and the ''Final Fantasy'' series. Role-playing games Random encounters—sometimes called ''wandering monsters''—were a feature of ''Dungeons & Dragons'' from its beginnings in the 1970s, and persist in that game and its offshoots to this day. Random encounters are usually determined by the gamemaster by rolling dice against a ''random encounter table''. The tables ar ...
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Champions Of Krynn
''Champions of Krynn'' is role-playing video game, the first in a three-part series of Dragonlance ''Advanced Dungeons & Dragons'' "Gold Box" games. The game was released in 1990. The highest graphics setting supported in the DOS version was EGA graphics. It also supported the Adlib sound card and either a mouse or joystick. Plot After a prologue set at the Inn of the Last Home in Solace, the adventure begins at an outpost near Throtl, the capital city of the Hobgoblins. The party soon meets a group of Baaz Draconians ambushing some good settlers. After the battle, a greater Aurak Draconian named Myrtani shows up, and steals an ancient book. Myrtani teleports away, ignoring the party. The party then reports the events to Sir Karl. Sir Karl realizes that the evil forces are not at all weakened as was believed, and the party sets out to investigate and defeat Myrtani and his forces. Gameplay To play ''Champions of Krynn'', the player needs to create characters and form a par ...
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Overworld
An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres, such as some platformers and strategy games. Description Overworlds generally feature a top-down view or a third-person perspective of the fictional world within the game. It often contains varied terrain (including caves, mountains, forests, and bodies of water) and a collection of towns and other locations (most commonly dungeons or levels). When the party enters one of these locations the world map display may remain on the screen, be replaced by the local geography, or be hidden until the party exits the location. In many games, the player is able to travel on the world map; in other games, the player uses the world map to select their next location. Typically, a dungeon houses a host of enemies, while a town usually is ...
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Pool Of Radiance
''Pool of Radiance'' is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's ''Advanced Dungeons & Dragons'' (''AD&D'') fantasy role-playing game for home computers, becoming the first episode in a four-part series of ''D&D'' computer adventure games. The other games in the " Gold Box" series used the game engine pioneered in ''Pool of Radiance'', as did later ''D&D'' titles such as the ''Neverwinter Nights'' online game. ''Pool of Radiance'' takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan. Just as in traditional ''D&D'' games, the player starts by building a party of up to six characters, deciding the race, gender, class, and ability scores for each. The player's party is enlisted to help the settled part of the city by clearing out the marauding inhabitants that have taken over the surroundings. The characters move on from one ar ...
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Crevasse
A crevasse is a deep crack, that forms in a glacier or ice sheet that can be a few inches across to over 40 feet. Crevasses form as a result of the movement and resulting stress associated with the shear stress generated when two semi-rigid pieces above a plastic substrate have different rates of movement. The resulting intensity of the shear stress causes a breakage along the faces. Description Crevasses often have vertical or near-vertical walls, which can then melt and create seracs, arches, and other ice formations. These walls sometimes expose layers that represent the glacier's stratigraphy. Crevasse size often depends upon the amount of liquid water present in the glacier. A crevasse may be as deep as 45 metres and as wide as 20 metres.Crevasse
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