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Artwork © Andrew Wright |
At the mouth of the immense Jabaji River, where it exits the Earth
End Coastline and flows into the Kakhabad Sea, lie two strange
subterranean communities. On the north bank, we find the perilous
and paradoxical Daddu-Yadu - the Croaking Caves, of which more
will be said later. On the south bank however, lies Daddu-Ley - the
wealthy Copperstone Mines, controlled by priests of Verlang, patron
deity of smelters and metal-workers.
Here, creatures of a dozen different races drawn from across the
Verminpit labour in the labyrinthine tunnels, extracting copper ore
from the very bones of the earth. In addition to their mineral wealth,
the forge-priests of Verlang also possess two other valuable treasures.
One is their Sacred Spring, whose blessed waters are bottled
and traded across Kakhabad. The other is their Holy Idol of Verlang,
reputed to have been made by the god himself, from the very same
magical clay that Titan used to fashion the world, and ired in a
basalt kiln on the Elemental Plane of Flame. Some say the powers of
the Idol are the reason that the priests of Daddu-Ley have ruled over
this corner of Kakhabad in comparative peace for many years past,
and many years still to come.
Lortag the Elder, Kakhabad: Its Lands and Peoples, 284 AC, The
Year of the Fox, Kharé: Axiome Press.
'Thieves! Thieves in the night!' So howled Gulanti, the old
High Priest of Verlang, god of the forge. And it was true. The
copper-walled cave-temple had been ransacked, the idol of
Verlang taken from its rightful place on the rune-embossed
bronze altar.
Evidence was everywhere. Numerous great, wet slimy footprints
stained and criss-crossed the tiled floor of the inner
sanctum. They erupted out of a gaping black hole in the wall,
circled the chamber (and grabbed the Idol), and ventured
straight back from whence they came.
A party of priests armed with hammers and flaming torches
ventured into the hole, down a long, winding tunnel that had
been carefully burrowed into the rock and braced with driftwood.
It opened, via a secret entrance, onto the marshy banks
of the mighty Jabaji River, and the priests looked out across a
drifting expanse of dark water. There, on the far and distant
shore, they spied fires gleaming in the caves that dotted the
great cliffs of the Earth End Coastline.
'Daddu-Yadu,' breathed the High Priest in fear (for he had
accompanied the search party). 'The Croaking Caves. Lair of
the Horntoads...'
'I don't understand,' you say to High Priest Gulanti, patriarch
of the Copperstone Mines. 'Why leave it so obvious? It's
almost like somebody else wants us to think the Horntoads
did it. It could be river pirates. Smugglers from Kharé. By
Lorodil! Even the Shield Maidens of Lumlé could have done
it! Why Horntoads?'
'My fellow priest, sometimes things are indeed exactly what
they seem,' says Gulanti. 'There is no hidden message, no
secret meaning. Our Idol has magical powers, and the Horntoads
desire those powers for themselves. Hence they have
stolen it from us. After all, have you not heard the rumours
of the Salamander that has taken up residence among them,
in the shrine of Furlakk the Frog God?'
You nod grimly. Only recently, a boat-captain complained to
you that the Horntoad raids on river shipping had become
more frequent since a Salamander had arrived at Daddu-Yadu and
cloaked itself in the mantle of leadership. Salamander
meaning of course the big flaming monsters from the
Elemental Plane of Fire, not the small harmless amphibians
of pond and lake. The important questions remained unanswered
though. Why had a Salamander come to Daddu-Yadu? And how?
'And do you remember the story of the Idol itself?' says Gulanti,
as if beginning a sermon. 'Verlang fired it in the molten
furnaces of the City of Brass, with the help of a dozen enslaved
Salamanders, the First-Spawn of their race. Perhaps
one of them has merely returned to claim what it rightfully
believes to be the property of its people.'
'But this is sacrilege!' you cry. "The Idol of Verlang is for the
priests of the forge-god alone to treasure! It is our most holy
relic!'
'That is why you are here my friend,' says Gulanti, with a
calm, firm voice. 'We need you to enter the Croaking Caves,
slay the Salamander, and retrieve the Idol. We need you
to do it quickly too, before word leaks out that the Idol has
been stolen, and the Copperstone Mines are aflame with
open rebellion among the slaves and miners. You are the best
at what you do. Go! And may Verlang guide both your hammer
and your spells...'
It is true. YOU are an adventuring forge-priest of Verlang,
and have undertaken many perilous quests across Kakhabad
at the behest of your god. You have stared down the Apes
of Mauristatia. You have braved the Beastmen of Tinpang
Valley. You have even infiltrated the Necromancers' Guild of
Throben. But how will you fare in this, your most dangerous
adventure? Will you survive the Shrine of the Salamander?
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Artwork © John Blanche |
In this adventure you play a priest of Verlang, god of smiths,
and have the option throughout the adventure, of using magic
spells. All the spells known to the priests of Verlang are
listed in the Spellbook of Verlang below,
and you will need to study this
before you set off on your adventure.
All spells are represented by a three-letter code and you must
learn and practice your spells until you are able to identify
a reasonable number of them from their codes. Casting a spell
drains your STAMINA and each has a cost, in STAMINA points, for
its use.
Some spells require the use of an artefact. If you try and cast
a spell without possessing the correct artefact, you will be
wasting your STAMINA as the spell will not work.
DON'T FORGET! You may not refer to the Spellbook of Verlang
once you have started your adventure.
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HOT
The caster may direct this spell with his hands in any direction
desired. As it is cast, a burning fireball shoots from the hands
towards its target. It will be effective against any creature,
whether magical or not, unless that creature cannot be harmed by
fire. The fireball so created causes severe burns upon impact,
but extinguishes soon after hitting its target.
Cost 4 STAMINA points
WOK
A coin of some sort is necessary for this spell. The caster
places the coin on the wrist and casts the spell onto it. The
coin becomes magically fixed on the wrist and acts as an invisible
metal shield with an effective protection circle of just under
three feet across. This will shield the user against all normal
weapons. Afterwards, the coin is no longer usable as a coin.
Cost 1 STAMINA point
YOB
Casting this spell requires the tooth of a Giant. When this spell
is cast upon the tooth correctly, a Giant, some twelve feet tall,
will be created instantly. The caster has control over the Giant
and may command him to fight an opponent, perform some feat of
strength, etc. The Giant will disappear when his duty is done.
Cost 1 STAMINA point
POP
A potent little spell, but one which calls for great mental
concentration, this spell must be cast on small pebbles. Once
charged with magic, these pebbles can be thrown and will explode
on impact. Apart from being dangerous to anything within shatter
distance, the pebbles make a loud bang when they explode.
Cost 1 STAMINA point
MUD
As this spell is cast, the caster must sprinkle grains of sand
on to the floor as desired (e.g. in front of a creature). The
spell takes effect on the sand and the floor, creating a pool of
quicksand. Any creature stepping on to this pool of quicksand
will slowly be drowned in it.
Cost 1 STAMINA point
TEL
To activate this spell, the caster must wear a Cloth Skullcap.
With the aid of this cap, the spell will allow the user to read
the mind of any intelligent creature encountered, learning about
its strengths, weaknesses, the contents of nearby rooms, etc.
Cost 1 STAMINA point
PEP
A Potion of Fire Water must be taken by the caster for this
spell to be used. It will enhance the effects of the Fire Water
to give the caster double or treble his or her own normal
strength. Although the effects are temporary, they will normally
be enough to aid in battle or to perform some feat of super-strength.
Cost 1 STAMINA point
ROK
Special stone dust is required for this spell. The dust must be
thrown at a creature as the spell is being cast. Within seconds,
the victim will start to petrify. As its movements become slower
and eventually cease, it will start to turn grey. Some moments
after the spell is cast, it will have solidified into a grey stone
statue.
Cost 1 STAMINA point
HUF
In order to use this spell, the caster must possess the Galehorn,
a trumpet-like instrument which plays a discordant note. The
spell is cast on to the horn and it is blown in a particular
direction. As the spell takes effect, a tremendous wind rushes
from the trumpet. This wind is capable of blowing over man-sized
creatures, or it can be used to blow things off shelves, over
ledges, etc.
Cost 1 STAMINA point
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You start armed with a war-hammer, but you may acquire other
weapons later. As usual, you can choose the one that you will use in
battle by selecting in the list of possessions and clicking on USE.
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