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Fafhrd and the Grey Mouser

Plane Sailing said:
For the Grey Mouser, I'd actually give him no wizard levels *at all*, but he clearly has plenty of charisma plus ranks in "Use Magic Device". If you look back at the genesis of the theif character class it seems pretty clear that their original ability to sometimes cast spells of scrolls is derived directly from the Grey Mouser adventures.

if you want to look at the origin of the thief class. pick up Supplement I Greyhawk. ;)

as for stats for various book characters...Supplement IV Gods, Demigods, and Heroes has them.

EGG mentions various authors and characters in Booklet I Men & Magic.
 

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blackshirt5 said:
Um, what books are the Fafhrd and Grey Mouser in? I've never read them and I'd like to get them from the library.

They are from a series of books by Fritz Leiber - "Swords and Deviltry", "Swords Against Death", "Swords in the Mist", "Swords Against Wizardry", "The Swords of Lankhmar" and "Swords and Ice Magic" are the titles of the original six.

They are now also sold in collections, so be wary of what you buy, or else you might get some duplication.
 
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The last Lankhmar product produced prior to 3rd Edition D&D was Fritz Lieber's Lankhmar: The New Adventures of Fafhrd and Gray Mouser. That product lists the duo's levels as follows:

Fafhrd:
  • Youth: 5th-level Warrior
  • Peak: 15th-level Warrior
  • Mature: 18th-level Warrior
The Gray Mouser
  • Youth: 4th-level Warrior/7th-level Thief/3rd-level Black Wizard
  • Peak: 12th-level Warrior/7th-level Thief/3rd-level Black Wizard
  • Mature: 14th-level Warrior/7th-level Thief/3rd-level Black Wizard
However, despite Fafhrd's single class, the text notes that "like most northern barbarians, he has a talent for thievery", so perhaps he'd make more sense as a multi-classed barbarian/rogue in 3rd Edition.
 

Guess my sarcasm indicator's not plugged in or something. Couple of in-jokes -- the second-best thieves in Lankhmar's a reference to "The Two Best Thieves in Lankhmar" and "the greatest swordsmen in this world or any other" is Lieber's own comment, used in the frontspiece of the paperback copies I owned.

Sorry, folks, just kidding around.

Back to your regular statting...
 

I'm in the middle of re-reading the six books now, actually. I'm in the sixth book.

The magic of F&GM is quite different from D&D, so that's a hard match. I'd go for the "Use Magic Device" concept for the Mouser as Plane Sailing suggests.

Both heroes fight with two weapons, though Fafhrd will switch to a two-handed grip on Grayswand as well.

I definitely see D&D as I read, perhaps that's the GM in me. I'd make Fafhrd as Ftr8/Rgr4 and the Mouser as Rog8/Ftr4 just to pick a level.

If you start a Rogue's Gallery thread, post a link and I'll see if I can make up my version for you.

john
 

First off, here's a few resources:

Yahoo! Groups Lankhmar List

A Fritz Leiber site with Lankhmar/Nehwon info

The Yahoo! Group has a bit of homebrewed campaign info on races & classes for D&D Nehwon-style. The Leiber site covers info about the setting & the stories. As for the Twain themselves...

Fafhrd was be a Northerner human who had levels in Bard (initial class), Barbarian, and Ranger. Both the bard & ranger classes would be non-spellcasting variants. It could be possible to substitute Rogue for Bard (to avoid reworking the class for non-spellcasting). It's also possible for Fafhrd to have a few pure levels of Fighter (for Weapon Specialization & bonus feats). He'd take the archery path for a ranger (the stories depict him more as a skilled archer, & IIRC, he doesn't really wield two weapons at once often). Fafhrd would have a lot of skill points spent in languages (he seemed to be the linguist of the two), possibly Skill Focus in Climb (one of his best skills IIRC), and weapon-related feats would focus on the bastard sword for melee, and a few for archery (barring those gained as bonus feats as a ranger). Level-based ability score increases would go into Strength & Constitution.

The Grey Mouser was a normal (i.e., multicultural/indeterminant cultural) human who had levels in Rogue (initial class), Wizard, & Fighter. You could possibly replace Fighter with the Swashbuckler class from Complete Warrior. The Duelist PrC seems the best choice for Mouser. He'd have a lot of two-weapon fighting feats, Weapon Finesse, and a lot of feats to boost his fighting skill with the rapier (and possibly, the dagger as well). Mouser would be decent with a sling as well, and would be the best true "thief" of the two (though Fafhrd would be the better climber). Level-based ability score increases would go into Dexterity (maybe Intelligence or Charisma every once in a while).

Neither of the Twain would have any permanent magic items---they'd either be lost, destroyed, or "returned" after an adventure. At the very least, their named weapons (Greywand for Fafhrd, Scalpel and Cat's Claw for Mouser) would be masterwork. Fafhrd would probably have a mighty composite longbow (to throw in his Str bonus). Armor would be masterwork as well (when they could afford it). Mouser wouldn't be able to cast spells due to the lack of a spellbook, though he still could use the odd device. After their "retirement," they'd really wouldn't increase in level. Fafhrd would gain an adapted bow for his missing left hand (and the standard hook, as well). Mouser would be busily involved in trade. If anything, the named members of their crews (Mannimark, Skor, Skullick) and their children (Pshawri, Fingers) would be the focus of future adventures. And, if anything, they characters would be "epic" due to the total of class levels (20+), but they'd never have a single class over 20th level.

The trick with a Nehwon D&D game is that it is very low magic. So low magic that "standard" D&D looks like an extremely high-magic fantasy setting in comparison. There is no distinction between arcane & divine magic (indeed, priests have no magical power at all--at the most, they may be a PrC for an existing class). The divine spellcasting classes do not exist, and the arcane spellcasting classes would be heavily modified. No class would have the ability to turn undead (and thus, the Greater Turning feat would not be available). Paladins would not exist (too much divine energy powers; and there is a relative lack of moral absolutism in the setting). Rangers & Bards would lose their spellcasting abilities. Monks could be allowed, but would be extremely rare.

And, to top it all off, there would really only be humans available as PCs. Sure, it could be possible to have non-human adventurers (like the crystal-fleshed Ghouls or Ice Gnomes), but they would be extremely rare. If anything, the human cultures would be more like the different "clans" of humans in OA, or maybe more like Occupations from d20 Modern.

And still, the Twain don't neatly fit into the existing classes. Fighter may work best, but neither of them really seem to wear anything more than light armor (not even Fafhrd, IIRC--he may have donned a chain shirt, but that's about it). Fafhrd doesn't have any spellcasting ability, though he's a skilled skald & woodsman. Fafhrd gets angry, but doesn't seem to really rage or go berserk often (may every once in a while, but IIRC, it seemed to be more of a smoldering anger rather than a blind rage) Fafhrd may have animals or the Thieves' Guild as a favored enemy, but that's about it. Mouser's an awesome fighter, but only really with rapier & dagger--it's not even clear if he's really skilled with any other weapons such as axes, flails, hammers, etc. Mouser knows the basics of magic, but doesn't use it often (if at all; maybe once while he was still an apprentice, and once more with a magic item while in Quarmall).

On top of that, Sheelba & Ninguable seem to be strange, alien spellcasters who don't really conform to the rules of magic all of the human spellcasters in Nehwon follow (IIRC for the stories). One of the princes of Quarmall essentially displays a "wild talent" for telekinesis, but doesn't display any other psychic abilities. And spellcasting in itself seems unclear: some spellcasters seem to need components while others don't. It's unclear if they are more like Wizards or Sorcerers (I'd say the Black/White Wizards are like Wizards, while elementally-based spellcasters like Snow Witches and Fire Sorcerers are like Sorcerers).

I'm working on converting Lankhmar to 3.5 D&D, but I'm waiting on a few products to be released before really delving into it, since the setting is so different from a core D&D game (and the key protagonists don't really fit into a set class well). The Conan game shows promise since it too works on a more low-magic scale, and use of a Defense score rather than an AC score would work better for a setting without magic armor. Complete Warrior has been a help with the Swashbuckler class and the non-spellcasting Ranger info, but it's not enough. Possibly the variant magic systems promised in the upcoming Unearthed Arcana from WotC may help iron out the magic system of Nehwon.

I wondered if a more d20 Modern style of Fantasy game (using the d20 Modern base classes & basic system, but with a more ancient/medieval/fantasy type of tech level) would honestly work better for a Nehwon game. Why?

* The limit of spellcasting to 5th level (instead of 9th level) may work better for a low-magic feel. However, spellcasters such as Ningauble and Sheelba could be the exception (and possibly Khahkht as well).

* The spellcasting classes in Nehwon could be PrCs instead (an Apprentice PrC that would work well for Mouser and other uncommitted "dabblers" in magic, a White Wizard PrC, a Black Wizard PrC, a Fire Sorcerer PrC, a Snow Witch/Ice Wizard PrC, other elementally-focused spellcaster PrCs, etc.).

* Use of a Defense bonus instead of Armor Class to account for a lack of magic armor, as well as a relative lack of frequent use of heavy armor (which is supposedly rare).

* Action Points for a bit more "heroic" style of play.

* The lack of an Alignment system hard-wired into the game. The Alliegiance system seems to work much better for the setting (and can still allow for some alignment-based magics & items). The Twain would have an Alliegance to each other (Fafhrd may actually have an Alliegance to Good, too, but it'd be 2nd, maybe 3rd on the list). White Wizards would have an Alligience to Good; Black Wizards would have one for Evil.

* Occupations instead of Races could account for particular cultures (Northerners, Natives of Klesh, Mingols, Quarmallians, etc.)

* The Wealth system could work well for cash per caste/social level.

Also, using a sort of Reputation/Social Level system could work well in the game (reflecting fame due to social class, wealth, deeds, etc.). Also, a VP/WP system could work well in the game for a bit more "realistic" (note the quote marks) combat/injury system (it'd work well for Mouser's ability for quick kills by skewering foes on Scalpel).

I'm trying to work on both (D&D version first; d20 "Ancient" later depending on time & increased familiarity), but it isn't easy-going. But, this is the big challenge of the setting.

With all of that said, here's a down-&-dirty potential method for a D&D game in Lankhmar:

Only allow humans. If you want to be from a particular culture (Northerner, Mingol, etc.), select certain skills & feats at character creation (perhaps use only initial bonus skill points on regional skills, and bonus feats on regional feats).

Only allow very few PCs (any maybe NPCs, for that matter) to have any of the extreme alignments (LG, CG, LE, CE). Most characters should have some degree of neutrality to them, if not true Neutral.

Do not allow clerics, druids, or paladins. Maybe allow one PC to be a Monk, but eliminate the multiclassing restriction.

Use the non-spellcasting ranger from Complete Warrior. Allow the Swashbuckler class, and maybe the Samurai class (for any sort of noble warrior, but remove the katana/wakizashi references). Remove the bard's spellcasting ability, but grant them special abilities to replace them (perhaps the ability to gain languages for free---much like the druid class ability, but not as limited). If you want, allow the Aristocrat NPC class to PCs, or possibly use a version of the Noble class (such as from Dragonlance).

Maybe modify the Fighter class. You could give the Fighter 2 bonus feats, but remove the class's free proficiency with medium & heavy armor (which could be bought back with the bonus feats). Maybe remove the Shield profiency & grant a bonus feat for that (which could be bought back with said Feat if desired). Thus a standard Fighter class is possible with the right feat selection, but variants are entirely possible if desired.

"Create" new arcane spellcasting classes. The standard Wizard class would represent the new Black Wizard core class: Black Wizards must have a nongood Alignment, and must switch to an Evil alignment after 5th level or stop progressing in that class. A modified Wizard class would represent the new White Wizard class: White Wizards must have a Good alignment, and would essentially use the Druid spell list (with a few spells borrowed from other lists) instead of the Sorcerer/Wizard one. Also, both of these new Wizard classes would have multiclassing restrictions (like those of a paladin or monk; certain PrCs may not count, but multiclassing is forbidden in general).

The standard Sorcerer class would also be modified: A sorcerer must choose an element (fire, water/cold, earth, air) at 1st level, and from then on, at least half of the sorcerer's known spells must possess that element's descriptor. Half of an Ice Sorcerer's spells must have the Cold descriptor (maybe water); Half of a Fire Sorcerer's spells must have the Fire descriptor; etc. Unless the elemental Sorcerer (of a particular element) is from a certain region, he/she also has multiclassing restrictions; for example, only Northerner Ice Sorcerers can multiclass freely, and only Earth Sorcerers from Klesh may multiclass, but a Northerner Fire Sorcerer or Klesh Water Sorcerer cannot multiclass.

Remove the spellcasting abilities of the Assassin PrC & replace them with non-spell-like abilities. Unless it augments one of the new "core" spellcasting classes (detailed above), PrCs should not grant spellcasting or spell-like abilties. Don't allow the Blackguard or Arcane Archer PrCs. Maybe modify the Dwarven Defender to be accessible to humans instead.

Do use use/allow the Adept NPC class: only use the Commoner, Aristocrat, Warrior, and Expert NPC classes. Only a Quarmallian NPC may have a few levels in the Psion class (which should be a NPC class). NPC spellcasters should use one of the new spellcasting classes listed above.

If you wanted (& maybe had the time), you could create a Regional Feat list (ala Forgotten Realms) to show certain region-exclusive feats & options for PCs.

Other than that, the rest should be easy:

* An iron tik would be worth 1 D&D cp; a bronze agol would be worth 1 D&D sp; a silver smerduk would be worth 1 D&D gp; and a gold rilk with be worth 1 D&D pp; a diamond-in-amber glulditch would probably be worth around from 1000 (at least) to 5000 (at most) D&D gp (it was worth a lot--about 50 to 100 2nd ed. D&D pp last I knew).

* Don't allow any of the exotic double weapons (like the orc double axe, double sword, dwarven urgrosh, etc.) for PCs---maybe a gladiator would have something like this, but not an adventurer. Whips, bastard swords, mauls, & often more "realistic" exotic weapons should still be allowed.

* Double the cost of heavy armor. Metal is a bit rarer in Nehwon than in D&D. Many of the shields would be wooden instead of steel; light armors would be predominant, and medium armors would be seen here & there (Lankhmar's guard would have breastplates). Heavy armor would be rare (& out of place). Fafhrd often used arrows with bronze arrowheads instead of iron or steel. Mouser, and Thieves' Guild slingers, used stones or lead shot as ammo.

* Though you may allow it IYC, special materials such as adamantine, mithral, & darkwood shouldn't be allowed (perhaps a unique blend of steel or alchemically-treated wood could replace it, but otherwise, stay away from the fantasy-style materials).

* Magic items should be rare. Masterwork weapons & armor should replace the typical +1 item in treasure. Charged items rather than permanent items probably should be more common (though still rare). Weapons and armor probably should have more than a +3 bonus (not total bonus, which includes special abilities, but direct bonus, as in +3 short sword or +2 chain shirt). +3 or higher direct bonus items should be extremely rare (if ever encoutered at all, much like artifacts); +2 items should be a once-in-a-lifetime encounter; and +1 items should be a real rare find. Also, magic weapon and armor properties that are more subtle (such as keen/impact) should be more common than less subtle properties (like flaming, shock, vorpal, "elemental" burst, returning, etc.). Intelligent items should also be extremely rare (artifact rare). Actual minor & major artifacts should either be riduculously rare or nonexistant.

Well, hope any of this long post helps (you can tell I'm really inot this campaign setting).
 

THAT's a wonderful post, AFGN..!

I must say my knowledge of F&GM is limited to the Epic Comics mini-series by Howard Chaykin and Mike Mignola, wonderfully bringing the Twain into the comics' medium. So here are some things that happened in the comic that I'd like someone more knowledgeable to clarify:

- Duke Danius, the Mouser's ealry mentor, was a Black Wizard. This means, the Mouser should have one level of Black Wizard, but maybe be unable to weave magic because he never took an Allegiance to Evil.

- During Fafhrd's battle with the keeper of the Bazaar of the Bizarre, he throws a hand axe at the keeper, which then returns magically when Faf misses.

- Faf is able to turn a gutter-level religion into one of the greatest in Lankhmar by use of his eloquence. I'd give him lots of ranks in Perform (oratory) to reflect his time as an acolyte of Issek of the Jug.

- When Pulg's minions try to restrain the shaved Fafhrd, he throws them easily, and the Mouser claims "he has northerner tricks". This could be construed as rage, perhaps?
 

- Duke Danius, the Mouser's ealry mentor, was a Black Wizard. This means, the Mouser should have one level of Black Wizard, but maybe be unable to weave magic because he never took an Allegiance to Evil.

I think you're confusing the Duke that the Mouser killed (with Black magic) with the white wizard who was his mentor. His mentor warned him from the Black path, but the Mouser turned to it in near-mindless revenge on the Duke.

- During Fafhrd's battle with the keeper of the Bazaar of the Bizarre, he throws a hand axe at the keeper, which then returns magically when Faf misses.

For what it's worth, the returning axe isn't in the book's desc of the fight.

john
 

No problem! I'm not the absolute expert of all things Lankhmar, but I'm working on it.

Greybar's definitely right: The returning axe isn't described in the short story for "Bazaar of the Bizarre." IIRC, Fafhrd was busily defending himself against the attacks of the Devourer (IIRC the name of the alien keeper), holding his sword with both hands while the Devourer's powerful sword blows were putting notches in Fafhrd's swordblade. Of course, Mouser was under the illusions of the shop, and saw Fafhrd having a heck of a time fighting a guy who was swinging a broom.

And Mouser, once called Mouse, was the apprentice to a White Wizard (whose name escapes me for the moment). Duke Danius, father of Mouser's love Ivrian, killed the wizard. Mouser took up black magic to gain his revenge against the Duke, & then never used magic again. Mouser's mentor (before he died) said that he didn't see his pupil following either the path of white magic or black magic, but following something inbetween the two (hence the origin of the term "Grey Mouser").

(IIRC, he operated a magic device in "Lords of Quarmall," but he bungled it, killing all of the wizards who were maintaining protective spells for the Prince Qwaay against the harmful spells being cast by the wizards of the Prince Hasjarl.)

- Faf is able to turn a gutter-level religion into one of the greatest in Lankhmar by use of his eloquence. I'd give him lots of ranks in Perform (oratory) to reflect his time as an acolyte of Issek of the Jug.

- When Pulg's minions try to restrain the shaved Fafhrd, he throws them easily, and the Mouser claims "he has northerner tricks". This could be construed as rage, perhaps?

Very true. Fafhrd used his Bardic talents to build up the church of Issek, bringing the church to great heights in Lankhmar. And since you mentioned it, Fafhrd could have used a rage ability to break free of his captors (after being shaven)--IIRC, Fafhrd was able to do this (I also think break free of some bonds, if not a rack), & was seen by the folks in Lankhmar, looking like Issek himself (per Fafhrd's tales).

With that in mind, here's what I'd go with for the Twain class-wise (& not really level-wise, since they've been presented at various points in their careers):

Fafhrd
NG human bard*/barbarian/ranger*; or

NG human rogue/fighter

*non-spellcasting variant of those classes

Starting (1st level) stats: Str 18, Dex 17, Con 18, Int 15, Wis 10, Cha 17
**Improvement points from levels would go into Strength & Constitution

* Masterwork bastard sword (Greywand); dagger; hand axe; mighty composite long bow; arrows; masterwork leather armor; musical instrument (a lute or harp, IIRC).

Grey Mouser
N human rogue/black wizard/swashbuckler/duelist; or

N human rogue/black wizard/fighter/duelist

Starting (1st level) stats: Str 15, Dex 18, Con 15, Int 17, Wis 10, Cha 17
**Improvement points from levels would go into Dexterity

* Masterwork rapier (Scalpel); masterwork dagger (Cat's Claw); masterwork leather armor; thieves' tools; sling; sling bullets; disguise kit.

Both would have riding horses (or light war horses) with the appropriate gear (but not barding). Both also own a ship (sloop) called the Black Treasurer, manned by Ourph (N/LN human expert; Sea Mingol home region).

Fafhrd would either be a Northerner-human (much like the clan-humans from OA), or a human with Cold Corner as his selected home region. Mouser wouldn't have a selected home region. Fafhrd occasionally pays heed to the gods Kos and Issek of the Jug, while with Mouser, it's Mog the Spider God.

Fafhrd would eventually lose his left hand (at his "retirement" level); he'd get a hook (removeable) for it, as well as a modified version of his bow that allowed him to remove the hook, attach the bow to the socket, & fire. He'd have a penalty to some skills due to the loss of his hand, but he should be able to use a bow normally (after the adaptation of the bow), and fight one-handed with no problem. However, he never really leaves Rime Isle after his "retirement," while Mouser only ventures out on a ship for trade, but otherwise stays on the isle.

Though the Twain make a great pair of adventurers to encounter, I always thought that the best potential for a Lankhmar game was for the period after the Twain retired to Rime Isle. Sheelba & Ningauble could be the new patrons for the PCs (seeing as the Twain abandoned them). The PCs could encounter the Twain's children (Pshawri & Fingers), Afreyt's nieces, or even crewmembers under the Twain's command (IIRC, Skor, Mannimark, Skullick, Ravs, etc.). The young heir of Quarmall could threaten the surface world. Hisvin and Hisvet could try to create another uprising of Lankhmar Below since the Twain is no longer present to defend it (maybe allying themselves with the rat-worshipping Ilthmarts). All sorts of possibilities present themselves in this time (plus, you don't have to try & figure out which NPCs from the stories are alive & dead).

Hope any of the info helps.
 

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