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Fafhrd and the Grey Mouser
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<blockquote data-quote="AFGNCAAP" data-source="post: 1247406" data-attributes="member: 871"><p>No problem! I'm not the absolute expert of all things Lankhmar, but I'm working on it.</p><p></p><p>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.</p><p></p><p>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").</p><p></p><p>(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.)</p><p></p><p></p><p></p><p>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).</p><p></p><p>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):</p><p></p><p><strong>Fafhrd</strong></p><p>NG human bard*/barbarian/ranger*; <em>or</em></p><p></p><p>NG human rogue/fighter</p><p></p><p>*non-spellcasting variant of those classes</p><p></p><p>Starting (1st level) stats: Str 18, Dex 17, Con 18, Int 15, Wis 10, Cha 17</p><p>**Improvement points from levels would go into Strength & Constitution</p><p></p><p> * Masterwork bastard sword (Greywand); dagger; hand axe; mighty composite long bow; arrows; masterwork leather armor; musical instrument (a lute or harp, IIRC).</p><p></p><p><strong>Grey Mouser</strong></p><p>N human rogue/black wizard/swashbuckler/duelist; <em>or</em></p><p></p><p>N human rogue/black wizard/fighter/duelist</p><p></p><p>Starting (1st level) stats: Str 15, Dex 18, Con 15, Int 17, Wis 10, Cha 17</p><p>**Improvement points from levels would go into Dexterity</p><p></p><p> * Masterwork rapier (Scalpel); masterwork dagger (Cat's Claw); masterwork leather armor; thieves' tools; sling; sling bullets; disguise kit.</p><p></p><p>Both would have riding horses (or light war horses) with the appropriate gear (but not barding). Both also own a ship (sloop) called the <em>Black Treasurer</em>, manned by Ourph (N/LN human expert; Sea Mingol home region).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Hope any of the info helps.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1247406, member: 871"] 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.) 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): [B]Fafhrd[/B] NG human bard*/barbarian/ranger*; [I]or[/I] 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). [B]Grey Mouser[/B] N human rogue/black wizard/swashbuckler/duelist; [I]or[/I] 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 [I]Black Treasurer[/I], 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. [/QUOTE]
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