Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Creating a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
A Player's Guide to Combat . . . . . . . . . . . . . . . . . . . . . . . . . 29
CREDITS
Writer: Shane Lacy Hensley
Editors : Allen Varney and Steve Miller
Project Coordinator : Harold Johnson
Interior Artist: David Monson and John T. Snyder
Cover Design : Heather LeMay
Graphic Design : Dee Barnett
Art Direction : Bob Galica
Typography: Tracey L . Isler
Based on the
ADVANCED DUNGEONS & DRAGONSO 2nd Edition game
by David "Zeb" Cook
In Memoriam Fritz Leiber (1910-92)
TSR,Inc TSR Ltd .
201 Sheridan Springs Rd . 120 Church End
Lake Geneva
W153147 Cherry Hinton
USA Cambridge CBI 3LB
UNITED KINGDOM
1144xxx1501
ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER, and the TSR
logo are registered trademarks owned by TSR, Inc . All TSR characters, character
names, and the distinctive likenesses thereof are trademarks owned by TSR ; Inc .
LANKHMAR, NEHWON, FAFHRD, and GRAY MOUSER are trademarks owned by
and used under license from the estate of Fritz Leiber. © 1996 TSR, Inc . All Rights
Reserved .
Random House and its affiliate companies have worldwide distribution rights in
the book trade for English-language products of TSR, Inc . Distributed to the toy
and hobby trade by regional distributors . Distributed to the book and hobby
trade in the United Kingdom by TSR Ltd . This material is protected under the
copyright laws of the United States of America . Any reproduction or
unauthorized use of the material contained herein is prohibited without the
express written consent of TSR, Inc .
You are Gerricl, a crajly thiefin the oily ofLarrklrrriar: .IYivnreritr agv you received a sum-
mons to meet a mysterious caller in the shadcnvs ofL'one.11llcy. Cauliously you crept into
the dark cul-de-sac, your hand on the rapier atyour side.
"Come closer, "says a thick, gurgling- voicefUrn theShadows. )'oir Srrppre:SS a gasp as a
robedfi,urestepsfrvrn the darhne.ss. "1 have rued ofa clever rogue, " whispers the caller:
TIrefigure drenvs a glinvingStone ofdeepest purplefrvrn his vest. The hand that holds the
stone is green acid Scaled, Nix that ofafish. "It is the Heart ofSintorgya, an ancient krrig-
doin that nmv lies beneath the Outer Sea, "says the mysterious cr eahlre-you are no longer
sure it 1S human.
"This is but a simple illusion, " it Sighs as 117e rnrage disappears. "The h-ue Heart resides
ivithin,banklrrnar: I wish to rchirn the Heart to its rightful owners deep beneath the sea.
Willyou aid ire?"
Wlat do Y011 do?
hat do you The New Adventures of The material in the source-
do? LANKHMAR FAFHRD" and the GRAY
MOUSER" introduces you to the book, Adventures in LANKHMAR,
This question and its answers ADVANCED DUNGEONS & DRAGONS"
are the very essence of role-play- game and Fritz Leiber's fantastic draws upon the FAFHRD and GRAY
ing . If you were Gerrick-an land of Lankhmar, home of the
adventurous thief looking to legendary rogues Fafhrd and the MOUSER novels written by Fritz
make your fame and fortune in Gray Mouser. Now you won't
the mysterious world of merely read these exciting sto- Leiber. There are seven books
NEHWONT' and LANKHMAR" City Of ries; you and your friends will
Adventure-what would you create new tales using your own in this series: Swords and Devil-
do in this situation? Would imaginary heroes .
you take the strange stone and try, Swords Against Death,
examine it? Or would you ole-playing
recoil in terror at the strange Swords in the Mist, Swords
creature that offered it to you? Role-playing games (RPGs)
There's no prescribed list- of have been around for many Against Wizardry, Swords of
.;, . options for you to choose years . There are all kinds of
from-the only limit to your RPGs that tell lots of different Lankhmar, Swords and Ice
_response is your own imagina- stories . This game revolves Magic, and The Knight and
around the fictional setting of
tion. If you've never played a the city of Lankhmar. This Rule- Knave ofSwords .
game like this before, book shows you how to create
you've just had your first characters and how to play the The last booklet in this box,
taste of the wonder game.
;, and excitement Nehwon Nights, provides an
that await adventure that can be run in
you . one to three long play sessions .
Think of it as a story outline.
You and your friends create the
chapters as you play.
These materials let you
explore the dangerous and
exciting world of Fritz Leiber's
Fafhrd and the Gray Mouser. Mr.
Leiber passed away in 1992, but
the adventures you and your
friends create will keep
Lankhmar alive for a long time
to come.
2 " Introduction
Players, Characters, begins, plays the role of all the after week, adventure after
and Dungeon Masters "extras" that populate the imagi- adventure . As time goes on,
nary world your group explores . characters develop numerous
Most role-playing games have The strange caller in the intro- relationships with the Dungeon
several elements in common duction above, for instance, Master's nonplayer characters,
and have developed terms to would be created, controlled, as well as grow in power and
refer to these elements . For and played by the Dungeon reputation in the game world .
instance, almost all role-playing Master. All of these "extras"- Campaigns are usually the most
adventures consist of people diabolical villains, neighborly fulfilling and rewarding way to
who pretend to be characters in innkeepers, and loyal retain- play a role-playing game. Raising
a story. These people are simply ers-are called nonplayer char- a character from meager begin-
called the "players," and the acters (or NPCs), and are always nings to great renown is a
characters they play are called controlled by the DM . Monsters rewarding accomplishment .
"player characters," "PCs," or are also the tools of the
"heroes ." Dungeon Master-from ter- hat You Need
Each player creates one char- rible sea monsters to leg- to Play
acter-an imaginary person that endary behemoths and
the player will control in the common sewer rats . As a player or a Dungeon
adventure . These are the heroes The Dungeon Master does Master, you need these things to
of the story. Some might play not compete with the players, play this game : these rules,
stealthy rogues like the Gray though the characters and crea- dice, and pencils and paper.
Mouser, whereas others might tures he controls often will . It is
play the roles of Lankhmar's important for the DM to think of Rules
mysterious wizards . You may his non-player characters as
choose to play a brawny barbar- individuals . They should not The rules in this set are con-
ian like Fafhrd or a rugged buc- know things they wouldn't nor- densed versions of the ADVANCED
caneer of the Inner Sea. You will mally know, and they should DUNGEONS & DRAGONS (AD&D)
find many characters to choose react to the player characters as rules. This book is primarily
from in this book, but these are someone might in the real world. intended for players, though the
only meant to serve as guide- NPCs have their own desires and Dungeon Master should read it as
lines. If two players wish to play motives . The more realistically well . The Adventures in Lankhmar
barbarians, there is no reason they are portrayed, the more the sourcebook contains special
why both characters must act, game world comes alive. rules for the DM and information
look, or even dress the same. on Nehwon's secrets, characters,
It's up to you to imbue your Adventures and and monsters . . ;.
character with its own life and Campaigns Once you feel you have mas-
personality. tered the rules in this set, you
Most role-playing games last may want to pick up the ;G,-
Another element shared by several hours. Players who enjoy AD&D Player's Handbook
most role-playing games is the role-playing may find themselves and the DuNGEoN
concept of a referee or game playing every few weeks creating MASTER° Guide from
master. The ADVANCED DUNGEONS a "campaign" of continuing your local book
& DRAGONS game refers to this adventures as they build the leg- or game
individual as the "Dungeon ends of their heroes . store .
Master." The Dungeon Master,
or "DM," creates the adventure In a campaign, the players
outline and, once the game keep the same characters week
Introduction 9 3
Both of these are completely that your character can break by noting it as "2d 10+3," in
down a locked door if he rolls a which case you would roll two
compatible with The New 1, 2, or 3 on a 20-sided die. 10-sided dice and add three to
Adventures of FAFHRD and the the total .
Besides normal six-sided dice,
CRAY MOUSER. the LANKHMAR game also uses Ten-sided dice, or d10s, can
four-, eight-, 10-, 12-, and also generate a number from
Dice 20-sided dice . For simplicity 1-100, or a percentage . To roll
each die is usually called a d4, "percentiles," simply roll one
These rules help determine if a d6, d8, d10, d12, or d20, where ten-sided die as the "tens" digit,
character was hit by a flying the "d" simply means "die." then roll a second for the
dagger, beguiled by terrible sor- Sometimes you will roll several "ones" digit. If you roll a 2 and
cery, or enchanted with a beau- of these dice and add them then a 6, for instance, you have
tiful maiden. The success or together. We note this by rolled a 26 . To avoid confusion
failure of many actions is putting the number of dice in for yourself and those who are
expressed as a numerical front of the "d ." To roll four six- watching, use two different-col-
chance, which is compared to sided dice, for instance, we can ored d l Os-one for the "tens"
random numbers generated by simply say "roll 4d6." We can digit and one for the "ones"
several types of dice . For add or subtract from the result digit.
instance, the DM might decide
Characters are clefnecl not only with concepts, but with numbers that represent their
shills; strengths, and weaknesses. lhose numbers tivor* With the dice to help determine the
success orfailure of a character's actions during play. The nextfcnv sections teach you hcnv
to create your own rndclue persona in the rich worlcl ofNehtivon and its greatest city,
Lankhmar. Ifyou have playecl theADUfvvcLU 1u.1vGLV.1vs,& D1z tGVws game before, you
alrc ady hncnv how to create a character and can slip most ofthis section.
Let's begin building your first Let's start creating our character Strength : This score measures . ;,.
character now. Record the together. Our hero, Gerrick, will raw physical might. Note: If you
results of each step as you go. be a scoundrel modeled after the roll an 18 for your character's
Either photo copy the character Gray Mouser. Gerrick will live in Strength and you later decide to
sheet in the back of the Nehwon Lankhmar, where he brags that play a warrior, you will also need
Nights booklet, or write down he is a great adventurer. In truth, to generate "exceptional
the important information on a Gerrick is more of a con-man Strength." In this case, roll per-
piece of paper. than a swordsman. His boasting centile dice and record the
The next few pages will lead usually gets him into more trouble results on the character sheet
you through the character cre- than he can handle . after the 18 ability score. Excep-
ation process step by step. tional Strength, a measure of
There are charts on the inside This is our character concept. physical might above the normal
covers of this booklet that you Knowing what kind of hero we're limit of human potential, ranges
will need during this process . going to be playing helps us make from 1 to 100. Fafhrd, whose life
Place them so you can access choices in the rest of the creation in the harsh mountains of the
them easily. process . Cold Wastes gave him phenome-
" 1 . Create Your Character's nal strength, has a score of 18/75.
Background " 2. Generate Ability Scores Dexterity: How agile, quick, and
Ask yourself who your hero A character's physical and men- coordinated your character is.
really is. Where does he or she tal abilities are called ability Constitution: A measure of
come from? From what kind of scores . In the world of Lankhmar, your character's endurance and
family? Why has this character player characters are defined in fortitude .
taken up the adventuring life? terms of Strength, Dexterity, Con- Intelligence : Learned knowl-
What are his or her goals? stitution, Intelligence, Wisdom, edge, education and perception.
Dreams? Fears? and Charisma . Write these one Wisdom : Wits and the ability to
If you can't answer all of these below the other on a piece of make difficult decisions cor-
questions right now, don't worry paper. These abilities, explained rectly. Wisdom is also a measure
about it. Feel free to develop a below, are rated with numerical of your character's resistance to
background as you go. (Note: You scores ranging from 3 (low) to 18 hostile sorcery.
can create a male or female char- (high). It is sometimes possible Charisma: Your character's
acter. For convenience, this sec- for characters to exceed these appearance and his or her abil-
tion assumes a male character.) limits, but this is rare. Determine ity to lead others.
Creating a Character 9 5 your character's attributes by You've now created your
rolling four six-sided dice (4d6, first character. Is he
remember?) . Add the three high- strong? Wise?
est dice together (ignore the low- Looking at
est) to find your character's your
rating, then assign it to any of
the six ability scores .
scores, you start to get an idea of Strength Modifiers acters are better shots . Add or
what this individual might be Hit probability (Hit) : Your subtract this modifier when-
like. If you cannot create the ever your character attacks
character you had in mind character's Strength affects his with a missle weapon .
because the ability scores aren't
high enough, your Dungeon chances to hit and penetrate Defensive adjustment (Defen-
Master may allow you to try armor in combat . This bonus or sive Adj.): It is far more difficult
again. You should be able to play penalty is added to your die to hit a nimble opponent than a
the type of character you want, roll whenever you attack an slow or clumsy one. Add or
but you shouldn't roll again just opponent . subtract any defensive adjust-
to get higher ability scores . ments to your character's
Remember that part of the fun of Damage adjustment (Dmg) : Armor Class (a term explained
the game is role-playing your below) . Remember that a nega-
character's weaknesses as well Obviously, stronger characters tive adjustment that lowers
will cause more damage than your AC is good, whereas a pos-
as strengths . weaker ones . Add any bonus to itive Defensive Adjustment that
your damage roll whenever you
score a successful hit .
Open Doors (Open) : This is
your character's base chance to raises AC is bad.
Our character, Gerrick, winds up open heavy doors or perform Constitution Modifier
with the following ability scores: simple feats of strength. You Hit point adjustment (HP
Strength: 14 must roll ld20 for a number less
Dexterity: 17 than or equal to this number for Adj .): Hardy individuals may
Constitution : 12 success . If you fail, you can add their bonus to any hit
Intelligence : 9 keep trying, but each try takes points received during charac-
Wisdom : 9 time (your DM will tell you how ter creation or upon gaining a
Charisma : 11 much) and makes a lot of noise . new level. Similarly, sickly indi-
Bend Bars/Lift Gates (BB/LG) : viduals may have to subtract a
" 3. Find Ability Score Modifiers Extreme acts of strength are few points from their Hit Die
Attributes that are very low or expressed as a percentage rolls . However, a character
very high may be subject to cer- chance. When the DM asks for a always gains at least 1 hit point
tain modifiers . The charts and bend bars/lift gates result, you on reaching a new level .
rules that follow use many roll percentiles dice and com-
terms that haven't been pare them to this number. If Intelligence Modifier
explained yet, but they will your roll is equal to or less than Number of languages :
become clear as we proceed . your character's number, your Learned or quick-witted indi-
For now, simply look up your character has successfully com- viduals pick up new languages
character's ability scores on the pleted the task. faster than others . All charac-
charts on page 7, then record ters begin the game able to
, . any bonuses or penalties on Dexterity Modifiers speak Lankhmart . Other com-
your character sheet. The Reaction adjustment (Reaction mon languages a character may
effects of these modifiers are Adj): Reaction determines how know are Eevanmarensee,
explained below, but don't easily your character is sur- Klesh, Mingol, and Quarmallian .
try to remember every- prised or how fast he reacts. The Note: If you wish, you can
thing right now-just Dungeon Master will show you "trade in" your character's
refer back to this how to use this score when it extra languages for additional
book whenever becomes necessary. nonweapon proficiency slots .
you need Missile attack adjustment (See the next step for an expla-
to . (Missile Adj .): Dexterous char- nation .)
6 9 Creating a Character
Scores Derived From Character Attributes
Table One: Strength Table Four: Intelligence
STR Hit Dmg Open BB/LG INT # of # of
2 -3 -2 1 0% 3-8 Languages INT Languages
3 -3 -1 2 0% 9-11 16 5
4-5 -2 -1 3 0% 12-13 1 17 6
6-7 -1 4 0% 14-15 2 18 7
8-9 Normal None 1% 3
Normal None 5 2 4
10-11 Normal None 6 4%
12-13 Normal None 7 7% Table Five : Wisdom
14-15 Normal 10%
+1 None 8 13% WIS Magical WIS Magical
16 +1 +1 9 16% 3 Defense Adj. 15 Defense Adj .
17 +1 +1 20% 4 16
18 +2 +2 10 25% 5-7 -3 17 +1
18/01-50 +2 +3 11 30% -2 18 +2
18/51-75 +2 +3 12 35% 8-14 -1 +3
18/76-90 +3 +4 40% 0 +4
18/91-99 +5 13
18/00 +6 14
15 (3)*
15 (6)*
*Parenthetical numbers are the character's Table Six: Charisma
chance to open a locked, barred, or magically held
door. Only one roll per door is allowed ; if it fails, CHA Reaction Adj . CHA Reaction Adj .
that character cannot try again . 2 -6 13 +1
3 -5 14 +2
Table Two: Dexterity 5 -3 11 65 +5
17
DEX Reaction Adj ./ Defensive 6 -2 18 +6
3 Missile Adj . Adj . 7 -1 +7
4 -3 +4 8-12 0
5 -2 +3
-1 +2 Table Seven:
7-614 Proficiency Advancement
15 0 ®
16 0 Init Wpn War Blk Wt Rogue
17 +1 -1 Penalty 4 1 22
18 +2 -2 Wpn AA V nc. -2 -3 -3
19 +2 Init Nonwpn 1/3 -5 1/4 1/4
+3 -3 NW Advnc. 3 1/6 43
-4 1/3 4 1/3 1/4
-4 1/3
Table Three: Constitution Key: War= Warrior ; Blk= Black wizard; Wt= White
wizard; Init Wpn and Init Nonwpn=Initial Weapon
CON HP Adj CON HP+A2dj . Proficiencies and Non-Weapon Proficiencies ; Wpn
3 -2 " 16 Advnc . and NW Advnc .= Weapon and Nonweapon
4-6 -1 17 +2(+3*)
0 18 Advancement .
7-14 +1 +2(+4*)
15
*Parenthetical bonus applies to warriors only. All
other classes receive maximum bonus of +2 per die .
Creating a Character " 7
iii
Wisdom Modifier Ability checks are most often Mingols have swarthy skin,
Magical defense adjustment: used in conjunction with profi- black hair, and short, stocky
Wisdom affects a target's ability ciencies, explained below. builds. There are two major
to withstand sorcery that " 4. Choose a Race groups. The Land Mingols are
directly attacks the mind . This Although characters in the nomadic warriors and master
modifier is added to or sub- AD&D° game come from many bowmen . The Sea Mingols are
tracted from a character's sav- fantasy races, such as elves and excellent sailors, but have not
ing throw vs. spell dwarves, all characters in The lost their connection with the
land . All Mingols receive +1 to
New Adventures of FAFHRD and the their Dexterity scores but -1 to
Charisma Modifier Strength because of their small
Reaction Adjustment: Attrac- GRAY MOUSER are human . How- stature .
tive and likable characters have ever, you have several types of
high Charisma scores . Charac- humans to choose from. Decide
which one of these human races Because Gerrick is a con-man in
ters with low Charisma are less
likable or impressive. The DM you would like to play and write Lankhmar, choosing a race other
will use this modifier when figur- it down on your character sheet . than Lankhmart might make it dif-
ing the opinion a nonplayer (To learn more about the areas ficult for him to easily gain poten-
character might have towards these people hail from, see the tial victims' trust. We'd best make
your hero. sourcebook.) him a Lankhmart.
Eevanmarenseers come from a " 5. Choose a Class
Gerrick's only high ability score is distant, decadent empire . All
natives of Eevanmarensee are A character class is an occupa-
Dexterity. A 17grants him a completely hairless, causing a -1 tion, pursuit, or role in society.
defensive adjustment of -3, a penalty to their Charisma Characters in Lankhmar have
reaction adjustment of +2, and a many different occupations, but
scores . Due to the ancient all are based on one of four gen-
missile attack adjustment of +2. wealth of the empire, characters eral archetypes or classes:
These modifiers and other num- of this race receive four times Warriors concentrate their
bers derived from Gerrick's ability the normal starting wealth of efforts on martial skills.
their class and kit. Black wizards are rare individ-
scores are already noted on his Kleshites are small, quick,
character sheet.
Ability Checks dark-complected people of the uals who use their mind and
Klesh jungle. All Kleshite charac- force of will to control the forces
Occasionally the DM will ask ters add +1 to their Dexterity of dark magic .
you to make an ability check. You score. White wizards attempt to har-
will roll ld20 and compare the Lankhmarts include the ness more positive forces and
denizens of Lankhmar as well as manipulate it into sorcerous
result to one or another of your the general populace of the energy. They are even rarer than
;, . ability scores . If you roll the black wizards .
score number or lower, the check middle regions . These humans
succeeds . If you roll higher have no bonuses or penalties to Rogues are a catchall category
that includes everything from
than the ability score, the their ability scores. Because simple businessmen to thieves,
check fails. Obviously, the Lankhmarts are the most plenti- cutthroats, and confidence men .
higher the ability, the bet- ful race, they are generally more
easily accepted than those of
ter the chance you The complete details for each
have to succeed the northern or southern lands,
in the who are sometimes seen as "out- of the character classes begin in
the next chapter. Glance through
check. siders ."
8 e Creating a Character
WI
~W~y~~~Wyr"WyWyWv\\W\~~.
these pages now, but return here rules . For more pre-designed you desire in one class (at least
before studying them in depth, kits, check out the AD&D game 2nd), simply tell the Dungeon
or you may get confused! Complete Handbook series . The Master that your character is
Complete Thief's Handbook is changing profession . The char-
5A. (Optional) Choose a Charac- especially recommended for the acter need only qualify normally
ter Kit Nehwon setting. for the new class in alignment
and attributes .
At the end of the class descrip- If you choose a character kit, You and the Dungeon Master
tions are a number of character keep in mind any special benefits should work out how your
"kits ." Kits are ways to further or hindrances it confers as you character manages to change
define and specialize your char- finish creating your character. profession . Perhaps, like the
acter. There are many warriors, Gray Mouser, your adventurer
for example, but some may be Gerrick's class is most definitely is an apprentice mage and now
soldiers, some sailors, and some that of the rogue. There's even a desires to leave his mentor and
barbarians . perfect kit-the confidence-man. try life as a rogue. Or perhaps
The kits included in this book your barbarian is taken in by a
are those most common to the Dual Classed strange shaman and taught
LANKHMAR setting. They are by no Characters the path of white sorcery.
means the only types of charac- The details are up to
ters around, however, and The Gray Mouser is primarily a you and the DM,
Dungeon Masters and players thief, but he started his life as a though you
should feel free to create new wizard . Your character may also should
kits based on these models once change class, if you wish . Once both
they feel comfortable with these the hero has reached the level
Creating a Character e 9
try to fit them in so that the " 6. Choose an Alignment reason that all beings have the
campaign can continue . It won't A character's attitude to mat- capacity to perform acts of both
be much fun for your hero to ters of ethics and morals is extremes . Some neutrals also
study at a monastery while the determined by his alignment . All
rest of the group-sails off to beings are aligned in two ways ; believe that an action is justified
explore sunken Simorgya . in regard to law, neutrality, and by its benefits . Though it may
chaos ; and in regard to good, be wrong to steal a loaf of
To change class : After your neutrality and evil. Choose one bread, for instance, a neutral
character has changed class, he of each set for your character would excuse the action if the
no longer earns experience (lawful and good, for example, thief had no other means to feed
points or advances in level in or chaotic and neutral; charac-
the previous profession . He still ters neutral in both sets are himself .
retains previous hit points, but "true neutral") . Alignment does Evil: An evil individual is self-
must use the combat and saving not determine every facet of
throw tables of the new class. your character's personality, ish in the extreme, believing he
The adventurer also temporarily but it does define his major out- is the single most important
loses any special abilities (such look on the ways of the world . being in all Nehwon . If someone
as spell use, backstab bonus,
thieves' skills, or multiple Law vs. Chaos stands in the way of his happi-
attacks) associated with the old Law: Those who believe in ness, an evil individual shows
class . New hit points in the new little compassion. Only a few
class aren't awarded until its order and the greater good of true villains actively seek to
level advances beyond that of society versus the individual are cause harm to others for no par-
the character's previous class . ticular reason.
At that point, the character not aligned with law.
only begins gaining new hit Neutrality : Neutral characters Characters of most classes can
points, but, if he chooses, he choose their alignments. Black
may also use any of the abilities believe in balance . They main- and white wizards, however, must
tain that lawful order, tempered follow certain guidelines given in
of his previous class(es) . by creative chaos, is the true their individual descriptions.
nature of the universe . Write your character's alignment
When Gerrick reaches 2nd level, down after you have accounted
we could change his class to that Chaos: Chaos is the spark of for any class restrictions .
of a black wizard. If we did, he creativity and the driving force
would lose all of his thief abilities of individualism . Those who are Gerrick is something of a "dia-
until he became a 2nd level black taken with this notion believe in mond in the rough . "He doesn't
wizard. We don't have to worry freedom of indivuals over con- respect the laws of Lankhmar, but
about this now, but it's good to formity and order of society. he would never murder or take
from those he felt were basically
remember in case Gerrick is Good Vs. Evil good. In regard to law vs. chaos,
offered the chance to dabble in Gerrick is definitely neutral. In
Good: Good characters the struggle between good and
% ~,sorcery. attempt to be honest and help evil, Gerrick is mostly out for
those around them . Few individ- himself, but he's got a touch of
uals are this gracious all the Robin Hood and Aladdin in him.
time, but truly good characters We'll call him neutral here, too,
strive to better themselves and but we can also add a note to his
the world around them. background story to remind us
that Gerrick is a sucker for help-
Neutrality : Neutrals do not ing those who are down on their
usually believe in such high con-
cepts as good and evil. They luck.
1 0 " Creating a Character
s
" 7. Determine Experience All characters have a base +3 Very wealthy, hero of
Points and Level social level equal to 1/3 their Lankhmar, friend of high-
A character's power is directly experience level (round down; ranking noble, seen in the
related to his experience and minimum zero). For instance, a presence of the Overlord or
knowledge. In this game, charac- 4th-level character has a social at a major palace function
ters earn experience points (XP) level of 1, whereas at 6th level
whenever they complete minor the character's social level +4 Filthy rich, saved city, Over-
and major goals in the story, act becomes 2 . This social level can lord's friend
in character, or defeat villains be modified by wealth, events,
and monsters . The DM usually or simple fortune. Of course the As Gerrick begins the game, no
awards XP at the end of each citizens of Lankhmar do not one outside his family has ever
game session. Your hero begins assign themselves a numerical heard of him. His social level is
the game with no experience, so rating, but a level 11 merchant 1/3 of 1 (because he's 1st level),
leave this space empty for now. knows he is moderately more rounded down to zero.
When your character has accu- successful than a rival with a
mulated enough experience score of 10. No one can have a " 9. Determine Armor Class
points, he will rise in level. Each social level less than zero (an Armor Class (AC) is a measure
level gained makes your charac- unknown person), nor can a of how difficult a character or
ter tougher and more skilled . A character's social level ever creature is for an opponent to
1st-level warrior, for instance, is exceed 15 (that of the Overlord successfully hit in combat . A
easy prey for a veteran 5th-level of Lankhmar himself.) The chart good Armor Class means that
warrior. Similarly, an apprentice below lists a few common ways an individual is either very
wizard of 1st level will not last of losing or gaining social level . quick and agile, well-armored,
long in an arcane duel with a Feel free to invent more. or both . The highest and worst
mage four levels his senior. Modifier Typical Causes Armor Class a being can have is
Characters in Lankhmar always -4 Criminal 10. Ordinary characters wearing
start out at the 1st level of expe- -3 Obviously poor or desti- no armor and having average
rience unless the DM says other- Dexterity scores usually have
wise. Record the character's tute, associate of a criminal AC 10. When a character dons
level on your sheet now. -2 Commit serious crime armor, he reduces (improves)
his Armor Class to a set
Gerrick starts out at 1st level. As (murder, assault on a noble, amount. A few fortunate charac-
shown by the Experience Chart etc.) or act which threatens ters might even wind up with an
on page 32 of this book, he'll city, seen in presence of AC of 0 or less (a negative num-
reach 2nd level when he accumu- criminal or lower-class ber). The equipment section
lates 1,250 experience points. individuals lists the armor available in
-1 Publicly show cowardice, Lankhmar and its Armor Class .
" 8. Determine Social Level create a sizable nuisance Skip this entry for now, but
The world of Nehwon, and the (such as a minor fire or a return to it when you've pur-
city of Lankhmar in particular, is riot) chased your character's equip-
very class conscious . Society's +1 Bribed officials or nobles ment and determined if he
most affluent citizens do not even for recognition, seen at a gains a Dexterity bonus or
enter the districts of beggars, and posh social event, show penalty (explained
struggling merchants make every bravery in public below) .
attempt to be seen at the side of +2 Wealthy, friend of a noble-
those who are rich and powerful . man, perform act of notable
bravery
Creating a Character " 11
7
Gerrick can subtract 2 from his As your character rises in sheet. Notice that Gerrick doesn't
Armor Class because of his high level, his THACO will decrease get extra hit points from Constitu-
Dexterity. When wearing leather (improve), making it easier for tion, because that ability score is
armor (which grants AC 8), he'll him to hit an opponent. The rate not above average . The DM
have AC 6 (8 minus 2 equals 6). that your THACO decreases might instead have allowed Ger-
depends on your class . War- rick to start with 6 hp, the maxi-
" 10. Determine Movement Rate riors' THACOs decrease fastest, mum allowed a 1st-level rogue.
A character can normally walk then white wizards and rogues
his movement rate in tens of are next, and black wizards. " 13. Select Proficiencies
yards in a single round (one improve THACO most slowly. Proficiencies are skills and tal-
minute.) The standard movement ents your character has
rate for a healthy human is 12. Gerrick's THACO at 1st level is acquired throughout life. Level
A character wearing metal 20. It won't improve to 19 until defines an adventurer's general
armor moves 1/4 slower than the Gerrick reaches 3rd level. power and combat ability, but
base rate (for a human, 9) . If the proficiencies fill in the blanks
DM determines that an adven- " 12. Determine Hit Points and account for other knowl-
turer is too heavily laden, the Hit points (hp) are an abstract edge and experience.
movement rate may even be measure of how much damage, Proficiencies are broken down
halved to 6. strain, or shock a character can into weapon and nonweapon
take before falling unconscious groups . Your character may be
Gerrick wears only leather or even dying . Characters proficient with one type of
armor, so his move rate is not become more skillful and weapon for each weapon profi-
affected. Ifhe should ever strap on resilient as they progress in ciency he has . If your adven-
a suit of heavy chain mail, his experience. Every level that a turer uses a weapon with which
movement rate would drop to 9. If character earns will add to hit he has no proficiency, he fights
he were also loaded down with points and thus make him at a penalty determined by his
loot, his move could drop to 6. harder to defeat . class .
Your character's hit points are Nonweapon proficiencies are
" 11. Determine THACO determined by rolling a single divided into four classes : Gen-
"THACO" is an acronym for "to die, or Hit Die, for each of his eral, Black and White Wizard,
hit Armor Class 0." It is a quick levels . The type of die you roll is Rogue, and Warrior. All charac-
and easy way for players and the determined by your class. Find ters may choose skills from the
Dungeon Master to figure out if your Hit Die Type in the charac- General group. Characters may
an attack hit its intended target . ter class section and roll it once choose skills from their class
All 1st-level characters have an for each level of experience group freely. Skills from other
initial THACO of 20. your character has (just once if class categories may be pur-
When you wish to make an you are playing a 1st-level char- chased, but require one extra
attack, simply subtract the acter). A generous DM may proficiency slot than usual.
_ Armor Class of your target from simply assign beginning charac- Characters begin the game
-'; your THACO to determine the ters their maximum legal hit with a certain number of "profi-
points . ciency slots" that may be filled
number your character with the skills listed on the next
needs to hit. See the Com- The Rogue class information four pages . New weapon and
bat chapter for more tells us that Gerrick gets a nonweapon slots are earned as
information . six-sided Hit Die . We roll a 4 and characters advance in level, as
write it down on the character shown on the chart on page 7 .
1 2 " Creating a Character
Initial Weapon Proficiencies short sword seems a good choice General
for a melee weapon, but a bow is
(Init Wpn): This is the number impractical in the streets of Proficiency Attribute
Lankhmar. Throwing daggers seem
of weapons your character may more appropriate to our character Alertness Wisdom -1
concept.
be familiar with at 1st level . This Characters with this profi-
includes both melee and missile Our scoundrel also gets three
nonweapon proficiencies . The ciency have an instinctive knack
weapons as well as brawling "con-man" kit requires him to
(see the Adventures in LANKHMAR have the fast talk skill, so we for noticing disturbances in
sourcebook) . make that our first choice. From
the General list, etiquette seems their immediate vicinity. A suc-
Penalty : Whenever your char- like a good proficiency to use
when persuading potential cessful proficiency check
acter uses a weapon with which employers that Gerrick is a gen-
he is unfamiliar, you must sub- uine hero. From the Rogue's list, reduces the character's chance
tract this modifier from your appraising seems a likely choice
attack roll. for our con-man. The kit also of being surprised by one.
gives Gerrick a bonus proficiency
Weapon Advancement (Wpn for free-forgery. We can also use Animal Handling Wisdom -1
Advnc): Your character may his language bonus from Intelli- The ability to handle and con-
become proficient with one addi- gence to purchase one more non-
tional weapon every three, four, weapon proficiency in lieu of a trol domestic or pack animals .
or six levels (depending on language . We use this to select
class) . A warrior, for example, disguise, another useful ability for Animal Training Wisdom
with a weapon advancement of our rascal.
1/3 (one per three levels) gains Each slot used on this skill
skill with a new weapon at 3rd, Gerrick's proficiencies: Weapon:
6th, 9th, and 12th level . This set short sword, throwing dagger; allows the character to be able
only allows for advancement to Nonweapon: forgery, fast talk, eti-
10th level, but the AD&D game quette, appraising, disguise . to train one type of beast to
upon which these rules are onweapon obey simple commands . The
based has rules that let charac- Proficiencies
ters advance to 20th level . training process usually takes
On this list, each proficiency is
Initial Nonweapon Proficien- followed by an ability that several months depending on
cies (Init Nonwpn) : This is the determines the proficiency's
number of non-weapon skill score. For instance, animal han- the intelligence of the animal.
slots your character has at 1st dling has a score of "Wisdom -1"
(Wisdom minus 1) . If Gerrick, Blacksmithing Strength
level . with Wisdom 9, takes animal
Nonweapon Advancement handling as one of his proficien- The skill of making simple tools
cies, his score in that profi-
(NW Advnc): Every three or ciency is 8. and other implements from iron.
four levels, depending on class,
your character gains an addi- It takes a long time to make weap-
tional nonweapon proficiency
ons or armor, but with a success-
slot .
ful check, a desperate character
Gerrick starts the game with two
weapon proficiencies. Looking at could make a crude short sword
the "con-man" kit from the Rogue
class, we see that con-men are not or other blade in 2d4 hours. How-
allowed to use any weapon longer
than a short sword or short bow. A ever, characters using the
Creating a Character 9 13 weapon take a -3 penalty to hit,
and the weapon does 3 points
less damage than usual.
Direction Sense Wisdom +1
By concentrating ld6
rounds, the character may
make a check to deter-
mine which compass
direction he is
facing .
Etiquette Charisma by 6 or more (Dexterity-6) . Ancient Languages Intelligence
Basic understanding of the Those utilizing rope use to help As with ancient history, this pro-
proper forms of behavior in climb receive a +10% bonus to ficiency assumes the character
many different situations . the climbing check . has a working knowledge of
Nehwon's dead languages . The
Heroes skilled in etiquette can Seamanship Dexterity +1 wider the margin of success in a
talk to beggars as well as kings proficiency check, the better
with relative ease. Those skilled in seamanship are acquainted the mage is with a
familiar with the general workings particular dead language .
of Nehwon's various water-borne
Leather-working Intelligence craft. This does not grant the
Tan hides ; make and repair character any ability to navigate, Astrology Intelligence
leather, including leather armor. Characters with this profi-
though the sailor knows most
common routes (such as those ciency are familiar with the con-
Mining Wisdom -3 across the Inner Sea). stellations of Nehwon. They gain
Miners know what types of
stone might be found in an area, +3 to any navigation proficiency
Swimming Strength check. They may also determine
whether or not a cave or mine is Characters without this profi- the time and the heroes direc-
stable, and general geologic
information . ciency tend to sink like stones tion when the stars are visible.
when they hit water. See "Rules
Riding Wisdom +3 for the Dungeon Master" in the Healing Wisdom -2
Adventures in Lankhmar cam- Healers may attempt to restore
All characters are presumed paign book to learn how charac- lost hit points to a wounded indi-
able to ride a horse under nor-
mal conditions, unless a player ters drown. vidual once per day. A successful
check restores ld3 hit points to
desires otherwise . Difficult Weather Sense Wisdom -1 the character's patient-includ-
maneuvers while on horseback
require riding proficiency rolls. A successful proficiency check ing himself if necessary.
gives characters with this profi-
Characters with this skill can ciency a decent guess at the Herbalism Intelligence -2
generally handle their mount
better, climb into the saddle weather for the next several days. Those familiar with herbalism
can identify most common
quicker, and force an animal to Black and White plants. Herbalists may also make
jump over obstacles . They may Wizards
also guide their horse with their poultices that cure mild poison-
ing, sickness, or disease.
knees, allowing them to attack Proficiency Attribute
with bows or other two-handed
weapons while mounted . Ancient History Intelligence -1 Local History Charisma
A character with this profi- The character knows most
ciency knows much about everything and everyone in a
Rope Use Dexterity Nehwon's past, and may even particular area. The more dra-
Adventurers skilled in the use
of ropes can swing from dan have a small library. In general, matic the success of a particular
if a character succeeds in an proficiency check, the more the
gling cords and bind oppo- ancient history proficiency character knows on that subject .
nents securely. A character
>,, bound by ropes can check by a wide margin, the DM
escape if he makes can assume the character is Navigation Intelligence -2
very familiar with a particular The character has learned to
his Dexterity historical topic . navigate by the stars, way points,
proficiency
A check or landmarks . It is near-suicidal
1 4 9 Creating a Character
to brave Nehwon's seas without a fer a -4 penalty to their attack proficiency whenever a hero
character skilled in navigation . roll when deprived of sight. enters a game of chance with
Blind-fighters only subtract 2. another. The winner is the one
who makes his proficiency total
Reading/Writing Intelligence +1 Disguise Charisma -1 by the most.
This proficiency indicates the
Heroes skilled in disguise may Dexterity -2
character is well-versed in read- alter their appearance to look Gem Cutting
ing, writing, and even literature . Gem cutters turn raw, uncut
All other characters can only like any general type of person of stones into works of art. The
read and write rudimentary mes- about the same height, weight,
sages. age, and race. Trying to disguise better the roll, the more valu-
able the gem.
oneself as a specific person is
more difficult, and must be
Religion Wisdom checked at a -10 penalty when Juggling Dexterity
Wizards skilled in religion are observed by those familiar with Other than the basic talent of
familiar with most of Nehwon's
gods and the cults that serve the assumed persona. The DM tossing and catching small
objects, this skill allows a char-
them . may forbid attempts to imper- acter to catch thrown missile
sonate someone of much differ-
ent build, height, and weight. weapons as well. Doing so
Spellcraft Intelligence -2 requires an attack roll (not a
This is a basic skill for all black Fast Talking Charisma proficiency check) versus AC 0
and white wizards. By making a
spellcraft proficiency check, a Fast talking is the art of con- before the opponent's attack roll
is made . If the catch succeeds,
wizard can identify any spell he ning or persuading someone the missile is caught. If it fails,
into believing a ruse. The more
has just witnessed. He may also clever or plausible the scam, the however, the character automat-
deduce the powers of magical
items after watching them func- greater is the rogue's chance of ically takes damage.
tion, though this check is made convincing his target he is Strength
telling the truth. A character Jumping
at -2. Heroes with this skill can jump
with an Intelligence and/or Wis-
dom higher than the rogue's 2d6 plus their level in feet, pro-
Rogue vided they have sufficient run-
Charisma inflicts a -3 penalty to
the con-man's proficiency check. ning room to do so. A standing
Proficiency Attribute jump gives the jumper ld6 plus
Appraising Intelligence Dexterity -1 half his level in feet . This skill also
A very important skill for Forgery grants the ability to pole vault.
This skill allows forgers to copy
thieves, this ability allows one to the signature or seal of any other
realize the basic worth of valu-
able items. This skill is also useful person-as long as the forger has Observation Intelligence
in identifying fakes or forgeries. seen the original handwriting or Heroes with this proficiency have
cultivated exceptionally acute
symbol he wants to imitate. Forg- powers of observation. The DM
ers may also spot a forged signa-
Blind-fighting None ture if their roll succeeds by may ask for (or secretly roll) a
Any character skilled in more than the opposing forger's . proficiency check anytime
blind-fighting has been trained
to fight without the use of there is something subtly
askew in the hero's
sight-a useful talent when Gaming Charisma surroundings .
attacked at night, in darkened A character with this skill
knows most common games and
interiors, or even by invisible their basic strategies . Use this
opponents. Most characters suf-
Creating a Character " 15
>11
Read Lips Intelligence -2 Warrior be supplied. Each attempt takes
10-60 minutes (1d6x10).
Given enough light and good
eyesight (or a telescope), a rogue Proficiency Attribute
with this skill can follow inaudible Animal Lore Intelligence Mountaineering None
conversations . The completeness A successful animal lore check This proficiency gives familiarity
of the spy's translation is deter- grants basic knowledge of any with ropes, spikes, pitons, and the
mined by the amount the roll natural beast . The more the roll like, and adds +10% to climbing
exceeds the proficiency check. exceeds the score, the more spe- rolls when using such equipment .
cific the information should be. Note that mountaineering is not
Set Snares Dexterity -1 the same as the rogue's climbing
Lets the character create traps Armorer Intelligence -2 ability, because the latter does
for both humans and beasts . Armorers can make any of the not require aids of any sort.
Make a proficiency check when armors listed in the equipment
the trap is constructed and lists. This process takes two Navigation
(See White Wizard Proficiencies)
every time it is reset. An oppo- weeks per level of AC better than
nent might sometimes detect a 10. This skill also lets the charac-
trap if he or she makes a Wis- ter repair, appraise, and evaluate Running Constitution -6
dom ability check at -4. all forms of metal armor. The character can move at
twice his normal movement rate
Tightrope Walk Dexterity Blind-Fighting for a day with a successful profi-
(See Rogue Proficiencies)
Rogues with this ability can tra- ciency check. If engaged in com-
verse narrow ledges, ropes strung bat during this time, the runner
between buildings, or even the Bowyer/netcher Dexterity -1 is penalized +1 THACO due to
Fletchers are skilled in making
rigging of ships with relative ease. general fatigue .
their own arrows or crossbow
Tumbling Dexterity bolts . With a successful check, Set Snares
I d6 bolts or arrows can be made (See Rogue Proficiencies)
Acrobatic rogues know how to in a day.
roll with a blow or fall. A success-
ful proficiency check halves the Survival Intelligence
damage from falls of 60 feet or Endurance Constitution A character with survival picks
less, and negates damage from Endurance is more a trait than a basic environment such as arc-
heights of 10 feet or less . Charac- a skill, and represents familiarity tic, woods, mountains, desert,
ters may also forego any attacks with long periods of physical etc . While within the chosen ter-
in a round of combat to subtract exertion . Warriors with this pro- rain, the adventurer can make
4 from their Armor Class against ficiency can perform strenuous proficiency checks to find basic
any opponent whose initiative is activity twice as long as most sustenance, recognize common
slower on that round. others . hazards, and know general
weather patterns .
i:z~. Ventriloquism Intelligence -2 Gaming Tracking Wisdom -6
;, The ability to throw one's (See Rogue Proficiencies)
voice is useful for distracting
guards or opponents, who The ability to follow the trail of
- must make a Wisdom
check to disbe- Hunting Wisdom -1 creatures and characters across
lieve the
The character can catch and most terrains. The DM should
ruse.
cook common game animals . If feel free to apply any of the fol-
the hunter must provide for lowing modifiers to tracking pro-
others, roll for each person to ficiency checks :
1 6 9 Creating a Character
Soft or muddy ground +4 heroes to seek employment and ally cause less damage than
adventure. heavier, slower opponents .
Thick brush or vines +3
The currency of Nehwon is The last weapon line describes
Dust +2 shown on page 18 . For the con- missile weapons your character
venience of veteran players, the might carry. Bows, crossbows,
Normal ground, wood floor AD&D equivalent is listed slings, and throwing daggers are
directly to the right. all common in Lankhmar. In
Rocky ground, addition to speed modifiers and
" 15. Select Weapons and damage, missile weapons also
shallow water -10 Equipment have a line for Rate of Fire (ROF)
To finish your character, spend and range. The Rate of Fire is
Every two creatures your starting money on equip- how many times you may attack
ment. A list of items commonly with that weapon in a single
in the group +1 available in the shops and bazaars round of combat. Range is a
of Lankhmar appears on the next measure of how accurate and
Every 12 hours page. Your character may pur- deadly the weapon is at certain
chase anything on this list, though distances. The modifiers for
since trail was made -1 some classes forbid the use of cer- range appear in the combat
tain weapons or armor types. chapter of this book .
Every hour of rain,
Weapon information: Four So what, or whom, have we cre-
snow, or sleet -5 lines are given to record your ated?
character's weapons . You may
Poor lighting -6 have more, of course, but this Gerrick is a con-man who uses
should be sufficient for most his brains more than his fists, and
Tracked party characters . The first weapon line who likes to brag that he's much
is for your character's fists . more important and dangerous
tried to hide trail -5 Back-alley and tavern brawls are than he really is. Let's figure out
a common occurrence in how he got that way.
Weaponsmithing Intelligence -3 Lankhmar. The rules for brawl-
Creating and maintaining metal ing can be found in the "Rules Gerrick must have grown up
for the Dungeon Master" chapter rough. Perhaps he was always a
and wooden weapons of all vari- of the Adventures in Lankhmar little weak, and never had a
campaign book . The second and mother or father to take up for
eties. Wooden weapons gener- third lines are for your charac- him. So he compensated for his
ally take 2d12 hours to create . ter's main melee weapons . lack of brawn with his wits and
Metal weapons take 5-45 days fast tongue . No one ever took the
(DM's decision) depending on In addition to the type of scrawny thiefseriously, so he
the amount of metal and forging weapon, also write in its speed began to make up stories and
that must be done . modifier and damage. Speed brag about daring feats.
modifiers are added to your ini-
" 14. Determine Starting Money tiative die rolls in combat. Dam- That's a pretty good start. Once ,_
Now that you know the basics age is the number of dice you we start the campaign and get --
about your character, it's time to roll once you've scored a hit. a feel for our scoundrel, we
outfit him or her with deadly The damage your character can add more detail to
weapons, trusty armor, and use- causes is subtracted from your Gerrick's history.
ful provisions . To do so, deter- foe's hit points . Lighter, faster
mine how much money your fighters tend to hit first, but usu-
character starts with . Use most
of this to buy weapons, armor,
and provisions in the next step .
The class description for your
character lists starting money as
well as any restrictions on the
types of weapons and armor an
individual of that class may use.
Characters in Nehwon start
with less money than those in
other AD&D game worlds. This
encourages the roguish nature
of Lankhmar and forces the
Creating a Character e 17
Table Eight: Equipment List
The following list is a basic selection of items that Armor
are readily available for sale in Lankhmar and
other cities . DMs should feel free to add their own Brigandine (leather), AC 7 120gr
items, using the prices given as guildelines .
Chain mail, AC 5* 300gr
There are many AD&D adventures and source
books available, some which are useful to Helm, great, AC -1 30gr
LANKHMAR DMs . Therefore, we've an "exchange
Leather, AC 8 5gr
rate" chart. (A DM might want to buy the AD&D
accessory Den of Thieves or one of the two Thief's Shield, AC -1 logr
Challenge adventures to use with a LANKHMAR cam-
paign . The rules are similar enough that this is Studded leather, AC 7 20gr
*Chain and plate armor reduce a character's
Move by 1/4 .
Melee Weapons
easily done.) Damage
LANKHMAR/AD&D Conversions Weapon Cost Speed S-M L
LANKHMAR AD&D Axe; Hand lgr +4 ld6 ld4
game game Axe, Battle 5gr +7 ld8 ld8
Diamond in amber Club 0 +4 ld6 ld3
glulditch
Gold rilk (gr) 500 gold rilks 500 gp Cutlass 20gr +6 ld8 ld6
Silver smerduk (ss) 2 smerduks 1 gp
Bronze agol (ba) 10 agols 1 ep Dagger 2gr +2 ld4 ld3
Iron tik (t) 100 tiks
1 sp Flail l5gr +7 1d6+1 2d4
- l,ep
Mace 8gr +6 1d6+1 ld6
Pick 8gr +7 ld4+1 2d4
Glaive 6gr +8 ld6 1d10
Item Cost Halberd 10gr +9 id10 2d6
Clothes
lss Quarterstaff - +4 ld6 ld6
Simple clothes 5-60gr
Elegant clothes Rapier l5gr +4 1d6+1 1d8+1
Hooded cloak lss
Daily Food and Lodging Sickle 6ba +4 1d4+1 ld4
Ale, gallon 2ba
Meal, common 3ba Spear 8ba +6 ld6 ld8
City rooms (per month) 2Ogr
Inn lodging 5ba Sword:
Transportation and Equipment
Leather barding 150gr Broad 1Ogr +5 2d4 ld6+1
Saddle IOgr
Saddle bags 3gr Long 15gr +5 ld8 ld12
Adventuring Gear
Backpack 2gr Saber 15gr +4 1d6 ld6
Belt pouch 7ba
Chest, large 2gr Scimitar 15gr +5 ld8 ld8
Chest, small lgr
Candle Short 1Ogr +3 1d6 ld8
Chalk 2t
Fishing net, 10 sq ft 2t 2-Handed 50gr +10 1d10 3d6
Flint and steel 4gr
Grappling hook 5ba Trident 15gr +7 1d6+1 3d4
Lantern, hooded 8ba
Oil, lamp 7gr Warhammer 2gr +4 1d4+1 ld4
Piton 12t
Rope (per 50 ft) 6t Whip lgr +8 1d2 l
Sack, large lgr
Spyglass 4t Missile Weapons
Thieves' picks 1000gr
Torch '30gr Damage Rate Range
2t
Weapon Cost Speed S-M/L of Fire S/M/L
Bow, long 75gr +7 ld6/ld6 2/1 7/14/21
Bow, short' 30gr +6 ld6/ld6 2/1 5/10/15
Crossbow,
light 35gr +7 ld4/ld4 1 6/12/18
heavy 50gr +10 1d4+1/ 1/2 8/16/24
1d6+1
Dart ld3/ld2 1/2/4
Hand axe ld6/ld4 1/2/3
Sling ld4+1/ 5/10/20
1d6+1
Spear +6 ld6/ld8
Throwing
dagger +2
18 9 Creating a Character
A character class is like a profession or career. It is whatyour character worked at during
hisyoungwyear:s. Ifyou wanted to become a doelor; for example; you'd aced sync haining.
andgzddanee before hcvahng- the sick l1rc same is h-zre ofcharacter classes irr t17cl..IuvP,N~YLIIR
andAvvw gaines. Beg7rrrring characters havefnishcd their education and training; and
nobg ar'7ncd with a little kntnvlcdge, are rrady to make their names arrdforhlnel.
ogues rogue's level . Both bonuses Pick Pockets (15%): The ability
apply to a single attack-rogues to quietly take small objects
> Rogues are by far the most may never backstab twice in a from an unsuspecting victim .
common character type in this round, even if they somehow
game . Innkeepers, spies, thieves, gain multiple attacks . The dam- Open Locks (10%6) : Skill in
bandits, and many adventurers age multiplier of a successful lock-picking doors or chests .
all fall into this category. Rogues backstab is listed on the table
practice many skills, some below. Find and Remove Traps (5V) :
respectable, others less so. This is the ability to both find
Rogues must have a Dexterity Level Multiplier and remove traps of all varieties .
of at least 9. Those with a Dex- 1-4 x2 A separate roll must usually be
terity score of 16 or greater gain 5-8 x3 made to find and then remove a
a 10% bonus to any experience 9-10 x4 trap. Searching for traps is an
points they earn. active process, and can only be
Thieving Skills attempted on a given item or
Hit Die: d6. Rogues gain ld6 hit area once for every experience
points per level until they reach Rogues are not as powerful as level of the thief. Failure when
10th level. Afterward they warriors, nor as crafty as wiz- trying to remove a trap indicates
receive 2 hit points per level. ards . Their advantage lies in a that it has been sprung, often
host of special abilities called with disastrous results!
Starting money: 1d6x10 gold "thieves' skills ." Unlike profi-
rilks . ciencies, these skills range from Move Silently (10%): Skill in
Weapons and armor: Rogues 1-100. To use one, you must roll walking silently to sneak past or
can use any weapon and wear percentile dice equal to or upon someone. This reduces the
any type of armor. Most prefer under your character's current thief's move rate to 1/3 normal.
leather armor so as not to inter skill level. See the Introduction
fere with their movement, climb- for how to roll percentiles. Hide in Shadows (5V): This
ing, or other skills . Chain or skill allows the thief to blend in
other metal armor subtracts 10% Every rogue starts with the with the shadows. It is often
from the ability to move silently, skills listed below. The number used in conjunction with Move
climb, detect noise, or hide in in parentheses is a 1st-level Silently to creep past guards and
shadows. thief's base chance to success- other sentinels .
fully use that ability. Once you
Backstab : Rogues are masters have recorded your character's Detect Noise (15%): Good
of surprise and treachery. When- base scores, you can then add thieves hear sounds that others
ever they are able to strike their up to 60 more points to raise might miss . Using this skill
victims from behind and any of these skills by a like requires a round of silence
unawares, their attack rolls are amount. You may not raise any from those around him.
made at +4. In addition, the dam- single skill by more than 30
age of the attack-if it hits-is points, however. Climb Walls (60%) : All
multiplied depending on the characters can climb to
some degree, but
Character Classes e 1 9 nimble rogues
are natu-
rally
able to scale steep surfaces points to actually gain this Rogue Kits
without tools, ropes, or gear of ability.
any sort . Even sheer or smooth Buccaneer
Raising Thieving Skills Buccaneers are the common
walls or cliffs can usually be Thieving skills increase as your
climbed in this way, though the character rises in level . Each rabble of pirate ships or more
DM may assign negative modi- honest crewmen with a sense of
fiers to climb very smooth or time the thief rises a level in wanderlust. They spend most of
experience, you may distribute their lives aboard rat-infested
otherwise difficult surfaces another 30 discretionary points vessels, sailing Nehwon's dan-
Read Languages (0%): Most among his skills . After character gerous seas in search of treasure
creation, you cannot assign
rogues tend to wander and take more than 15 of these points to and adventure .
on many kinds of work. Their any one skill, however. Buccaneers must be hardy to
diverse experience gives them
some small ability to decipher Thieving Skill Modifiers withstand the rolling tides and
various languages they don't A thief's skill levels are modi- swaying decks (Constitution 10
know, especially those that fied by kit and Dexterity. Kit
modifiers are described in each or higher) .
might apply to treasure maps, kit description . Dexterity Proficiencies : Weapons : Bucca-
bonuses or penalties are summa-
deeds, secret notes, and even rized on the chart on this page. neers may use any weapons, but
encryption . If the rogue already Add or subtract any applicable prefer light fencing swords such
knows how to read a given lan- modifiers from your character's as cutlasses or sabers . Required :
guage, this skill is unnecessary base chance at each skill. Swimming; Recommended : Car-
for documents in that language . pentry (for repairing their ship),
Note that this skill starts with a Gambling, Navigation, Rope Use,
score of 0, so you must add
some of your discretionary Tightrope Walking; Bonus : Sea-
Table Nine : Dexterity Adjustment manship .
to Thieving Skill Ratings
Special notes: Buccaneers gain
a bonus of +5% on climbing
rolls if ropes are involved, and
+10% if the ropes are on a ship.
Thieving Skills Confidence Man
Confidence men, or con-men,
DEX PP OL
-10% are street-smart scam artists,
9 -15% always looking to make a quick
_5% rilk from the foolishness of
10 -10% others . Some con-men prefer to
run simple games in the street,
11 -5% milking the occasional
passer-by of a few smerduks .
12 Bolder con-men may plot to
swindle entire fortunes from
13-15 +5% ; , their dupes . Dim-witted mer-
+10`%> chants and young nobles are
16 +15%, +5',',, the usual prey of both varieties .
+20 +10%
17 +15',, Con-men must be savvy and
have a Charisma of 10 or
18 higher.
_ _19* +10% +15%
ey: DEX= Dexterity; PP= Pick Pockets ; OL= Open Locks ;
FT= Find/Remove Traps; MS= Move Silently ; HS= Hide in Shadows
* Mingols and Kleshites may have Dexterity scores of 19
due to their racial bonus.
20 9 Character Classes
Proficiencies: Weapons : Cutpurse Hit Die: d 10 . Warriors gain 1 d 10
Con-men must use weapons that Cutpurses are common mug- hit points per level until they
can be easily concealed-it's reach 10th level. Afterwards they
hard to gain a victim's trust with gers and back-alley thugs . These receive 2 hp per level.
a greatsword strapped across rogues often compensate for Normal people without a char-
your back! Con-men may use any their limited fighting ability by acter class are considered
melee or missile weapon no joining or forming gangs. Some 0-level warriors .
longer than a short sword . cutpurses are experts in luring Starting money: 3d4x10 gold
Required : Fast Talk; Recom- victims into cul-de-sacs where rilks
mended : Disguise, Gaming, Gam- more of their cohorts await in Weapons and armor: Warriors
bling, Read Lips ; Bonus : Forgery. ambush . may use any weapon and wear
Special notes: Con-men are any armor.
usually the most literate of Proficiencies : Weapons : Most Multiple attacks: A warrior who
thieves and have a +5% chance cutpurses prefer to carry small, reaches 7th level may make a
to read languages. These rogues concealable weapons to lower second attack every other round
rarely fall for the ploys of others, their victim's guard until the (3 attacks every two rounds.) At
and have a base 5% chance, +1% critical moment, but there is no level 13 and higher, warriors may
per point of Intelligence over 12, real limitation to this kit. attack twice a round.
of detecting a lie or falsehood Required : Blind-fighting (for
whenever they hear it. fighting in dark alleyways) ; Rec- Warrior Kits
ommended : Appraising, Gaming,
Burglar Gambling ; Bonus: Set Snares . Barbarian
Burglars often consider them- Special notes: Cutpurses often The men and women of the
selves the elite of thieves. Their lurk in dark alleys to waylay
tight black outfits, rare tools, and those foolish enough to enter frozen north are renowned for
incredible agility are much more their shadowy domain. Add their incredible fighting abilities.
elegant than the rags and clubs +10% to a cutpurse's ability to Many are uncomfortable in more
of cutpurses and street urchins. Hidg in Shadows. civilized environs, though a few,
Stealth and silence are bur- such as Fafhrd, have gradually
glars' greatest allies . Only arriors made the transition . Barbarians
nimble thieves (minimum Dex- are rugged and tough, though
terity of 14) may master the art Trained soldiers and natu- easy prey for sophisticated sor-
of burglary. rally talented fighters are ceries or the schemes of
Proficiencies: Weapons: Bur- classified as warriors . Some street-smart thieves.
glars must scale walls, climb pirates, northern barbarians, or Barbarians must be strong and
ropes, and wiggle through win- Lankhmart militia-men are all hardy to survive in their harsh
dows, so bulky weapons aren't warriors of one sort or another. homeland (minimum Strength
practical . Any weapon as light as These characters are the and Constitution scores of 15) .
a short sword or less is permit- strongest and most deadly com- Proficiencies: Weapons : Any,
ted . Required : Appraisal; Recom- batants in melee, but are quick the bigger the better. Required :
mended: Jumping, Rope Use, to fall prey to spells or powers Survival (Mountains) ; Rec-
Tumbling ; Bonus: Tightrope Walk . of supernatural origin . ommended : Blind-fighting,
Special notes: Burglars must Warriors must have a Strength Hunting, Riding ; Bonus:
be sneaky and silent . They gain of at least 9. Those with a Mountaineering .
a +5% bonus to both Hide in Strength score of 16 or greater
Shadows and Move Silently. gain a 10% bonus to any experi-
ence points they earn.
Character Classes 9 2 1
Special notes: Barbarians suffer therefore have a wide variety of (and a subsequent decrease in
a +3 penalty to any reaction mod- skills and backgrounds . This pay) until he accomplishes some
ifier when first entering a city. allows the character to purchase redeeming feat.
This modifier decreases by 1 for any one bonus proficiency from
each week the character spends any list. These warriors must Pirate
in the city until it reaches 0. also learn to negotiate with their Pirates are the scourge of
numerous employers, and are
Hired Sword thus required to have the Eti- Nehwon's seas . Some of these
Hired swords are bodyguards, quette proficiency. reckless and daring sea-dogs are
mercenaries, and men-at-arms . bloodthirsty dregs of society,
Despite their title, hired swords Proficiencies: Weapons : Any. but a few are swashbuckling
use all types of arms and armor. Required : Etiquette ; Recom- scoundrels with their own code
Some are near-knights bound in mended : Blind-fighting, Armorer, of honor and justice .
chain mail and carrying heavy Bowyer/Fletcher, Tracking; Bonus: Pirates must have an iron con-
two-handed swords. Others Any one proficiency from any list. stitution to withstand the ter-
wear leather and wield short rible food and rolling decks of
swords, looking no more deadly Special notes : Hired swords their galleons (minimum Consti-
than a common street thug- earn their pay based on their tution 10) .
until bloodshed begins . reputation . Word gets around
By the nature of their job, hired when a mercenary doesn't live Proficiencies: Weapons :
swords find themselves in all up to his reputation. If the char- Pirates are not limited in their
sorts of predicaments, and acter performs poorly during a weapon choices, though there
contract, he suffers a +3 reaction are a few that are recommended .
modifier to potential employers Most prefer crossbows for firing
IRAN
[it ~ !'EIlkI
on enemy ships. Because pirates Hit Die: d4. Black wizards gain 5 Wizard develops muscular --
must often sheath their arms ld4 hit points per level until tic in his face and body.
during a boarding action, light they reach 10th level . Afterward
sabers and cutlasses are prefer- they receive 2 hp per level. 6 Wizard face becomes mis-
able in melee . Required: Swim- Starting money: 1d4x10 gold shapen and hideous .
ming; Recommended : Carpentry
(for repairing the ship), Gam- rilks 7 Wizard's hands become
bling, Navigation, Rope Use, Weapons and armor : Black misshapen and twisted .
Tightrope Walking ; Bonus : Sea- -ld3 Dexterity.
manship . wizards cannot wear metal
armor as it interferes with their 8 Wizard's legs atrophy,
Special notes: Pirates can be of ability to channel the sorcerous causing a limp and 1/4
any alignment, though most are energies of Nehwon . Metal weap- movement rate .
chaotic . Those who are lawful ons larger than a dagger are also
abide only by the laws of the sea 9 Wizard develops irrational
and the pirate's code. Specifi- prohibited . fear of common object or
cally, lawful pirates do not harm Afflictions : The Gray Mouser's animal.
innocents such as women, chil- sorcerous tutor once told him
dren, or unarmed men. Nor do 10 Wizard develops serious
they leave their victims that "none can use black magic paranoia .
stranded without means of sur- without straining the soul to the
vival-whether on an island or utter most, and staining it in the 11 Wizard loses endurance .
at sea . bargain ." This is certainly true, He loses ld4 points of
for the wizards of Lankhmar suf- Constitution and must rest
lack Wizards fer horrible afflictions as they for one turn after any
consort with the forces of magic. strenuous activity.
Those who study black
magic have learned to manipu- Whenever a wizard advances to 12 Wizard develops severe
late-though not necessarily level 5, he gains a disfiguring allergy to any food not
master-the essences of death, affliction from his long partner- treated with rare herbs.
decay, and even evil itself. Most ship with the unknown . Every
are selfish, greedy individuals level earned thereafter forces the Black Wizard Kits
who care far more about their mage to roll on this table again. If
goals than how they get there . an affliction is ever rolled again, Elementalist
the sorcerer has managed to Some black wizards use the
Black wizards are rarely great avoid disfigurement for the time four elements-earth, fire, water,
swordsmen, but (at higher expe- being and does not have to roll and air-to power their spells .
rience levels) their deadly spells again until another level is earned.
make them more than a match The earth is theirs to mold, fire
for most of Nehwon's heroes . ld12 Affliction incinerates their adversaries,
They are restricted to daggers, 1 Wizard loses sight in one water brings their unnatural cre-
staves, darts, and slings . eye ; remaining eye grows ations to life, and air is used to
A character must have an Intelli- milky white as if dead . power fierce and destructive
gence of 15 or greater to be a storms . Elementalists exploit the
black wizard . 2 Wizard loses all hair. earth's natural forces for their
3 Wizard loses all sense of own ends. Certain white wizards
use the elements as well, but
taste and smell . good mages work with nature
4 Wizard loses 1 d6 points of to aid the earth and those
who dwell upon it.
Charisma from minor but
constant blemishes, shin
gles, or other superficial
afflictions .
A few black wizard elemental- Outer Sea. A follower of Pain Philosophers rarely have time
ists specialize even further. Ice- might use more overt spells to for weapons training, and thus
shamans are common in the create strife or even instigate a only learn to use the staff or
barbarian clans of the Snow plague or pain-causing sick- dagger; Required : Ancient Lan-
Wastes, and sand-sorcerers ness . Black wizards who wor- guages ; Recommended : Obser-
have been encountered in the ship Hate often gather in cults vation ; Bonus : Ancient History.
deserts of the Eastern Lands . and use their dark sorcery to
foment anger among the hite Wizards
Proficiencies: Weapons : Ele- unsuspecting towns and
mentalists tend to use weapons cities that harbor them . White wizards, in contrast
made from the earth, such as Whatever the particular with those who study
obsidian daggers or stones bent of a misanthrope, he or black magic, are concerned
fired from slings ; Required : she is a bane to common folk with the forces of life, healing,
Spellcraft; Recommended : Agri- and adventurers alike. and personal fulfillment. White
culture, Ancient Languages, wizards are generally more
Mining; Bonus : Survival (All- Proficiencies: Weapons : robust than their malevolent
their knowledge of the ele- Those who consider them- counterparts . They are better
ments permits them to survive selves misanthropes are not combatants than rogues or
in most any environment) . long tolerated by those they black wizards, but are rarely a
visit. For this reason, no misan- match for warriors . The utility
Misanthrope thrope can carry a highly of their spells make them a
Some individuals gifted with visible weapon, but must valuable addition to any party.
always keep a concealed dagger White wizards are extremely
magical talent serve dark gods or an innocuous walking rare in Nehwon-black sorcery
or goddesses such as Hate, stick/staff nearby; Required : offers a faster but more costly
Pain, or Trouble. This is a Spellcraft ; Recommended: Eti- path to power.
tragic combination for the rest quette, Forgery, Read Lips ; White wizards are often
of Nehwon, for these mages Bonus : Disguise . sought for their insight and
then use their incredible pow- knowledge, and must have Wis-
ers to further their own dark Philosopher dom 9 or better. White wizards
causes. Collectively, these cruel The philosopher is a with Wisdom 16 or higher gain
sorcerers are called "misan- a 10% bonus to experience
thropes," though they are demented outcast scholar. He earned .
rarely similar in all but their craves to unravel all the dark, These mages must be of neu-
desire to create mischief . A hidden mysteries of the uni- tral or good alignment, and can
', misanthrope" in the service of verse and adventures to locate never be evil .
the Gods of Trouble, for obscure and forgotten texts of Hit Die: d8 . White wizards
instance, would travel the lands arcane lore that might assist gain ld8 hit points per level
seeking only to create havoc him in his research. Treasure until they reach 10th level.
J and chaos in the world. He and glory doesn't interest the Afterward they receive 2 hp
%z:~~..might use more subtle spells philosopher, unless he thinks it per level.
can lead to him gaining more Starting money: 2d6x10 gold
to create suspicion among knowledge on a topic he is cur- rilks
old friends, start a riot in rently investigating . Knowledge Weapons and armor: White
an otherwise quiet vil- and understanding are always magic is not as sensitive to
lage, curse a ship the primary goals of wizards
bound for the with this kit . 24 " Character Classes
depths of
Proficiencies: Weapon:
the
metal as is black sorcery, so its Naturalist Traveling Healer . ;,
practitioners may use any Many white wizards dabble White wizards are a rare ,:
weapon. Metal armor is still breed, and those who are not
prohibited, however. Most with the forces of nature . The reclusive hermits are even
white wizards prefer to shed as naturalists are those mages more rare . A few good-hearted
little blood as possible, and so who dedicate the bulk of their mages enjoy traveling from
use only blunt weapons such study to the wilderness and the
as maces, hammers, clubs, elements . Plants and mundane town to town, dispensing wis-
staves, and slings . animals are their friends and dom and healing to those who
the subjects of their sorcery. need it. Because those they aid
White Wizard Kits Like most wizards, naturalists are usually poor, traveling heal-
tend to live in seclusion, ers are rarely rich in material
Elementalist though these fellows are friend- things . However, they say that
White wizards who specialize lier than most and live in the their spirit makes them far
in the elements believe in the lonely wilderness only because richer than even the Overlord
it is the source of their power. of Lankhmar.
harmony of nature . Earth, fire, Walking or riding across the
water, and air all work together Naturalists enjoy even the face of Nehwon requires
to form a wondrous land that is brutal side of the environment. strength and endurance. Travel-
much more than the sum of its They often expose themselves ing healers must have a
parts. Good elementalists to blizzards and hurricanes just Strength and Constitution of 9
attempt to emulate nature. to revel in the full fury of or better.
Their rage is fire and storm, nature's power. Their bodies
and their piety is sharing a must be tough to endure these Proficiencies: Weapons : The
simple drink of water or the forces and the everyday trials wilds of Nehwon can be deadly,
rejuvenation of dead soil . of living in the wilderness, so so traveling healers carry any
naturalists must have Constitu- number of weapons and armor
Some elementalists further tion 12 or better. in transit. When they are out
specialize in a particular ele- helping those in need, however,
ment, or even a lesser form of Proficiencies: Weapons: Natu- healers are compelled to
an element such as ice, steam, ralists shun metal armor and remove or conceal their weap-
sand, or smoke. The barbarian weapons, preferring those ons and armor; Required : Navi-
clans of the Snow Wastes are made of wood or leather, gation (land) ; Recommended:
feared for their cold-hearted respectively ; Required : Survival Etiquette, Herbalism, Weather
ice shamans. (Any) ; Recommended: Astrol- Sense; Bonus : Healing.
ogy, Animal Lore, Healing;
Proficiencies: Weapons: Ele- Bonus: Herbalism . Special notes: Healers may
mentalists tend to use weapons cast a free cure light wounds
made from the earth, such as Special notes: Naturalists can once per day, though this
obsidian daggers or stones cast Locate Plants and Animals bonus spell cannot be used
fired from slings ; Required : up to three times a day. This is upon themselves . Healers must
Spellcraft ; Recommended : Agri- a bonus spell and does not take be good in alignment, though
culture, Ancient Languages, up one of their "slots ." Like they may choose whether
Mining; Bonus : Survival (All- nature itself, naturalists must they are chaotic, neutral,
their knowledge of the ele- be true neutral in alignment. or lawful .
ments permits them to survive They do not believe in good or
in most any environment evil, only harmony and balance
where .) in the cycle of life.
Character Classes 9 25
.NaSTc ill the world of/yENwo.1v lS shLarge and ptn*fifid 77hcn' ar r, no h-lc 1naltc7-S---c'Vc-7r
J-ir,Jhrd's pahvrr, the rrvcrvd lVingaublc ofthe Scfvor EyW and the Gray .Nvuscrs nuwtvr;
Sheelba ofthe l yele.ss 1-ace, admit there are eldr7tch sec7Y'ts beyond evor thc7Y .som'rous r'rach
he Wizards is released by his mentor-usu- white wizards always start with
ally just prior to the start of the bless and cure light wounds.
Wizards come in all guises . game-he is given his spell book.
One mage might call himself a This grimiore is the sum total of The Dungeon Master will
shaman; another serves as spiri the young mage's knowledge up choose four more 1st-level spells
tual leader of a village and dubs to this point. He must now go into to place in your wizard's spell
himself a priest . Despite their the world and fill it with even book. These usually reflect your
many titles, however, there are more strange and mysterious character's background, so be
only two types of wizards-black secrets of the arcane arts. This is prepared to give your DM a brief
and white-each named after the a lifelong commitment . Mages background story before begin-
type of sorcery they pursue. study musty tomes incessantly, ning the game. If you cannot
Black wizards are particularly always looking for new spells or come up with a background yet,
aware that magic is a harsh mis- ways to make their old spells the DM can supply you with a
tress . As they grow in power, faster, better, and more powerful . random sampling of spells . Write
their bodies warp and mutate By necessity, mages must take these down on a sheet of paper.
from their association with dark their spell books with them wher- When your hero memorizes
sorcery. White wizards do not ever they go, yet they must never spells write them down on the
have the power of their darker let these precious volumes come part of the character sheet that
peers, but neither do they suffer to harm. A mage without his gri- says "Spells Memorized ." The
from disfigurement of the body moire is as effective as a fighter boxes just to the left of each
and soul . There are very few without his sword. entry are for you to mark which
white wizards in Nehwon-the If you are playing a wizard char- spells your character currently
path of black sorcery is easier acter, note where your hero has memorized. Check these
and eventually more powerful- stores his or her spell book. Your boxes with a pencil, so that you
though the toll is high . character must take special care can erase them when you change
Regardless of a wizard's affilia- of it during storms, when travel- your wizard's spell selection.
tion, title, or outlook, all spell ing in or over water, or during
casters must keep a spell book. combat. If your mage should ever Recording New Spells
This is the source of their knowl- lose his spell book, he can only
edge-and power. fill the pages of a new one with Whenever a mage encounters a
his starting spells . Any others previously unseen spell, he
Wizards are taught their must be discovered or copied must roll to see if he can under-
eldritch skills by more from scrolls and re-learned . stand it. If he does, the spell
experienced men- can be recorded in his spell
tors. When the tarting Spells book and used normally when-
apprentice ever the mage is of suitable
mage Every wizard character starts level. Note that black wizards
the game with a spell book cannot use or read white sor-
containing six spells . First level cery, and vice-versa . Sorcerers
black wizards always have detect of Nehwon, being a rare breed,
magic and read magic. First level share and trade lesser spells
easily, but guard the most pow-
erful enchantments jealously.
26 9 Magic
The percentage chance for a spell. Thus a 1st-level spell takes Table Ten:
black or white wizard to learn a 10 minutes to memorize, Wizard Spell
spell is based on his Intelligence whereas a 6th-level spell takes Progression Charts
ability score. Try to roll this per- an entire hour. This is a tedious
centage or less on percentile dice process, so a mage must rest % Chance
whenever your character discov- and concentrate during memo- INT to Learn
ers a previously unknown spell. rization. The mage cannot
Failure indicates that the charac- travel, ride a horse, or engage in 9 35
ter cannot grasp the basic mech- any other activity while trying to 10 40
anisms of the incantation and imprint a spell on his mind . 11 45
can never learn that spell. A wizard can discharge a spell 12 50
to make room for another, but 13 55
emorizing the spell's effect still occurs. If a 14 60
Spells mage wants to clear a fireball 15 65
from his mind, for instance, he 16 70
Spells require mental energy had best find a pond or lake so 17 75
to store and cast. For this rea- as to discharge it safely. 18 85
son, wizards can only have a
limited number of spells memo- asting Spells Black Wizard Spell Level
rized and ready to cast at one Level 1 234 5
time. As mages grow in power, Unleashing a sorcerous incanta- 11 --- -
their ability to store these tion usually takes at least a few 22 1-- -
potent enchantments grows too. moments of intense concentra- 2- - -
The number of spells both tion . All spells have a casting time 32 21 - -
black and white wizards may that reflects how long a wizard 43 22 - -
have ready to cast depends on must concentrate. This time is 54 32 1 -
their level, as shown on the expressed in rounds, or some- 64 332 -
chart on the previous page . If times turns, units of measurement 74 332 1
you play a wizard, mark which explained at the start of the next 84 43 2 2
spells in your character's gri- section. A spell with a casting 94
moire are currently memorized time of 2 rounds, for instance, 10 4
in the boxes just right of the would require the caster to do
spell lines on the character nothing but concentrate for 2 White Wizard Spell Level
sheet. Note that a mage may rounds, at the end of which the Level 1 234 5
memorize a spell more than once spell would release. The caster 21 1 - --
if desired, simply by placing a could then begin another spell in 2 - --
double check in a spell box. the third round if desired. 1 --
A mage who wishes to memorize Because casting a spell requires 32 2- -
a spell must study it in his spell intense mental focus, a wizard 43 31-
book. If the spell book is not avail- who takes damage during con- 53 32 -
able, the mage cannot relearn the centration becomes distracted 63 32 1
spells contained within it. and fouls his spell. If this should 73 332
The amount of time it takes to occur, the spell is not cast; the 83 432
rememorize a spell equals 10 wizard must begin the concentra- 94 4 33
minutes times the level of the tion process all over again. 10 4
Magic 9 27
pell Listings Casting time: The number of The read magic spell allows a
rounds, turns, hours, or eight-hour mage to read magically enchanted
The Adventures in LANKHMAR blocks needed to cast the spell . scrolls, arcane sigils, or any other
Spells take longer to cast in writing of magical origin . Reading
sourcebook contains many 1st-, LANKHMAR. If the DM is using spells magical writing does not invoke
2nd-, and 3rd-level spells . Your from the AD&D Player's Handbook its power-except in the rare case
DM will grant you access to these or other sources, whenever a spell of curses . Once the spell is cast,
states that it takes a "segment" to the wizard can always read the
lists only when your character cast, this should be taken to mean writing again without recourse to
discovers them in the game rounds, while "rounds" means another read magic.
turns, "turns" means hours, and
world. The spells all wizards so on. White Wizard Starting Spells
start out with-detect magic and Area of effect: The creatures Bless
read magic for black wizards and affected, volume, dimensions, or Range: Up to 60 yards
bless and cure light wounds for area of the spell . Duration : 6 rounds
white wizards-are listed here. Saving throw: There are three Casting Time : 1 turn
Your DM should also allow you to possible entries . None means the Area of Effect: 50 foot cube
copy the four other spells your target of the spell receives no sav- Saving Throw: None
character begins the game with. ing throw-the magic automati-
If you look at Table Eight, how- cally succeeds. A notation of 1/2 Bless is a basic spell taught to all
means that success halves any those who would follow the way
ever, you will notice that the spell damage taken from the spell. of the white wizard . To cast it, the
progression chart allows wizards Negates indicates that a success- mage simply chooses a radius up
to cast 5th-level spells. This is ful saving throw completely to 60 yards . All friendly creatures
because the AD&D game actually avoids the spell for that target . within this circle who are not
allows wizards to go as high as already involved in combat gain
Black Wizard Starting Spells +1 to all saving throws versus fear
20th level, and since the LANKHMAR Detect Magic effects and attack rolls. Multiple
rules are based on AD&D, some of Range: Touch blessings are not cumulative .
the published adventures for this Duration : 2 rounds/level
setting includes spells of higher Casting Time : 1 round Cure Light Wounds
level for player character wizards Area of Effect : 10' path, 60'long Range: Touch
to discover. Many more spells for Saving Throw : None Duration : Permanent
wizards can be found in the AD&D When a detect magic spell is Casting Time: 5 rounds
cast, the wizard is able to see all Area of Effect : Creature touched
Player's Handbook, and they are magical effects and objects Saving Throw : None
easily used in the LANKHMAR setting. within a path 10 feet wide and 60 This most characteristic of
Spells are defined by the follow- feet long. Thick walls or other white wizard spells restores ld8
ing characteristics : solid materials block the spell. hit points to any wounded char-
acter or creature. This cannot
Range: How far the spell will Read Magic raise a character's hit points
Range: 0 above their original total . The
travel or the limit of its influence . Duration : 2 rounds/level spell can be reversed to cause
Casting Time: 1 turn light wounds if desired. To inflict
In some cases, the caster must Area of Effect : Special Id8 points of damage, the mage
Saving Throw : None must touch his opponent by mak-
touch a target to cast his spell. If a ing a normal attack roll .
sorcerer must touch an unwilling 28 e Magic
opponent in combat,he must
make a standard attack roll.
Duration: The number of
rounds, turns, days, or
weeks the spell
lasts .
.Nost ofyvurganrc sessions will consist ofrole-playing interactions behveen player
characters and nvnplayer characters. Inevitably, hvwcwer; some nefarious villain or
horr-ble monster will attack and seek- to sendyour hero to the halls ofDeath. lhis section
showsyou the basics ofcombat and the optionsyour character has in violent struggle.
ime Initiative Racks and . ;
"i`A- .-
In addition to real units of Initiative determines the order Damage
time such as hours and days, that player characters, non- -
the LANKHMAR game also uses player characters, and mon- An attack in combat consists of
rounds, turns, and blocks to sters act in a particular combat two steps: attempting to hit, and
regulate casting times, move- round. At the beginning of each if successful, rolling damage.
ment rates, and combat. A round, every character or crea-
round is one minute long. A ture involved in the fight rolls a You already know the terms
turn consists of 10 rounds, and d.10 If your adventurer is attack- "THACO" and "Armor Class ."
is thus 10 minutes long . The ing with a weapon, you add any Here's how to use these num-
duration of many spells is listed weapon speed modifiers to your bers. Your character's THACO is
in turns . A block in this cam- die roll . The lowest roll goes based on class and level. Armor
paign set represents eight first, followed by the second Class is dependent on the type
hours . lowest, and so on until the char- of armor a character wears and
Time in combat is broken down acter with the highest initiative his Dexterity.
into rounds. A character can for the round has acted. At that Attack rolls are always made
usually perform a single action point a new round begins, and with a 20-sided die (1d20) . The
per round, such as casting a everyone rolls a new initiative number you need to roll (often
spell or making an attack . Some score. called the "to-hit" number) is fig-
other things an adventurer Sometimes the DM may make a ured the same whether the
might accomplish in one round: single initiative roll for a large attack occurs in melee
drink a potion, light a torch, group of nonplayer characters . (hand-to-hand combat) or at a
move up to the limit of his move Then all the NPCs attack at that distance . Certain wizard spells
rate, search a body, or search initiative score. might also require an attack roll,
through a backpack for some especially those with a range of
item of critical importance . Movement "touch ."
Sometimes characters and To find the "to hit" number,
monsters can take multiple A character or monster's move subtract your target's Armor
actions in a single round . Mis- rate is the number of tens of Class from the character's
sile weapons generally allow yards he can move in a single THACO . This tells you what nom-
the user to fire twice or more in round. Since most characters ber is required to hit the target .
a round, and high-level warriors have a move of 12, they can If the opponent has that AC or
may make more than one attack travel 120 yards in a round (one greater (worse), your charac-
(see the warrior class for infor- minute). This is not a flat-out ter has successfully hit,
mation). Many monsters also run, but a general measure of and you now roll the
have multiple attacks . the time it takes to maneuver amount of damage he
around danger or other obsta- inflicts .
cles during combat .
A Player's Guide to Combat " 29
Table Eleven : To Hit Armor Class Zero (THACO) Advancement Chart
Class THACO Table
Rogue -
Warrior 1 2 3 4 5 6 7 8 9 10
Black Wizard 20 20 19 19 18 18 17 17 16 16
White Wizard 20 19 18 17 16 15 14 13 12 11
20 20 20 19 19 19 18 18 18 17
20 20 20 18 18 18 16 16 16 14
Attack rolls can be modified by unmodified roll of 20 always hits, me!" Nallon cries out. The mer-
beneficial or adverse circum- and a natural roll of 1 always chant's guards draw their blades
stances . Add or subtract any misses . Combat is a dangerous and are on top of Gerrick before
applicable modifiers below to and haphazard affair where any- he can fade into the crowd. The
your die roll to get your final "to thing can happen! con-man cannot escape and is
hit" number. forced to draw his short sword. He
Combat Modifiers Damage prepares to fight the three guards .
The first thing we do before the
fight starts is roll a d10 for initia-
Strength bonus: See Ability Whenever an attack is success-
Score Modifiers in melee attack ful, the target takes damage . tive. We get a 4, then add to it Ger-
Dexterity bonus: See Ability Every weapon listed in the Char- rick's short sword speed modifier
Score Modifiers in missile attack acter Creation section includes of +3, for a total of 7. The DM then
Attacker on high ground : +1 its damage rating versus tells us that the guards' initiative
Defender invisible/concealed : -4 Small/Medium and Large target is 11, so we'll get to act first.
Defender off-balance : +2 sizes . Humans are always con- We decide to go for a straightfor-
Defender sleeping sidered Small/Medium targets . ward attack and try to stab the
or held : automatic Large targets include giants and leading guard with the short
Defender stunned or prone: +4 huge monsters. sword. The guards are wearing
Defender surprised : +1 To figure damage, simply roll leather armor (AC 8) and have
Missile fire, long range: -5 the number of dice listed for the no Dexterity bonus or penalty.
Missile fire, medium range: -2 weapon your character is using, Gerrick is a 1st-level rogue, so his
Rear attack: +2 then add or subtract any modi- THACO is 20. Subtracting 8 from
fiers due to Strength. 20 is 12. We must roll a 12 or
Impossible Attacks Damage points are subtracted higher on a 20-sided die to hit. We
from a victim's hit points . If the get a 14, and Gerrick's blade
Sometimes a character or crea- victim reaches 0 hit points, he draws blood. (If we had rolled 11
ture will need more than a 20 or falls unconscious and will die or less, the attack would have
.;, . less than a 1-normally an impos- without aid . Unconscious char- failed and it would be the guards'
sible feat on a 20-sided die . Modi- acters can usually be slain auto- turn to attack.)
fiers may bring the to-hit matically if desired . The damage for a short sword
number back into a reason- versus small or medium targets is
able range, but sometimes Gerrick is strolling down Carter ld6. Gerrick has no Strength
even this won't help. In Street when he recognizes a bonus. We roll a 6, and the DM
these rare cases, familiar face. Nallon, a jewelry tells us the guard howls in pain.
remember that a dealer, and three of his guards However, this particular guard
natural, are heading directly towards him. has 14 hit points, so the fight isn't
"There's the thief that swindled over yet.
3 0 A Player's Guide to Combat
aving Throws different type of threat . The DM and melodic verse of black sor-
will tell you which column to cery, and Gerrick's head begins
The saving throw is a die use when attempting a saving to swim. . .
roll that represents fate, luck, or throw.
an incredible effort of agility, To make a saving throw, a Gerrick has been targeted by a
willpower, or endurance in player rolls a 20-sided die. If the charm person spell. The DM
order to avoid some frightening number is equal to or greater sees in the spell's description that
danger. Spells, the effects of poi- than the number listed for the a successful saving throw negates
son, traps, and supernatural particular type of threat, the its effects. We consult the "saving
powers may all require your save succeeds. throw vs. spell" box on Gerrick's
character to make a saving character sheet, he needs a 15 or
throw to avoid the worst . Each Gerrick is about to be sur- higher on a D20 to shake Nal-
column of the saving throw rounded by Nation's guards when lon's sorcery. We get lucky and
chart listed with your character he hears the jewel-dealer shout, roll a 15! Gerrick shakes his head
class information represents a "Wait, I have use for one such as clear and looks for a way out of
him. " Nation recites a strange this mess, while Nation curses in
frustration .
Table Twelve : Saving Throw Advancement Chart
Class & Level Spell Saving Throws R/W/ Petrif/ Breath
Rogue Paral/Pois/ Wand Polymrph Wpn
13
1-4 12 Death Magic 12 16 15
5-8 11 11 15 13
9-10 14 10 14 11
Warrior 16 12
0 14 10 17 20 19
1-2 13 15 17 17
3-4 11 18 14 16 16
5-6 10 16 12 13 14
7-8 8 15 11 12 13
9-10 13' 9 9 11
Black Wizard 14 12
1-5 13 10 16 15
6-10 15 14
White Wizard 10 14 13 13 12
1-3 9 13 12 12 11
4-6 7 11 10
6 10 9
7-9
10
* Excluding those for which another saving throw is specified, such as death or petrification .
Key: Paral/Pois/Death Magic = Paralyzation, Poison, or Death Magic ; R/S/Wand = Rod,
Staff, or Wand ; Petrif/Polymrph = Petrification or Polymorph ; Breath Won = Breath
Weapon
A Player's Guide to Combat " 31
hat Next? Lankhmar and the world in which scenarios where even a charac-
it exists . You also might want to ter's attribute scores change.
Now that you know every- turn to the back of the Nehwon
thing about creating characters, Nights booklet, as there is a charac- Other Sources
and the basics about the rules of ter sheet included there. You have
the LANKHIVIAR game, you are ready Finally, before you move on, we'd
to do one of two things . If you are a permission to photocopy it for like to recommend the AD&D
player, it's time to open your imagi- your use, and for the use of other accessory called the Complete
nation, because the character you players in any LANKHMAR game that Thief's Handbook. This book is an
have just created is about to be excellent resource for both play-
thrust into a world of high adven- you run or play. ers and DMs of LANKHMAR cam-
ture and intrigue. If you're planning Character sheets help organize paigns . It contains a wealth of new
on being the Dungeon Master, then equipment for rogue characters,
you've got some more reading to the information you need to know many more kits, and a wealth of
do, and you need to find the ideas for creating and running
Adventures in LANKHmAR book . That about characters in the game for rogue-based campaigns . A variety
book contains additional rules and of other LANKHMa R products are
guidelines intended to help the DM both players and DMs. You should also available from the store
create exciting stories . It also con- write all information about your where this game was purchased .
tains an overview of the city of character in pencil, as his level These are primarily adventures
for the DM's use, however.
will change as he gains experience
points, and as his level changes,
so will his saving throws, THACOs,
and hit points. Plus, there are
unusual circumstances in some of
the published LANKHNIAR and AD&D
Table Thirteen: Experience Levels
Characters advance in level based on how many experience points (XP) they earn in adventures . Each
creature defeated has an experience point value, and DMs should award XPs for good role-playing, clever
ideas, and for solving mysteries or inventing solutions that allow the heroes to outsmart the villians . The
DM decides the sizes of these awards based on the importance the idea or event has to the overall story-
line. There is more information on awarding XPs in the sourcebook.
When characters accumulate enough XP, they rise to the next level of experience, gaining greater abili-
ties and powers . Characters advance at different rates according to their class, as explained in the "Char-
acter Classes" chapter.
This chart tells how many total, accumulated experience points (XP) a character requires to reach a
given level. For instance, a warrior who has accumulated 4,000 XP over his career has reached 3rd level ;
after he earns another 4,000 XP, bringing his total to 8,000, he will become a 4th-level warrior.
Rogue Warrior Black Wizard White Wizard
0. 0 0 0
1,250 2,000 2,500 1,500
2,500 4,000 5,000 3,000
5,000 8,000 10,000 6,000
10,000 16,000 20,000 13,000
20,000 32,000 40,000 27,500
40,000 64,000 60,000 55,000
70,000 125,000 90,000 110,000
110,000 250,000 135,000 225,000
160,000 500,000 250,000 450,000
32 e A Player's Guide to Combat
FOR THE EYES OF THE DUNGEON MASTER ONLY
Fritz Leiber's
The New Adventures of
FAFHRD'M and the Giuy MOUSEkrm
Adventures in Lankhmar
CREDITS
Writer : Shane Lacy Hensley
Research : Anthony Pryor
Editors: Allen Varney and Steve Miller
Project Coordinator: Harold Johnson
Cover Artist : Alan Pollack
Interior Artists: Dave Monson, Paul Jaquays, and John T Snyder
Cartography: Diesel
Graphic Design: Dee Barnett
Art Direction: Bob Galica
Typography: Tracey L. Isler
In Memoriam Fritz Leiber (1910-92)
TSR, Inc __ TSR Ltd .
201 Sheridan Springs Road 120 Church End
Cherry Hinton
Lake Geneva Cambridge CB1 3LB
WI 53147 UNITED KINGDOM
USA
1144xxx1502
ADVANCED DUNGEONS & DRAGONS, AD&D, and the TSR logo are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL is a trade-
characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.
mark owned by TSR, Inc. All TSR and GRAY MOUSER are trademarks owned by and used under license from the estate of Fritz Leiber. © 1996
LANKHMAR, NEHWON, FAFHRD,
TSR, Inc. All rights reserved .
Random itHsoopturhsoeetteaocnytdeadintuds nahdfofeibrlibatytheetcrcoaodmpepyarbniygihretesglihaoawnvaselodwfiotsrhtlrediUwbnuitidoteresdd.iSsDttiarstitebrsuitboiufotnAemdreitgrohittcshaie.nAbtnohoyekrbeaopnordkodhtuorcbatdbieyofntororarEdnuegnilaniustthhh-oelraUinnzgieutdaegduesKpeironofgdutdchotemsmbaoytfeTTrSiSRaR,lLcItondnc.-. TDhiis-s
tributed
material
tained herein is prohibited without the express written consent of TSR, Inc.
Contents
Introduction ........ . ......... . .. .......... .......... . . . ......... . .. ...3 Guilds ...... . . . .... . . . . .... . . .... .. . . . ... . . . ...... . . .... . . . ..... . . . .... . . .... .53
The Nehwon Campaign ..... . . . ... . . . . ..... . . .... . . . . . ... . . . ...... .3 Shops ...... . . . .... . . . . .... . . ..... . . . . ... . . . ...... . . .... . . . ..... . . . .... . . .... .56
Fafhrd and the Gray Mouser ........... .. . . . .. ...............4 Inns, Taverns, and Parlors . . . ...... . . .... . . . ..... . . . .... . . .... .59
The Role of the Dungeon Master ........ . .. ....... .. . ...15 Notable Homes and Tenements . . .... . . . ..... . . . .... . . .... .61
Plotting Your Story .... . . ...... . . . ... . . . . ..... . . .... .. . . . ... . . . .....15 Arts and Artists .... . . ...... . . . ... . . . ...... . . .... . . . ..... . . . .... . . .....63
The Action-Adventure Approach .... . . ...... . . . ... . . . .....17 Temples .. . . . ..... . . . .... . . ...... . . . .... . . ...... . . .... . . . ..... . . . .... . . .....64
Dungeon Master Tips . . . . .... . . . .... . . . . .... . . ...... . . . ... . . . .....20 Markets... . . . ..... . . . .... . . . ..... . . . ... . . . . ..... . . .... . . . ..... . . . .... . . .....66
Rules for the Dungeon Master. .......... .. . ......... . .. ...23 Other Areas of Interest . . . .... . . . . .... . . .... . . . . .... . . . .... . . ..... 67
Overland Movement .. . . . . .... . . . ..... . . . .... . . . . .... . . . ... .. . . ....23 Nehwon. . .......... .. .......... . ......... . . . .......... .. .......... . .. ...68
Reactions . . .... . . . ..... . . . ..... . . . .... . . . . .... . . . .... . . . . .... . . . ..... . . . ...23 The Continent of Lankhmaro . . .... . . ...... . . . ... . . . ..... . . .... 68
A DM's Guide to Combat .... . . . . ... . . . ...... . . .... . . . ..... . . . ...24 Seas ... . . .... . . . ..... . . . ..... . . . .... . . . ..... . . . .... . . ...... . . . ... . . . ...... . ....71
The Spoils of Victory ... . . ..... . . . . ... . . . ...... . . .... . . . ..... . . . ...31 Ships of Nehwon ... . . . .... . . . ..... . . . .... . . ...... . . . ... . . . ..... . . ....74
Experience Points . . ...... . . ..... . . . . ... . . . . ..... . . .... . . . ..... . . . ...32 Northern Regions ... . . .... . . . ..... . . . .... . . ...... . . . ... . . . ...... . . ...76
Sorcery .. . . .......... . ......... . .......... .. .......... . ......... .. . .....34 Land of the Eight Cities . . . .... . . . .... . . ...... . . . ... . . . ...... . . ...79
Starting Spells . . . ... . . . ...... . . .... . . . . . ... . . . . ..... . . .... . . . ..... . . . ...34 The East .... . . . ... . . . ...... . . .... . . . . .... . . . .... . . .. .... . . . ... . . . ...... . . ...80
Spell Listings . . . . . ... . . . ...... . . ..... . . . . ... . . . .. .... . . .... . . . ..... . . . ...35 The Life and Death Poles .... . . . ..... . . . .... . . . ... . . . . ..... . . ...81
The City of Lankhmar . . .. ........ .. .......... . .. ......... . .....51 Gods of Nehwon ........ . .. ....... .. . .......... .. .......... . . . .....82
The City-based Campaign . . . . . ... . . . ...... . . .... . . . ..... . . . ...51 Lesser Powers . . . . .... . . ..... . . . . ... . . . .... . . . . .... . . . ... . . . ...... . . ...86
Overview . . ...... . . . ... . . . ...... . . ..... . . . . ... . . . .. .... . . .... . . . ..... . . . ...52 Monsters of Nehwon . . ......... . . . .......... .. .......... . . . .....88
Government .. . . . . ... . . . . ..... . . .... . . . . . ... . . . ..... . . . .... . . . ..... . . . ...52
Fafhrd and the Gray Mouser he NehwonTM At the heart of the Nehwon
are two of the greatest heroes Campaign campaign are rogues, thieves,
in fantasy fiction. The New and vagabonds . Unlike most
Adventures of Fafhrd and the This product is a "campaign AD&D© worlds, this setting
Gray Mouser captures "the setting." TSR, Inc ., publishes sev- emphasizes heroes with a
Twain's" fantastic adventures eral different settings that you shade of gray to their nature .
through the ADVANCED DUNGEONS can use to frame your adven- There are no knights in shining
& DRAGONS® game . Get ready for tures . This one focuses on the armor or pure-hearted pal-
high-spirited heroics, thrilling world of Nehwon as presented in adins. Instead, the heroes of
danger, narrow escapes, and Fritz Leiber's Swords series . Nehwon are carefree
action, action, action! Adventures in Nehwon are scoundrels looking to make a
fast-paced and occasionally quick fortune and craving
Before you try to play, we tongue-in-cheek. Heroes live by adventure. Nehwon heroes are
suggest you read at least a few their wits and their swords. never evil, but merely possess
of Fritz Leiber's incredible tales They rarely die, but the threat of a strong rougish streak . A hero
of heroic fantasy. You'll be glad death hangs over them con- will rush to the aid of someone
you did, and there is no better stantly. Dreadful monsters, vile in distress, but if the victim
source for atmosphere and sorcerers, and occasionally even seems ungrateful, the hero is
adventure ideas than the origi- the deities themselves will make just as likely to pick his pocket
nal. Leiber's LANKHMART' books the characters' lives as perilous afterward .
include Swords and Deviltry as they are exciting .
(1970), Swords Against Death An important note must be
(1970), Swords in the Mist Your players will take on the made here concerning thievery.
(1968), Swords Against Wizardry role of rogues, wizards, and Though the rogues of Nehwon
(1968), The Swords ofLankhmar warriors . Some may model their do not take after the likes of
(1968), Swords and Ice Magic characters after Fafhrd and the Robin Hood, neither will they
(1977), and The Knight and Gray Mouser. Others will create victimize the poor and down-
Knave of Swords (1988) . Noted entirely original adventurers. trodden. Their targets are
fantasist Robin W. Bailey is now Their exploits will occasionally always hypocritical temples,
continuing the LANKHMAR series take them to the farthest greedy merchants,
with new fiction from White reaches of the Known Lands, black-hearted nobles, or even
Wolf . from the fabled Death Pole to other thieves. This does not
the bizarre City of the Ghouls. make their actions right, of
Only the person who will More frequently, they will wan- course, but there is certainly
serve as the group's "Dungeon der the streets of Lankhmar, the an unspoken code of honor
Master" should read this book, City of Thieves. The heroes that forbids preying on the
and then only after reading the must watch their step here, for weak. The latter is the domain
Rulebook . A description of though Lankhmar is the largest of Nehwon's villains . The
role-playing games and these city in Nehwon, it is still small heroes may not consciously
rules is found there. Once you enough for a scurrilous rogue to seek to defeat their less hon-
are familiar with the basic con- quickly develop an unsavory orable rivals, but Fate often
cepts, you can return here and reputation . It doesn't do to causes their paths to
learn how you will lead your make all of one's neighbors cross anyway.
friends on daring, thrill-packed angry, and most Lankhmarts are
adventures in the world of unforgiving.
Nehwon .
1-afird arul the Gray .Nouserforced each other across the hUo senseless thieves . . . poised
for attack . . . Yet neither moved Each discerned sonlething. irlarlpicablyfandliar nl the
other.
-Ill Yet in Lanklmtar
Lankhmar's two greatest not to climb the mountain Janarrl becomes alarmed at his
heroes have had many daring White Fang, Nalgron's rope and daughter's sorcerous interests
adventures . They survive pick shatter, most likely due to and association with common-
through their own wits, courage, Mor's ice sorcery. ers. When the Mouse returns, he
and occasionally blind luck . finds Glavas Rho dead . He sus-
Their game statistics appear on Shortly afterward, the clan pects that Ivrian betrayed the
the card sheets included in this makes the annual trek to a clear- kindly white wizard and vows to
set . ing called Cold Corner, where turn to black magic to avenge
merchants from the south set up Glavas Rho's death. He is cap-
But it is "the Twain's" adven- their wagons for trade. Along tured before his plans come to
tures that define them more with the merchants comes a the- fruition, however, and the angry
than their statistics . Below are atrical troupe. One of the per- Duke tortures him . But Ivrian
highlights of the two heroes' tri- formers is Vlana, a beautiful had not betrayed her friends,
als . Each entry comes from a showgirl and, unknown to most, and the Mouse channels dark
single story in one of Fritz a freelance thief in trouble with sorcerous through her. The pair
Leiber's seven books. the Lankhmar Thieves' Guild. escape after a vicious attack on
Fafhrd falls in love with Vlana the Duke and his men, then flee
These summaries, often and turns his back on his preg- to Lankhmar as lovers .
involve death-defying feats, nant wife, Mara . Needless to say,
close brushes with death, and Mor disapproves of her son's Ill Met in Lankhmar
breakneck escapes . See the next actions. Fafhrd, lured away by
chapter for how important parts both Vlana's charms and the [Swords and Deviltry]
of adventures in Lankhmar allure of seeing the civilized Both couples-Fafhrd and
could be turned into adventures cities of the south, flees the Vlana, Ivrian and the newly
for your players. encampment and the sorcerous named Gray Mouser-take up
reprisals of the Snow Women. residence in the lower-class dis-
The Snow Women tricts of Lankhmar. The stage of
The Unholy Grail destiny is now set: Fafhrd and
[Swords and Deviltry] the Gray Mouser meet while try-
Fafhrd is a rugged barbarian [Swords and Deviltry] ing to ambush the same victim .
from the Cold Wastes . His clan The Mouser starts his adven- The two feel a common bond
is led by a council of stern tures as the apprentice of a and gather their lovers for an
matriarchs called the Snow gentle "hedge wizard" named evening of carousing. During this
Women . One of the most power- Glavas Rho. The two live east of time, Vlana confesses her hatred
ful-and cruel-of the Snow Lankhmar in the forests of Duke of the Thieves' Guild. She taunts
Women is Mor, Fafhrd's Janarrl. "Mouse," as the Mouser the two young (and inebriated)
is called at this stage in life, heroes into helping her gain ven-
mother. Her husband, Nal- gradually falls in love with the geance against the Guild.
gron, resists the power of Duke's daughter, Ivrian, who is The two rogues disguise them-
the Snow Women and also learning Glavas Rho's white selves as beggars to penetrate
openly flouts their sorcery. While Mouse is away on the Thieves' Guild, and get so far
edicts . When he a quest for his mentor, Duke
defies their
order
4 " Fafhrd and the Gray Mouser
w
as to meet Krovas the Master find only rumors that the entire Fissif, tricks Fafhrd and the Gray
Thief. Krovas' companion, a hor- clan was massacred by ice Mouser into stealing an ancient
rible sorcerer named Hristomilo, gnomes . Later they travel to the skull from the Temple of Votishal .
detects the pair's bluff, however, City of Beggars, Tovilyis, where The heroes do so with little diffi-
and sends them fleeing for their the Mouser, an orphan, believes culty, only to have Fissif steal the
lives. But the barbarian and his he may have been born . That skull from under their noses . The
magically skilled companion cre- quest, too, proves fruitless. The pair eventually realize Fissif is
ate such havoc on the suppos- two wander depressed for a with the Guild and rush to the
edly impregnable guild that short while longer, then Guild House. There they find
Hristomilo is compelled to seek encounter two strange super- Master Thief Krovas strangled
his own revenge. When the natural individuals who encour- and witness the escape of his
rogues return to the Mouser's age them to return to Lankhmar. paramour, Ivlis, who now has the
hideout in Bones Alley, they find Though the pair do not yet mysterious skull. The two are
Vlana and Ivrian dead by sorcer- know it, these mysterious enti- about to give chase when they
ous means, their remains nearly ties are Sheelba of the Eyeless are discovered and forced to flee .
devoured by scores of rats under Face and Ningauble of the Seven
the influence of Hristomilo . Eyes, who will be their sorcer- Unfortunately, Fafhrd stumbles
ous mentors in times to come . into the crypts below the
In a rage, the two return to the Thieves' Guild and discovers
Thieves' Guild and stage an The Jewels in the that the long-buried Dead Master
incredible frontal assault. They Forest Thieves have risen. The Dead
hack their way through scores of Masters reveal that the stolen
lesser thieves and other min- [Swords Against Death] skull belonged to one of their
ions, finally confronting Krovas The rogues haven't been back own, Ohmphal. They threaten
and Hristomilo . The black wiz- in the city long when they dis- Fafhrd with a horrible fate if he
ard's sorcery is about to get the cover a map to the treasure of a does not recover the sacred
better of the two heroes when long-dead sorcerer named relic. Fafhrd agrees but is cap-
Fafhrd hurls Vlana's dagger into Urgaan. They follow the map tured on his way out by Slevyas,
the wizard's eye, slaying him into the Lankhmar outlands and the new Guild Master, who
instantly. The two escape there locate the strange ruins of threatens Fafhrd's death unless
Krovas' gathering horde with Urgaan's manor. They discover the Mouser returns the skull. ("If
some difficulty, but stricken by that the sorcerer imbued it with you do not bring the jeweled
grief, leave Lankhmar and do not life, turning it into a protector skull by next midnight, we will
return for several years. of his ancient treasure . The begin to kill the Northerner.")
house attacks the explorers
The Circle Curse with hypnotic terror and by Fortunately, the Gray Mouser
molding its walls, ceilings, and has already obtained the skull
[Swords Against Death] floors into powerful clubs . This from Ivlis by a clever disguise .
The Circle Curse is a time of is another battle lost by the When he returns to the Guild
wandering for Fafhrd and the Twain, though they narrowly House, he and Fafhrd struggle
Gray Mouser. Traveling most of escape once again. with Slevyas who accidentally
the Known Lands, they try smashes the skull of Omphal.
unsuccessfully to put the deaths Thieves' House This sends the Dead Master
of their first loves behind them . Thieves into a rage, and
One of their journeys takes [Swords Against Death] they come crashing
them to Cold Corner to search A rogue of the Thieves' Guild, through the walls
for Fafhrd's clan, but there they to teach the
Guild a ,
Fafhrd and the Gray Mouser e 5
painful lesson in respect. Thieves' eastern continent. No one
House is nearly destroyed as knows." They spend the next
Fafhrd and the Mouser once again three stories trying to get home.
make a death-defying escape.
The Howling Tower
The Bleak Shore
[Swords Against Death]
[Swords Against Death] The Twain are drawn to a
Fafhrd and the Gray Mouser somber gray tower somewhere
are sent to seek their doom by a in Nehwon's wilderness . A
small, pale, mysterious man. crazed black wizard tricks
Unable to resist his curse, the Fafhrd into drinking a magical
two sail off in Fafhrd's sloop as if potion that sends him to a
in a trance . The sloop is crewed shadow dimension. There the
by four Mingol sailors indebted barbarian is beset by the spirits
to serve it for life after being of the wizard's hounds . These
saved by the Twain from the haunting beasts seek vengeance
City of Black Idols during their on the mage for imprisoning and
earlier travels. After a dream-like starving them to death, and the
voyage of over 40 days, the mage hopes that Fafhrd's soul
small vessel reaches land, and will sate their hunger.
the Twain send their Mingols The Mouser disrupts the
back to Lankhmar. (Only one, mage's plans, however, and
Ourph, survives the journey.) forces him to drink his own
On the rocky island that is the potion, sending him to the
Bleak Shore, Fafhrd and the shadow plane. The Mouser jour-
Mouser discover two score giant neys to that plane as well, and
eggs . Terrible gladiator lizards the two find Fafhrd just as he is
hatch from two eggs and, with about to succumb to the angry
talons as long and sharp as hounds. When the creatures see
swords, attack the heroes. It truly their former master, however,
seems the two have met their they quickly forget the barbarian
doom when the Gray Mouser and chase the wizard into the
finds and smashes an egg con- shadows. When the Twain
taining the embryonic form of awaken, they find the old man
the pale man, "lying here and dead, his soul consumed by the
sending its spirit abroad, lying dreaded hounds.
here and calling men to doom ."
The Mouser stabs this form with The Sunken Land
his blade. Instantly, the two snap
out of their stupor, the lizards fall [Swords Against Death]
dead, the eggs crumble to dust, While fishing in the Outer Sea,
and the curse is broken-leaving Fafhrd finds a strange golden
the two heroes stranded "on key in the belly of a fish . Fafhrd
Nehwon's western continent, or guesses that the key is from a
on the easternmost shore of its land he heard about in his
6 e Fafhrd and the Gray Mouser
EV, MINES'
youth, the sunken kingdom of barbarian suddenly realizes that
no accident or coincidence
ancient Simorgya. Though the brought him the key, and it
Gray One expresses a bad feel- wasn't mere fortune that put
ing about it, Fafhrd laughs and him on the deck of the galley.
tucks the key into his cloak . With all his energy he sprints
away from the pirates and back
Only a short while later, as up the glowing hallways . His sus-
picions are confirmed when the
their sloop drifts in the stormy island begins to sink rapidly,
drawing Laerk and his doomed
night, a dragon-prowed galley crew down with it. The barbar-
ian is rescued by his companion,
bursts through the darkness . the Gray Mouser, who was
Fafhrd is knocked onto the gal- prowling the island in the sloop .
As they sail away, the Gray One
ley's oars while the Mouser and tells Fafhrd that the pirates
attempted to escape as well, but
the sloop are pushed away into were taken by frightening blan-
ket-like sea-creatures (sea cloak-
the night. When Fafhrd climbs ers) that enveloped them and
up from the oars, one of the gal- dragged them down with the
ley's sailors attacks him, but the sinking island .
barbarian catches the man's
What sinister force was
wrists and hurls him into the unleashed by Fafhrd's key is never
revealed, but it seems likely these
stormy sea. When Fafhrd makes lesser servitors later awakened
it on board, he discovers that Simorgya's dreaded survivors.
the galley is commanded by
Lavas Laerk, a strict captain who Seven Black Priests
forces his crew to drink heavily
and take a vow of silence . Fafhrd [Swords Against Death]
is forced to take the place of the The heroes are traveling in the
man he pulled overboard . Soon mountains known as the Bones of
he finds that Lavas Laerk has the Old Ones when they discover
sworn to raid sunken Simorgya. a massive gem near ancient
Kleshite runes . The runes hint
As Fate would have it, Simor- that the gem is the eye of the
gya rises from the depths during slumbering Earth God . Fafhrd
the storm. Lavas Laerk forces takes the gem, and the Twain are
pursued by seven silent and
Fafhrd and the rest of his crew- fanatical priests in black robes .
The eye guides the heroes
men onto the island and into through the mountains, however,
and eventually leads them to a
eerie phosphorescent halls . sacred green hill deep in the
Unchallenged, the pirates reach
the end of a great tunnel and
find scores of rotting treasure
chests . The crewmen begin fight-
ing over the pale gold and jewels
inside, while Lavas Laerk grieves
that his lifelong quest has come
to such an easy end .
Suddenly, however, Laerk
finds a small locked doorway. To
Fafhrd's horror, he sees that
Laerk has stolen his key and is
about to unlock the door. The
Fafhrd and the Gray Mouser 9 7
Kleshite jungle. There they dis- moon moments later, a much Ningauble and Sheelba are
cover that the Earth God needs larger bird tailing raggedly not pleased that the precious
the blood of heroes, so that it behind them . It is quite possible artifact has been ruined, but
may arise in the "form of man" that the avatar of Tyaa escaped keep at least part of their bar-
to a stronghold rumored to lie gain . Ivrian and Vlana are not
and rid the world of mankind's
"vile" influence. But after slaying in the Mountains of Darkness . forgotten, nor are they returned
the priests, the Mouser shatters The Price of to the land of the living, but
the eye with his dagger. Both their memories bring only quiet
heroes escape as the green hill Pain-Ease pleasure to the heroes ever
cracks and bleeds molten lava. after.
[Swords Against Death]
Claws From the Night After several years of adven- Bazaar of the Bizarre
turing, Fafhrd and the Gray
[Swords Against Death] Mouser's grief over the deaths [Swords Against Death]
Lankhmar is suffering under a of their first loves has waned Ningauble and Sheelba sum-
plague of intelligent birds. little . Separately, the two seek mon Fafhrd for another task-
Ravens and other evil birds out their masters, Ningauble of this time to rid Nehwon of the
have stolen jewels, and now are the Seven Eyes and Sheelba of Devourers, an evil race of wiz-
switching to murder and mutila- the Eyeless Face, and ask for ards from some other plane.
relief from their consuming The Devourers erect shops full
tion with poisoned beaks and
pain . Both mentors agree to of filth and garbage, then use
talons .
The Twain's troubles begin help, but only if the heroes can illusions to make their dis-
when they steal a massive ruby bring them the Mask of Death guised wares appear as valu-
from Muulsh the Moneylender. from Shadowland . Each still able treasures . So insidious are
unaware that the other is com- these otherworldly merchants
After losing the ruby, the pair peting for the Mask, the two set that their plan is to turn all mor-
hide out in the supposedly tals into slavering fools who do
abandoned Temple of Tyaa. off for the land of Death.
There they discover that Atya, When they arrive, the two are nothing but purchase the
Muulsh's wife, is an avatar of met by shades of their former Devourers' worthless goods .
Tyaa, a long-shunned goddess loves, who praise, then reject Ignorant of all this, the
of Nehwon. It is Atya and her them for their recklessness in Mouser arrives at a wondrous
birds of Tyaa that are responsi- coming to Shadowland . The new shop in the Plaza of Dark
ble for the city's avian heroes are only more Delights . He falls prey to a
grief-stricken by the appari- Devourer's illusions . Fafhrd
crime-wave .
Fafhrd and the Gray Mouser tions, however, and they push arrives and is about to follow
battle Atya at the height of her on to the halls of Death. There when he is stopped by
they encounter Duke Danius, a Ningauble and Sheelba, who
;, . power and manage to defeat give him the Cloak of Invisibility
her. Though Atya plunged from Lankhmar noble who fears
"death" so much that he has and the Veil of True Seeing.
the top of the temple tower come to battle "Death ." Death is Using these items, Fafhrd res-
and into the Hlal River, no cues his companion and slays
body was ever recovered . nowhere to be found, but the
The Gray One later told three eventually find the Mask the shopkeeper. The Bazaar
Fafhrd that he saw a of Death, which Duke Danius vanishes at the sorcerer's
slices in half. Death returns and death, and Sheelba and
flight of birds slays Danius as the heroes flee Ningauble return to claim their
fly across precious magical artifacts.
the with half of the Mask of Death.
8 " Fafhrd and the Gray Mouser
[Swords in the Mist] collect the appropriate "fees" Twain to head for shore, specifi-
Evil priests at the Temple of from Bwadres, the temple's priest . cally the land of the Eight Cities .
Hate summon a vile "cloud of Though the Mouser is hesitant to
Hate." The sentient mist drifts act against his old friend, he When the Sea King's
from the temple and beguiles four decides to fulfill his duties to Pulg . Away
renowned assassins to do its bid-
ding. The assassins follow their Fortunately, Fate intervenes [Swords in the Mist]
supernatural master as it drifts before the two heroes come to The Twain-minus a wounded
through the streets of Lankhmar, blows. Fafhrd, after a night of Ourph the Mingol, who has had
causing murder and mayhem bawdy revelry, stumbles from enough of sailing-are headed
along its path. his hovel tied to his wire-frame for the land of the Eight Cities
As Fate would have it, Fafhrd bed, his head shaved, and a when they discover a strange
and the Gray Mouser are serving large jug in his hand-a near "tunnel" leading beneath the sea.
as hired guards for the betrothal perfect representation of Issek The pair follow the tunnel deep
party of Overlord Glipkerio's of the Jug himself. Pulg, believ- into the enchanted land of the
daughter. The heroes manage to ing that Fafhrd is the avatar of Sea-King. At the tunnel's bottom
dispatch the charmed assassins, the god himself, repents and they encounter undead sailors
but the cloud forms tentacles and instantly converts to Issekianity. drowned at sea, a giant octopus,
fights on with their fallen weap- The Mouser realizes the mistake and several other creatures of
ons. The Twain cannot seem to and quickly spirits Fafhrd away. the sea. The two are nearly
get the better of the ten flailing At the end of the story, we learn enthralled by beauteous
tentacles, until the Mouser spots that the Temple of Issek lasted sea-nymphs when the under-
the cloud's "silver cord" that con- three more years . Afterwards, water kingdom begins crashing
nects it to the Temple of Hate. He the Gods of Lankhmar, jealous of down around their ears . As usual,
severs it quickly and the cloud the religion's popularity, arose the heroes reach the surface just
dissipates instantly. and destroyed it. Both Pulg and in the nick of time and reboard
Bwadres disappeared in the their vessel, the Black Treasurer.
Lean Times in mayhem that ensued.
The Wrong Branch
Lankhmar Their Mistress,
[Swords in the Mist]
[Swords in the Mist] The Sea Still adrift aboard the Black
Boredom causes Fafhrd to Treasurer, Fafhrd and the Mouser
become interested in, and finally [Swords in the Mist] become convinced that the Sea
join, the Temple of Issek of the This tale features Fafhrd and King has cursed them . They
Jug, a poor god with few followers the Gray Mouser's unsuccessful travel to the caves of Ningauble
and little power. Simultaneously, attempts to be pirates. They sail to seek relief but unfortunately
the Gray One becomes an in their sloop, the Black Trea- take the wrong branch in his
enforcer for Pulg's church extor- surer, piloted by Ourph the Min- twisting, multi-dimensional cav-
tion ring. As Issekianity grows, gol. Their first raid is against a erns. They emerge in Tyre, on
thanks largely to Fafhrd's influ- simple bait ship, whose angry Earth, shortly after the
ence and strength, so does its sling-wielding crew hits Ourph on death of Alexander the
power and wealth . Pulg the Extor- the head and cracks several of Great. This story sets
tionist eventually takes notice and Fafhrd's ribs . Their next target up the next,
demands that the Gray Mouser turns out to be five Mingol Adept's
witches who have little and curse Gambit.
them as they take their leave.
Their lack of success forces the
Fafhrd and the Gray Mouser e 9
Adept's Gambit In the Witch's tains the facade of Ogo to pro-
Tent/Stardock tect herself. She sees perfectly
[Swords in the Mist] well, and teaches the Mouser a
The heroes have little mem- [Swords Against Wizardry] lesson by stealing the gems .
ory of Nehwon, and become Fafhrd and the Gray Mouser Fafhrd is also outwitted when he
embroiled in a war between travel to Stardock, the highest is seduced by Nemia and his
Ningauble and a Tyrian wizard peak in the Mountains of the own gems taken. Humiliated, the
named Anra Devadoris. Anra Giants in the Cold Wastes, to heroes leave Lankhmar sepa-
curses the two so that any seek legendary gems . High on rately, and as Fate would have it,
woman embraced by Fafhrd the treacherous slopes, they are sign on as mercenaries for the
becomes a swine, and those attacked by two rogues with Lords of Quarmall-on opposing
embraced by the Mouser trained bears, snow serpents, sides of a massive civil war.
become giant snails . Ningauble and the strange "invisibles" of
comes to the rescue and tells Stardock itself . The heroes man- The Lords of
the heroes that they must find age to overcome their foes with Quarmall
the Shroud of Ahriman, the their wits and the aid of invisible
powdered mummy of the princesses Hirriwi and Keyaira. [Swords Against Wizardry]
Demon Pharaoh, the cup of The latters' brother, Prince Quarmall is an underground
Socrates, a sprig from the Tree Faroomfar, and their father, King kingdom in dispute. The two
of Life, and "the woman who Oomforafor, become sworn ene- sons of Lord Quarmal, Gwaay
will come when she is ready." mies of the Twain as they steal and Hasjarl, are both master sor-
They must take these items to the princesses' affections and cerers ; each hopes to slay the
the Lost City of Ahriman, east of the invisible gems of Stardock. other and become heir to their
Armenia. father's throne. Fafhrd fights for
Anra needs the mystical spirit The Two Best Thieves Hasjarl, while the Mouser signs
of heroes to challenge the gods in Lankhmar with Gwaay.
themselves . First, however, he The two wizards and their
must regain his old body. When [Swords Against Wizardry] forces have reached a stalemate
the heroes perform a ritual in The "two best thieves in when the Mouser, using powerful
the Castle Called Mist with the Lankhmar" are humiliated when but uncontrollable sorcery of his
items spoken of by Ningauble, they attempt to sell the invisible own, slays the wizards who pro-
Anra's spirit is released from gems of Stardock. The gems tect Gwaay from his brother's
his sister's captive body and exude a slight glow that encour- own spells . Gwaay is quickly
returned to his own. Fortu- age Fafhrd to take his share to a beset by horrible afflictions
nately, his sister, Ahura, also fence known as Nemia of the caused by Hasjarl's sorcery, but
now returned to her own body, Dusk, who conducts all her busi- summons enough willpower to
finds that her laughter weakens- ness at twilight when the gems propose a meeting to settle the
her brother and allows Fafhrd will be most visible . The Mouser matter once and for all. Hasjarl
Viand the Mouser to best him in tries a slightly more unscrupu- agrees and presents Fafhrd as his
lous ploy and takes his share to champion . The Gray One, of
combat. This also restores Ogo the Blind, whom he course, is Gwaay's champion .
the heroes' memory of assumes will not know that the The two stage a mock battle
Nehwon and returns gems are invisible. while the wizards slowly betray
them to Lankhmar. Unfortunately for him, Ogo one another. Gwaay succeeds
does not truly exist. Ogo's assis- first, causing a great ceiling
tant, a girl named Eyes, main- stone to squash Hasjarl flat.
1 0 e Fafhrd and the Gray Mouser
Before Gwaay perishes from his a tainted batch of curry, drugged darts prevents him from revealing .;
diseases, Lord Quarmal reveals by the ship's guards who still the beautiful traitor.
himself and discloses the exis- believe Hisvet guilty. The guards
tence of a new heir, yet unborn burst into the room soon after, While the Mouser wrestles
in the womb of a concubine. The and it is revealed that Hisvet and with his sorcerous love for
heroes are sent on their way. her rats are indeed responsible Hisvet, the Lankhmar rat plague
for the sunken ship. grows worse. Common rats, now
Fritz Leiber co-wrote this exhibiting strange intelligence,
story with his close friend Harry Hisvet, her maid, Frix, and the commit theft, arson, and murder
Otto Fischer, who created the rats defeat the guards, then lead against the city. The Mouser,
two heroes for Leiber in 1934. a wave of common black rats knowing that Hisvin and Hisvet
Fischer never wrote any more of from the ship's hold in a mutiny. are at the center of the plague,
the Twain's adventures, but They are taking over the ship seeks help from his sorcerous
Leiber often wrote of Fischer's when Hisvin arrives to take mentor, Sheelba of the Eyeless
importance to him as friend and charge . The helpless Fafhrd and Face. Sheelba gives her appren-
inspiration . Indeed, Fischer mod- Gray Mouser hope that Hisvet tice a potion that allows him to
eled the Gray Mouser on him- will spare their lives, but she shrink down to the size of a rat
self, and Fafhrd on Leiber. puts up little resistance when and penetrate Lankhmar Below,
(Fischer was also the creator of Hisvin insists the heroes be slain. the underground civilization of
the first game to be based on the the rats. There he infiltrates the
LANKHMAR setting. In 1937, Fis- Fortunately, Chance inter- rat society and uncovers their
cher designed a board game venes. Interdimensional time plans for conquering Lankhmar.
based on the LANKHMAR world, traveler and animal collector
and it was finally published by Karl Treuherz arrives on the Meanwhile, Fafhrd is heading
TSR in 1976 as one of the com- back of a two-headed dragon home when he is summoned by
pany's first major releases .) that has a convenient appetite Ningauble and warned of the
for rats . Karl begins the attack danger ahead. He tells the bar-
The Swords of while Fafhrd, finally awakened barian that he must ring the
by the claws of the ship's black bells atop the Temple of the
Lankhmar kitten, breaks free. He then frees Gods of Lankhmar to rid the
the Mouser, and the trio force city of the rat scourge.
This, the first complete novel the villains from the ship.
of Fafhrd and the Gray Mouser, Fafhrd arrives to find the city
tells of Lankhmar's narrow After Treuherz's departure, the in a state of chaos and war. Rats
escape from total destruction . Twain travel with the grain ships emerge from every shadow to
to their destination. There Fafhrd attack the Lankhmarts . Fafhrd
The tale begins when the decides to linger for a time, but battles his way to the temple
Twain are hired to guard a ship the Mouser returns to Lankhmar. and rings the bells just as the
carrying grain. On board the ship When he arrives, the Gray One Mouser, his disguise uncovered,
are Hisvin, a wealthy grain mer- discovers that Hisvin and Hisvet races from Lankhmar Below into
chant, his daughter Hisvet, and have gained the ear of the Over- the Rainbow Palace of the Over-
her trained white rats. During the lord. They have convinced him lord . The Gods of Lankhmar
voyage, one of the ships sinks . that they can rid Lankhmar of its emerge from their ancient
The evidence points to Hisvet's rat population forever, if he will resting place and battle the
white rats, but Fafhrd and the wait until the stars are right before rat hordes to a standstill
Mouser, infatuated with the beau- striking against them. The Mouser before their brittle
tiful young girl, defend her. The tries to warn the Overlord of their bodies are
grateful Hisvet invites the heroes deception, but finds that a wound turned back
to her cabin, but they fall prey to inflicted by Hisvet's magical silver by
Fafhrd and the Gray Mouser "- .,.1 _1 ~
rat-archers firing fiery bolts. twenty nomads, ten warriors, their guards, then attacks them
However, a momentary lapse two beggars, a girl of the streets, with two demons . Fafhrd and the
a merchant, a priest, an aristo- Gray Mouser defeat the demons
in the rats' attack allows the crat, a craftsman, and a king . The with ease, but the promised
heroes of Lankhmar a chance. last two deaths must be those of nymphet vanishes.
Fafhrd, his ghoul lover heroes . Death teleports a ghoul
Kreeshkra, and her companions warrior and a deadly slave girl, Under the Thumbs
take up the fight. Then the bar- Eesafeem, into the bedroom of of the Gods
barian sees the kitten from the Fafhrd and the Gray Mouser, but
grain ship and is reminded of a the two manage to survive. [Swords and Ice Magic]
whistle he found during his trav- Delighted that there are forces Kos, Mog, and Issek all look
els. Fafhrd blows the whistle and more powerful and enigmatic down disapprovingly on their for-
summons the War Cats, super- than himself, Death chooses to mer followers, Fafhrd and the
natural aristocrats of the feline slay two other heroes instead. Gray Mouser. Collectively they
race . These creatures send the decide to remind the heroes of
rats scurrying back into the Trapped in their presence by forcing them on
shadows-just as a group of rat Shadowland an extra-dimensional excursion to
leaders, now grown to full size, visit their former loves. After
erupt from Hisvin's manor. [Swords and Ice Magic] being turned away by each of
The heroes are seeking them, the heroes turn in despera-
Meanwhile, the Mouser's mag- Kreeshkra the Ghoul and one of tion to Nemia of the Dusk and the
ical potion wears off, and he the Mouser's paramours when Eyes of Ogo, Lankhmar fences
returns to normal size. Still in Death extends the boundaries of who once humiliated them . The
the Rainbow Palace, he suddenly Shadowland over them. The two women make the heroes
finds his rat pursuers have also Twain attempt to escape Death's serve their petty needs but the
grown to man-size . Outnum- land and eventually turn to their Twain are glad for the respite
bered and outmatched by a mentors Sheelba and Ningauble. from the torments of the gods.
clever rat-fencer, the Mouser is When the wizards learn the
saved only by the timely arrival heroes were seeking the pleasures Trapped in the Sea
of Fafhrd, who has battled his of their women, they uncharacter- of Stars
way through the remaining rat istically send them to enjoy the
warriors to fight by his friend's company of Frix (for Fafhrd) and [Swords and Ice Magic]
side . The rats are defeated, but Hisvet (for the Mouser, who, The heroes once again set sail
Hisvin and Hisvet manage to despite their troubles, has never for adventure . This time they
escape by shrinking and fleeing been able to forget the beautiful converse on metaphysics and
to Lankhmar Below. girl). The spells "Sheel" and witness incredible astrological
"Ning" use to transport the two to sights before being drawn into
The Sadness of the their loves foil Death's plans to do the Sea of the East and the next
Executioner in the heroes once again. tale in their epic story.
[Swords and Ice Magic] The Bait The Frost Monstreme
Death dwells on how he
will best fill his current [Swords and Ice Magic] [Swords and Ice Magic]
quota. He selects Another short story wherein An evil ice-wizard named
one-hundred and Death uses a beautiful nymphet Khahkht (whose body is impris-
sixty peasants to tempt the Twain into lowering oned in ice somewhere in the
and sav-
ages, 1 2 e Fafhrd and the Gray Mouser
w
Cold Wastes), Prince Faroomfar it, a complicated turn of events battles both Ississi and her
of Stardock, and two fleets of sends Odin home and imprisons newly arrived brother, Mor-
sea-Mingols, are set to invade Loki within a magical whirlpool off droog, and barely manages to
Rime Isle . Fafhrd and the Gray the coast of Rime Isle. The god's defeat them in a desperate
Mouser are asked to defend it by rage at his fate causes a great underwater melee .
Cif and Afreyt, two Moon Priest- storm that sinks most of the Min-
esses who have smitten the gol fleets, and Rime Isle is saved. The Curse of the
Twain. Fafhrd crews his ship, Smalls and the Stars
Seahawk, with a dozen northern Fafhrd, who lost a hand when
barbarians, and sets out to sail Odin was banished from [The Knight and Knave of
against the invaders . The Nehwon, decides to settle for a
Mouser crews his ship, Flotsam, while with his new love, Cif. The Swords]
with twelve fighter-thieves. The Mouser agrees and the two use For reasons beyond the knowl-
two vessels take to the sea when their ships to set up a small
they are caught by the Frost Mon- trading house. edge of mortals, both Ningauble
streme, a mammoth ship of sor- and Sheelba's magic seems to
cerous ice constructed by the Sea Magic/ fade when Fafhrd and the Gray
evil Khahkht. Unfortunately for The Mer She Mouser cease their heroic deeds.
the ice wizard, the waters flow- After the attack by the Simor-
ing from Rime Isle are warmed [The Knight and Knave of gyans, their sedentary life on far-
by its volcanoes and melts the Swords] away Rime Isle affected the two
vessel before it can dispatch the sorcerers greatly. Anxious to
heroes and their vessels . In these two stories, the regain their power, the wizards
rulers of sunken Simorgya, invoked the gods and pointed
Rime Isle Mordroog and his sister Ississi, out the heroes newfound lifestyle
scheme to recover their lost as honest businessmen. Offended
[Swords and Ice Magic] treasures from the treasure that great heroes should live in
Most inhabitants of Rime Isle vaults of Rime Isle . In human such a manner, the gods issue
are not aware of the impending form, Ississi poses as a ghost minor curses . Fafhrd becomes
approach of two Mingol invasion and lures Fafhrd into the sea, fascinated by the stars, and the
fleets . Only a few of the Moon where she attacks him in her Gray One becomes an avid col-
Priestesses, warned by two more monstrous, shark-like lector of small odds and ends.
wounded and fugitive gods-Loki form . The hero manages to sur- Word of the -Twain's curse
and Odin of Norse mythology- vive, but Ississi returns for somehow spread to Overlord
know of the danger. The Moon another attempt . Pulgh Arthonax and Hamomel,
Priestesses ask the gods for aid, latest Master Thief of the
but Loki and Odin, disheartened This time she poses as a beau- Thieves' Guild . The former
by affairs in their own world, are tiful stowaway on the Seahawk. despised heroes in general, and
seeking a glorious doom instead. The Mouser and his crew fight latter felt duty-bound to punish
They infect the Rime Islers and among themselves, each accus- a renowned thief who had no
the heroes with ridiculous confi- ing the others of smuggling her part in the guild . Together, the _ ~
dence in divine favor. aboard for their own pleasures . two hire two obsessed % ;
The Twain take to sea once While they are distracted, Ississi
again with only their two small, summons a Leviathan, the Deep assassins from the Slayer's
falsely inspired crews to face the Rusher, to attack the Seahawk. Brotherhood. The killers
Mingol threat . As luck would have The ship is pulled under by the
monster but quickly returns to rename themselves
the surface, buoyed by its cargo "The Death of
of timber. The Mouser finally Fafhrd" and
Fafhrd and the Gray Mouser e 1 3
"The Death of the Gray Mouser," whirlpool. Seeking vengeance,
and imitate their targets in Loki sends the Mouser deep into
incredible detail . The assassins the earth. But Death is not ready
eventually arrive in Rime Isle, for the Mouser, and his body is
and are casually invited into allowed to live while his spirit
each of their victims' homes. drifts throughout Nehwon. In
There they are about to strike this form, he spies Hisvet plot-
when both Fafhrd and the ting Lankhmar's overthrow, and
Mouser, eccentric and somewhat Lord Quarmal scheming to
delirious from their curses, hint assassinate Fafhrd .
that they have not yet revealed
their "greatest treasures." The Meanwhile, Fafhrd and the
assassins stay their hand for a rest of the Mouser's friends on
short time, hoping to make their Rime Isle dig frantically to
task that much more profitable . recover his body. They are
joined by a girl named Fingers,
Fafhrd leads his assassin to a who Afreyt learns is Fafhrd's
cliff where he reveals that his daughter by the Quarmallan
greatest treasure is a twinkling slave girl, Friska. Fafhrd himself
star. Angry and careless, the is kept from learning of his
Death of Fafhrd lunges at his daughter's arrival by the arrival
prey just as the barbarian steps of Frix, who was once Hisvet's
to the side. The killer falls to his maid. Frix is actually a spirit
doom on the shores below. The princess of the Air Matriarchy of
Mouser also shows his killer his Arila, and has come to Rime Isle
greatest treasure-his collection to visit with her paramour. When
of junk. His Death is killed by he finally returns, Fafhrd is intro-
Afreyt, who arrives just as the duced to his daughter, Fingers,
angry slayer attempts to finish who suddenly begins to recite a
his unwitting host. death-spell planted hypnotically
by Lord Quarmal. Fortunately,
Alarmed that their schemes the Mouser's spirit intervenes
nearly killed Nehwon's greatest and break Finger's spell.
heroes, the gods dispel their
curses . Ningauble and Sheelba Moments later, Cif manages to
are left unappeased . uncover the Mouser's body and
breathe life back into him, simul-
The Mouser Goes taneously drawing back his
Below spirit as well .
[The Knight and Knave of When last we see the Twain
Swords] they are settled for a long peace-
ful rest with their loves and their
Pshawri, one of the Gray new-found children. Death has
Mouser's crew aboard the Sea- said that only one hero in
hawk and-as we discover fifty-score is allowed to die
later-his son, accidentally peacefully, however, so it is
releases Loki from his banish- likely that their adventures are
ment beneath the Rime Isle far from over.
1 4 " Fafhrd and the Gray Mouser
Crafty thh-Ves and VengZfrl guilds, loyalfriends and hraeherou.S enende:s, dark sor2'ery
and epic quests-these are the ways of~11elhUon. As the Dungron iYa.Ster, it isyvrirjob to
make each garrre session as exciting 61:5 one ofllit-Leibersfabrrlorr.5 storie.5 of jal5rCl and
the Gray .Nouver With a little practice; your players hill learn to dreadLarrlidnnars
back-alleys; and they'll wait in eager anticipation asyou desetibe the shcrage places and
cr'eahrres their characters encounter.
The excitement of a role-play- trates on stories that use all mean the characters have to be
ing game such as The New these elements but accent loyal companions . In fact, con-
fast-paced action . In a LANKHMAR flict within a party can be fun,
Adventures of FAFHRD and the story, the characters rush head- as long as the arguments take
long from fight to chase to dan- place between characters and
GRAY MousER requires a little gerous intrigue to another fight, not players. Many successful
work. The Dungeon Master with you, the DM, moving every- adventure tales feature charac-
drives the plot, teaches the thing along at a smooth hundred ters with disparate goals who
rules, improvises the actions of miles an hour. are united by a common enemy.
scores of nonplayer characters,
and perhaps most importantly, The adventure in the Nehwon If the group hasn't already
learns to describe people, Nights book is written in this worked together, then figure out
places, and horrible things with fashion . It contains the high-spir- why each individual character
the skill of the best storytellers . ited action that captures the feel might be involved in the story.
This chapter gives you some of the Fafhrd and Gray Mouser Most of the characters' personal
tips and tricks to help you along. stories . Run, or at least read, goals should coincide and give
this adventure before trying to them reasons to travel with the
Follow this advice until you've create your own. other heroes . If a character
developed your own style, then doesn't have reasons to be inter-
use those elements that work for Plot Elements of Any ested in the adventure, work
you, and ignore those that don't. Adventure with the player to modify the
There is no right or wrong way character's goals and outlook.
to be a Dungeon Master, as long Besides the protagonists-the The Objective-
as you and your friends are hav- player characters-almost all
ing fun and everyone feels that good plots have five main ingre- What is the principal reason
you are treating them fairly. dients: introduction, objective, for the adventure? Are the
antagonists, plot twists, and res- heroes out to pilfer the leg-
lotting Your olution . endary vaults of the Thieves'
Story Guild? Are they being hired to
Introduction rescue the daughter of a rich
Just as in fiction, there are no Why are the characters work- merchant from a gang of kidnap-
hard and fast rules for what pers? Has a character been
makes a good adventure . Some ing together? This can often be commanded to venture into
plotlines feature lots of combat, one of the most difficult aspects sunken Simorgya in search
others heavy role-playing or of an adventure-especially for of some lost treasure?
problem solving, and some the the first game session. Find a
excitement of exploring an way to gather the player charac- Whatever the sto-
unknown and mysterious world . ters-often a diverse group- ryline, the
and give them an incentive to party's
This LANKHMAR set concen- work as a team. This doesn't objec-
Fafhrd and the Gray Mouser " 1 5
tives should be fairly clear. This characters . When you write group travels, you continue to
drives the adventurers into down your evildoers' game sta- whisper to the player whose
action and lets them determine tistics, write a few paragraphs character saw the first shadow.
how they will go about reaching about their personalities, Some of the other characters are
their goal. Remember, too, that desires, hatreds, fears, or what- still wary, but some are begin-
this is an interactive game. ever else comes to mind. ning to believe their friend is
When you set up an objective Remember that even the most seeing things . When it finally
for your player characters, don't terrible villains rarely perform seems that no one is paying
force them to accomplish it evil simply for evil's sake. They attention, the behemoth crashes
"your way." You should allow have some goal of their own- up through the small boat, splin-
many paths to the end of a par- though others aren't always tering it and sending the heroes
ticular story. Watching your capable of understanding them. splashing into the marsh.
friends struggle to the resolution
in their own way is just as enter- Monsters are also frequent Now the adventurers have to
taining for you as it is for them. antagonists in the world of contend with swimming, sinking
Nehwon . The last chapter of this if they are wearing heavy armor,
Antagonists book contains many monsters and the creature attacking
Who are the "bad guys?" What for you to use in your adven- unseen from beneath the surface
tures . Besides their game statis- like a hungry shark. You've not
insidious villains must your tics, read the monsters' only built the tension of an oth-
heroes defeat to achieve their descriptions carefully. This can erwise normal (though danger-
goal? give you some good ideas on ous!) encounter, but you've
ways to integrate the creature made your players visualize the
Human villains should be cre- into your adventure in frighten- terror of being attacked by
ated from the standard character ing and memorable ways. A little something they cannot even see!
classes and kits introduced in the creativity in a monstrous Staging an encounter in this way
rule book. You'll decide their level encounter can make an ordinary is a great way to make your play-
and abilities, of course, but more combat into an experience your ers remember the behemoth as
important to the plot is the vil- players will never forget . a terrible and frightening mon-
lains' background. If your villain ster, rather than a collection of
is a roguish thief, and the heroes Take the creature called the statistics and damage dice.
have been contracted by the behemoth, for example . (Look
Thieves' Guild to hunt him down, up this creature's description on Plot Twists
figure out just who this lone wolf page 88.) Let's say the party is Some of the most entertaining
is and why he thinks he can crossing a swamp late at night.
ignore the powerful Guild. Does They are in a small rowboat with adventures are those in which
the thief have his own network of only a few lanterns to light their the heroes are tricked into per-
thugs and brigands, or does he way across the dismal marsh. forming a seemingly simple task,
work alone? Is he a vile cutpurse, Suddenly, one of the heroes only to find that their actions
or is he more of a "Robin Hood" spots a dark shape pass beneath had results far beyond their
the boat. You whisper this to the intentions.
type, stealing without permis- player, and his hero tells the
sion from the Guild so that he others what he saw. One of the Here's an example . Let's say
can give his stolen goods to other players chuckles and tells your plot revolves around the
the poor? him he's just spooked. The rest daughter of Ruttle, a rich grain
Think of your vil- of the group waits nervously for merchant . Sending for the
lains just as the a combat, but you decide to play heroes, Ruttle tells them that his
players do the scene for tension . As the daughter was kidnapped by a
their scoundrel named Gregor. If the
1 6 9 The Role of the Dungeon Master
heroes can safely return his For instance, let's say your adventures in Lankhmar. . ;
daughter, Ruttle will pay them plot revolves around the heroes Emphasis on action: Re- "
100 gold rilks apiece . The heroes stopping an assassination by the
agree and set off in search of the Slayers' Brotherhood . During the emphasize less exciting por-
kidnapper. In their investigation, adventure, the characters man- tions of role-playing such as
however, the adventurers find age to foil the Slayers' plot, but travel, healing, resting,
that Ruttle's daughter wasn't because they fail to lock the research, and so on. Substitute
really kidnapped, but eloped doors to the villains basement timeslips past these actions,
with her lover instead . The hideout, some of the assassins summary expositions, and
heroes may have been prepared escape and recognize the heroes . quick discovery of clues and
to be completely ruthless, but While the specific objective has hints through surprise avenues.
what will they do when they been resolved (the assassination
catch up with the young couple? plot), the real battle with the For example, the heroes come
Will they threaten Gregor, or will vengeful Slayers and their deadly upon a young man being beaten
they sympathize and let him guild-mates has just begun. by thugs in an alley. They rush
escape- forfeiting their reward? to his aid, and a fight insues . By
Resolution In fact, it is probably a good the time they defeat or chase
thing to let one or two villains or off the thugs, they realize the
What happens in the end? This henchmen escape. Recurring vil- young man is dying from a fatal
part is a little trickier than the lains-characters against whom wound . His dying action is to
others, because your players are the heroes have personal shove a note into hand of a
going to create the story along grudges and rivalries are an hero-a note that's addressed
with you. You won't get to control important part of action tales. to that hero . The young man
the resolution as much as you Good bad guys are precious had been trying to reach the
might like, but this is not some- commodities, and the DM party when he was attacked!
thing you should be concerned should not be afraid to let them The note is a plea for help, and
about. While running a role-play- escape once in a while. In the directs the hero to an address
ing game is somewhat similar to Fafhrd and the Gray Mouser in the Tenderloin district.
writing a story or a movie script, tales, most master villains Rather than playing through the
it's a fallacy to think of the DM as escape to scheme against the walk across town, the DM just
the only author or director and heroes another day. "timeslips" to the moment the
the players as nothing more heroes walk up to the front of a
than actors . Instead, the play- he Action- rundown tenement, just in time
ers are co-authors of the story, Adventure to see one of the thugs who
and their characters should Approach escaped from the alley run
have an impact on the story. down the street with a young
What the players' characters do The elements listed so far are woman who calls for help. The
should have an impact on the structural components of most heroes give chase . . .
story's outcome, for good or ill. good stories . Structures are just Options are limited: Instead of
skeletons ; a lively story needs expecting players to try to
In a campaign, the resolution incidents, events, that flesh out deduce the right questions to
of a specific plot might only be the skeleton . Here we talk about ask, present their characters
part of a larger tale. The events types of story elements that with limited options (sug-
that occur within an adventure suit action-packed role-playing gested by a nonplayer
may well provide you with a new character, for
story that continues well past instance), or let
the resolution of the last . the heroes
The Role of the Dungeon Master " 1 7