Dungeons & Dragons introduced me to Fafhrd and the Gray Mouser. Or, more specifically, the Advanced Dungeons & Dragons book Deities and Demigods did. Among the many mythologies that book included was the Nehwon Mythos, which detailed the heroes, arcane wizards, gods, and strange cults of Fritz Leiber’s literary world, the barbarian Fafhrd and rogue Gray Mouser foremost among them. And it was no accident that this material was included, as Leiber’s Sword and Sorcery tales were a primary inspiration behind the game.
Any D&D nerd who reads these tales will immediately recognize the connection. Fafhrd and Gray Mouser are morally ambiguous adventurers, bouncing from one quest after legendary treasure, magical object, or driven by wizard-spell geas to another. The stories are episodic rather than guided by an overriding plot. These guys aren’t on a grand quest for the Ages, opposing capitol E evil and saving the world, but rather are bouncing from tavern to adventure and back again, rinse and repeat. Fafhrd and the Gray Mouser are roguish heroes, out for personal gain (and sometimes personal honor) — they were the original template for D&D adventuring.
The Circle Curse
”Never and forever are neither for men.
You’ll be returning again and again.
In which Fafhrd and the Gray Mouser leave Lankhmar, swearing a mighty oath never to return because of the unbearable grief of the violent loss of their first loves. In which they first encounter each of the uncanny, weird wizards who become their patrons —Sheelba of the Eyeless Face and Ningauble of the Seven Eyes. In which they wander and plunder throughout the corners of the world, finding no solace. And in which, finally, they return to the streets of Lankhmar. More of a scene setting tale than an actual adventure.
3 ⭐️
The Jewels in the Forest
Fafhrd and Gray Mouser go questing for a fabled hoard in a mysterious treasure tower built to hold it. First they must fight off rival rouges (who outnumber them). The tower is littered with skeletons of those who have been there before them, yet whatever fearsome guardian did this work is not to be seen. Then the bowl turning leg weakening fear hits…
4 ⭐️
Thieve’s House
Fafhrd and the Gray Mouser are lured back to the Thieve’s Guild house by trickery, the thieves longing for vengeance on them. The Mouser escapes, but Fafhrd, after wandering into a hidden, haunted sub-basement, is captured. The heroes are entangled in a Thieve’s Guild power struggle, as one master is killed, a new master takes control, and the hideous, terrifying ancient and skeletal dead masters emerge from their basement tombs to reek vengeance and assert control.
4 1/2 ⭐️
The Bleak Shore
Interrupted as they gambled by a mysterious, pale man, our heroes are first mocked, then put under a powerful geas. Under this cursed spell, the two immediately take leave like somnolent walkers, stock a small ship, engage hirelings, and take to unknown and dangerous seas. Under the power of this cursed spell they weather deadly storms until finally coming to the Bleak Shore, where they must face their doom.
4 ⭐️
The Howling Tower
A solitary tower, continual ghostly howling, and a strange and nasty old man who gives drink that separates ghost from body forcing it to do ghostly combat.
3 1/2 ⭐️
The Sunken Land
Fafhrd and the Gray Mouser adventure at sea. Fafhrd finds a mysterious key in a fish he pulls from the sea, and later is swept overboard in a raging storm, where he miraculously finds rescue on a ship of Northmen (his own countrymen). The ship’s leader is sworn to find the lost land of Simorgya, a long ago sunken land. It mysteriously re-emerged from the depths, enticing the Northerners into its strange and eldritch towers, where doom waits. A nice combination of heroic fantasy and Lovecraftian cosmic horror.
4 1/2 ⭐️
The Seven Black Priests
While adventuring in the Frozen Wastes, our heroes steal the large, diamond eye from an idol, only to find themselves bedeviled, pursued and mortally threatened by a small cult of fanatical assassin priests. Yet the treasure that they carry is a more serious threat than its fanatical guardians, seething with a malicious intellect that is tied to the very molten core of Nehwon.
4 ⭐️
Claws from the Night
The city of Lankhmar and its finest ladies are living in fear, for bold, stealing birds have been attacking and thieving, sometimes plucking jewels from fine ladies in broad daylight, and even attacking and maiming them. Fafhrd and the Gray Mouser believe that they have riddled out who is behind the organized terror of the birds, and are prepared to rob the robbers. But they were not prepared to face a vindictive, banished god bent on vengeance who commands a host of avian killers.
4 ⭐️
The Prince of Pain-ease
Fafhrd and Gray Mouser literally steal a house in which they are then haunted by the unquiet ghosts of their lost loves. Their patron wizards (Ningauble of the Seven Eyes and Sheelba of the Eyeless Face) promise to resolve their torment, but only after extracting oaths of lifetime service, and sending them on impossible missions to steal Death’s mask, which in turn sets them against each other. Another fine mess for our heroes to get out of.
4 ⭐️
Bazaar of the Bizarre
The rival wizards Ningauble of the Seven Eyes and Sheelba of the Eyeless Face join forces to use their pawns (our heroes) to foil the plans of the Despoilers — a rapacious race of universe hopping merchants who use their powerful illusions to drain worlds of wealth and reduces their populations to abject slavery. The Gray Mouser is the wizards’ bait, who falls under the spell of the Despoiler’s illusions, whereupon the wizards induce Fafhrd to affect his rescue using items that they lend him — a mask of true seeing and cloak of invisibility. The resulting inevitable combat is raucous, deadly, and, from the perspective of the enchanted Mouser, hilarious.
4 ⭐️