[Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

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Beroli
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[Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

You are a member of the Thieves' Guild of Lankhmar. The Guild has decided that the activities of two independent thieves named Fafhrd and the Gray Mouser have got to be stopped. Primarily because the Guild isn't getting a cut of their loot!

Consequently, there is a very attractive price being offered for the two--dead or alive.

"Preferably dead!" snarls Hoorik, the current master of the Thieves' Guild.

You don't like Hoorik. He is crude and probably insane, but the color of his money is good. You've already collected 10,000 gold rilks in advance for this job. There's another 40,000 waiting for its successful completion. You don't intend to fail.

"Choose your own allies. In addition, I'm sending some of the young trainees along with you," Hoorik says. "They're anxious to prove themselves and they'll do anything you tell them. Besides, they come cheap."

You frown. All you need is a bunch of eager hoodlums tromping around at your heels. Still, they might come in useful in a fight. And there'll undoubtedly be a fight! Fafhrd and the Grey Mouser have the reputations of being very tough customers!

But you don't plan to fail. You've got the help of a large organization behind you. There are hundreds of eyes out there, watching for Fafhrd and the Gray Mouser. You say a brief prayer to the Gods of Trouble and hear what sounds like a chuckle behind you. Whirling around, however, you see nothing! Or is that three shadowy figures, staring at you wickedly?

Bah! Probably just your imagination. Gathering your gear together, you head out for the streets of Lankhmar.
Last edited by Beroli on Sun Dec 15, 2024 2:46 pm, edited 1 time in total.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

PRIMARY PLAYER CHARACTER: Quarsh

Alignment: Chaotic Neutral

Class: Thief/Assassin

Level: 10/5

Armor: Leather Armor

Hit Points: 30/30

Weapons: A poisoned shortsword, Venom, and a poisoned throwing hand axe, Axe.

Damage: You throw Axe automatically at the beginning of every combat; it does 12 damage and treats a “special” result as “normal damage.” You attack twice per combat round with Venom, which does 7 damage, except the first combat round, when you attack only once with it. However, the first time it hits in each combat, it will do 14 damage because of the poison.

Special Abilities: Due to your incredible agility, you can treat all your “normal damage” attack results as “double damage” every even-numbered combat round.

Description: You are a Master Thief. You always wear black and are fond of unusual hats with wide brims. Your cloak is filled with hidden pockets where you keep your thiefly tools. You stand 6’2’’ strong and, though very thin, you are much stronger than you look. Your smile has been known to strike terror in the hearts of the Overlord’s guards.

Your only weakness, if it can be called that, is your devotion to your partner, the lovely Kissla.

This Thieves’ Guild assignment caught you in the middle of a project of your own. You planned to steal the Stonemasons’ Guild’s huge emerald that the Guild proudly displays in the front chamber of their Guild House in the Plaza District.


Quarsh’s Ally: Kissla

Alignment: Chaotic Neutral

Class: Fighter

Level: 6

Armor: Leather Armor

Hit Points: 25/25

Weapons: A rapier, Liver Licker.

Damage: The weapon does 6 points of damage. Kissla gets two attacks per combat round.

Description: Kissla is a much better fighter than a thief. She finds thieving much more profitable, however. She dresses in white to complement Quarsh’s black attire. Standing 6’ tall, she is never without her gossamer cloak and rapier. The only color she permits herself to wear are the many jewels that Quarsh gives her.


Thief Trainees

Each Primary Thief Character gets one set of trainees who Hoorik sends along on this mission. They are not particularly competent, but they are completely devoted to whoever is in charge. They fight collectively, as one unit. They do 6 damage per attack and have 15 total hit points.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

It is noontime in the city of Lankhmar as you and Kissla leave the Thieves’ Guild House and begin your search for the notorious Fafhrd and the Gray Mouser.

“50,000 gold rilks, Quarsh,” Kissla whispers to you in excitement. “What are we going to do with all that money?”

“Spend it, of course!” you reply, grinning. “But there’s many a slip twixt the cup and the lip, as they say, my pretty pet, so don’t visit the marketplace looking for silks yet. Remember, the two we seek aren’t going to be easy to capture.”

“Bah!” Kissla sneers. “A barbarian and an overgrown street urchin! This will be such an easy job, ‘twill seem like thievery taking the Guild’s money! So now tell me, what is this plan you mentioned?”

“We will travel down toward the Plaza District to look for them first,” you reply. “I have business with the Stonemason’s Guild there anyway, as you will no doubt recall.”

“The Guild Emerald,” Kissla says with a longing sigh. “How beautiful it will look, resting right here, over my heart, think you not, Quarsh?”

“Much better than in the beefy hands of those fool stone cutters,” you tell her.

You and Kissla set off for the Stonemason’s Guild with two thoughts in mind–to steal the Emerald and capture Fafhrd and the Gray Mouser. All in all–not a bad day’s work…if you pull both capers off!










“What the devil are you doing?” you ask one of the workers.

“Why, we’re just tearing down the Guild Hall so we can build another one with better security,” he says. “We do this every hundred years or so…it’s a tradition.”

Curse the gods! It cost you much time and money to get the layout of the Stonemason’s Guild Hall. Now they’re tearing it down! You can kiss that 100,000 gold rilk emerald good-bye! Still, there may be a chance. Grabbing Kissla, you sneak into the alley to consider your options.

If the Stonemasons finish their work and tear the building down, you may never get another chance to steal the emerald. You could take advantage of the confusion to sneak inside. But you’re supposed to be searching for those two demon dogs, Fafhrd and the Gray Mouser. The Thieves’ Guild won’t take kindly to you pulling a private job on Guild time.

1) Try to steal the emerald.
2) Give up on the emerald and immediately try to locate Fafhrd and the Gray Mouser.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

Eyes on the prize. Half vote for ignoring the emerald, go straight for our quarry. (If JN wants to put in a full vote for snatching the emerald, you don't need to wait for me. I'm fine with it.)
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

Agree on giving up on the emerald, as we can’t afford to waste hit points and other resources that need to go after hunting our targets.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

Because you are immediately looking for Fafhrd and the Gray Mouser, you may try to guess their location now.

Your spies tell you they are on the Street of the Gods in Lankhmar. Where will you look for them?

Temple of the Rat God
Temple of Kos
Temple of Aarth
Temple of Mog
Temple of the Earth God
Temple of Issek
Temple of the Gods of Lankhmar
Marsh Gate
Shop of Ogo the Blind
Outdoors on the Street of the Gods
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

I'm leaning towards Ogo the Blind.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

I agree with going to the shop of Ogo the Blind, as our targets might be stocking up on items before doing anything else.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

Fafhrd and the Gray Mouser are not at the shop of Ogo the Blind and as you look there you are recognized as thieves and murderers by some guards, whom you attempt to lose.

Running into an abandoned temple, you turn and look outside. The guards come to a halt, and for a moment you're afraid they'll follow you in! But they just shrug their shoulders and leave.

"That's one thief we won't have to worry about," one laughs.

Turning around, you are horrified to see Wights coming out of the darkness toward you!

You can run from the Wights, but if you do you will need to apply a total of 20 hit points worth of damage split between the members of your group. Alternatively you can stand and fight them. Which do you choose? You don't know exactly how tough they are until you do.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

If this was Fighting Fantasy I'd be scared because wights need a magical weapon and none of our weapons are listed as magical. I'm assuming this isn't the case here though, half a vote to fight.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

I vote to stand and fight, as we should not be cowards this early in the game!
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

we should not be cowards this early in the game!
Especially as (metagaming a bit) our replacements will be more powerful, so it might be worth it to kill off Quarsh and Kissla quickly.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

The Wights are straightforward opponents: 27 hit points, do 15 damage on hit. Quarsh and Kissla have no choices to make yet.


Quarsh throws Axe and hits for 12 damage. Then he swings Venom and hits for 14 damage. Finally, Kissla slashes with Liver Licker and hits for 6 damage; the Wights are defeated without a chance to act. One of them drops a sword as it flees. The Wight's Blade does 12 damage per successful combat turn, but replacing any of your existing weapons is likely contraindicated; Kissla can use it instead of Liver Licker if she chooses, but will then get only one attack per combat round. Decide accordingly...

...and you may attempt to guess Fafhrd and the Grey Mouser's location now. Your spies tell you they are once again on the Street of the Gods. Where will you look?

Temple of the Rat God
Temple of Kos
Temple of Aarth
Temple of Mog
Temple of the Earth God
Temple of Issek
Temple of the Gods of Lankhmar
Marsh Gate
Shop of Ogo the Blind
Outdoors on the Street of the Gods
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

I vote to leave the wight’s blade behind and check out the temple of the Gods instead.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

Sounds good to me
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

Fafhrd and the Gray Mouser are not in the Temple of the Gods of Lankhmar.

Walking past the Temple of Mog, you think once again how repulsive this place is. Spiders give you the creeps, and why anyone would want to worship one is beyond your understanding!

Thinking of that, you are startled to hear a shout.

"That blasphemer crushed one of the holy ones!" A priest points at you!

Looking down, you see the remains of a black, hairy spider under your boot! Well, now the only question is: fight or flight?

1) The Gods of Trouble take Mog and his spider priests! You fight.

2) Run!
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

Going to half vote to run from them, as it doesn’t appear that we will take damage if we do this.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

I'm guessing the consequences will show up in the next paragraph. I think fighting them could be nasty, so I'm happy to run.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

You dash up Temple Street, run up Noble Street, and easily outdistance the priests of the Spider God.

Pleased with yourself, you whip around a corner--and run headlong into a horse!

The creature rears in panic. Its rider, a powerful lord, yells for his guards. You're on the run again, only now you're short of breath and exhausted--an easy catch for the guards. They drag you back before the nobleman.

He draws his sword. "Either die now, or do a little job for me, wretched dog," he snarls.

You don't have much choice. "I am but too eager to please, Oh, Noble One," you answer.

"I have sworn the death of two men who robbed my house. Their names are Fafhrd and the Gray Mouser. You can find them one street over. Bring me their ears, and I'll give you a sack of gold."

What incredible luck!

You have finally caught up with Fafhrd and the Gray Mouser. But they won't be taken alive!

Since you still have no offensive choices to make in combat, combat will unfold in the main thread. I will assume by default that you will let the thief trainees take a blow preferentially, will let Kissla take a blow if it's that or the trainees dying, will let Quarsh take a blow if it's that or Kissla dying, will not let Kissla die until after the trainees are dead, and will not let Quarsh die until after Kissla is dead. Let me know if you wish to change these settings.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

If we get to choose who our opponents attack, that seems like a reasonable strategy.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

I agree with the proposed strategy. Let’s see if we can take them out in the first go!
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

I'm guessing they're much stronger than us as we're the weakest group of assassins.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Beroli »

PRIMARY PLAYER CHARACTER: Renango

Alignment: Chaotic Evil

Class: Assassin

Level: 10

Armor: Leather Armor

Hit Points: 40/40

Weapons: Three throwing daggers and a magical longsword that calls itself Reddeath. The first combat round, you throw two daggers. The second combat round, you throw the third dagger. In subsequent rounds you use either the sword, or a magical net.

Damage: The daggers hit automatically for 5 damage each. Reddeath does twelve damage, and if it hits, it screams, unnerving your enemies such that all double-damage results they roll on their next round become misses. If you use the net instead, it does no actual damage, but if it scores a normal damage result, you can choose one enemy to be unable to act next round, and if it scores a “double damage” or “special” result, that enemy is unable to act in the next two rounds.

Description: You are a huge man with powerful muscles. You dress in bright red leather armor that is cunningly designed with many hidden pockets. You carry a variety of things in these pockets, ranging from thieving tools to poisons. You had been contracted to kill the Overlord, but this job pays more, so you took it. Besides, you and Fafhrd have a private score to settle.



Renango’s Ally: The Guardian

Alignment: ???

Class: ???

Level: ???

Armor: ???

Hit Points: 20/20

Weapons: ???

Damage: The Guardian strikes twice per round for 8 damage.

Description: Renango hired the Guardian to assist him in murdering the Overlord. Now he intends to use it to take care of Fafhrd and the Gray Mouser. The Guardian flies above Renango, invisible until Renango is engaged in combat, then it flashes down from the sky and hits automatically in its first attack. It regenerates up to 5 hit points of damage after each battle.


Thief Trainees

Each Primary Thief Character gets one set of trainees who Hoorik sends along on this mission. They are not particularly competent, but they are completely devoted to whoever is in charge. They fight collectively, as one unit. They do 6 damage per attack and have 15 total hit points.


After being briefed by Hoorik, you are informed by Thieves' Guild spies that Fafhrd and the Gray Mouser are on the Street of the Gods. Where will you guess they are?

Temple of the Rat God
Temple of Kos
Temple of Aarth
Temple of Mog
Temple of the Earth God
Temple of Issek
Temple of the Gods of Lankhmar
Marsh Gate
Shop of Ogo the Blind
Outdoors on the Street of the Gods
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by Dogopolis »

So, can we go back to the temple of the gods, run away, meets the nobleman again, and guarantee another encounter with F&GM? If so do we want to? We do seem to be a lot weaker than Q+K.

Half vote for tying it out, Temple of gods.
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Re: [Let's Play] Dragonsword of Lankhmar: Thieves' Guild Assassins

Post by JourneymanN00b »

Arrgh, the first pair bit the dust against our targets, as expected.

I don’t think that approach would work to guarantee another encounter with our targets. I am going to suggest a different place to see if we have better luck. I will vote for the Temple of Mog.
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