Once the two get over their grief, they can get back to the
rolling adventures and fantasy buddy-cop style banter that is their trademark. Speaking of which, Jewels of the Forest…
It’s a Dungeon Crawl
Complete with adventurer’s kit.
“The Mouser carried a mallet and a stout iron pry-bar, in
case they had to attack masonry, and made certain that candles, flint, wedges,
chisels, and other small tools were in his pouch. Fafhrd borrowed a pick from
the peasant’s implements and tucked a coil of thin, strong roper in his
belt. He also took his bow and quiver of
arrows.”
Something tells me the thesis of this analysis will wind up
as a recurring thread this month. Jewels in the Forest might be the single
most accurate dungeon crawl I’ve read, and I’ve read the novelizations of both Keep on the Borderlands and The Temple of Elemental Evil, and those
were novelizations of literal dungeon crawls.
Here, Fritz puts on a clinic for aspiring DMs looking to run dungeon
crawls that are a little more thematic than, “In a hole in the ground lived a
bunch of orcs.”By hook or by crook Fafhrd and the Grey Mouser come into possession of a treasure map which they follow to a long abandoned tower. After a night of role-play with the local peasantry and suitable foreshadowing on their part, the two set out for the nearby buried treasure.
In this story Fritz answers one question that has plagued D&D groups ever since they stopped reading the game's source material: Why is there a deadly dungeon right smack in the middle of civilization? It turns out that travel off of well-trod paths is hard. If you’ve never tried to push a mile through the unspoiled wilderness, you probably don’t realize just how hard it is. Bear in mind, we’re not talking about walking through the local woods at your state park, these are untouched woods filled with vegetation of all sorts and sizes, all growing in and around and on top of each other. Pressing through that sort of forest is like climbing a flight of stairs with a heavy load on your back. Even short hikes are long and tiring.
Granted, we know that paths lead to the dungeon, because the
little girl in the story admits to playing there often. The point isn’t that you can get to the tower
easily, just that it’s not the sort of thing hordes of people would randomly
chance across. Buried inside a ring of
old growth forest a few miles across, it might as well be on an island a
hundred miles off shore. Sure, you could
get there from here, but why would you?
It’s just an old, abandoned tower that gives you the creeps, and you’ve
only got two weeks to get the crops in or your whole family starves to death
this winter.
Once Fafhrd and the Grey Mouser get to the tower, it turns
out that they obtained their map more by crook than by hook. A second NPS party has beaten them to the
punch! Before they can enter, they have
to fight an enemy of a more mundane sort, and one that has just as much claim
to the treasure as they do. Lieber’s
description of Rannarsh as a “cruelly handsome man” serves as a classic example
of concise description. You know
everything you need to know about him from those three words. It’s also a classic case of know when to break
the rules. For most writers, “Show, don’t
tell,” is an iron clad rule, but Fritz breaks it with wild abandon. He doesn’t need to belabor the point by
showing Rannarsh acting vain, he has already told us this in those three little
words.
Before the fight, and during the foray inside the Tower of Urgaan
of Ungarngi, we learn of why no one has stolen the treasure away yet. The whole tower is a trap designed to spread
misery long after the death of its maker.
It’s an elaborate trap, a living tower with a brain of black quicksilver
and priceless jewels that shine with the light of unseen stars, and one that
has claimed the lives of many an adventurer over the years, both in this tale
and those created around kitchen and dining room tables since Gygax blessed us
with his creation.
Fritz Leiber himself. Give that guy black hair and a flatter nose, and this is exactly how I pictured Arvlan in my head. |
Fritz also shows DMs a weird trick that is almost criminally
underused at the gaming table* – using the cleric as a trap finder. I kid; don’t let the healer blunder into
trapped rooms, kids! You need that heal
bot healthy in case the thief gets squarshed by a tower shaped earth elemental. The real purpose of a wandering NPC like Arvlan
is two-fold. On the one hand, Arvlan
comes across as a seriously hard dude.
Firm, resolute, commanding, and knowledgeable about the Tower. Then he gets pasted off screen, thus building
tension in the protagonists. “If that
guy is toast, what chance do we have,” is exactly the sort of thing you want
your protagonists thinking as they head into the final showdown, be they
players at the table, or characters in your own story. The second aspect to Arvlan’s appearance is
that his death provides an important clue as to the threat facing Fafhrd and
the Grey Mouser. If you don’t want the
price of obtaining that clue to be the life of a protagonist, just throw a quick
extra into the mix and let him die horribly.
As if this story doesn’t already offer enough grist for the
gaming mill, Fritz continues the clinic by demonstrating how you can tantalize
players with a phenomenal treasure that they can glimpse, but never
possess. The only way to stop the
death-trap into which they have willingly set foot is to destroy the priceless
treasure! Fafrhd and the Grey Mouser end the story sadder but wiser, and
content with the knowledge that they’ve rid the world of a great and aged
evil. At the gaming table, you’ll
probably need to throw the players a few bones in the form of a dead brain-gem
or two for their trouble, because experience doesn’t pay the drinking and
whoring bills.
This subject recently came up in more ephemeral on-line
discussions, but it’s worth recording for posterity here. Those who plan on running RPGs for their
friends could buy a dozen pre-packaged adventures and still have a dozen
hanging questions about each of them.
For half the cost and twice the fun, they could also buy this one book
and read the dozen adventures it contains and steal ideas freely from it. The end result would be more thorough, more
believable, more immersive, and far more personal. This book was one of the RPG supplements that
Gygax used to plan his adventures, and if it was good enough for Gygax, it
ought to be good enough for you.
* On further consideration, this is a trick as old as Call of Cthulhu. Judges in that game throw doomed NPCs around like Star Trek writers.