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INTRODUCTION

Welcome to the Dungeons & Dragons: The Movie


adventure. This is an introductory product designed
to be used with the Dungeons & Dragons Adventure
Game.
New players: This adventure is compatible with
the Dungeons & Dragons Adventure Game. To play it,
Part 3: youll need the rules found in that boxed set.
Experienced players: If youve played D&D

Savrilles before and know your way around the Players Hand-
book, youll need to convert the characters here to the
regular D&D rules.

crypt Rather than walk the characters through the


encounters described here, use this document as an
outline for creating your own adventure based on
Dungeons & Dragons: The Movie.
The Characters: To use the characters referenced
in this adventure, youll need to download the file
CREDITS containing them from the Official D&D website:
www.wizards.com/dnd.
Design: Jeff Grubb and Rich Redman
Editing: Gwendolyn Kestrel and David Noonan If you are an experienced player looking for the full
D&D statistics for the movies characters, check out
Web Production: Jesse Decker Dragon Magazine issue #280.
Web Development Mark Jindra
Cartography: Rob Lazzaretti 4. SAVRILLES CRYPT
Typesetting: Anelika Lokotz
Creative Direction Mike Selinker Our Story Thus Far
Graphic Design: Sean Glenn, Cynthia Fliege
After escaping the ruined castle and recover-
Thanks Jonathan Tweet and Monte Cook, Court- ing the items Damodar stole, you met the elves
ney Solomon, Ann Flagella, Justin Whalin, Kristen of the Verdalf Clan. The elves and their clan
master, Halvarth Frylief, gave you shelter and all
Wilson, Lee Arenberg, and Dave Arneson the healing you needed.

Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax When you left the elves, they gave you gifts.
and Dave Arneson. , and the new D UNGEONS & D RAGONS game
Ridley received a sword, Elwood received a pair
of boots, and Snails and Marina each received a
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
cloak.
Baker, and Peter Adkison.
Together with Norda, you set out to find the
Rod of Red Dragon Control, the legendary Rod
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
of Savrille. Its the only hope for the Empire of
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc-
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
Izmer.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.
2000 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.

1
Before playing further, make sure the players the characters Strength bonus, and Elwood must sub-
update their characters with the following: tract 5 from his roll because of his height and the
R i d l e y s S w o r d : This sword gives Ridley a +1 weight of his armor).
bonus to his attack. It also provides a +1 bonus to
his Armor Class, and a +1 bonus to all his saving 2. The Ledge
throws. He must attack with this sword to get the
attack bonus, but he gets the other bonuses just by A broad ledge juts from the cliff just below the
carrying it in his hand. Hes going to need it to last mushroom stair. The cliff face behind the
fight Damodar and thwart Profion. ledge forms a series of arches. It looks like some-
Elwoods Boots: These boots of elvenkind give thing once melted the stone above the cavern,
Elwood a +10 bonus to his Move Silently rolls. causing it to flow down over to the ledge, obscur-
ing the cavern entrance. Time and the elements
S n a i l s s C l o a k : This cloak of resistance gives wore arches through the stone. Just through the
Snails a +1 bonus on all his saving throws. arches, you see an opening.
Marinas Cloak: This cloak of elvenkind gives
At this point, its appropriate to ask the players how
Marina a +10 bonus on all her Hide rolls.
they intend to provide light for their characters to see.
They can make torches from fallen branches, or they
1. The Stairs may have torches purchased in Sumdall or Antius.
Humans see anything within 4 spaces of a lit torch
You step past the trees to the edge of a cliff. (dwarves see in the dark).
Ahead of you, the land drops away into a steep-
sided valley. The land matches the intricate illus-
tration found on your map. The entrance to the 3. The Entrance
cavern is in the cliff below you. The map shows a
set of stairs descending to the entrance. They As you penetrate deeper into the earth, you must
should start off to your left. crouch and twist to traverse the naturally formed
passage. The tunnel ends in a small chamber with
The stairs are actually gigantic fungi, like mush- a tile floor showing where you scuff away dirt and
rooms, growing from the bark of a tree. Characters may guano. Although the walls and ceiling show clear
descend the stairs or climb down the valley wall (Climb signs of human or dwarven work, they appear as
melted as the cliff face. The room smells dry and
DC 15). Players add a +3 bonus to their Climb rolls if
musty and very much of bat guano. In two places
their characters tie off ropes and use them to assist are pillars, perhaps natural stalactites or perhaps
their descent. once carved columns. Another tunnel leads from
In this adventure, its important to keep track of the chamber.
exactly where the characters are. Your DMs map is in a
separate file. Download it, and keep it handy as the Every time players enter this chamber, ask them to
characters move through the adventureit tells you make Move Silently rolls (DC 10).
what the characters encounter and see. Character Move Silently
Elwood 4
The fungi are sturdy, except for the third step. When Marina +4
the first character steps on it, it breaks. Let the unfortu- Ridley +7
Snails +9
nate character make a Reflex save (DC 13) to reach the
next step down. If he fails his save, he falls a great dis-
tance, unless the players thought to tie the characters If they fail, read the following:
together with rope. A character who falls without a High pitched squeaks and the flapping of leath-
safety rope will be seriously injured and might not sur- ery wings are your only warning as a flock of bats
drop from the ceiling and attack!
vive. Roll 10d6 for falling damage.
Following characters must jump the open space or If they succeed in their Move Silently rolls, nothing
Climb (DC 15) along the cliff face. Using an anchored happens. They only encounter the bats once. After that,
rope adds a +3 bonus to the Climb roll. Jumping the the bats find a quieter place to sleep.
space requires a Strength check (DC 15, adding only
2
A trap door opens beneath your feet and you fall.
Bats (30) To your surprise, you land on a smooth, curving
Hit Dice: 1/4d8 (1 hit point)
stone chute that drops steeply. Cobwebs stick to
Initiative: d20+2
your face as you slide through them. You arrive at
Speed: 1 space, Fly 8 spaces
the bottom unhurt. You hear your friends far
Armor Class: 16
above you, their voices echoing down the shaft. Ill
Attack: Bite d20
tell you about the room youre in when the group
Damage: 1 point
reunites.
Saves: Fortitude d20+2, Reflex d20+4, Will d20+2
Skills: Listen +30, Move Silently +15 Tell the other players only that the character abruptly
Alignment: Neutral
disappeared while they searched elsewhere. The trap
door stays open, so they find it easily. They see the
Hundreds of bats inhabit the cave. Every round, four
chute once they look, and the fallen character can com-
fly through the tunnel and out of the caverns. Between
municate with them by shouting, telling them its a safe
that and the characters efforts, the cave should empty
slide. Its too slick to climb back up and too long for
quickly.
their ropes to reach all the way down.
Norda refuses to descend the slide. Elves prefer the
4. Chute Trap outdoors to tunnels, and she wont go any deeper into
You continue through the tunnels, occasionally the earth. She volunteers to wait for the characters at
seeing signs that mortal hands carved them before this point.
some awesome force warped them to their current
form. The tunnel ends abruptly. Unless you 5. Dragon Door
missed some side passage, there is no way forward
and no sign of the crypt. Unlike the tunnels above, this chamber is obvi-
ously made by hands and unaltered by nature or
If the players want to search the caverns for an exit or magic. Stone forms the walls of the room, and
a hidden door, they may roll once for each 5-foot sec- simple tiles cover the floor. The room is undeco-
tion of wall they search. You might want to roll for rated save for a stone emblem resembling the Eye
them, and keep the actual results secret. Give Elwood of the Dragon on the south wall.
an additional +2 bonus on his Search rolls because
If no one tries to look at the emblem through the Eye
dwarves and tunnels are a natural match. There is one
of the Dragon, have all the players make Intelligence
secret door marked on your map (Search DC 25).
checks (DC 15):
Character Search Reflex
Elwood +0 +2 Character Intelligence Spot Search Strength
Marina +5 +3 Elwood +0 +2 +0 +4
Ridley +4 +9 Marina +4 +4 +5 1
Snails +6 +8 Ridley +2 +4 +4 +3
Snails +0 +9 +6 +2

The spot marked T on your map is a trap door. If


Everyone who succeeds remembers to look through
anyone thinks to search the floor, they might find it
the gem. Once someone does that, read the following:
(Search DC 20). When a character moves over it, it
opens. Make a Reflex save (DC 20) for that character. If Where you saw the emblem, you now see a set of
the character succeeds, read the following: double doors decorated with an ornate carving of
A trap door opens beneath your feet. You hurl two dragons, facing each other.
yourself toward the edge and manage to keep from
falling. Your companions pull you out, and when Make a Spot roll for all the characters (DC 15). Tell the
you look down the hole you see a smooth, stone successful characters players that one of the dragons
chute instead of the pit you expected. has only one eye, and the empty eye socket appears to
be the exact size and shape of the Eye of the Dragon. If
If the character fails the Reflex save, take that player
they insert the Eye, read the following:
aside and read the following:

3
You continue into the chamber, distracted by the
A perfect fit! It glows a brilliant red and the doors mounds of riches glittering in the torchlight. So
grind open with a mechanical sound. youre startled when you come face to face with an
ancient, mummified corpse dressed in the decay-
If everyone fails their Spot roll, ask them what their
ing robes of a mage. Mostly skeletal, it dangles
characters do. If they try the doors, they are locked.
from an iron hook jutting from its chest. One bony
Characters can look for the lock (Search DC 15), and hand clutches a red rod. When you try to take it,
if they succeed, they notice the empty eye socket in the mummy stretches as if alive. Its mouth opens,
the carved dragon. and it demands I am Savrille, creator of the rod,
Someone may try to force the door using his cursed for trying to control the red dragons and
sentenced to this purgatory until someone worthy
Strength (DC 25) or Marina can use her knock spell
of its power finds me. Why do you disturb the Rod
to open the door.
of Savrille?

In the movie, Ridley said, To save the Empire of


6. Savrilles Crypt
Izmer. As long as a character says something similar,
You enter a room filled with mountains of Savrille surrenders the rod with the following warning:
treasure. Goblets, platters, and scepters in gold
and silver glitter with diamonds and sapphires; Be warned, anyone who wields the power of the
tiaras, necklaces, and even more fantastic treas- rod shall suffer a horrible fate, for the evil it cre-
ures outline a narrow aisle between the pillars. ates cannot be undone unless its spell is broken.
A low-lying mist fills the room and circles your Each person must discover how to break the spell
feet like a living thing. for themselves.

If anyone touched the treasure and turned to stone,


If anyone forgets the warning from the movie and Savrille adds the following:
actually tries to take some of the treasure, a tendril of
The stone curse lasts only as long as the body
mist strikes at that characters hand like a snake. Its
remains within these chambers. Take your com-
meant to warn and frighten, not to damage panion to the surface, and the curse will vanish.
Remind the players that they came for the Rod of
Savrille. If the character or characters persist, eight If they answer Savrille incorrectly, they find them-
giant rats attack them. selves back out on the ledge with no memory of how
they got there. Of course, they can return and try again
Dire Rats (8) (they might need to, if someone got turned to stone in
Hit Dice: 1 (d8+1 hit points) the crypt). You can give them a hint by reminding them
Initiative: d20+3 that they seek the Rod of Savrille for the good of the
Speed: 8 spaces Empire.
Armor Class: 15
Attack: Bite d20+4
Damage: d4 7. Exit Tunnel
Saves: Fortitude d20+3, Reflex d20+5, Will d20+3 Once they have the rod, they see another path
Skills: Climb +31, Hide +21, Listen +1, Move through the mounds of treasure. It leads to a previously
Silently +6, Spot +1 hidden door and a set of stairs. The stairs twist back up
Alignment: Neutral to the chamber where the party left Norda. Any charac-
ter turned to stone returns to normal here. There is no
If the characters vanquish the rats and still want to sign of their elven companion, however.
take some of the treasure, remind them again about
the rod. The first one who touches an item turns to
stone. 8. Return of Damodar
On the ledge, they find a smirking Damodar waiting
Suggest to the players that theres nothing they can with four Crimson Guards. Two of them hold Norda,
do for the petrified character, so they might as well while a third holds his sword at her throat. The fourth
look for the rod. points a crossbow at whoever has the rod.

4
Through the portal you hear Profions voice.
Damodar Ah, loyal Damodar, and not a moment too soon!
7th-level Fighter Thank you, fools, for retrieving this rod for my
Hit Dice: 7d10 (43 hit points) delinquent lackey. If those Guards dont destroy
Initiative: d20+2 you, come back to Sumdall and watch me destroy
Speed: 4 spaces the Empress!
Armor Class: 17
Attacks: Greatsword d20+9/d20+4
Damage: 2d6+2 WRAP UP
Special Attacks: Damodars combat skills give him When the fight ends, the characters can go to the
two attacks every round as long as he only elves for healing before racing to Sumdall for the
moves 5 feet. The first attack uses the numbers final confrontation with Profion and Damodar. Even
to the left of the slash; the second attack uses if a character dies fighting Damodar and the Crim-
the numbers to the right of the slash. son Guard on the ledge, the elves can bring that
Saves: Fortitude d20+7, Reflex d20+4, Will d20+2
character back.
Skills: Listen +6, Ride +6, Search +4, Spot +6
Gear: Greatsword, chainmail armor, portal dust From this point on, its up to you, as DM. You have
Alignment: Evil statistics for Damodar and the Crimson Guard from
earlier adventures and Profions follows.
Crimson Guard (4)
1st-level Fighters The final confrontation should be challenging and
Hit Dice: 1d10 (5 hit points) dangerous for the heroes, but they should be able to
Initiative: d20+0 win. If you choose to have the final fight on the
Speed: 4 spaces rooftops of the city, you can add dramatic tension by
Armor Class: 16 describing red and gold dragons fighting in the
Attack: Light crossbow d20+2, longsword d20+3 skies.
Damage: Light crossbow d8, longsword d8
Saves: Fortitude d20+2, Reflex d20+1, Will d20+0
Skills: Listen +2, Move Silently +4, Ride +4, Search Profion
+4, Spot +2 15th-level Human Wizard
Alignment: Evil Hit Dice: 15d4 (30 hit points)
Initiative: d20+1
Damodar says, Thanks for saving me the Speed: 6 spaces
trouble. Dont let your stupidity and persistence Armor Class: 17
be responsible for killing this lovely elf maid. I Attacks: +1 quarterstaff d20+9/d20+4 or +1 dagger
give you my word: Give me the rod, and Ill d20+9/d20+4
release her. Damage: +1 quarterstaff d6+2 or +1 dagger d4+2
Special Abilities: Profion can use either of his
weapons to attack twice in the same round.
Players now have a choice: Fight Damodar and the The first attack uses the numbers to the left
Crimson Guard, or surrender the rod. The difference of the slash; the second attack uses the
is, if they surrender the rod, then they only fight the numbers to the right of the slash. Both inflict
Crimson Guard. Damodar uses portal dust to go to the same amount of damage.
Profion as soon as he has the rod. Let the players Saves: Fortitude d20+5, Reflex d20+6, Will d20+9
decide what they want to do. If they decide to fight, Skills: Spellcraft +19, Concentration +15,
remember that Damodar wants the rod more than Diplomacy +10, Hide +10, Move Silently +10,
anything else. He singles out whoever holds the rod Search +10, Spot +10
and attacks that character. If the character surren- Alignment: Evil
Spells: As a highly skilled wizard, Profion can cast
ders, falls unconscious, or dies, Damodar takes the
many powerful spells. He has been using his
rod and leaves. magic in the battle with the Empress. The
If Damodar escapes with the rod using portal dust, ones listed below are what he has left to cast
Profion speaks to the characters through the portal: and those still in effect.

5
0 level NOW WHAT?
Detect magic: Detects spells and magic items. This adventure is only the beginning. Worlds of
Mending: Allows you to fix torn and broken adventure await you and your friends with the
objects. D UNGEONS & D RAGONS Player s Handbook, D UNGEON
Read magic: Allows you to read magical inscrip-
M ASTER s Guide and Monster Manual. With these
tions.
D UNGEONS & D RAGONS books, the characters have
Resistance: Improves your saving throws by +1.
1st level more options, more spells, more magic items as well as
Mage armor: Gives subject +4 armor bonus for more monsters and more adventures.z The only limita-
1 hour/level. (Profion has already cast this spell. Its tions of the game are your imagination.
effect is included in his Armor Class.) Look for these products at a book or hobby store near
Magic missile: Profion can fire five missiles and you, or check out www.wizards.com/dnd.
can target them all at the same opponent or at up
to five different opponents. Each inflicts 1d4+1
points of damage on an opponent automatically. ABOUT THE AUTHORS
True strike: Adds a +20 bonus to your next J e f f G r u b b s list of works reads like a history of
attack roll. Profion may cast this spell twice. DUNGEONS & DRAGONS. He has built and helped build
2nd level such works as DRAGONLANCE, the FORGOTTEN REALMS,
Bulls strength: Subject gains +2 on attack rolls
AL-QADIM, and SPELLJAMMER. An elder, (well, middle-
and damage rolls for 3 hours. (Profion has already
aged) god of gaming, he has most recently been work-
cast this spell. Its effect is included in his Attack
and Damage bonuses.) ing on bringing the wonders of D&D to new players,
Darkvision: See 12 squares in total darkness. with the D&D Fast-Play Adventures and the DIABLO
Knock: Opens an otherwise locked door. Profion Adventure Game. In his spare time, he writes novels.
may cast this spell twice. His published works include: the Finders Stone Tril-
3rd level ogy, Masquerades, Finders Bane, and Tymoras Luck,
Hold person: Holds one person helpless if he or written with his wife, Kate Novak. He also wrote The
she fails to make a Will saving throw of 15 or better Ice Age Cycle, a MAGIC: THE GATHERING trilogy, and co-
(see Rule Book). Profion may cast this spell twice. wrote Cormyr: A Novel, with Ed Greenwood.
4th level
Rainbow pattern: Creates a glowing, rainbow- A designer for the Wizards of the Coast roleplaying
hued pattern of interweaving colors up to 50 spaces game division, Rich Redman started as a customer service
away that captivates those within its 3-square rep in 1994 and moved to design in 1998. Among other
radius. Unless those within the affected area make projects, Rich has been the main designer for the MARVEL
a Will saving throw of 16 or better, they cant move SUPER HEROES Adventure Game. That expression on his
nor do anything for 15 rounds. face comes from living with two dogs and three cats.

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