LostSoul
Adventurer
I don't know if this belongs here or not. Anyway, I had an idea rolling around in my head for a D&D movie and wrote it down.
My Version of a D&D Movie
We start off with a pan over an idyllic farming community. A couple of too-cute kids are playing with a pixie trapped in a bottle. Pan over to their dad, a handsome farmer in a golden field of wheat. He hears their laughter and takes a break to watch them, a big smile on his face.
Smile turns to rictus grin and he falls. Behind him a hobgoblin pulls his sword out and kicks the corpse. He turns back to his horde of allies who rise from the field and grunts something in goblin. Subtitles say "This one'll make good fodder for the necro-king!"
Cut to the kids who scream and start running to town. Cut back to the hobgoblin who licks his lips.
Suddenly it's twilight, the sky blood-red. We see the town in flames, the fields matted with blood, and a train of slaves being whipped by the hobgoblins.
The next scene starts zoomed in on a muddy puddle in a dirt road. A well-worn boot splashes in the puddle. We pull back to see HENCHMAN, a strong guy carrying a shield, spear, and way too much gear. We pull back further to see the rest of the party, all riding horses. They are the usual set-up; fighter, cleric, wizard, thief, elf, dwarf.
It's raining and the party heads to a castle in the distance.
Cut to the castle gates. The FIGHTER pounds on the door. Guards call down. The fighter announces that they've answered the Baron's call for adventurers. The guards ask for their names and the PCs give them, but the henchman doesn't.
The party heads to meet the baron while the henchman unloads the gear with a grunt. He turns to the guards and offers them a job.
Cut to the cavernous great hall. The recesses of the room are cloaked in shadow. The BARON slouches in his throne, wrapped in a heavy cloak like a blanket. A fire behind him provides a dim light. With the baron are the few members of his court - a couple scribes, his WIFE, his buxom DAUGHTER.
The baron provides a minimum of exposition: "You are here to kill the necro-king and return the slaves?" The party responds by announcing their desired rewards - land for the fighter, a deed to build a temple, a relaxing of the laws against summoning for the wizard, gold for the dwarf, and - where's the elf?
Faint moans of pleasure lead the baron to a nearby room, where the ELF is giving it to his daughter. The baron reaches for his sword but his wife stays his hand - "Better to raise a bastard half-elven than lose the favour of the only ones who have answered our call."
The Baron agrees to the demands.
In the next scene the party is setting out, this time with a few new henchmen. The new henchmen are carrying most of the gear. There's a lot of bickering between party members. In the distance we see THUNDERSPIRE MOUNTAIN.
They call for a break. The WIZARD spouts off some exposition while the fighter shows off his skill by sparring with the henchmen. He easily defeats them, humiliating the old henchman by shoving his face in the mud and making fun of him.
The party arrives at the entrance and has a fight with some monsters - some typically D&D monster, like an owlbear or goblins with a rust monster. The party shows off their skills.
They head into the dungeon. Here they encounter a classic D&D traps, like the grinning demon head from Tomb of Horrors. The old henchman is ordered to go through but he gets out of it and another is sent through. When nothing happens the elf touches it with his hand and it gets disintegrated. He screams until the CLERIC heals him.
The DWARF notices something strange with the stonework and discovers a secret door. They press on.
Here we have the meat of the second act, where the party is barging through the dungeon, setting off traps, using too many spells, charging into combat, making noise drawing wandering monsters, etc. All of this draws heavily on classic D&D images - the giant bronze demon statue with the ruby eyes, beholders and green slime, gelatinous cubes, and classic D&D encounters.
Some characters/henchmen die when they get too greedy or too curious. The elf dies when a succubus eats his soul. There's at least one montage of the party trudging through strange caverns, empty rooms, cutting thick spiderwebs, fungus forests, etc. showing the size of this dungeon.
Throughout this the old henchman does his fair share but cunningly avoids doing anything that turns out to be suicide, gets no credit for good ideas, solves a trap or riddle, and proves himself smart.
Then we get into the hobgoblin lair. The fighter decides a frontal assault is the best option and there's a big, deadly fight. The party is losing thanks to the tactics of the hobgoblins - the hobgoblins set a counter-ambush. The fighter gets killed. The old henchman finds his voice and calls a retreat.
The henchman consults his map and uses it to discover a secret door. The party uses this as a bolt-hole to rest up. The henchman suddenly gets a NAME and starts issuing orders. They check out the map, consult the exposition the wizard gave earlier, use the history of the place to figure out some secret way into the necro-king's lair.
Led by the new named henchman (who still just has leather armour, a shield, and a spear), they navigate through the dungeon, avoid a trap and some monsters, and find a secret entrance into the necro-king's complex. They sneak about and find the slaves.
The dwarf see a treasure vault; he gets greedy and wanders off. In the vault he rolls around in a heap of coins, ignoring the naga that guards the treasure. He gets killed, which triggers an alarm.
The party runs away and finds a defensible position. They set up a line and start a big battle while the wizard starts carving a teleport circle into the ground. Lots of fighting, a death, but the rest escape.
In the aftermath we follow the named henchman through the streets of a town. He's got fancy armour and a sword. He encounters the party spending their rewards, the cleric building a temple, the wizard leading a demon around on a silver chain leash, that sort of thing.
The named henchman heads to a tavern and plops down at a table, hanging a sign that says "adventurers wanted."
*
That's my version, what's yours?
My Version of a D&D Movie
We start off with a pan over an idyllic farming community. A couple of too-cute kids are playing with a pixie trapped in a bottle. Pan over to their dad, a handsome farmer in a golden field of wheat. He hears their laughter and takes a break to watch them, a big smile on his face.
Smile turns to rictus grin and he falls. Behind him a hobgoblin pulls his sword out and kicks the corpse. He turns back to his horde of allies who rise from the field and grunts something in goblin. Subtitles say "This one'll make good fodder for the necro-king!"
Cut to the kids who scream and start running to town. Cut back to the hobgoblin who licks his lips.
Suddenly it's twilight, the sky blood-red. We see the town in flames, the fields matted with blood, and a train of slaves being whipped by the hobgoblins.
The next scene starts zoomed in on a muddy puddle in a dirt road. A well-worn boot splashes in the puddle. We pull back to see HENCHMAN, a strong guy carrying a shield, spear, and way too much gear. We pull back further to see the rest of the party, all riding horses. They are the usual set-up; fighter, cleric, wizard, thief, elf, dwarf.
It's raining and the party heads to a castle in the distance.
Cut to the castle gates. The FIGHTER pounds on the door. Guards call down. The fighter announces that they've answered the Baron's call for adventurers. The guards ask for their names and the PCs give them, but the henchman doesn't.
The party heads to meet the baron while the henchman unloads the gear with a grunt. He turns to the guards and offers them a job.
Cut to the cavernous great hall. The recesses of the room are cloaked in shadow. The BARON slouches in his throne, wrapped in a heavy cloak like a blanket. A fire behind him provides a dim light. With the baron are the few members of his court - a couple scribes, his WIFE, his buxom DAUGHTER.
The baron provides a minimum of exposition: "You are here to kill the necro-king and return the slaves?" The party responds by announcing their desired rewards - land for the fighter, a deed to build a temple, a relaxing of the laws against summoning for the wizard, gold for the dwarf, and - where's the elf?
Faint moans of pleasure lead the baron to a nearby room, where the ELF is giving it to his daughter. The baron reaches for his sword but his wife stays his hand - "Better to raise a bastard half-elven than lose the favour of the only ones who have answered our call."
The Baron agrees to the demands.
In the next scene the party is setting out, this time with a few new henchmen. The new henchmen are carrying most of the gear. There's a lot of bickering between party members. In the distance we see THUNDERSPIRE MOUNTAIN.
They call for a break. The WIZARD spouts off some exposition while the fighter shows off his skill by sparring with the henchmen. He easily defeats them, humiliating the old henchman by shoving his face in the mud and making fun of him.
The party arrives at the entrance and has a fight with some monsters - some typically D&D monster, like an owlbear or goblins with a rust monster. The party shows off their skills.
They head into the dungeon. Here they encounter a classic D&D traps, like the grinning demon head from Tomb of Horrors. The old henchman is ordered to go through but he gets out of it and another is sent through. When nothing happens the elf touches it with his hand and it gets disintegrated. He screams until the CLERIC heals him.
The DWARF notices something strange with the stonework and discovers a secret door. They press on.
Here we have the meat of the second act, where the party is barging through the dungeon, setting off traps, using too many spells, charging into combat, making noise drawing wandering monsters, etc. All of this draws heavily on classic D&D images - the giant bronze demon statue with the ruby eyes, beholders and green slime, gelatinous cubes, and classic D&D encounters.
Some characters/henchmen die when they get too greedy or too curious. The elf dies when a succubus eats his soul. There's at least one montage of the party trudging through strange caverns, empty rooms, cutting thick spiderwebs, fungus forests, etc. showing the size of this dungeon.
Throughout this the old henchman does his fair share but cunningly avoids doing anything that turns out to be suicide, gets no credit for good ideas, solves a trap or riddle, and proves himself smart.
Then we get into the hobgoblin lair. The fighter decides a frontal assault is the best option and there's a big, deadly fight. The party is losing thanks to the tactics of the hobgoblins - the hobgoblins set a counter-ambush. The fighter gets killed. The old henchman finds his voice and calls a retreat.
The henchman consults his map and uses it to discover a secret door. The party uses this as a bolt-hole to rest up. The henchman suddenly gets a NAME and starts issuing orders. They check out the map, consult the exposition the wizard gave earlier, use the history of the place to figure out some secret way into the necro-king's lair.
Led by the new named henchman (who still just has leather armour, a shield, and a spear), they navigate through the dungeon, avoid a trap and some monsters, and find a secret entrance into the necro-king's complex. They sneak about and find the slaves.
The dwarf see a treasure vault; he gets greedy and wanders off. In the vault he rolls around in a heap of coins, ignoring the naga that guards the treasure. He gets killed, which triggers an alarm.
The party runs away and finds a defensible position. They set up a line and start a big battle while the wizard starts carving a teleport circle into the ground. Lots of fighting, a death, but the rest escape.
In the aftermath we follow the named henchman through the streets of a town. He's got fancy armour and a sword. He encounters the party spending their rewards, the cleric building a temple, the wizard leading a demon around on a silver chain leash, that sort of thing.
The named henchman heads to a tavern and plops down at a table, hanging a sign that says "adventurers wanted."
*
That's my version, what's yours?