Pitch me your ulitmate D&D movie

RangerWickett said:
I really think D&D works better as a serial, so a cartoon on TV would be the optimal format if you want to capture the same sort of feel as having weekly D&D sessions. I mention cartoons particularly because I doubt you'd have the budget for really good costumes, make-up, and CG monsters in a live action series, whereas cartoons handle that problem easily.

Also, one of the producers at Cartoon Network's Adult Swim plays in my game, and he really liked the script I showed him. Have your guys call my guys.
winkgun.gif
1) Who wants to capture the feel of having a weekly D&D sesion: we're aiming for a good movie! :)

2) Tell your player I want more Venture Brothers, STAT!!!!

Scott, I don't really have a movie to pitch (although I second everything Kid Charlemagne said above), but I just wanted to say I appreciate seeing you post as a real member of the community, and not just "the WotC guy". :D
 

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I've no knack for formal movie pitching, but I think a Planescape setting movie directed by Tim Burton or someone with a similar quirky, surreal style would be my cup of root beer.

(Of course, what I'd really love is a Torment movie, but I'd be far too afraid of being disappointed.)

Peace & Luv, Liz
 

More specifically:

Dungeons & Dragons
Descent into the Depths of the Earth

A cartoon series proposal by Ryan Nock​

Series Hook: Give the fans what they want, and they'll watch. And there are a lot of fans.

Background: In the 1970s, D&D gave birth to role-playing. In an age of powerful classic rock, classic adventures were played by hundreds of thousands of gamers, starting a massive subculture that today has millions of members in the US (most of them males, 18-35, who love to kick monsters' asses and brag about how heroic they are).

Premise: We take the classic format -- a band of mixed heroes, going on adventures and working their way up the bad guy ladder until they're ready to save the world -- and do it well. The core arc of the series is the iconic GDQ series of adventures from the 70s, with a healthy kick of twists to keep fans something they recognize but wholly original. Giants, mad wizards, nations at war, manipulative dark elves, and a world-threatening plot which must be stopped by our four heroes.

Tone: Semi-comic action (like fan favorite Farscape or cult hit Firefly), with a mixed classic rock/funk/industrial soundtrack that rejects the stuffy fantasy with its aye's and verily's, and creates the feel of actual gaming, complete with the level of awesome that the internet generation looks for in their entertainment. Lots of references to geek fandom, but without the characters breaking the fourth wall.

Characters:
  • Leoval - We need the classic Johnny McGoodhero role, but Leoval has the penchant for getting himself hurt doing ridiculous stuff of John McClane from Die Hard. In D&D parlance, he's a human fighter, who wanted to be a paladin, but wasn't nice enough. The woman he loved was killed by a sorcerer, and Leoval adventures in hopes of finding him and taking revenge.
  • Koji - Our 'comic relief' character is the atypically deep bastard half-orc, Koji, a thief whose fondness of sarcastic mockery is how he copes with being an outsider. He's smarter than he looks (and he looks pretty ugly), and should appeal to the geek sense of being downtrodden.
  • Gregor - The noble older holy warrior of our group keeps Koji and Leoval from getting themselves killed, and though he's mostly a straight man, he's got a dry sense of humor. His age and experience serve as a venue to reference many classic D&D adventures that he was a part of many years ago (before he got level-drained by a swarm of undead, and ended up at low-level like the rest of the group).
  • Thrynshalles - Take a beautiful elvish warrior-mage and Knight of Luna, and give her the personality of Sigourney Weaver from Aliens. Like Leoval, she lost her lover years ago, and is drawn to the human man in a romance where she's usually a stronger warrior than he is. We need an overly cool elf character to appeal to the elf fanatics in our audience; don't worry, we'll have a more bad-ass dwarf in the second season.

Our villains - giant chiefs, jarls, and kings; dark elf priestesses; scarlet-clad assassins; and the occasional undead-ruling demigod -- have all been focus-grouped to hell and back over 30+ years of D&D history. They've been popular ever since they were introduced, and we're going to bring them to life.

Production Values: High, like Venture Brothers. There is a built in audience for this series, and we just have to do it right.

Note to those who are not currently in the groove with Cartoon Network: During Adult Swim -- evenings after 11pm -- Cartoon Network is consistently the ratings leader in cable television. WotC, if you are at all thinking of bringing the D&D license to TV or movies, Adult Swim is the place you need to be.
 

Dig the Curse of the Azure Bonds novel out of the mouldy depths of the WotC cellar. Reread. Adapt.

You've got everything there - dragons, evil slime gods, undead freaks, sinister cultists, assassins, etc, etc. Plus the characters have PERSONALITY and will allow you to defy fantasy expectations a bit. The fearsome dragon who is a grumpy old woman at heart. A female hero. The cheerfully amoral (and slightly Jack-Sparrowish) Olive would be an interesting contrast after the ever-so-worthy LotR hobbits, but still a bit familiar to audiences who have seen those movies. The setting is generically medieval enough so that you won't have to waste too much time on exposition, like you would with something like Planescape. Thematically you have the cloning/biotech/what-it-means-to-be-human angle with Alias, plus the vaguely middle-eastern Akbar, so with just a little bit of artfulness you can give the movie that extra bit of resonance beyond your standard FX blockbuster.

FX: Weta, since they have the hobbit experience!
Director: Sam Raimi would be pick 1. Terry Gilliam would be a gamble, but could pay off hugely.
Not sure about the cast - don't know enough about actors, sadly! But Alias and Cassandra must look enough like each other. Perhaps Sigourney Weaver as Cassandra? Jewel Staite might be a fun Olive.

(Yeah, I know, unrealistic as hell - WotC could never afford Raimi over everyone else who's lining up for him! But it's a fun idea...)
 

The Doom Bell

Director Sam Raimi
Storyline: In Hollywood-speak: Lord of the Rings meets 28 Days Later.
Writer: Tom DeSanto (X-Men, X2, Transformers, Teen Titans: The Judas Contract )
Cast: Shia LaBeouf as Raven, a fighter/rogue; Agnes Bruckner (Blood and Chocolate, 24, many others) as Linay, a paladin/cleric, Justin Chatwin (The invisible, Lost, War of the Worlds) as Wrean, a wizard. William Hurt as Lord Xorn, an evil cleric.
Format: Live-Action
Producer: Steven Spielberg
Effects house WETA
Studio: Universal
Budget: $120m

Raven and Wrean are friends in the great port city of Farrow; they are thieves and opportunists with little to recommend them until they come across the almost-dead Linay. They take her back to their underground hideout and almost dispose of her when they see she is a warrior for the church. They find from her that the lord of the city, Xorn, has gone mad and plans to bring back his dead wife and daughter via a ritual the requires the souls of thousands: at the Festival of Founders, he plans to ring the Doom Bell, an artifact that will tear the soul from anyone hearing it, leaving them an undead husk; he then will use that energy to ressurect his loved ones. Linay found this out and tried to stop him, but Lord Xorn's summoned creatures attacked her and left her for dead. She manages to convince the young men to help her destroy the Bell and save the city.

Big set peices: fight in the Old Cathedral, where the Bell is stored; Xoth's wizard guards find the thieve's hideout and send in the hell-hounds and summoned fire mephits; Linay's big Last Stand where she disintergrates dozens of undead with her Turning ability and her swords of holy fire; Raven's sword fight with Xoth's master assassin along the rafters of the cathedral; Wrean's duel with lightning and scorching ray against animated gaygoyles or a stone golem.
 

RangerWickett said:
Note to those who are not currently in the groove with Cartoon Network: During Adult Swim -- evenings after 11pm -- Cartoon Network is consistently the ratings leader in cable television. WotC, if you are at all thinking of bringing the D&D license to TV or movies, Adult Swim is the place you need to be.

Dang fine premise there, RangerWickett, and truer words were never spoken. If D&D is going to be animated, it needs to be Adult Swim.
 

Dykstrav said:
Just for fun is good. I actually work in the independent film industry and I'm in the process of securing financing for my own picture (which is a whole other can of worms). And you're right, it's difficult to get backing and distribution without a big name even if people love the script.

I've actually had people try to steal my work, so that's why I'm a bit leery about making public pitches. But since this one is just for fun, I'll put one together soon. :)

Yeah this is just for fun but it got me to thinking about adding a disclaimer to my post.
 



Soul Of The Dragon

Well, would a comic proposal do? A few years ago, I got word that Kenzer & Co., the comic-book company that produces "KNIGHTS OF THE DINNER TABLE" and other comics had landed the Dungeons & Dragons license for producing comics. Being a D&D nut all my life, I decided to try submitting a writing sample and a D&D series proposal.

I got a few nice responses from the folks at Kenzer, but ultimately, the proposal slipped off their radar.

And, just to get a few hits on my web site, I eventually posted it here!

But seriously, enjoy. ... And Scott? Call me, babe!

"The Soul of the Dragon"

THE QUERY
Here's my proposal:

"The Soul of the Dragon" is about a group of half-heroes who are magically "quested" to go on an adventure together. Along the way, they learn the value of doing the right thing and form a bond that even surprises them.

One thing important thing included in this proposal is the fact that it actually has to do with dragons and dungeons. In a published interview, one Kenzer staffer said he was surprised how few proposals he recieved contained dragons and dungeons. I've taken special care to bring these two key elements of D&D. This time around, the dragon is good and needs the help of the characters to overcome evil.

Lastly, I've devised a unique way to bring a diverse set of characters together. There's Jetton, a hero who doesn't realize he's one. At his side is a hobgoblin holy man, a jolly barbarian, a scheming and greedy warrior, and a distant and sullen elven sorcerer. Throw in the bad guy, his minions and some monsters, and you've got one heck of a story!

"The Soul of the Dragon" is story with a humorous bent that can be told in eight issues.

THE PLOT
The story opens as Jetton Varsnorth, a sly gnome armed only with a short sword, sneaks around on the roof of a building high-above the city. He's heard that inside, in the study of Bergren the Bold, a wizard of some renown in the city, is a vast treasure of gems and magical artifacts.

Jetton plotted for weeks — He's going to break in, swipe everything he can, ride off to some exotic land and live a life of riches.

His plan is perfect, he thinks to himself, except how to get inside.

He mulls this a bit and decides. He picks up a loose brick, heaves it through the skylight and drops down into the study.

Finesse isn't Jetton's forte.

As he hits the floor, he triggers a glyph of warding that summons forth a tiny fire mephit. The mephit calls out an alarm, and Jetton sees his plan fall apart.

From a distance, he hears Bergren coming to see what the racket is and Jetton realizes he's got to escape. On his way out of the building, while dodging blasts of fire from the elemental, he tells himself "One thing, I gotta get one thing — no matter what!"

So he grabs the first thing he sees — a huge gem in a special silver and glass case — and dives out a window, falling into the street below. Thankfully, he manages to slow his fall, but not enough. The case holding the gem breaks.

With some guardsmen on his heels, Jetton dashes into a crowd and disappears. He ducks into an tavern where, knowing he's likely o be followed, hides underneath a table.

There he studies the gem he's snatched. It's huge. It's flawless. And strangest of all, it begins to glow.

The glow grows brighter and brighter until voice issues forth from the stone. It tells how it isn't a talking gem, but a soul of a dragon trapped inside the gem, and it needs Jetton's help to be released.

Jetton says he's not the type of person to do this kind of thing, and the stone ought to look for someone else.

The gem says that isn't possible, but it will bring Jetton some help. With that, a blast of energy fires out from the stone in several directions, striking four patrons in the bar.

The dragon's voice tells Jetton that these four have now been magically compelled to help Jetton on his quest — an adventure that will take Jetton into the depths of the world where the dragon says he's been frozen in stone.

The four patrons are Foughe Mezzani, an elven sorcerer; Soun Trailwolf, a human barbarian; a disguised hobgoblin named Ithic the Foul, an adept of Maglubiyet — the demon prince of Hobgoblins; and Madelle Montoro, a female human fighter.

Back at his study, Bregren knows that he's in for trouble. He knows that the gem houses the soul of a dragon — because he put it there. He begins preparing to return to the dragon's petrified body and destroy it.

It's up to Jetton and his "team" to beat Bregren there first. To get there, they'll have to travel into a dungeon where they'll face a variety of monsters, such as a village of kobolds, a minotaur and a few gricks. They'll also have to avoid a few traps and dodge anything that Bregren throws at them.

CHARACTERS
Jetton Varsnorth ... A wiley gnome rogue. Jetton is impulsive, brash and full of jokes. When he's suddenly drawn into this quest, he's not at all interested. He like things quick and easy, and this isn't anything like that. As a gnome, he has a number of special powers that he uses to his full advantage. He's armed with a small sword and dagger. He's so ill-prepared for a lengthy adventure that he doesn't even have pants. Instead, he wears long, baggy shorts that are all torn up.

Bergren ... An evil elven wizard with a nasty reputation. Bergren has built his power on being a bully, and that's something he prides himself in. He thinks its the only smart battle to enter — one that he's absolutely sure he'll win. Now he finds himself forced to go back to the site of his most dangerous battle — the Catacombs of Carnis — and he isn't happy about it. He plans to make those responsible pay. Aside from his spells, the wizard has prepared for this day. He's become an expert archer and has an arrow of slaying, one that's attuned to the dragon he fought years ago.

The Dragon ... The copper dragon is named Blazenigacultis (Blaze-en-ig-a-cult-is), or Blazen for short. He's a good-natured beast, as most copper dragons are, despite being trapped inside the gem for 100 years. He wants out though, and he wants revenge.

Foughe Mezzani ... This elven sorcerer is a bit distant and stony faced. He takes his magically-induced quest in stride, and understands the give and take of the universe.

Soun Trailwolf ... If Jetton had asked Soun to join him before he had the quest spell cast upon him, he would've came on board anyway. The spell, he thinks, just gives him additional blessing to do it. As most barbarians, he's always ready for battle and thinks combat is "a good time." His weapons include a bastard sword, a hand ax, a bow and his own great strength.

Ithic the Foul ... Ithic was entered the city under a disguise spell. He had come gather some items for the band of warriors he lords over, and then he was swept into this mess. As with most hobgoblins, he lives for war. He finds this adventure a bit unsettling, because he's fighting for what he considers is the wrong side. As an adept of Maglubiyet, he has the power to heal and the power to destroy. He dislikes most of the rest of the team, and none of them trust him. He carries a scimitar and wears heavy armor.

Madelle Montoro ... Madelle is clever and crafty fighter who uses her charm to win as many battles as she fights. Before being drawn into this quest, she was just hired to serve as a bodyguard for a merchant who was traveling out of the city. Madelle's specialty is her vast array of magical devices — especially potions. If she were stripped of these items, she'd be an easy opponent. Besides a dozen or so potions, Madelle carries halberd and a crossbow — weapons that keep her enemies at a distance..

DIALOGUE:
EXT. CAMPSITE AT THE WOODS. NIGHT.

Jetton, Soun and Ithic sit by the campfire. They all hold a hunk of flesh. Madelle looks a bit sick to her stomach. Foughe stands off in the distance, looking away.

JETTON

What is this stuff?

ITHIC Viper meat. You should feel lucky for such a meal. SOUN

(thumping his chest)

Meat is meat, you know. It makes for a strong warrior.

JETTON

(Eyeing the flesh carefully)

But snake meat?

Disgusting.

ITHIC

My tribe has lived on worse, much worse. You civilized folk eat cow, fowl and sheep and nothing else. That's why you run in fear of my kind!

SOUN

(With his mouth full)

I fear no one!

MADELLE

I fear I'm gonna be sick.

ITHIC

Well, gnome, are you going to eat?

JETTON

I don't think so.

Maybe I can catch a bird or something.

FOUGHE

(Seeing a tiny figure of a kobold in the distance)

There's a creature approaching. It thinks its sneaking up on us.

SOUN

(Wiping his mouth)

Well, I best go skewer the beggar!

(He stands up and waves his sword)

YOU THERE! COME OUT BEFORE I CUT YOU DOWN WHERE YOU STAND!

(Soun sees the kobold running, and charges after it!)

YAahhhhh!

JETTON

Soun!

NO!

EXT. THE TRAIL

Jetton follows Soun, he meets up with Soun a distance down the trail, but the kobold has disappeared.

JETTON

Where'd it go?

SOUN

It was a kobold. Filthy creatures — Even more filthy than me.

It probably jumped into a pile of manure.

ITHIC

Kobolds, eh? Crafty things.

(A carefully concealed net tears up from the ground and captures the trio)

SFX

Thhhhhwhup!

(A swarm of kobolds descend on the net.)

KOBOLDS

— Ark!

— Yip! Yip! Yip!

— Hathhhhh!

— Yip! Yip!

FROM THE NET

— My foot! (Soun)

— Yep, crafty! (Jetton)

— My foot! (Soun)

— Damn, stupid fools! (Ithic)

— Oh, there it is. (Soun)

— Hey, you can't take that! (Jetton)

EXT. CAMPSITE AT THE WOODS

Foughe is helping Madelle getting into her armor.

MADELLE

(Looking down the trail)

I don't see them. They've disappeared.

FOUGHE

(Whispering as he looks from the side of his eyes.)

We've got trouble of our own. Get ready.

MADELLE

What?

FOUGHE

About two dozen —

(Kobolds stream in from the edge of the forest, wielding tiny swords and spears)

KOBOLDS!!!

KOBOLDS

— Key-ya!

— Yip! Yip! Yip! Yip!

— Braaaaaaa!

FOUGHE

I don't have many spells left!

(He casts a shocking grasp spell and grabs two kobolds at once and zaps them)

KOBOLDS

— Yipe!

— Gahhhh!

MADELLE

(Swinging her halberd, while getting attacked from all sides.)

There's too many!

FOUGHE


We just have to hold out until the others return!

(A kobold in the trees above sends a rock down on Foughe head.)

SFX

Whack!

MADELLE

Foughe!

(Another kobold in the trees launches a rock at Madelle, it connects and she drops.)

Ohhhh.
 
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