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INTRODUCTION

Welcome to the Dungeons & Dragons: The Movie adven-


ture. This is an introductory product designed to be
used with the Dungeons & Dragons Adventure Game.
New players: This adventure is compatible with the
Part 2: Dungeons & Dragons Adventure Game. To play it, you’ll
need the rules found in that boxed set.

Damodar’s Experienced players: If you’ve played D&D before


and know your way around the Player’s Handbook, you’ll
need to convert the characters here to the regular D&D

Refuge rules. 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, you’ll need to download the file contain-
CREDITS ing them from the Official D&D website: www.wiz-
ards.com/dnd. If you are an experienced player looking
Design: Jeff Grubb and Rich Redman for the full D&D statistics for the movie’s characters,
Editing: Gwendolyn Kestrel and David Noonan check out Dragon Magazine issue #280.

Web Production: Jesse Decker


Web Development Mark Jindra
3. DAMODAR’S REFUGE
Cartography: Rob Lazzaretti Our Story Thus Far
Typesetting: Anelika Lokotz
Creative Direction Mike Selinker You defeated the Great Maze in the Antius
Graphic Design: Sean Glenn, Cynthia Fliege thieves’ guild, only to discover that Xilus used you
to get the Eye of the Dragon for him. Before you
Thanks Jonathan Tweet and Monte Cook, Court- could fight the entire guild to keep the gem,
ney Solomon, Ann Flagella, Justin Whalin, Kristen Damodar and his Crimson Guard broke in. Out-
raged at the intrusion, Xilus ordered his thieves to
Wilson, Lee Arenberg, and Dave Arneson
defend their hall. In the resulting confusion, you
tried to escape, but there were more Crimson
Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax Guard at all the exits. Fortunately Norda, the
and Dave Arneson. , and the new D UNGEONS & D RAGONS game Empress’s family tracker, also followed you here
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard with her elven archers, and with her help you
Baker, and Peter Adkison. escaped. Not unscathed, however.

In the movie, Damodar leaves Antius with Marina and


D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
the map that shows the way to the Rod of Red Dragon
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc- Control. In your game, you have more choices. For
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. instance, if a movie character has no player, then
This material is protected under the copyright laws of the United States of America.
Damodar kidnapped that character. If all the characters
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.
are in play, then Damodar got the Eye of the Dragon as
This product is a work of fiction. Any similarity to actual people, organizations, well as the map. It’s up to you. Make sure your players
places, or events is purely coincidental. know everything they’re supposed to recover before
©2000 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
starting the adventure.

1
This adventure is more free-form than the previous
two. We give you the description of the castle and its Elf Archers (5)
environs. The players must recover whatever Damodar
1st-level Elf Fighter
Hit Dice: 1 (d10 hit points)
took. The players tell you how they want to do it, and Initiative: d20+2
you use this information to figure out what happens. Speed: 6 spaces
There are no sewer tunnels or maze walls to limit Armor Class: 14
player choices. If they think of something we don’t, Attack: Bow d20+3, longsword d20+2
make it up and have fun! Damage: Bow d6, longsword: d8
Saves: Fortitude d20+2, Reflex d20+2, Will d20+0
Skills: Listen +4, Search +4, Spot +4
The Castle Alignment: Good

The moon shines down on the remnants of an Where’s Damodar?


abandoned castle. Surrounded by the forest, the Damodar is in his office (see Damodar’s Headquar-
castle sits on the highest hill for several miles in ters). If a Guard raises an alarm, Damodar joins the search.
any direction. Most of it lies in ruins, but one Certain character actions could move him to another
small section appears intact. Sneaking closer, you tower (see Damodar’s Quarters and Prison Cells).
see clear signs of recent efforts at restoration.
Through a gate, you see Damodar’s soldiers setting Non-Player Characters (NPCs) are
up tents in the courtyard around a bonfire. Many people, too.
of them sit around the fire, eating and drinking. Norda and her elves are important people even if
Others patrol atop the walls. A ball-shaped they don’t have their own players. It’s up to you as
beholder patrols outside the gate. What do you DM to portray them as intelligent characters with
want to do? their own hopes and desires. They provide a diver-
sion if needed. With their bows, they are far better
If your players don’t know what a beholder is, see The equipped to take on the beholder and the Crim-
Beholder and the Gate. Your DM’s map is a separate son Guard than the player characters are. The
file. Download it and, keep it handy as the characters older and wiser Norda also serves as a way for you
move around and through the castle—it tells you what to give the players any desperately needed hints.
On the other hand, don’t let her steal the show.
the characters encounter and see.
Let the players be the heroes.
Remind the players that Norda and her five
Norda archers are present. If they want to talk to Norda
7th-level Elf Fighter and ask questions or make requests, you play
Hit Dice: 7d10 (43 hit points) Norda. She feels protective toward her archers, so
Initiative: d20+3 remember that while she lets them fight for the
Speed: 6 spaces characters, she won’t unnecessarily risk their lives.
Armor Class: 15
Attacks: Bow d20+10/d20+5 or longsword Outside the Walls
d20+9/d20+4
Damage: Bow d6 or longsword d8+2 Though dark and full of fierce creatures, the
Special Abilities: Norda can use either of her weap- shadows surrounding the castle comfort you as
ons to attack twice in the same round. The first they hide you. No trees grow near the castle walls,
attack uses the numbers to the left of the slash; as if they fear something within. You can move
the second attack uses the numbers to the right around the castle easily if you stay within the
of the slash. Both do the same amount of trees. If you want to climb the walls, you must
damage. Elves can see twice as far as humans leave the safety of the ancient forest.
in starlight, moonlight, torchlight, etc., and
retain the ability to distinguish color and detail Approaching the Walls: Crossing the open space
under these conditions. between the trees and the walls requires a Hide roll
Saves: Fortitude d20+5, Reflex d20+5, Will d20+2 (DC 11, since it’s dark) and a Move Silently roll (DC 15)
Skills: Hide +5, Listen +4, Search +5, Spot +5
for each character. If they fail either roll, two wall sen-
Alignment: Good
tries move closer for a better look.
2
Character Hide Move Silently Search Spot Character Climb Move Silently
Elwood –4 –4 +0 +2 Elwood +2 –4
Marina +5 +4 +5 +4 Marina –1 +4
Ridley +7 +7 +4 +4 Ridley +7 +7
Snails +9 +9 +6 +9 Snails +8 +9
Crimson Guard +0 +4 +4 +2
Rope Use: A rope secured to the top of the wall gives
anyone using it a +3 bonus to both his Climb and Move
If Guards investigate, the players make Spot checks to
Silently rolls.
see whether they notice the approaching sentries (DC
10). If they fail, don’t put the Guard counters on the Falling: Failing a Climb roll without a rope by more
map. If they do, put the counters on the nearest wall than 5 means a character falls. Failing with a rope just
and the PCs make Hide rolls again (DC 11). Their roll means the character doesn’t move. For every 10 feet
becomes the DC for the Guards to notice them with the fallen, the character takes d6 points of damage. If she
Spot skill. If the heroes succeed, the Guards resume doesn’t want the Guards to investigate, the fallen char-
their patrol. The players should make both rolls (Hide acter must roll to Move Silently (DC 15), but gets –1
and Move Silently) again. If they succeed, they reach penalty to her roll for every 10 feet fallen.
the wall. If not, repeat the investigation.
After three investigations, six Guards from inside the The Beholder and the Gate
camp come outside to hunt intruders. Of course, they
open the gate to do that. They search where the wall A beholder, a ball-shaped creature, guards the
sentries think they saw movement. If they don’t find entrance. It has one large eye at the center of its
the players, they return to the bonfire. If they do, a face, beneath 10 small eyes on stalks. As drool drips
fight breaks out. See Courtyard Chaos. from its mouth, you see three rows of razor-sharp
teeth. Beyond the beholder is the gate to the castle
If the wall sentries spot the characters, they raise the
courtyard. The gate is 15 feet high and blocked by a
alarm. This could be a useful diversion, because the portcullis, an iron gate raised by a winch atop the
Guards open the gate to come out and give chase. The wall.
characters have a head start and all the forest in which
to hide. After an hour, the Guards stop looking and Beholder
return to their campfire. Hit Dice: 5 (5d8+5 hit points)
Initiative: d20+4
Speed: 4 spaces (flying)
The Walls Armor Class: 20
Attacks: Eye rays d20+7, bite d20+2
Irregular, uncarved stones piled high on each Damage: Bite 2d4
other form the castle walls. No one has built cas- Special Attacks: Eye rays
tles like this in hundreds, if not thousands, of Special Defenses: All-around vision, feather fall
years. It suggests ancient secrets and unspeakable Saves: Fortitude d20+2, Reflex d20+1, Will d20+8
horrors better left forgotten. It suits Damodar per- Skills: Hide +1, Listen +12, Search +15, Spot +16
fectly. The wall is 30 feet high, and the three Alignment: Evil
towers rise 10 feet higher. You see Guards
patrolling atop the wall. A beholder, also called an eye tyrant, is a 6-foot-wide
orb dominated by a central eye and a large, toothy
Climbing the Walls: The rough walls are relatively maw. A number of eyestalks sprout from the crea-
easy to scale (Climb DC 13). Players must make three ture’s head, and these stalks can wield powerful
successful rolls to reach the top, but they also have to spells. Beholders are extremely dangerous crea-
make two Move Silently checks (DC 15). If they fail to tures, so they are best avoided by all but the most
move silently, two Guards investigate (see Outside the experienced adventurers.
Walls). Every successful Climb roll means they move Eye Rays: Each of the beholder’s five pairs of
15 feet higher. small eyes produce a magical ray once a turn, even
when the beholder is attacking physically or moving
at full speed. But since the creature’s own body

3
tends to get in the way when it aims the rays, it can Attack: Light crossbow d20+2, longsword d20+3
aim only 3 of its 10 eye rays at targets in any one Damage: Light crossbow d8, longsword d8
direction other than up (forward, backward, left, Saves: Fortitude d20+2, Reflex d20+1, Will d20+0
right, or down). The remaining eyes must aim at Skills: Listen +2, Move Silently +4, Ride +4, Search
targets in other areas or not at all. A beholder tilts +4, Spot +2
and pans its body each turn to change which rays it Alignment: Evil
can bring to bear on its desired targets.
Each eye’s effect resembles a spell. All rays Courtyard Chaos
have a range of 30 spaces. Save DCs, where applica- Raising the Alarm: Assume it takes a sentry a full
ble, are 18. round to raise an alarm. If the characters somehow
Charm Person: The target must succeed at a silence the sentry before then, they remain undetected.
Will save. Beholders use this ray to confuse the
opposition, usually employing it early in a fight. A Evading the Guards: Once someone raises an alarm,
charmed target cannot attack the beholder unless it the Guards respond at a run. Move their counters.
attacks him first. Assume it takes 4 rounds to raise the portcullis, if the
Sleep: The target must succeed at a Will save to Guards have to come outside. They leave four Guards in
stay awake. the courtyard, but Damodar accompanies the search
Fear: The target must succeed at a Will save or party. The Guards charge to where the characters were
run away for 2d6 turns. spotted. If the characters move away from that place,
Slow: The target must make a Will save to resist and no other Guards spot them, they’re safe. Otherwise
or suffer a –2 penalty on all attack and damage rolls
they must fight.
and on Reflex saves. Each affected target also gets a
–2 penalty to armor class and moves only half Fighting the Guards: This is one thing the charac-
normal speed. In addition, the target can move or ters don’t want to do. The Guards make full use of their
attack, but not both. crossbows, shooting at the characters from atop the
Inflict moderate wounds: This ray causes 2d8+10 walls or towers where the characters can’t reach them.
points of damage. A target that succeeds at a Will Any Guards on the ground shoot once and then attack
save takes only half damage.
with their swords. Even with Norda and her elves, the
All-Around Vision: A beholder is exceptionally
alert. Its all-around vision negates Snails’s sneak characters are badly outnumbered—and that’s not
attacks. counting the extremely dangerous Damodar!
Feather Fall: A beholder’s body is naturally
buoyant, which allows it to avoid falling damage. Moving Around on and inside the Walls
Once the characters get inside the walls, let the
The Beholder responds to any alarm raised outside the players tell you where they search for what Damodar
walls, arriving before the Guards since it doesn’t have to stole. Every round, have them make Move Silently
raise the portcullis. It does not respond to alarms inside checks. If they fail, two Guards investigate just like in
the walls. Outside the Walls. If the players succeed, their char-
acters continue searching.
The Guards Don’t roll while inside Damodar’s Quarters or the
If the characters count the Guards through the gate, tell Prison Cells. The stone walls block sound, so no one
the players they see dozens and dozens of soldiers, it’s hears the characters once they’re inside.
hard to be exactly sure how many there are. There are at
least three dozen Guards, but some patrol on the walls.
Towers
All the towers have the following features in common.
Crimson Guard Each has four floors, with one door at the base and two
1st-level Fighters more on the third floor that open onto the wall. A spiral
Hit Dice: 1 (d10 hit points) staircase around the inside walls links the four floors.
Initiative: +0 The third floor holds nothing but military supplies for
Speed: 4 spaces
the camp, with a clear path between the two doors. On
Armor Class: 16

4
the fourth floor, a ladder leads to a roof hatch. There are
no windows in the towers except around the fourth Quicksand Rug
floor. Torches in wall sconces provide adequate light. Any character who sees this rug makes a Spot
check (DC 25) to figure out that it’s not just a rug.
Damodar’s Quarters On the other hand, anyone can search the rug
The first floor contains a dining table, a few chairs, specifically (Search DC 20) to figure that out. A
and a fireplace. The remains of Damodar’s most recent wizard like Marina can make a Spellcraft check
meal litter the table. The second floor is Damodar’s bed- (DC 15) to figure out precisely what it is. Anyone
chamber. It holds a wood frame bed, a bureau, and a
who walks across the rug makes a Reflex save (DC
desk. A carpet (see Quicksand Rug) lies across the
space between the desk and the door. The map is clearly 20) to throw herself far enough toward the edge
visible on the desk. Other magic paraphernalia litter not to drown. Failing the save means the character
the desk and bureau (see Wand of Hold Person). sinks. Unless she has a rope or something similar,
and successfully tosses it around something heavy
The fourth floor has mysterious, arcane symbols
inscribed on the floor. Ancient tomes lie open on two (roll an attack at DC 20, if the character has two
desks. Marina can make a Spellcraft check (DC 20) to different attack bonuses use the highest), the char-
understand why Damodar has this magic laboratory. If acter in the rug drowns and dies in 3 rounds.
she succeeds, she knows that he uses this laboratory to Another character can pull her out with a Strength
search for a way to remove the horrible thing Profion check (DC 15).
put in Damodar’s head. If Damodar took the Eye of the
Dragon, it’s in this room. Characters must look for the
gem (Search DC 20). In addition, roll a d20 for each char- Wand of Hold Person
acter searching (DC 15, with no bonuses). Each time you Marina must make a Spellcraft check (DC 15) to
succeed, that character finds a magic item. Roll on the
recognize this item. Once she does, she knows
random table in the Rule Book to see what she finds.
what it is and how to use it. She can attack anyone
Damodar Attacks: While the characters search the she sees with this just as if casting a spell. She tar-
fourth floor, the Guards may see them through a gets a person who makes a Will save (DC 16) or is
window. Have the players make Hide rolls (DC 10). If
held motionless for 3 rounds. The wand has 4
someone fails, the number that player rolled becomes
charges: oooo
the DC for a Guard to Spot them (only roll once, not
once per Guard; if more than one character failed use
the highest number rolled). If the Guards spot them,
Damodar joins the attack (see Courtyard Chaos).
Damodar’s Headquarters
The first floor holds a large table on which pewter
Prison Cells mugs hold down a map of the castle and its sur-
Iron bars and locked gates divide the first two floors roundings. Other maps of Izmer decorate the walls.
into two cells each. The cells contain only a wooden cot The second floor holds racks of scrolls and maps. The
and a chamber pot. The fourth floor is a single prison fourth floor is clearly Damodar’s private study, and
cell. The cot here has a straw-filled pad. Three of the four the characters find him here except when an alarm
windows are available to any prisoner, but are barred. A summons him.
small table and a stool complete the furnishings.
Any character held prisoner is on the fourth floor. Damodar
7th-level Fighter
Damodar Attacks: If there are no prisoners in this Hit Dice: 7d10 (43 hit points)
tower, Damodar doesn’t come here. If a prisoner lan- Initiative: d20+2
guishes here, roll a d10 every round the characters Speed: 4 spaces
spend in the tower. If you roll 1, Damodar decides to Armor Class: 17
interrogate the prisoner and enters the tower. Attacks: Greatsword d20+9/d20+4

5
Damage: 2d6+2 ABOUT THE AUTHORS
Special Attacks: Damodar’s combat skills give him J e f f G r u b b ’ s list of works reads like a history of
two attacks every round. The first attack uses DUNGEONS & DRAGONS. He has built and helped build
the numbers to the left of the slash; the second such works as DRAGONLANCE, the FORGOTTEN REALMS,
attack uses the numbers to the right of the
AL-QADIM, and SPELLJAMMER. An elder, (well, middle-
slash.
aged) god of gaming, he has most recently been work-
Saves: Fortitude d20+7, Reflex d20+4, Will d20+2
Skills: Listen +6, Ride +6, Search +4, Spot +6 ing on bringing the wonders of D&D to new players,
Gear: Greatsword, chainmail armor, portal dust with the D&D Fast-Play Adventures and the DIABLO
Alignment: Evil Adventure Game. In his spare time, he writes novels.
His published works include: the Finder’s Stone Tril-
Between Adventures ogy, Masquerades, Finder’s Bane, and Tymora’s Luck,
In addition to giving the characters some magic written with his wife, Kate Novak. He also wrote The
items, the Verdalf Clan welcomes the characters to Ice Age Cycle, a MAGIC: THE GATHERING trilogy, and co-
its bazaar (see below). Players can look at the wrote Cormyr: A Novel, with Ed Greenwood.
equipment tables in the DUNGEONS & DRAGONS
Adventure Game and spend their character’s money. A designer for the Wizards of the Coast roleplaying
The elves also heal the characters fully. When this game division, Rich Redman started as a customer service
adventure begins, Marina’s bracelet of capture has all rep in 1994 and moved to design in 1998. Among other
its charges. projects, Rich has been the main designer for the MARVEL
SUPER HEROES Adventure Game. That expression on his
face comes from living with two dogs and three cats.

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