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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
Part I: the Dungeons & Dragons Adventure Game. To play it,
youll need the rules found in that boxed set.

The Antius Experienced players: If youve played D&D


before and know your way around the Players Hand-
book, youll need to convert the characters here to the

thieves regular D&D rules. Rather than walk the characters


through the encounters described here, use this doc-
ument as an outline for creating your own adventure
based on Dungeons & Dragons: The Movie.

Guild The Characters: To use the characters referenced


in this adventure, youll need to download the file
containing them from the Official D&D website:
www.wizards.com/dnd.
CREDITS If you are an experienced player looking for the full
Design: Jeff Grubb and Rich Redman D&D statistics for the movies characters, check out
Editing: Gwendolyn Kestrel and David Noonan Dragon Magazine issue #280.

Web Production: Jesse Decker


Web Development Mark Jindra
GETTING STARTED
Once the players have looked over their character
Cartography: Rob Lazzaretti sheets, read the shaded text to them. When you start
Typesetting: Anelika Lokotz the numbered encounters below, the read-aloud text
Creative Direction Mike Selinker ends with you getting the players to decide what
their characters do.
Graphic Design: Sean Glenn, Cynthia Fliege
Remember that not every player must have his or
Thanks Jonathan Tweet and Monte Cook, Court-
her character do the same thing. Elwood can attack
ney Solomon, Ann Flagella, Justin Whalin, Kristen while Marina casts a spell and Snails tries to open a
Wilson, Lee Arenberg, and Dave Arneson door. You tell them the results of their actions:
Elwood hits the zombie, Marinas spell blasts
Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax another zombie, and Snails cant seem to get the door
and Dave Arneson. , and the new D UNGEONS & D RAGONS game open.
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
When something isnt covered in the rules, make
Baker, and Peter Adkison.
up your own answer. Thats your duty as the DM. If
Ridleys player wants him to climb up the side of a
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned wall so he can leap down on a foe and get surprise,
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc-
you decide whether that works.
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of America. Its challenging, but its what makes roleplaying
Any reproduction or unauthorized use of the material or artwork contained herein is
such a great experience. The characters can do any-
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, thing the players think of.
places, or events is purely coincidental.
2000 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
Ready?

1
What were going to do here is tell a story, a
story that youre going to help create. This is The Maze
your chance to make your own movie with the Im not going in there!
characters from the DUNGEONS & DRAGONS film. Dont force characters to enter the maze. Any
In this story you take the role of Ridley, Snails, character who wants to watch with the Antian
Elwood the dwarf, or Marina the wizard. You get thieves can. However, that player must sit quietly
to decide what theyre going to do. You get to for the duration of the adventure. If he or she
control their actions. shouts advice or hints to those in the maze, Xilus
Im the Dungeon Master, or DM. Ill describe what gives one warning not to do that. The next time
your heroes see, and youre going to tell me what he orders his thugs to attack him or her. They
your heroes do in response. Do well, and your char- wont kill a character for coaching his or her
acters gain power and treasure. Ready to begin? friends, but they will bind and gag the offender.
There are so many thieves that theyre guaranteed
The players may have questions about the various to overwhelm any character, so theres no point in
numbers and statistics on their character sheets. Most playing out the fight. Marina, however, can cast
spells quietly, so she could be very helpful in the
are self-explanatory, but you may have to answer a few
crowd. Save shouted advice for when its most
questions. Refer to the rules in the D UNGEONS & needed!
DRAGONS Adventure Game for help.
Youll also have to prepare a map. Print out two copies Entrance
of the accompanying file, one for the players and one
for your own use. Make sure to cover or erase the area Above you, sitting on the walls, the guildhall
numbers on the players version. inhabitants cheer the chance to see you die in
their maze. Your characters are shown on the map.
To begin the adventure, read the following text to the The door before you leads to the first challenge.
players: You tell me what your characters do, and well go
from there.

ANTIUS THIEVES GUILD Your DMs map is in a separate file. Download it, and
keep it handy as the characters move through the maze
it tells you what the characters encounter and see.
Our Story Thus Far
The Crimson Guard put a bounty on your heads, 1. Pendulum Blades
so you fled Sumdall. The only way to clear your
names is to find the Rod of Red Dragon Control, Inside the door, a hallway stretches ahead of you.
shown to you by a mystic map. In order to gain The walls are sheathed in plaster, and the floor is
access to the rods final resting place, you need the stone. Several consecutive walls of light beam
Eye of the Dragon, a mystic gem held by the across the corridor from one wall to the other.
Antius thieves guild. You reached Antius with They provide the only light in the misty corridor.
Damodar and the Crimson Guard hot on your The mist and the dim light obscure the far end.
heels. The guildhall is a vast underground cham- What do you want to do?
ber carved from stone, from which radiate many
large rooms. Its a teeming hive of thievery. Under- There are several things the characters may try:
world types including drunken thugs, crooked old
gemcutters, lithe cat burglars, and smooth con Stick Something (an Arm, a Sword) through a
artists are busy bickering, appraising, fighting, Wall of Light: Interrupting a light triggers a pendu-
sleeping, jesting, playing cards, arguing, gambling, lum that attacks the character (see Attack the Swing-
and gossiping. Ridley and Snails recognize some ing Blades).
of them, famous for their nefarious deeds. When
you meet Xilus, master of the citys thieves guild, Slip Past the Walls of Light: The walls of light
he puts forward a challenge: If you can foil the block the entire corridor. The only way past is over. If
Guilds Great Maze, you can keep the Eye. someone climbs the wall (Climb DC 20), the thieves

2
Why cant I just climb over the walls Disable Device (DC 20). To attack, treat the mechanism
and go straight to the Eye? as Armor Class 17 with 10 hit points.
Above the maze walls extends a cage that keeps Pendulum Mechanism o o o o o o o o o o
characters in the maze and spectators out. Anyone
can climb the wall (Climb DC 20). If she succeeds, If the mechanism has 0 hit points, then all the blades
she makes it up to the cage barswhere the jeer- grind to a halt and the characters can pass them. If she
ing thieves push her back into the maze. Once succeeds at disabling the device, all the blades grind to
you enter, you must complete the tests or die. a halt and the characters can pass them. The Armor
Class is high because its very difficult to swing a
weapon effectively while clinging to a smooth metal
watching from above shove the character back into the
pole that swings back and forth.
maze. That character must make a Reflex save (DC 15)
to avoid falling through a light and triggering a pendu-
lum for d10+4 damage. Marinas Spells
Marina may cast spells at the pendulums from
Attack the Swinging Blades: Treat this like combat. outside their arc. Magic missile does not damage
them. Knock may open the mechanism long
enough for the characters to get past. As DM, you
Pendulum Blades (4) must remind her that this is only the first chal-
Hit Dice: 2d6+1 (8 hit points)
lenge, and she may need those spells later.
Initiative: The blades always go last.
Speed: Immobile
Armor Class: 15
Attack: Swinging axe blade d20+3 Success
Damage: d10+4 When theyre at the far end, read the following
Saves: Fortitude d20+1, Reflex d20+1, Will to the players:
Alignment: Neutral Some thieves cheer your success while others
groan and curse. Apparently the cheering thieves
Mark off damage taken by the blades. won bets when you defeated the pendulums. The
door is all that stands between you and your next
Blade #1 o o o o o o o o challenge. The spectators grow quiet as you
Blade #2 o o o o o o o o approach it.
Blade #3 o o o o o o o o
2. Pits
Blade #4 o o o o o o o o
Note that a character may choose to move rather than The door opens easily, revealing the hall shown
attack. It doesnt make the trip any easier for someone on the map. Unlike the previous hall, this is well
coming behind him, but it does get that character past lit by torches. You can see the corridor turns east at
the far end, then goes north past three wooden
the blades sooner.
chests with brass bindings. Looks like an easy
Jump from Blade to Blade: If the players want to stroll through here.
imitate Ridleys feat from the film, they should roll a
d20 and add their Dexterity bonuses (DC 18). They
Pits: The empty hall should make the players suspi-
must succeed four times to make it through the corner.
cious. If they check the wall for traps, roll some dice
If they fail, roll the blades attack (see Attack the
where the players cant see, pretend to examine them,
Swinging Blades) for each round they fail to get back
and then tell them they dont find any traps. If they
on a blade.
check the floor, roll their Search skills (DC 20). If
Attack the Pendulum Mechanism: If a character anyone succeeds, tell those players that a large flag-
manages to jump onto a blade, he or she may attempt to stone in the floor appears to be a trap door.
climb up the shaft that supports the blade (DC 25).
If they dont check for traps, roll their Spot skills (DC
Once at the top, any character may attack the mecha-
25). Tell everyone who succeeds about the flagstone.
nism with a weapon or a rogue may make a check to

3
Either check, Search or Spot, must be done for every
The chests charge the characters startlingly quickly
space they enter. A failure means they could fall into a
on their four legs. The characters cannot outrun the
pit. Note that no pit completely blocks the corridor. It chests. The chests attack Marina, Ridley, and Snails
is possible to edge past them without rolling any dice, because they appear to be the easiest targets. If they
one at a time, if you know where they are. Allow the knock out one character, theyll double up on one of
characters who failed to make their Reflex saves (DC the other two. If they knock out two characters, then
15) to avoid falling. If a character falls, that character the chests attack Elwood.
takes 2d6 points of damage for falling 20 feet and sits
out the remaining scenes unless the other characters Chest #1 o o o o o o o
can rescue their comrade. If another character wants to Chest #2 o o o o o o o
try to catch the one falling, he makes a Dexterity check
(DC 20, minus the falling characters Dexterity bonus). Chest #3 o o o o o o o
For instance, Ridleys Dexterity bonus is +4, so the DC
to catch him would be 16.
Success
Once the characters pass the pits and defeated
3. Clockwork Chests the chests, read the following to the players:
If they check the chests for traps, ask which char-
Another mixed round of cheers and groans meets
acter checks. Read the following to the players:
your success. You prepare for the next challenge
You kneel down to examine a chest. Grinding just around the corner.
and clanking, the chest moves! Four legs unfold
from the bottom edge, and two arms unfold from 4. Corridor of Eyes
the front. The chest lurches forward and attacks
you! As you leap backward, trying to regain your The exit is a narrower corridor that bends and
feet, you realize that two more chests have also twists until it widens into a well-lit hallway. The
unfolded limbs and are moving to attack your walls and floor are composed of tiles, and on each
group! tile is the carving of an eye. The eyes are all differ-
ent sizes, styles, and colors. At the far end, you can
If the characters pass the three chests then read see a circular door set in a much larger carving of
an eye.
the following to the players:
As the last of you enters the corridor of eyes, the
As you approach the exit from this hall, you hear wall opposite the circular door springs forward,
machinery grinding and clattering behind you. When blocking off your retreat! As you watch, the wall
you turn to look, you see that the three chests have continues to move. If something doesnt stop it,
unfolded arms and legs, and are scuttling after you to youll be crushed!
attack!
The DM must carefully track how many rounds pass
The chests in the corridor are magically animated,
as the characters try to escape this death trap. When a
clockwork-powered creatures. They arent very smart,
round ends, the wall moves 1 foot (about 1/4 inch on
but they are cleverly disguised guardians.
the map) closer to the circular door. When it reaches
that wall, characters can no longer move and take d12
Clockwork Chests (3) damage every round while Xilus laughs.
Hit Dice: 2d6 (7 hit points) There are many things the characters may try at this
Initiative: d201 point. Here are a few:
Speed: 8 spaces
Armor Class: 14 Stop the Wall: If the players insist on trying this, ask
Attack: Arm bash d20+2 them if they use brute strength or skill. If they use brute
Damage: d6+1 strength, have them roll a d20 adding their Strength
Saves: Fortitude d20+0, Reflex d20+0, Will d205 bonus (DC 25). If they succeed, the wall does not move
Alignment: Neutral that round. If they fail, it does. They must roll every round.

4
If they use skill, hide your dice rolls behind this book The DM must carefully track how many rounds pass
or some other object. Ask each person who tries this as the characters try to escape this death trap without
what their Search bonus is, and roll dice. It doesnt being killed. When a round ends, the ceiling moves 1
matter what you roll; theres no mechanism for stop- foot closer to the floor. It starts only 8 feet in the air, so
ping the wall, and no way to reach the mechanism that the characters dont have much time. When it reaches
pushes it forward, but the players dont know that. the floor, characters can no longer move and take d12
damage every round while Xilus laughs.
Climb over the Moving Wall: If they successfully
climb the wall (Climb DC 15), the entire group is disqual- Here are some things the characters might try:
ified. Xilus orders them to leave Antius without the gem.
Open the Lock: Any character wishing to open the
Go through the Circular Door: First, they must find lock must first make a Reflex save (DC 20). Failure
the mechanism that opens it. A few eyes around the means the character takes d6 points of damage and
door have holes where the pupil of a real eye would be. cannot pick the lock this round. Success means he
If they search those specifically, have them roll a Search must roll his Open Lock skill (DC 20). If he succeeds
(DC 15). They can search the wall around the door in again, all the mechanisms stop immediately.
general (Search DC 20). If they succeed, they can try to
Attack the Timing Mechanism: Its not enough to
unlock it (Open Lock DC 15).
destroy the hourglass, they must also smash the through
the stone face and destroy whats on the other side. Treat
Marinas Spells the stone face as Armor Class 12 with 25 hit points:
Knock opens the circular door, if she uses it.
Remind her that this isnt the last challenge, and Timing Mechanism oooooooooooo
she may need her spells. ooooooooooooo
Attack the Spinning Blades: Attacking the spinning
Success blades wont stop the descending ceiling, but it means
Once the characters get the door open, read the anyone trying to pick the lock can do so without need-
following to them: ing to make a Reflex save. Treat the mechanism as
Armor Class 16 with 25 hit points:
The door grinds upward accompanied by the
Spinning Blades o o o o o o o o o o
sounds of clanking chains. You can tell it hasnt been
opened in a long, long time. You are now at the o o o o o o o o o o o o o o o
threshold of the vault holding the Eye of the Dragon. Marinas Spells
Knock, cast at the lock, opens the door and stops
5. Descending Ceiling all the lethal mechanisms. No wizard ever got this
far through the maze before!
Youve come into an octagonal room. Directly
across from the door is a metal wall. Set in that wall
is a mechanism that involves blades mounted on 6. The Eye of the Dragon
shafts. Just inside the shafts you can see a lock. The When the characters defeat the deadly devices,
other walls are rough-hewn stone. On the wall to read the following to the players:
the left of the metal one is a grimacing face, hold-
After a moment of hushed silence, the thieves on
ing an hourglass in its mouth. When the last
the walls begin cheering wildly. The spinner mecha-
member of your group enters the room, the circu-
nism rises into the ceiling, revealing a smaller cham-
lar door drops down behind you. The shafts in the
ber with richly carved walls. This chamber is lit by
mechanism begin spinning, the blades flashing in
the red glow of the Eye of the Dragon, a magnificent
the dim light. The hourglass turns, and sand begins
gem sitting atop a stone pyramid. One of you lifts it
trickling down. You hear a sound above you. Look-
from the outspread wings of the gold dragon statues
ing up, you see a spiked metal frame, the exact size
that display it. You hold it above your head in tri-
and shape of this room, descending. Youre trapped,
umph, ignoring everything but the sure knowledge
unless you can figure out how to open the lock on
that you defeated the infamous maze of the Antius
the other side of those spinning blades.
thieves guild. Congratulations!

5
J e f f G r u b b s list of works reads like a history of
Between Adventures D UNGEONS & D RAGONS . He has built and helped
While tracking Damodar (see below), the characters
build such works as D RAGONLANCE , the F ORGOTTEN
run across a merchant caravan willing to sell goods to
R EALMS , A L - Q ADIM , and S PELLJAMMER . An elder,
them. Players can look at the equipment tables in the
(well, middle -aged) god of gaming, he has most
Rule Book and spend their characters money. They
recently been working on bringing the wonders of
recover from any damage taken and have full hit points
D&D to new players, with the D&D Fast-Play
when this begins. Remind whoever plays Marina that
Adventures and the DIABLO Adventure Game.
she has a full charge in her bracelet of capture again.
In his spare time, he writes novels. His published
works include: the Finders Stone Trilogy, Masquer-
ABOUT THE AUTHORS ades, Finders Bane, and Tymoras Luck, written with
A designer for the Wizards of the Coast roleplaying
his wife, Kate Novak. He also wrote The Ice Age
game division, Rich Redman started as a customer service
Cycle, a MAGIC: THE GATHERING trilogy, and co-wrote
rep in 1994 and moved to design in 1998. Among other
Cormyr: A Novel, with Ed Greenwood
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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