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T O P I C    R E V I E W
Seethyr Posted - 21 Sep 2011 : 02:42:21
I posted something similar to this on another forum over a year ago but I'm looking for some truly good Realms specifics.

I've been working on adapting the Predator series of movies (including AvP) to Maztica adventures using anadjiin (from the Realmspace supplement) as my Predators and a degenerate race of illithid as my Aliens.

This got me thinking...what other movies do you think would make a great adventure in the Realms?

How does the plot translate? Where does it occur?

Of course, any Maztica related answers would get a particularly big
12   L A T E S T    R E P L I E S    (Newest First)
Thauramarth Posted - 14 Oct 2011 : 23:00:42
One of my favourite adventures was an adaptation of "The Jewel of the Nile" (very loose adaptation), at that. Also used: "Young Sherlock Holmes" (aka "Pyramid of Fear").
MalariaMoon Posted - 14 Oct 2011 : 11:58:55
I'd love to comment on this thread, but as I'm playing with a Candlekeep regular I'd better keep my secrets to myself!
Marc Posted - 14 Oct 2011 : 11:28:20
Fistful of Dynamite for Maztica. With an alchemist bomber against the Helmites and Waukeenar. Apocalypto if the party consists of barbarians. Wrath of Aguirre if it's an exploration adventure and mix the ending with Apocalpse Now's (replace with an insane conquistador).

In Faerun, I recently used 13 Assassins to set up a trap to Stag Lord (Kingmaker). He was not just a bandit, but owned a lot of land and peasants.
Mantis Posted - 14 Oct 2011 : 10:56:00
I think Pitch Black would be a great adventure. Transporting a wanted Assassin across unknown lands, then having to trust the former prisoner with your lives sounds like a good time to me
Seethyr Posted - 14 Oct 2011 : 03:02:15
13 Ghosts would be a great adventure imo.

PCs inherit a glass (perhaps glassteel) home from a recently "deceased" wizard uncle. Meanwhile gears set within the home trap the party to be hunted by released incorporeal undead. All of it is simply a ploy or elaborate ritual to unleash an avatar of Asmodeus on the Realms. If you remember the movie, it almost runs exactly like a D&D adventure.
The Sage Posted - 14 Oct 2011 : 02:42:26
quote:
Originally posted by Alisttair

Pretty cool. Terminator with Warforged could work, someway.

Actually, given the rejuvenated interest in a possible reboot of the Robocop franchise lately, I've been tinkering [despite promising the Lady K that I wouldn't tackle anything RPG-related while we're holidaying in Brazil] with an alternative warforged/soulmech hybrid type of Robocop-esque construct for the Realms -- in particular, to be employed by the City Watch of Waterdeep.
Ayrik Posted - 14 Oct 2011 : 02:27:00
I suppose the final conflict in that Terminator module would need to take place in a gnomish steam factory. Terminator 2 would need to involve a shapeshifting doppleforged creature.

Jaws with an aquatic tarrasque would work, too.
Alisttair Posted - 14 Oct 2011 : 02:18:13
Pretty cool. Terminator with Warforged could work, someway.
Seethyr Posted - 21 Sep 2011 : 04:51:53
quote:
Originally posted by Diffan

quote:
Originally posted by Ayrik

Shawn of the Dead?



Along these lines, I went with a 28 Weeks Later story where people were "infected" with a virus that was similar to what transpiried in the movie.

<snip>




Oh excellent! That covers a range of movies and completely covers the whole zombie apocalypse concept. Was it Talona that set it all into motion?
Diffan Posted - 21 Sep 2011 : 03:57:50
quote:
Originally posted by Ayrik

Shawn of the Dead?



Along these lines, I went with a 28 Weeks Later story where people were "infected" with a virus that was similar to what transpiried in the movie. It spread.....FAST, sweeping through town and regions within weeks and only the PCs could stop it. This was a v3.5 campaign so if your interested in the Template I used to facilitate the Infected, well here it is:

Infected Template

Infected is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

An infected uses all the base creature’s statistics and special abilities except as noted here.

Size and Shape: The creature's type doesn't change. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Same as base creatures.

Speed: Same as base creatures.

Attack: An infected retains all the attacks of the base creature and also gains a bite and 2 claw attacks if it didn’t already have them. If the base creature can use weapons, the infected retains this ability. A creature with natural weapons retains those natural weapons. An infected fighting without weapons uses either its claw or bite attack or its primary natural weapon (if it has any). An infected armed with a weapon uses its claw, bite, or a weapon, as it desires.

Full Attack: An infected fighting without weapons uses either its claw or bite attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with claw, bite, or other natural weapon as a natural secondary attack.

Damage: Infected have claw and bite attacks. If the base creature does not have this attack form, use the appropriate damage value from the below according to the Infected’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better; Fine-1 dmg, Diminutive-1d2, Tiny-1d3, Small-1d4, Medium-1d6, Large-1d8, Huge-2d6, Gargantuan-2d8, Colossal-4d6.

Special Attacks: An infected retains all the natural special attacks of the base creature and gains those described below. Attacks that are not natural (ex. Smite) are lost.

Rend (Ex): If an infected hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 points of damage and might cause infection.

Retching of the Sick (Ex): Disease-bite and claw; Fortitude DC 13, incubation period instantaneous. The DC save is Con based. Also, an infected can spew blood from its mouth as a ranged touch attack with a range of 10 ft. The blood is highly contagious and anyone hit with the blood must succeed on a Fort save DC 13. If it fails the save, the target then becomes infected and has 1d6 rounds until showing symptoms and gaining this template. For each time a character must make a saving throw after the 1st successful attack, the DC increases by 1 until the subject either becomes infected or is cured by a potion, spell, or natural recovery. If healed so in this way, the DC then drops down to 13 again.

Special Qualities: An infected retains all the special natural qualities of the base creature and gains those described below. Supernatural qualities (ex. a paladin's Divine Grace or monk's Diamond Soul) are not retained.

Damage Reduction (Su): An infected has damage reduction 5/-.

Rage (Ex): An infected is in a near-constant state of rage. An infected can enter full-rage at-will as a Swift Action. In this rage, an infected receives a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the infected hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) At no point can an infected use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance and Escape Artist), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. An infected may prematurely end his rage (though this is unlikely). At the end of the rage, the infected loses the rage modifiers (though not restrictions) and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 2 rounds.

Immune: An infected is immune to fear and pain.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2. An Infected has an Intelligence score of 2 and has a Charisma of 2.

Skills: An infected receives a +6 racial bonus to spot and listen checks. Otherwise same as base creature.

Feats: Infected gain Dodge, Improved Grapple, Improved Initiative, and Multi-attack, even if the base creature does not meets the prerequisites and doesn’t already have these feats.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, gang (3-5), or mob (5-20), horde (21+)

Challenge Rating: Same as base creature +2.

Treasure: Same as base creature.

Alignment: Always Chaotic Neutral.

Advancement: None.
Ayrik Posted - 21 Sep 2011 : 03:21:54
Shawn of the Dead?
The Sage Posted - 21 Sep 2011 : 03:18:31
quote:
Originally posted by Seethyr

I've been working on adapting the Predator series of movies (including AvP) to Maztica adventures using anadjiin (from the Realmspace supplement) as my Predators and a degenerate race of illithid as my Aliens.
If you're interested, there are some old and heavily modified AD&D 2e stats derived from the d20 fan-based rules-set made available for the Yautja online. A Google search should bring them up.

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