FADE IN-
EXT. RUINED CASTLE - DAY
A beautiful computer generated image of a forest-covered landscape zooms underneath our bird's eye view of a quiet countryside. We soar up to the top of a hill, where the ruins of an ancient fortress lie. The CGI quality is extremely realistic, however it obvious to see that it a computer generated imagery and not the real thing.
VOICE
Legend tells of a wizard, powerful beyond belief, who created a vast collection of enchanted items. Lost for centuries, it has been rumored to have been found, deep beneath the ruins of the castle Lunmedian Synn. Equipped with the finest gear, and with skills honed to a razor's edge, you make your way to the ruined fortress and begin your search for treasures untold....CUT TO:
INT. DUNGEON PASSAGEWAY - NIGHT
Five computer generated figures make their way cautiously down a dark, underground stone passageway. At the front of the group, holding a flickering torch above his head to light the way, is SLYPRISIAN, a mean looking man with a nasty scar running down the length of his unkept face. Shadows from the torchlight dance across his black leather armor; his eyes dart furtively about the hallway, searching for tripwires, pressure plates, or other mechanical methods of death. Behind him, LOREAN, a short, stocky dwarf with a long red braided beard, carries a massive hammer and peers eagerly ahead into the darkness. His chain mail clinks as he ambles along behind SLYRPISIAN. DRAKKEN, a tall, gaunt figure, leans heavily on his staff and clutches an enormous book close to his chest. His gray robes are stained with blood, and his limping gait betrays the severity of his wounds. XENON, a buxom, chain-mail clad young female, offers her shoulder as support for the wounded wizard, who coughs and wheezes for air. Lastly, a massively armored knight in full plate mail, SIR CHEVALIER, carrying a second torch and a beautiful, gem encrusted broadsword, brings up the rear of the group. CHEVALIER casts concerned glances over his shoulder to ensure nothing is following them.
The group stops when they arrive at a small rift in the hallway. It is roughly four feet across, and then the passageway continues onward. SLYPRISIAN sniffs the air and looks suspiciously around. A lever protruding from the wall on the other side of the rift catches his attention.
SLYPRISIAN
There's something not right here.
LOREAN
Quit being such a chicken shit.
Get out of the way, I'll jump across.
XENON
We should let Slyprisan take a look around, Lorean.
He's usually pretty good about these things.
LOREAN
Look here, Xenon the Amazon or whatever your name is,
I'll grow old and retire with arthritis in every joint
if we stop and let him search everytime he says
'there's something not right here.'
He's just scared to jump.
LOREAN
Quit being such a chicken shit.
Get out of the way, I'll jump across.
XENON
We should let Slyprisan take a look around, Lorean.
He's usually pretty good about these things.
LOREAN
Look here, Xenon the Amazon or whatever your name is,
I'll grow old and retire with arthritis in every joint
if we stop and let him search everytime he says
'there's something not right here.'
He's just scared to jump.
With that, LOREAN leaps across the rift. He easily clears the distance, but upon landing on the other side, his weight triggers the floor to drop about a foot, which allows the walls on either end to slam together, smashing LOREAN in between with a deafening boom.
For a moment, all is silent; then the portions of the wall retract, bits of the crushed dwarf on either side. The rest close their eyes or avert their gaze. XENON whispers a short prayer.
SLYPRISIAN
Stupid dwarf. I told him.
XENON
Now what do we do?
DRAKKEN
Push me across.
SIR CHEVALIER
You sir, are in no condition to attempt a leap like that. 'Tis suicide, my good man.
DRAKKEN
Chevalier, who said anything about leaping?
Stupid dwarf. I told him.
XENON
Now what do we do?
DRAKKEN
Push me across.
SIR CHEVALIER
You sir, are in no condition to attempt a leap like that. 'Tis suicide, my good man.
DRAKKEN
Chevalier, who said anything about leaping?
The wizard motions briefly, reciting an ancient chant, and levitates about a foot off the ground.
DRAKKEN
Push me across.
Push me across.
XENON pushes the floating wizard, who sails smoothly across the rift, past the remains of the crushed dwarf, until he eventually lands 10 or 15 feet beyond the deadly landing and next to the small lever SLYPRISIAN saw protruding from the wall. DRAKKEN flips the lever down. There is the sound of stone rumbling on stone, and from below a stone walkway is raised to allow safe passage across the rift. The others cautiously make their way across and join the wizard.
SLYPRISIAN
Stay close.
Stay close.
The group continues down the hall, and eventually arrive at an intersection. In each direction, there is a 20' long secion of hallway ending in a single wooden door.
XENON
Which way?
DRAKKEN
My instincts say they're all trapped.
SIR CHEVALIER
What think you, Slyprisian?
Perchance you can best ascertain
which path leads to the spoils we seek.
SLYPRISIAN
You guys wait here.
(to Chevalier)
And you, please stop talking.
For as long as I have ears that work.
Which way?
DRAKKEN
My instincts say they're all trapped.
SIR CHEVALIER
What think you, Slyprisian?
Perchance you can best ascertain
which path leads to the spoils we seek.
SLYPRISIAN
You guys wait here.
(to Chevalier)
And you, please stop talking.
For as long as I have ears that work.
The nimble thief makes his way cautiously down the center hall, where he crouches in front of the door and examines it carefully. He repeats his investigation on all 3 passages, then he comes back to the group still waiting in the intersection.
SLYPRISIAN
I have good news and bad news.
XENON
What's the good news?
SLYPRISIAN
All three doors are trapped.
SIR CHEVALIER
That's the good news?
I fear the bad shall be quite
beyond all our worst expectations.
SLYPRISIAN
I don't think I can disarm the traps.
That's the bad news.
DRAKKEN
Whatever is behind those doors
must be worth protecting.
SLYPRISIAN
At this point, it's in the hands of the fates...
door number one, two or three?
XENON
I say we go straight ahead.
I have good news and bad news.
XENON
What's the good news?
SLYPRISIAN
All three doors are trapped.
SIR CHEVALIER
That's the good news?
I fear the bad shall be quite
beyond all our worst expectations.
SLYPRISIAN
I don't think I can disarm the traps.
That's the bad news.
DRAKKEN
Whatever is behind those doors
must be worth protecting.
SLYPRISIAN
At this point, it's in the hands of the fates...
door number one, two or three?
XENON
I say we go straight ahead.
The others shrug.
SLYPRISIAN
So, who's the lucky one who
gets to open the door?
SIR CHEVALIER
I shall go. Sir Chevelier de la Luc
is certainly the best equipped and trained
to handle whatever beasts lay beyond yon egress.
SLYPRISIAN
You should go just for talking like that.
XENON
Wait. Let me bless you.
So, who's the lucky one who
gets to open the door?
SIR CHEVALIER
I shall go. Sir Chevelier de la Luc
is certainly the best equipped and trained
to handle whatever beasts lay beyond yon egress.
SLYPRISIAN
You should go just for talking like that.
XENON
Wait. Let me bless you.
XENON whispers a brief prayer and touches CHEVALIER's armor; it glows briefly for moment, then the glow fades.
DRAKKEN
I'll offer my protections as well.
I'll offer my protections as well.
The wizard touches CHEVALIER's sword, which lights up with a blueish green flame which envelops the blade.
SLYPRISIAN
Knock 'em dead, Sir Gay Valet.
SIR CHEVALIER
Upon my return, I shall school you
once and for all on the proper pronunciation
of my title.
SLYPRISIAN
Whatever. Get going before
those spells wear off.
Knock 'em dead, Sir Gay Valet.
SIR CHEVALIER
Upon my return, I shall school you
once and for all on the proper pronunciation
of my title.
SLYPRISIAN
Whatever. Get going before
those spells wear off.
CHEVALIER strides down the hallway and stands in front of the door. He grabs the door handle.
SLYPRISIAN
Stand to one side. Might be safer...or not.
Stand to one side. Might be safer...or not.
The knight does as suggested, and pulls the door open, averting his gaze from the doorway and bracing himself for an explosion or hail of arrows. There is a collective pause, but all is silent. CHEVALIER slowly uncoils and looks back at the group.
SIR CHEVALIER
You see, my pocket pilfering
professional, it appears there was
no danger to fear...
You see, my pocket pilfering
professional, it appears there was
no danger to fear...
With a thunderous boom, the center of the intersection caves in, burying SLYPRISIAN, DRAKKEN and XENON under a massive pile of rock. CHEVALIER stands, stunned. From beyond the doorway, a low growl slowly fills the hallway.
SIR CHEVALIER
So it comes to this? I stand alone
against the forces of darkness
arrayed against me. Come forth, vile beast.
Taste my blade!
So it comes to this? I stand alone
against the forces of darkness
arrayed against me. Come forth, vile beast.
Taste my blade!
The knight leaps into the hallway, brandishing his sword and torch in an elegant pose of heroic bravery.
FADE TO:
INT. MIKE'S LIVING ROOM - NIGHT
Sir Chevalier's pose is perfectly matched by a small painted figurine, standing on a table; the CGI imagery is gone and we see a real world setting. We pull back to see five guys seated around the table, playing a table top roleplaying game. Rulebooks, dice, miniatures, and other gaming paraphenalia clutter the table; chips, soda cans and beer bottles litter the floor. The CGI imagery seen earlier was imagined by the players as it was verbally described to them. Each of the players reflect one of the characters in the opening scene. SLYPRISIAN is being played by CURT, a thin, nerdy looking accountant type. LOREAN, the dwarf was played by MARK, a slightly overweight teddy bear of a guy. DRAKKEN, the wizard, is played by MIKE, a slender bespeckled individual who is feverishly typing onto a laptop. CHEVALIER is played by ANDY, a tall, red complexioned individual who is taking the current situation with extreme gravity.
CHRIS, the game master, sits behind a gaming screen and rolls a handful of dice.
CHRIS
From beyond the darkened doorway,
you feel a blast of hot air, and as the chamber
beyond slowly fills with light, you see a
massive red dragon peering down at you.
From beyond the darkened doorway,
you feel a blast of hot air, and as the chamber
beyond slowly fills with light, you see a
massive red dragon peering down at you.
The other players groan.
MARK
Dude, you're so toast.
MIKE
(looking up from his laptop)
What's burning?
CURT
It's gonna be Andy in a minute.
MIKE
No, I'm serious, something is burning.
Dude, you're so toast.
MIKE
(looking up from his laptop)
What's burning?
CURT
It's gonna be Andy in a minute.
MIKE
No, I'm serious, something is burning.
As if to confirm, the smoke detector in the kitchen begins screeching for attention.
ANDY
Oh, crap...my popcorn.
Oh, crap...my popcorn.
The group jumps up from the table and dash into the kitchen.
1 comment:
This TOTALLY sounds like me and my RPG friends. I'd love to read more.
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