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D&D Theater Visits...The Scorpion King I just got back from seeing The Scorpion King—a spinoff from the popcorn-franchise Mummy flicks—and I’m pleased to say that it was an enjoyable flick in the spirit of Arnie’s Conan movies. It’s not nearly as dark as Conan the Barbarian (gotta get the young ’uns in the theater), and a critical eye can spot some pretty derivative scenes (such as the rolling-gong shield swiped from Indiana Jones and the Temple of Doom), but what it lacks in grittiness and originality it makes up for with unapologetic style. The Rock has some definite screen presence, and as a plus he’s a heck of a lot more understandable than Ahnold was. It’s no Fellowship of the Ring, but I give Scorpion King thumbs-up. But you’re not reading this for a review, you’re here to see what ideas you can swipe from the flick for your D&D campaign. As you’d expect in such a movie, there are plenty of action scenes, with some creative fight choreography. The film starts with a bang, as The Rock (who I'd peg at about Ftr2/Rog3/Rgr5 or so) busts in on some badguys to rescue his brother. Right off the bat we get to see some awesome archery action, featuring our hero and his mighty composite bow. But he doesn’t just put arrows through the nasties, he sends them flying through the air with the sheer force of his shots. Sounds like a feat to me! Ranged Bull Rush Your ranged attacks can push opponents back. Prerequisites: Str 13, Dex 13, Point Blank Shot, Power Attack. Benefit: As a standard action, you can use a ranged attack against a target within 30 feet to perform a bull rush. In addition to dealing normal damage, you make an opposed Strength check against the defender as normal for a bull rush attack. If you beat the defender, you push him back 5 feet plus 5 additional feet for each point by which you exceed the defender’s check result. A failed check has no effect on you. You can’t apply more Strength bonus to this check than you are capable of applying to damage with the weapon. For instance, you can’t apply any Strength bonus to a normal bow or crossbow attack. Thrown weapons can use your full Strength bonus, and mighty composite bows can apply a Strength bonus up to the maximum allowed by the bow. At one point, while The Rock is suffering the ill effects of poison, one of the characters invokes a magic spell that siphons off some of the sickness into the magic-wielding character. The webmaster (a.k.a. my fiancé) compared this to an “after the fact” shield other spell, and here you go. Share Injury Conjuration (Healing) Level: Clr 2, Drd 2 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) and see text Spell Resistance: Yes (harmless) and see text You cure 2d4 points of temporary ability damage to one of the subject’s ability scores (such as from poison or disease), but suffer temporary Constitution damage equal to half the number of points cured. There is no saving throw allowed for the caster to resist this damage, nor does spell resistance apply. This spell does not restore permanent ability drain. The climactic battle scene features the villain wielding a pair of swords that he’s dipped in a brazier, causing them to spark and burn. While I probably wouldn’t want to allow this effect for just any situation, it certainly inspires a nifty alchemical substance. Bladefire: This flammable substance is similar to alchemist’s fire, though it burns longer and sticks to anything coated in it. One flask coats a single melee weapon, and you can coat a weapon in bladefire as a move action. Once coated, the weapon functions as a flaming weapon for 1d4+1 rounds, dealing an additional 1d6 points of fire damage with a successful hit. Bladefire deals the same damage to the weapon each round, so it’s best to use it on steel weapons, such as swords. If used as a grenadelike weapon, treat bladefire as alchemist’s fire. Cost: 50 gp; Craft DC: 25; Weight: 1 lb.
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All material copyright Andy Collins 2001-2007. |