Contents
Dungeons & Dragons: Red Dragon's Tale
Dungeons & Dragons: Red Dragon's Tale is an adventure that accompanies the LEGO® Ideas set of the same name
To play this adventure, you need one person to be the Dungeon Master and up to four other people to play the heroes, referred to hereafter as the Player Characters. Together, you build the LEGO Ideas set as you play through the adventure.
If you're the Dungeon Master, read the boxed text in the "About the Heroes" section to the other players, then review the "Running the Adventure" section.
If you're not the Dungeon Master, choose a Player Character from the options listed in the table below. Each Player Character comes with a LEGO minifigure, several minifigure accessories, and a Character Sheet that provides more information about the character.
Player Characters
| Character | Description | LEGO Equipment |
|---|---|---|
| Dwarf Cleric | Brave protector and healer | Armor, Holy Symbol, Warhammer |
| Elf Wizard | Versatile magic-user | Arcane Focus (Rod), Spellbook, 3 Spell Scrolls (Invisibility, Mage Armor, and Magic Missile) |
| Gnome Fighter | Stalwart warrior | Armor, Longsword, Shield, Shortsword |
| Orc Rogue | Sneaky and cunning expert | Cape, 2 Daggers, Light Crossbow |
The rest of this book is for the Dungeon Master's eyes only. If you're not the Dungeon Master, stop reading now!
About the Heroes
Greetings, Dungeon Master
Before running the adventure, make sure the other players have each chosen a Player Character (Dwarf Cleric, Elf Wizard, Gnome Fighter, or Orc Rogue) and equipped their LEGO characters with the starting equipment noted in the Player Characters table.
Ask each player to give their character a name. Once all the Player Characters have names, read the following boxed text to the other players:
Running the Adventure
You can run this adventure in one of two ways:
- Using D&D Rules. If you and the other players are familiar with the Dungeons & Dragons roleplaying game, you can run this adventure with the help of the fifth edition D&D core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual). In addition to rules, these books contain descriptions of the creatures, spells, and items that appear in this adventure.
- Without D&D Rules. If you or your players haven't played Dungeons & Dragons before, you can run this adventure as a storytelling experience without D&D rules. The "Without D&D Rules" section at the end of the adventure tells you how.
Adventure Overview
The adventure takes place amid the ruins of a stone tower located near a dusty road. This tower is home to a famous inn called the Inn Plain Sight. Travelers rave about the inn's food, especially the hot wings.
The "Sorcerer's Scheme" section below provides an overview of the villainous plot that sets the adventure in motion. The "Adventure Progression" section summarizes how events are likely to proceed once the Player Characters get involved. The remainder of the adventure is divided into six scenes. Each scene uses different elements of the LEGO Ideas set, describes important features in particular locations, and explains how creatures in each location behave.
Sorcerer's Scheme
Ervan Soulfallen, an evil sorcerer with a foul reputation, sought to obtain an egg from a red dragon. Wearing a magical disguise, Ervan traveled to the Inn Plain Sight, a roadside inn attached to a crumbling stone tower. Not too far from the ruined tower is a mountain where a red dragon named Cinderhowl dwells.
After imprisoning the innkeeper in the tower's dungeon, Ervan took over the inn under an assumed name: Merry Rumwell. A few days later, a group of adventurers called the Hard Way arrived at the inn. Ervan hired them to steal one of Cinderhowl's eggs, promising gold and free hot wings in return. When the adventurers delivered the egg to Ervan as planned, he betrayed them. He slew them with magic and hid their remains in the basement of the tower.
Expecting the egg's theft to infuriate Cinderhowl, Ervan chose to remain at the inn, out of the dragon's sight. He has hidden the egg and hopes it will hatch soon. Once the egg hatches, Ervan plans to train the dragon wyrmling to do his evil bidding.
The adventure begins when the Player Characters arrive at the inn unexpectedly, unaware that an evil sorcerer resides there in the guise of the innkeeper.
Adventure Progression
The adventure progresses from one scene to another. Each scene has opportunities for exploration, social interaction, and combat:
- Scene 1: Inn Plain Sight. The Player Characters meet Merry Rumwell, the supposed proprietor of the Inn Plain Sight, who offers them hot wings. A search of the inn reveals all is not what it seems.
- Scene 2: The Meadow. The inn is connected to a crumbling stone tower surrounded by a small meadow. Exploring the meadow uncovers a talking tree and more clues.
- Scene 3: The Dungeon. The real innkeeper, Alax Jadescales, is imprisoned in this dungeon. The dungeon is also home to several nasty Oozes. Alax is grateful to Player Characters who free the innkeeper.
- Scene 4: The Basement. Player Characters who search the tower's basement disturb the restless bones of some unlucky adventurers. They also find Alax's missing pet: a displacer beast transformed by magic into a many-eyed monster called a beholder.
- Scene 5: The Tower. The tower is where Ervan keeps the stolen dragon egg and his other prized possessions. Player Characters also encounter a deadly shrine in the tower.
- Scene 6: The Dragon. Cinderhowl the red dragon arrives at the tower and accuses the Player Characters of stealing her egg, mistaking them for a different group of adventurers. Meanwhile, Ervan tries to neutralize the dragon using magic. The Player Characters must survive the dragon and defeat the evil sorcerer to win the day.