Scourge of Worlds: A Dungeons and Dragons Adventure
Overview
If you're looking for
official Scourge of Worlds
information, check here. The official site disappeared, you can find an
archive here.
Internet Movie
Database information can be found here.
Scourge of Worlds (SOW) is a strange DVD. It's basically
a pick-a-path style story on a DVD. The story plays out and every once in
a while you make a decision. There appear to be 23 potential decisions,
you'll see about 8 per game. The game claims that there are over 990
potential combinations, my calculations suggest there are 757 actual possible paths. I'm not sure how they came to the 990 count.
Technically there is nothing especially noteworthy about SOW, DVDn as they term it is just a fancy name for using the existing
DVD menuing system to create a pick-a-path story.
The publisher has disabled chapter skipping and a great deal of
functionality in an attempt to force you to stick to the official paths.
If you'd like to jump directly to various tracks, I suggest
getting a non-crippled DVD player. Some standard DVD players
can be easily configured to remove
this crippling behavior. Linux (and other Unix-like operating systems)
have access to excellent software players like
Xine and MPlayer that are not crippled. Note
that if you jump around in the disk, you may skip important signals that
control future events; you can view any part of the game you want, but the
game may not work correctly until you start over from the beginning.
The game has four primary endings, two failures, one sad victory, and
one complete victory. (For more information the endings, see the spoilers.) When you reach these endings you're
stuck with your decision, all you can do is watch the ending and the
credits. There are six other failure endings in the game, but they offer
you
the chance to pick a different option.
The story is set in the
Greyhawk universe
of Dungeons & Dragons.
Specifically, the story is set somewhere west of the Barrier Peaks and the
Yatil Mountains, on the edge and inside the Sea of Dust. The Sea of Dust
is a sandy desert, a dead wasteland that results after an ancient
cataclysm wrought in a war between two nations.
The story stars the elven wizard Mialee, the human warrior Regdar, and the
halfling thief Lidda, three of the
iconic
characters of 3rd edition Dungeons & Dragons.
The plot is a stereotypical save-the-world story, the characters are
unbelievably stupid.
This is the full story with spoilers.
Visually the DVD is a mixed bag. The entire video is computer rendered.
On the up side, the character animation is very solid. On the down side,
everyone looks like their skin in made of plastic, a common problem in
computer rendered footage. The biggest problem is that the scenary is, by
and large, drab and boring. Computer generated imagery should allow truly
impressive vistas and scenes, but here there is nothing to note. There are
a few gems, like this dragon attack:
All in all, it's a cute gimmick, but certainly not worth the $24.95 the
publisher asks for. It might be worth a rental, especially if you find the
idea of a movie based on the D&D iconic characters amusing. Netflix
has
copies for rent.
Map
Here is a map of all of the choices you can make. This map omits
irrelevant tracks, if you're interested in the gory details,
see the full map. You can click on individual
nodes for more information on a track.
In general any node with multiple exits indicates a choice you can make.
Two nodes have multiple exits, but appear to automatically redirect you,
possibly based on prior choices.
8.29 doesn't appear to be too important, but
10.6 is key.
Which exit is taken from 10.6 will determine which of
the four final endings you have access to.
Tracks
These are all of the tracks on the DVD.
Those tracks labelled "Nothing" have a mere fraction of a second of footage
from the previous track. These scenes appear to exist solely to tell the
DVD player to jump to a different track.
Each entry is in the form Title.Chapter.
FBI Warning. There is some animated vandalism of the photo.
Hasbro, Wizards of the Coast, and Dungeons
& Dragons Logos
The following text:
Dan Kreen Productions Logo
Credits and Title
Barathion fights an earth elemental. The party comes to his aid.
The party meets Barathion
Decision: Capture Barathion? Apprehend Barathion or
Let Barathion Go
Barathion is let go. The party heads to an inn in Darkhaven.
Redgar recounts his history with Barathion.
Lidda notes that the party is almost out of money and suggests that she
steal some
Decision: Whose plan to make money? Lidda's Idea or
Regdar's Idea?
Barathion is apprehended.
Where next, Greyhawk or Darkhaven?
Decision: Where to take Barathion? Go to Darkhaven or
Go to Greyhawk?
Lidda steals from the barbarians. Lidda dreams of Barathion's fight
Decision: Warn Regdar of Lidda's dream? Wake up
Regdar, or Go Back to Bed?
Redgar arm wrestles the barbarians. Lidda dreams of Barathion's fight
Decision: Warn Regdar of Lidda's dream? Wake up
Regdar, or Go Back to Bed?
The party faces druids shapechanged into wolves in the temple.
Rayne confronts the party.
Decision: Hand Barathion over to Rayne? Flee Druids or
Hand Barathion Over?
The party flees to some ruins.
The druids demand Barathion.
Decision: Standoff with the druids. Wait Until
Morning or Talk With Druids?
The party fights the druids. Everyone but Mialee is slain. THE END
The party rescues Barathion from the wolf-form druids
Decision: Join Barathion's quest? Join Barathion or
Decline Barathion's Offer?
The party tries to flee and is slain by the wolf-form druids. THE END
The party wakes and rescue Barathion from the wolf-form druids.
Rayne confronts the party.
Decision: Follow Rayne? Go On Alone or Join Rayne?
Lidda returns to bed. Barathion fights the druids alone and is slain. THE END
Barathion is released. The party heads to an inn in Darkhaven.
Redgar recounts his history with Barathion.
It is revealed that Lidda stole Barathion's holy symbol. The party heads
after Barathion to return the holy symbol. The party finds signs of an orc
fight.
Decision: Orc tracks. Forget About Orcs or Go After
Orcs?
Rayne heals himself. Barathion explains his plan to get the key.
Barathion explains his history. Mialee fights with a displacer beast
and meets Rayne. Rayne explains his cause to Mialee. The party travels
across the desert and arrive at the fortress.
Rayne confronts Barathion and the party at the fortress.
Decision: Rayne confronts the party. Listen to Rayne
or Fight Druids?
Ariadne provides cover while the party escapes. Barathion explains his plan.
Mialee talks with Rayne. Barathion explains his history. Mialee tries to mediate. Ariadne helps Barathion escape.
Decision: Join Rayne? Go On Alone or Join Rayne?
The party finds signs of a fight with orcs
Decision: Orc tracks. Forget About Orcs or Go After
Orcs?
The party heads across the desert with the druids and arrive at the
fortress. The key is already gone. A wraith attacks.
Ariadne confronts the party. Ariande knocks everyone but Lidda out.
Lidda ambushes the orcs. An orc is questioned, Barathion had passed
by, defeating the orcs. The orc mentions that Ariadne bleeds.
Mialee fireballs the orcs, slaying them all.
The party crosses the sea of dust and arrive at the fortress.
Nothing
(Selects between 9.7 or 8.30 based on unknown information)
The party encounters Rayne and his injured druids. The party heads into the fortress.
The party heads after the orcs
The party ignores the orcs and moves on
The party explores the fortress. Mialee studies ancient wall
paintings. Mialee explains what she has learned, revealing the history of
the Scourge. Barathion is at the key. The party confronts Barathion.
Ariadne intervenes.
Decision: Facing Ariadne. Cast Spell, Attack Ariadne,
or Reason with Ariadne?
The party encounters Rayne and his injured druids. The party heads into the fortress.
The party fights Ariadne. Ariadne and Barathion escape. The party seeks help from Rayne.
The party fights Ariadne. Mialee dispells Ariadne's magic. Ariadne's true form is revealed. Ariadne's plan is revealed. Ariadne escapes. The party seeks help from Rayne.
Ariadne slays party THE END
Walking through the sea of dust, Rayne's past is revealed. Barathion reaches the tests.
Decision: Continuing into the tests. Continue Alone,
or Join Rayne?
Barathion leaves the party. Mialee studies ancient wall paintings.
Mialee explains what she has learned. The history of the Scourge is revealed.
The party fights the druids at the fortress. Barathion turns a wraith.
Mialee studies ancient wall paintings. Barathion claims the key. Mialee explains what
she has learned. The history of the Scourge is revealed. The party fights
Barathion. Ariadne confronts the party.
Decision: Facing Ariadne. Cast Spell, Attack Ariadne,
or Reason with Ariadne?
Regdar refuses to help the druids. The party heads to the sea of dust.
The party joins the druids
Lidda heals the unconcious party members with a potion.
Lidda confronts Ariadne. Ariadne reveals her plans. Ariadne escapes.
Lidda attacks Ariadne. Lidda dies. THE END
The party splits from the druids. Barathion confronts the tests. The druids are attacked by the beholder.
Decision: Help the druids? Go After Barathion or Stay and Fight?
he party stays with the druids. Barathion confronts the tests. The party is attacked by the beholder.
Decision: Help the druids? Go After Barathion or Stay and Fight?
The party heads onward. The party faces the test of purity. The party catches up with Barathion.
Depending on previous choices, 10.6 will
send you to 10.17, 10.19, or 10.21. Which endings are possible will depend
on this choice. The best ending (10.15, the only ending in which Barathion isn't
slain by the party), can only be reached from 10.21. I'm not clear on
exactly how your decision affects this. The only thing I'm moderately sure
about is that you need to see track 9.11 (in which Ariadne is revealed) to
have access to 10.21, but even that may not be enough.
The party fights the beholder. In the delay, the Scourge is unleashed.
THE END
Lidda attempts to steal the key, but fails. Barathion releases the
Scourge, summoning a dragon. Everyone is killed. FINAL THE END
Regdar confronts Barathion. The party slays Barathion. The party
takes the Scourge. Ariadne confronts the party. Ariadne is defeated but escapes. The party must take the Scourge. FINAL THE END.
Regdar speaks with Barathion, but a fight ensues. The party slays
Barathion. The party takes the Scourge. Ariadne slays the druid and
confronts the party. Ariadne slays everyone but Lidda and takes the
Scourge. FINAL THE END
Regdar reveals Ariadne's lie to Barathion. Barathion repents. The
party takes the Scourge. Ariadne confronts the party. With Barathion's
help Ariadne is defeated but she ultimately escapes. The party must take the Scourge. FINAL THE END
Decision: How to confront Barathion?
The party plans to confront Barathion
Decision: Confronting Barathion
Decision: What to tell Barathion
Try Again
The nodes labelled "Try Again" actually display the following text:
When you press enter you are taken back to the fatal choice.
Sometimes the fatal option is disabled, sometimes it isn't.
Spoilers
If you're interested in being surprised by the story and haven't played
yet, I suggest you skip this section for now.
The specific details of the story will vary from game to game, but this
is the constant background plot and general flow of the story.
A Long Time Ago, the druid Rayne was involved in a major war (the
Baklun-Suel war for fellow Greyhawk geeks). He was involved in creating a
dangerous magical weapon, the Scourge of Worlds. The war ended with each
side invoking a magical catalclysm on the other, destroying both
civilizations. The Scourge was never used. Rayne took the Scourge and hid
it away for safe keeping. Rayne erected tests that would only allow the
pure of heart to claim the Scourge. In the mean time the map to the key
that locks up the Scourge made its way to the vaults of the temple of Pelor
(a god of Light and Goodness in the world of Greyhawk). (During the
opening credits you see Rayne transporting the Scourge.)
Barathion is a good priest of Pelor. Ariadne, an evil worshipper of
Iuz (an evil god), secretly destroyed Barathion's life. She then posed as
an angel of Pelor and provided the devastated Barathion purpose. Ariadne
convinced Barathion that he needed to get the Scourge to make the world a
better place. Her plan was for Barathion to claim the Scourge, then give it
to her; she will then give it to her master Iuz.
The players have been sent by the temple of Pelor to reclaim the map and
bring Barathion back to explain himself. When the game begins the party
finds Barathion under attack by Rayne.
As the game progresses, Rayne attempts to kill Barathion several times.
Rayne is attempting to stop Barathion from releasing the dangerous Scourge.
Apparently reasoned debate is not among Rayne's skills. Eventually the
party believes Rayne and tries to stop Barathion. There is a final
confrontation just as Barathion is about to release the Scourge.
Ultimately there are four final endings to the story, depending on the
choices you make. These are, in rough order of most positive to most
negative,
10.15 (Everyone lives),
10.11 (Barathion is slain),
10.9 (The Sourge is released),
and
10.13 (Ariadne claims the Scourge).
There are a number of other endings in the middle of the story, but
these offer you the chance to try again and take
you back to the fatal decision.
Behind the scenes, the player has a score. It starts at 20,
and is modified by various decisions as shown in the map. Near
the end of the game, the score, as well as another decision,
influence which final decisions are offered.
Information on the automatic choices and scoring system was
generously provided by
rdgsinge.