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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

Illus. by E. Widermann<br />

132<br />

INTRODUCING<br />

DRACONIC ELEMENTS<br />

Dragon Magic offers plenty of new ideas and game rules, many<br />

of which are designed to be core elements of a campaign. The<br />

<strong>dragon</strong>fire adept class is built to stand shoulder-to-shoulder<br />

with sorcerers, fighters, and rogues, and other characters can<br />

benefit from <strong>dragon</strong>pact <strong>magic</strong>, draconic feats, draconic auras,<br />

and everything else. But while these elements are robust<br />

enough to be placed in a campaign from the beginning, you<br />

don’t have to restart an ongoing game to use them. Everything<br />

in Dragon Magic can be added to an established game<br />

to enhance threats and opportunities without invalidating<br />

adventures that have already taken place.<br />

IT’S JUST RARE<br />

One option is to decide that <strong>dragon</strong>fire adepts, draconic<br />

auras, <strong>dragon</strong>pacts, and the like have existed<br />

all along but are so rare that no player character<br />

has run into them before. This method works<br />

well for campaigns with little previous <strong>dragon</strong><br />

interaction. Thus, you’re not introducing new<br />

game mechanics so much as opening the characters’<br />

eyes to the true diversity of the world.<br />

If the PCs encounter a red <strong>dragon</strong> with a<br />

special draconic presence that deals fire<br />

damage to nearby creatures, they will<br />

most likely be surprised, but it’s also<br />

possible that they’ve heard whispers<br />

of such a thing, perhaps with an<br />

appropriate bardic lore or Knowledge<br />

(arcana) check.<br />

Similarly, the draconic campaign<br />

models presented in this chapter<br />

can be introduced as the way things<br />

work in distant or unknown lands.<br />

Rather than “reveal” that a local evil<br />

king has been a polymorphed<br />

<strong>dragon</strong> all<br />

along, or arrange to<br />

have a <strong>dragon</strong> take<br />

over an established kingdom,<br />

you might find it<br />

easier to move such elements<br />

to a far-off corner<br />

of the world that the<br />

PCs have never visited.<br />

In fact, having the<br />

party go on a quest (or<br />

just follow a map) to<br />

lands where everything<br />

from Dragon Magic is<br />

commonplace is a great<br />

plot point. In essence, the<br />

new elements are treated<br />

as no more special or unexpected than a new 4th-level spell<br />

discovered in an ancient tomb. They’re just more evidence<br />

that the characters inhabit a complex and dynamic world.<br />

IT’S ALL NEW<br />

Another way to work the elements of Dragon Magic into an<br />

ongoing campaign is to present them as brand-new discoveries,<br />

never before seen in any part of the world. This approach<br />

prevents any sense of disbelief from the players that their<br />

characters never noticed such major concepts before.<br />

You can use this method to establish new rules and new<br />

styles of play at the same time. For example, you can alter<br />

your current campaign by introducing a major event that<br />

results in a gradual (or sudden) shift to one of the draconic<br />

campaign models in this chapter, along with all the new game<br />

mechanics that would entail. This way, the players discover<br />

the new <strong>dragon</strong> plots and powers at the same time their<br />

characters do, coping with the terrible realization that<br />

some of the most formidable creatures in the world<br />

now command even greater abilities and are growing<br />

more active in the campaign.<br />

For instance, you could have a fearsome green<br />

<strong>dragon</strong> conquer a forest kingdom the PCs<br />

have been to only a few times, declaring<br />

itself to be the new king. Reports<br />

suggest the draconic ruler has already<br />

set up other <strong>dragon</strong>s as<br />

nobles under him, many of<br />

which exhibit new and strange<br />

powers. Hurriedly, a council of<br />

nearby kingdoms is called, and<br />

good-aligned <strong>dragon</strong>s attend to give<br />

advice. This council asks the player<br />

characters to explore the new domain<br />

and spy on its <strong>dragon</strong> lords to learn<br />

the true extent of their new abilities<br />

and separate fact from rumor.<br />

While on this mission, the PCs encounter<br />

curious members of the First<br />

Scroll (see page 141), who also seek<br />

to investigate the changes, as<br />

well as grim members of the<br />

Harrowers (see page 143),<br />

who want to eliminate the<br />

new threat.<br />

During the course of<br />

the adventure, the PCs<br />

face <strong>dragon</strong> foes with<br />

unexpected powers, confront<br />

enemy sorcerers<br />

who wield <strong>dragon</strong>pact<br />

abilities, ally with <strong>dragon</strong>fire<br />

adepts who work<br />

for the First Scroll, and<br />

A campaign might trace all new <strong>dragon</strong> <strong>magic</strong> to a single instructor<br />

capture the journals need-

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