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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-