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ed to understand the strange developments. The campaign<br />
now has new game rules the player characters can access,<br />
new enemies with grudges against them, and new allies suddenly<br />
thrust into prominence. The PCs might become the<br />
world’s experts on the changes and find themselves sought<br />
out by <strong>dragon</strong>s of all varieties that want to gain the mysterious<br />
abilities—or stop the puny mortals from sharing those<br />
secrets too freely.<br />
This method also has drawbacks. Players could feel that<br />
<strong>dragon</strong> foes have an unfair advantage, since they’ve gained<br />
new powers that the PCs have never faced or learned to<br />
counter. More important, if you want to let the characters<br />
gain new draconic options, their current class levels can pose<br />
problems. Many feats, prestige classes, and other elements<br />
in Dragon Magic are perfectly appropriate for ongoing campaigns,<br />
but the characters won’t have earned the prerequisites<br />
they need to qualify for the new options. However, you can<br />
overcome this by simply letting the players revise their<br />
characters, or by introducing a <strong>magic</strong>al force or event to the<br />
campaign that alters the characters on a fundamental level.<br />
“The Battle of Dragon Fall,” a sample adventure presented<br />
in this chapter, provides one way to introduce the new rules<br />
into a campaign and let the PCs incorporate these options<br />
retroactively.<br />
DRACONIC<br />
CAMPAIGN MODELS<br />
Dragon Magic introduces new options for <strong>dragon</strong>s and<br />
for characters who want to be more <strong>dragon</strong>like. When<br />
combined with Draconomicon and Races of the Dragon, this<br />
material produces more <strong>dragon</strong>-specific ideas than a typical<br />
campaign can use. But rather than construct a fully realized<br />
world with <strong>dragon</strong>s around every bend, consider changing<br />
your campaign model to give the creatures more time in the<br />
spotlight. The sample models below can be used in almost<br />
any situation. You can start a new campaign world based on<br />
one of these models, or add one to an ongoing campaign to<br />
represent a major change in the balance of power.<br />
BRINGERS OF DESTRUCTION<br />
In a “Bringers of Destruction” campaign, <strong>dragon</strong>s are the most<br />
powerful foes available and serve as the primary antagonists.<br />
More than just the final challenge of a given adventure or<br />
a single dungeon, they are the biggest threat to everyone<br />
and everything. Young <strong>dragon</strong>s leave their hatcheries in<br />
droves, scouring the countryside as they seek food and territory<br />
of their own. Half-<strong>dragon</strong>s and draconic creatures are<br />
common—for example, half-<strong>dragon</strong> dire wolves stalk the<br />
wilderness, and draconic trolls lurk in swamps and mountains.<br />
Entire civilizations have been brought low by <strong>dragon</strong>s<br />
in the past, and current kingdoms fear that the same will<br />
happen to them.<br />
In this model, the main difference is a greater frequency<br />
of <strong>dragon</strong> encounters. Low-level adventurers can expect to<br />
face wyrmlings and creatures that have the draconic template<br />
early in their careers, and each advance in level brings<br />
conflicts with older and more dangerous <strong>dragon</strong> foes. This<br />
situation encourages players to select <strong>dragon</strong>s as favored<br />
enemies, buy or make <strong>dragon</strong> bane weapons, and look for ways<br />
to minimize the advantages of breath weapons and flight.<br />
It also produces a game in which characters who depend<br />
on sneak attacks or weapons with high threat ranges know<br />
they’ll have plenty of opportunities to shine.<br />
The in-game logic for such common encounters can be as<br />
simple as a high birth rate among evil <strong>dragon</strong>s. If a mated pair<br />
of adult blue <strong>dragon</strong>s starts producing four to six wyrmlings<br />
each decade until they reach a modest old age of 501, they will<br />
sire an average of 200 offspring. Alternatively, you can make<br />
the logic more complex, or make it central to a long-running<br />
plot. Perhaps most <strong>dragon</strong>s have slept for centuries, and are<br />
only now awaking from their long hibernation for some<br />
mysterious reason. Or perhaps they rarely interfered with the<br />
affairs of lesser creatures in the past because good and evil<br />
<strong>dragon</strong>s were too evenly matched, but recently something happened<br />
to all good-aligned <strong>dragon</strong>s, clearing the way for their<br />
opponents to unleash havoc. If a specific event is responsible<br />
for a wave of <strong>dragon</strong> attacks, eventually the PCs will want to<br />
find out what has gone wrong and fix it.<br />
Of course, good <strong>dragon</strong>s need not disappear in a “Bringers<br />
of Destruction” campaign. They can be featured as exceptional<br />
champions of peace and safety—or as destructive<br />
forces in their own right. Maybe they collectively decide to<br />
raze lands that are ruled through terror, preferring smoldering<br />
ruins to the petty tyranny of evil kings. Or perhaps the<br />
good-aligned <strong>dragon</strong>s suffer from madness or a curse that<br />
turns them against even kindly realms. Again, this makes an<br />
excellent focal point for a campaign. If even good <strong>dragon</strong>s<br />
have begun spreading death and destruction, the PCs will<br />
want to figure out what went wrong and restore the natural<br />
balance.<br />
This model also allows more emphasis on draconic<br />
creatures and adherents. Perhaps it is not true <strong>dragon</strong>s, but<br />
their offspring and worshipers, that pose a major threat. For<br />
example, a clan of kobolds might fill its ranks with so many<br />
half-<strong>dragon</strong>s and <strong>dragon</strong>blooded warriors that it becomes a<br />
mighty force of destruction. Normally, kobolds are considered<br />
inconveniences at best, but with their draconic heritage<br />
reawakened, they might conquer opposing tribes and eventually<br />
seize the surrounding humanoid kingdoms. Rulers of<br />
far-off lands might snicker when the first human city falls to<br />
a kobold horde, but as the scaled threat expands, they would<br />
have to take it seriously.<br />
Similarly, even non<strong>dragon</strong> threats could be given a draconic<br />
flavor. Groups of wild animals might follow draconic pack<br />
leaders, bands of assassins could include sorcerers with the<br />
Draconic Heritage feat or rogues with the Dragontouched<br />
feat, and brigands might have <strong>dragon</strong>fire adepts among<br />
their number. Other inhabitants of the campaign world<br />
would have to consider how to defend against their ravages.<br />
A kingdom might outlaw anyone with the slightest con-<br />
CHAPTER 5<br />
DRACONIC<br />
CAMPAIGNS<br />
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