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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 />

133

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