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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

136<br />

peaceful lands though <strong>dragon</strong>fire adepts, sorcerers, and undead<br />

under its control. A gold <strong>dragon</strong> known as the Grand<br />

Sun of Pelor sends its own followers out to oppose such corruption,<br />

aiding them with <strong>dragon</strong>pact abilities and <strong>dragon</strong><br />

allies, ranging from wyrmling copper <strong>dragon</strong> paladins to<br />

silver <strong>dragon</strong> clerics. No church is without its own <strong>dragon</strong>s<br />

and <strong>dragon</strong>blooded agents, and many <strong>dragon</strong>s have holy<br />

symbols inscribed in their scales. It’s possible to combine<br />

both religious models such that some churches have truly<br />

faithful <strong>dragon</strong>s, while others are controlled by draconic<br />

charlatans.<br />

Adventures are likely to include raids on evil temples,<br />

quests for draconic holy relics, urban infiltration to root out<br />

<strong>dragon</strong> cults, and exploration of lands free of the <strong>dragon</strong><br />

churches’ control. Player characters are often asked to undertake<br />

missions for one church or another, and they might be<br />

official temple troubleshooters. In some cases, clerics and<br />

sorcerers might be trained side by side under the church’s<br />

purview, with <strong>dragon</strong>fire adepts treated as holy warriors much<br />

like paladins. As they gain power and prestige, the PCs must<br />

guard against attacks from agents of opposing churches that<br />

want to stop them from spreading a given <strong>dragon</strong>’s influence<br />

too far.<br />

DRAGONS AMONG US<br />

In this campaign model, <strong>dragon</strong>s and draconic creatures are<br />

everywhere, but people just don’t notice them very often.<br />

Dragons use natural shapeshifting abilities or sorcerous<br />

spells to take on other forms, while draconic creatures simply<br />

exhibit fewer telltale characteristics. Anyone the PCs meet<br />

could be a <strong>dragon</strong>, or an agent or descendant of <strong>dragon</strong>s.<br />

Everyone knows that <strong>dragon</strong>s rule vast rings of spies and<br />

insinuate themselves into humanoid life wherever possible.<br />

Some <strong>dragon</strong>s simply like certain races or specific cities,<br />

taking up residence secretly to cause as little disruption as<br />

possible. Others have far less benevolent motives and use their<br />

humanoid disguises to keep their true powers hidden.<br />

Of course, even if the characters cannot tell if a given NPC<br />

is a <strong>dragon</strong>, they’ll find out fast enough if they wind up in<br />

a fight with him. A thieves guild might discover that the<br />

innkeeper it tried to bully for protection money is actually<br />

a bronze <strong>dragon</strong> using alternate form. On the other hand,<br />

the guild is run by a red half-<strong>dragon</strong> thief (only the shocking<br />

color of his hair gives any clue), which is why the city<br />

guard’s efforts to eliminate the guild have failed. Indeed,<br />

these two draconic characters wage a secret war for control<br />

of the city, while a silver <strong>dragon</strong> disguised as an advisor to<br />

the king tries to keep them from doing too much damage<br />

in the process.<br />

In the “Dragons among Us” campaign model, many draconic<br />

races look more humanoid than they would in a normal<br />

campaign. A half-<strong>dragon</strong> might have nothing more to betray<br />

her heritage than an unusual eye color or tiny horns concealed<br />

beneath her hair. Similarly, <strong>dragon</strong>born, spellscales, and<br />

others with the draconic creature template retain more of<br />

their base races’ appearance than usual. Humanoid draconic<br />

creatures with wings can hide them under a large cloak,<br />

though they’re obviously easy to spot when in use. As the<br />

DM, you might allow all true <strong>dragon</strong>s (rather than just some<br />

metallic <strong>dragon</strong>s) to use the alternate form ability to assume<br />

humanoid forms, which makes them harder to recognize and<br />

explains where half-<strong>dragon</strong>s come from.<br />

Characters in this campaign model encounter <strong>dragon</strong>s<br />

frequently without realizing it. They must treat every<br />

encounter as having the potential for turning into a battle<br />

with a major draconic foe. An unassuming bandit could<br />

transform into an adult green <strong>dragon</strong> as soon as a fight starts,<br />

or a sorcerer could uncurl claws that reveal her to be a draconic<br />

creature. Adventures are still typical for a DUNGEONS<br />

& DRAGONS campaign, but they take on a draconic tint. The<br />

lost dungeon explored by the PCs was once a <strong>dragon</strong> city,<br />

the artifact components they seek were forged by a <strong>dragon</strong><br />

smith, and the forgotten lore they hope to rediscover was<br />

originally found by <strong>dragon</strong> sages.<br />

Of course, since <strong>dragon</strong>s often remain hidden, the PCs<br />

might spend the early adventures of the campaign discovering<br />

its secret history as a world of <strong>dragon</strong>s. They begin<br />

to realize how commonplace the creatures really are only<br />

after learning that the kind sage who hired them to recover<br />

a spellbook is a <strong>dragon</strong> in disguise, his archnemesis who<br />

sent <strong>dragon</strong>kin warriors after them is a half-<strong>dragon</strong>, and the<br />

spellbook was written by a <strong>dragon</strong> wizard centuries ago. The<br />

PCs might keep this knowledge to themselves, thus becoming<br />

part of a vast hidden <strong>dragon</strong> society, or they might expose<br />

the creatures, incurring the wrath of good and evil <strong>dragon</strong>s<br />

alike.<br />

DRAGON OVERLORDS<br />

Once <strong>dragon</strong>s decide to become more involved in the lives<br />

of lesser races, it’s only a matter of time before they lay claim<br />

to territories as ruling overlords. These <strong>dragon</strong>s might be<br />

commonplace (such as in the “Dragon Kings” campaign<br />

model, above) or rare exceptions. In most campaigns, <strong>dragon</strong><br />

overlords fill the same role as giant kings and genie princes—<br />

powerful rulers of foreign lands that can be political foils and<br />

personal threats for higher-level player characters. To create<br />

believable and interesting <strong>dragon</strong> overlords, strive to make<br />

them more than just kings with breath weapons.<br />

Since a <strong>dragon</strong> lives longer than members of most other<br />

races, its control of a humanoid nation becomes a fact of life<br />

for generations of its subjects. A <strong>dragon</strong> that takes over a<br />

small country when it first becomes an adult can easily rule<br />

it for another 1,100 years (equal to roughly nine generations<br />

of dwarves or six generations of elves). Even more than a<br />

typical monarch, a <strong>dragon</strong> overlord shapes its domain with<br />

its personal worldview, making laws and deals that reward<br />

those of like mind, and driving off or imprisoning others<br />

(see Alignment of Power Centers, DMG 138).<br />

Lawful <strong>dragon</strong>s promote stability, though often through<br />

tyranny, while chaotic <strong>dragon</strong>s enforce freedom and renewal,

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