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ing with the creature is straightforward, since it comes to<br />

eliminate threats directly rather than sending spies or grunt<br />

troops first. That’s not to say such conflicts are easy—their<br />

very lack of subtlety forces these <strong>dragon</strong>s to remain vigilant<br />

and in peak fighting form. The advantage of treating every<br />

problem as a fight is that the <strong>dragon</strong> becomes very good at<br />

fighting.<br />

FORTRESS DRAKES<br />

Flying <strong>dragon</strong>s can cover vast stretches of land personally,<br />

get an airborne view of their domains with ease, and outmaneuver<br />

most foes that dare to move against them. Dragons<br />

that swim with great ability have much the same advantages<br />

in their own realm; a sea drake that rules an island chain<br />

can use the same basic tactics to watch its kingdom as a<br />

brass <strong>dragon</strong> that controls a desert with a dozen oases. These<br />

<strong>dragon</strong>s might have a well-protected and well-hidden lair<br />

that serves as a safe place to sleep and store a hoard, but they<br />

don’t rely on it for personal defense. They are confident that<br />

no army can cut them off from an escape route, no foe can<br />

corner them, and no circumstance can force them to face<br />

battle unprepared. Indeed, such <strong>dragon</strong>s often stay away<br />

from strongholds so their movements won’t be hampered<br />

in tight quarters.<br />

But landbound <strong>dragon</strong>s must think differently, especially<br />

if they wish to defend a realm. If a forest landwyrm decides<br />

to claim a woodland, it must build forts to protect the vital<br />

areas, much as an elf king would. The landwyrm can’t<br />

depend on being able to outmaneuver an army, since it’s<br />

limited to running (or very slowly burrowing) and can be<br />

cut off from other areas of its demesne. Nor can it spot an<br />

oncoming enemy from the air, which means that it needs<br />

scouts, and those scouts need strongholds. The landwyrm<br />

might feel confident that it can defeat any enemy in battle,<br />

but until it arrives, its subjects need walls to keep them<br />

safe. However, a <strong>dragon</strong>-built fortress is not simply a big<br />

castle with an extra room where it sleeps. Aware of their<br />

own strengths and weaknesses, landbound <strong>dragon</strong>s construct<br />

fortifications to complement their abilities. If the<br />

aforementioned forest landwyrm rules over a few towns of<br />

gnomes, it likely has them build forts to maximize its abilities<br />

as well as their own. In addition to traditional walls and<br />

battlements, a typical forest redoubt has very long tunnels<br />

just below the surface, allowing the landwyrm to burrow<br />

upward to attack foes or dig downward to leave the fortress<br />

in case of siege. Gnomes guard the tunnels, which are rigged<br />

to be collapsed should a foe breach them. Further, the areas<br />

around the fortress are carefully cultivated to include thick<br />

sections of woods at a distance, allowing the landwyrm to<br />

ambush forces that take cover to avoid missile weapons fired<br />

from the battlements.<br />

Dragon-designed fortresses have a few common elements<br />

not seen in other strongholds. Each section of outer wall or<br />

tower includes an area big enough for the <strong>dragon</strong> to access,<br />

with a large shuttered portal through which it can use its<br />

breath weapon. Generally, such breath-holes are designed to<br />

give a good field of fire. Often, the fortresses include wedgeshaped<br />

killing grounds exactly the size of the <strong>dragon</strong>’s breath<br />

weapon. Major buildings are constructed around “fighting<br />

halls”—passageways broad enough for the <strong>dragon</strong> to run<br />

through, with low ceilings to prevent flying foes from avoiding<br />

melee combat. Every smaller room is located off a fighting<br />

hall, to ensure that no one can set up in a place the <strong>dragon</strong><br />

can’t reach. Large blocks of stone sit near all major doorways<br />

so the <strong>dragon</strong> can seal off sections as needed, forcing invaders<br />

to spend valuable time hooking up block and tackle rigs or<br />

waste spell power bypassing such barriers.<br />

Dragons are pragmatic when choosing forces to operate<br />

their castles. Any creature smart and loyal enough to take<br />

orders is considered; traditional enemies might work together<br />

in the network of fortifications. A mountain landwyrm’s<br />

castle might employ dwarves as craftsfolk, gray elves as<br />

archers, giant eagles as scouts, hill giants as shock troops,<br />

gargoyles as wall patrols, and stone giants as catapults and<br />

other siege weapons. While these forces would never work<br />

together voluntarily, none dare anger a mountain landwyrm<br />

that has their territory firmly in its grip. Of course, the landwyrm<br />

must choose capable commanders—perhaps <strong>dragon</strong>s<br />

or half-<strong>dragon</strong>s—to lead the forces.<br />

A fortress is never a <strong>dragon</strong>’s primary lair. By its nature, a<br />

fortress must be accessible to many underling visitors. Even<br />

flightless <strong>dragon</strong>s prefer lairs that are difficult for others to<br />

reach, and they often establish lairs in the densest forests,<br />

highest mountains, or deepest caves. Any guardians chosen<br />

to protect the primary lair are always a separate force from<br />

those employed to man the fortress.<br />

SCALED COWARDS<br />

Despite their vast personal power and resilience, not all<br />

<strong>dragon</strong>s are willing to risk themselves in combat. Some<br />

younger <strong>dragon</strong>s, cowed by how little of their potential power<br />

they have mastered, fear dying before they fully mature.<br />

More rarely, older <strong>dragon</strong>s decide they are too important to<br />

take chances, and they shy away from even the slimmest possibility<br />

of death. Most often, however, <strong>dragon</strong>s are cowards<br />

because of a character flaw common to their race. Ethereal<br />

<strong>dragon</strong>s, air and ice drakes, and hill, jungle, and plains landwyrms<br />

are some of the more cowardly examples.<br />

Other <strong>dragon</strong>s are simply more cautious, which differs<br />

from cowardice but results in similar tactics, at least early<br />

in a conflict. Examples include amethyst <strong>dragon</strong>s, ooze and<br />

smoke drakes, and sunwyrms. These creatures might employ<br />

the same techniques as their more fearsome kin, but they’re<br />

more willing to take risks to achieve their goals. Craven<br />

<strong>dragon</strong>s flee any conflict that seems dangerous, even if doing<br />

so means abandoning their plans, allies, and territory.<br />

Cowardly <strong>dragon</strong>s claim lands they can protect with<br />

minimal effort. Defensive walls and towers are common, as<br />

are large standing armies. These <strong>dragon</strong>s might even prefer to<br />

be the power behind the throne, establishing whole families<br />

CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

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