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Affiliation<br />
Score Title: Benefits and Duties<br />
3 or lower Not affiliated or junior member with no benefits.<br />
4–10 Probationary Student: No access to secrets, but the group listens to you and shares its extensive store of open<br />
lore.<br />
11–18 Student Sejant: Gain a +2 competence bonus on Knowledge checks and Diplomacy checks (and on lore or<br />
bardic lore checks) made in regard to <strong>dragon</strong>s.<br />
19–25 Student Rampart: Learn one extra arcane spell of the highest level you can cast or one invocation of the<br />
highest grade you can use. (If you don’t cast arcane spells or use invocations, you don’t gain this benefit.) Take<br />
a –5 penalty on Diplomacy checks to influence clerics of gods that do not include knowledge or <strong>magic</strong> in their<br />
portfolios.<br />
26–30 Professor Valiant: Gain a draconic feat; if you don’t qualify for any draconic feats, take Dragontouched as a<br />
bonus feat. Members take your most casual statements seriously. At the end of each month, you must succeed<br />
on a DC 20 Appraise check or the First Scroll loses 1 capital.<br />
31or higher Professor Draconic: Honored as an important leader of the group. Gain a +2 bonus to your Leadership score (if<br />
you have the Leadership feat). Once every three months, you can arrange a meeting with a rival (but not<br />
enemy) affiliation head in 1d4 weeks.<br />
Harrowers<br />
Heraldry: A profile of a <strong>dragon</strong>’s head (usually red, but<br />
any color can be used) with a downward-pointed sword<br />
through it.<br />
Background, Goals, and Dreams:<br />
The Harrowers were originally an<br />
adventuring company that was<br />
most interested in earning money<br />
and gaining powers. However, the<br />
company suffered a major setback<br />
when it raided a blue <strong>dragon</strong>’s lair<br />
and nearly all its members were<br />
killed. The few survivors formed a<br />
new company and raided the same<br />
<strong>dragon</strong>’s home. Again, nearly all were<br />
lost. Driven as much by a desire for<br />
revenge as by any noble purpose, the<br />
survivors reformed again, this time<br />
specifically recruiting those skilled in<br />
the slaying of <strong>dragon</strong>s. The old blue was<br />
put down, and the Harrowers gained considerable<br />
funds and fame.<br />
Already full of <strong>dragon</strong>slayers and motivated<br />
to eliminate serious draconic threats, the Harrowers<br />
became an order dedicated to the removal<br />
of evil <strong>dragon</strong>s. It faced drake after drake, losing<br />
members at a terrible rate and eventually coming<br />
to dislike and mistrust all <strong>dragon</strong>s. With a constant<br />
influx of seized hoards to train and equip new parties,<br />
the Harrowers have been kept from growing into a vast<br />
military force only by their high rate of losses. But when a<br />
new <strong>dragon</strong> threat arises, it is often the Harrowers who are<br />
called by desperate locals to end the reign of terror.<br />
Enemies and Allies: The Harrowers do not work with<br />
<strong>dragon</strong>s of any kind. Even good-aligned <strong>dragon</strong>s, covetous<br />
and proud, are seen as untrustworthy and dangerous. Those<br />
affiliated with <strong>dragon</strong>s—including the <strong>dragon</strong>born, the<br />
Shadow’s Fangs, and worshipers of Bahamut or Tiamat—are<br />
mistrusted at best. Those who aid evil <strong>dragon</strong>s for any reason<br />
are hunted down and attacked at the slightest provocation.<br />
Wizard colleges, churches dedicated to arcane <strong>magic</strong>, and<br />
Emblem of the<br />
Harrowers<br />
groups that study or learn from <strong>dragon</strong>s are viewed with<br />
great distrust.<br />
Despite their extreme stance, the Harrowers have<br />
many allies. Clerics of St. Cuthbert appreciate the<br />
motivation of the original Harrowers and consider<br />
the current organization to be<br />
seeking just vengeance. Towns and<br />
borderlands freed from a <strong>dragon</strong>’s<br />
power by the Harrowers are generally<br />
very supportive of any members<br />
who pass through.<br />
Members: Most Harrowers are<br />
fighters, rangers, and barbarians.<br />
Paladins rarely join because of their<br />
concerns over the group’s willingness<br />
to judge all <strong>dragon</strong>s by the actions of<br />
a few, but exceptions exist. Clerics and<br />
druids make up a substantial minority,<br />
with arcane spellcasters accounting for<br />
another fraction of that minority. Few<br />
rogues, monks, or bards are drawn to the<br />
Harrowers, but a handful have been recruited<br />
for specific missions and found themselves<br />
suited to the group.<br />
A Harrower can leave the group at any time<br />
without official retribution. However, a member<br />
who quits to aid a good-aligned <strong>dragon</strong> (or associate<br />
with others who do) earns suspicion at best and<br />
outright disdain at worst from former Harrower allies.<br />
Members who quit to help or fraternize with evil <strong>dragon</strong>s<br />
are considered enemies.<br />
Secrets: The Grand Marshals of the Harrowers believe<br />
that all <strong>dragon</strong>s—good, evil, and neutral—pose a threat to<br />
the world. Because power corrupts, <strong>dragon</strong>s are by definition<br />
more corrupt than weaker races. Evil <strong>dragon</strong>s are the greatest<br />
danger, so the Grand Marshals strive to eliminate them first,<br />
but in time, all <strong>dragon</strong>s must be dealt with. There’s no consensus<br />
on the question of half-<strong>dragon</strong>s and similar creatures.<br />
Some believe that they, too, must be destroyed eventually,<br />
while others claim that the non<strong>dragon</strong> blood in such individuals<br />
can be enough to redeem them.<br />
Illus. by M. Schley<br />
CHAPTER 5<br />
DRACONIC<br />
CAMPAIGNS<br />
143