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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

Affiliation<br />

Score Title: Benefits and Duties<br />

3 or lower Threat: Not trusted in any way; if you express interest in the group, you are considered a potential spy.<br />

4–10 Contact: Occasionally hired for your expertise, but kept in the dark as to the purpose of the work.<br />

11–16 Lesser Fang: Gain +2 morale bonus on Sense Motive checks to oppose Bluff checks, level checks to oppose<br />

Intimidate checks, and saving throws against mind-affecting spells.<br />

17–22 Bloody Fang: You can fence items through the Shadow’s Fangs for 60% of their base value, up to a maximum<br />

value per month of 1,000 gp × your level. You must carry out an assigned mission once every three months.<br />

23–26 Dark Fang: Sorcerer members will cast spells for you cheaply. Discount the base cost of the spell by 5% × your<br />

level (maximum 50% discount), though you still pay full price for special materials or experience points used in<br />

the casting.<br />

27–29 Dread Fang: You are often trusted to lead small cells of Fangs. You receive a monthly income of 1d6×100 gp.<br />

You must show good judgment in your dealings. At the end of each month, you must succeed on a DC 20<br />

Appraise check or you lose either 1 point of affiliation score or 1,000 gp (your choice).<br />

30 or higher Lord of the Fangs: You receive your own cell of Fangs to run as you see fit, within the limits established by the<br />

Master Dragon. You gain as many agents as you would hirelings if you took the Leadership feat, as well as a<br />

half-<strong>dragon</strong> cohort (also based on your Leadership rank as if you had the feat). If you already have the<br />

Leadership feat, any cohort or hirelings you gain can be Shadow’s Fangs or not (your choice).<br />

146<br />

Criterion<br />

Affiliation Score Modifier<br />

Has sneak attack, skirmish, +1 per die of extra damage<br />

or sudden strike<br />

Can become invisible or hide in plain sight +2 per ability<br />

5 or more ranks in Bluff, +1 per 5 ranks in each skill<br />

Hide, or Move Silently<br />

Fewer than 5 ranks in Bluff or Sense Motive –2 per skill<br />

Succeeds in a mission<br />

+1 per mission<br />

for the Shadow’s Fangs<br />

Fails on a mission for the Shadow’s Fangs –4 per mission<br />

Undertakes a mission for any <strong>dragon</strong> –2 per mission<br />

outside the Shadow’s Fangs<br />

Slays a <strong>dragon</strong> not affiliated<br />

+1 per <strong>dragon</strong><br />

with the Shadow’s Fangs<br />

Titles, Benefits, and Duties: The assassins, spellcasters,<br />

warriors, and other members of the Shadow’s Fangs<br />

serve the cause of a single Master Dragon. They further its<br />

goals without regard for the moral, economic, political, or<br />

personal impact of their actions. Ultimately, they see themselves<br />

as tools of a great power, with no more responsibility<br />

for what they do than a sword or writing quill. Only the<br />

most senior members of the cabal are aware of this core<br />

philosophy.<br />

Once you gain a high rank within the Shadow’s Fangs,<br />

you become a trusted member of the inner circle. The group<br />

shares its deepest secrets and grants you access to valuable<br />

resources, but it also expects you to recruit and guide new<br />

members, ensuring their loyalty without revealing any of<br />

the dread knowledge that you have earned.<br />

Executive Powers: Assassinate, raid, terrorize.<br />

DRACONIC LOCATIONS<br />

A world with <strong>dragon</strong>s is full of places they’ve built and locations<br />

others have built to appease them. Draconic locations<br />

come in two basic varieties—the places <strong>dragon</strong>s use and the<br />

places they have affected. Places they use include various<br />

kinds of lairs, but also temples, redoubts, libraries, and sites<br />

to receive tribute and sacrifices. Places they have affected<br />

include <strong>magic</strong>al locations built by <strong>dragon</strong>s and sites that<br />

have become <strong>magic</strong>al through exposure to draconic energies<br />

(possibly including spells, auras, or the death of one or<br />

more <strong>dragon</strong>s). While <strong>dragon</strong>-influenced locations are rare<br />

in a typical campaign, they are encountered more regularly<br />

in a <strong>dragon</strong>-heavy game.<br />

DRAGON LAIR<br />

Though this is a natural cave, it is obvious that an intelligent crafter<br />

has worked the rough rock into a more functional or pleasing form.<br />

Rough crags have been sheared off, simple but striking runes have<br />

been carved into the walls, and a mat of crushed vegetation covers<br />

the floor. A strong scent of musk fills the air, making it difficult to<br />

breathe easily. The great scale is also striking, with every corridor no<br />

less than 15 feet wide and equally tall. This is a place for a creature<br />

of considerable size.<br />

Not all <strong>dragon</strong>s choose a remote cave for their lair, but a large<br />

interior cavern makes a good starting point. It’s easier to<br />

modify a space already large enough to accommodate a <strong>dragon</strong><br />

than to start such a big building from scratch. A <strong>dragon</strong><br />

might well choose a cave close to town, however, to keep an<br />

eye on its subjects or to open peaceful relations. Large caves<br />

of this kind can be found in many different environments,<br />

ranging from underwater caverns enjoyed by black <strong>dragon</strong>s<br />

to rocky ground in the middle of a desert claimed by a brass<br />

<strong>dragon</strong>. Although the map shows no barrier or camouflage<br />

at the lair’s two entrances, many <strong>dragon</strong>s use spells or innate<br />

abilities to conceal their homes.<br />

The interior appointments of such a lair vary wildly,<br />

depending on the taste, wealth, and needs of the <strong>dragon</strong><br />

living in it. A <strong>dragon</strong> scholar keeps piles of salt in rooms full<br />

of scrolls to dry the air and preserve its knowledge trove. A<br />

noble gold <strong>dragon</strong> king uses tapestries, works of art, and<br />

expensive furnishings (scaled for guests of many sizes) to<br />

project power and consideration for visitors. A red <strong>dragon</strong><br />

tyrant appoints only his throne room and primary hoard,<br />

allowing other areas to be furnished (if at all) by those who<br />

use them.<br />

Area 1: Main Entrance. This is the only ground-level<br />

entrance to the lair. It might be guarded by allies or slaves

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