CHAPTER 5 DRACONIC CAMPAIGNS Affiliation Score Title: Benefits and Duties 3 or lower Threat: Not trusted in any way; if you express interest in the group, you are considered a potential spy. 4–10 Contact: Occasionally hired for your expertise, but kept in the dark as to the purpose of the work. 11–16 Lesser Fang: Gain +2 morale bonus on Sense Motive checks to oppose Bluff checks, level checks to oppose Intimidate checks, and saving throws against mind-affecting spells. 17–22 Bloody Fang: You can fence items through the Shadow’s Fangs for 60% of their base value, up to a maximum value per month of 1,000 gp × your level. You must carry out an assigned mission once every three months. 23–26 Dark Fang: Sorcerer members will cast spells for you cheaply. Discount the base cost of the spell by 5% × your level (maximum 50% discount), though you still pay full price for special materials or experience points used in the casting. 27–29 Dread Fang: You are often trusted to lead small cells of Fangs. You receive a monthly income of 1d6×100 gp. You must show good judgment in your dealings. At the end of each month, you must succeed on a DC 20 Appraise check or you lose either 1 point of affiliation score or 1,000 gp (your choice). 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 Master Dragon. You gain as many agents as you would hirelings if you took the Leadership feat, as well as a half-<strong>dragon</strong> cohort (also based on your Leadership rank as if you had the feat). If you already have the Leadership feat, any cohort or hirelings you gain can be Shadow’s Fangs or not (your choice). 146 Criterion Affiliation Score Modifier Has sneak attack, skirmish, +1 per die of extra damage or sudden strike Can become invisible or hide in plain sight +2 per ability 5 or more ranks in Bluff, +1 per 5 ranks in each skill Hide, or Move Silently Fewer than 5 ranks in Bluff or Sense Motive –2 per skill Succeeds in a mission +1 per mission for the Shadow’s Fangs Fails on a mission for the Shadow’s Fangs –4 per mission Undertakes a mission for any <strong>dragon</strong> –2 per mission outside the Shadow’s Fangs Slays a <strong>dragon</strong> not affiliated +1 per <strong>dragon</strong> with the Shadow’s Fangs Titles, Benefits, and Duties: The assassins, spellcasters, warriors, and other members of the Shadow’s Fangs serve the cause of a single Master Dragon. They further its goals without regard for the moral, economic, political, or personal impact of their actions. Ultimately, they see themselves as tools of a great power, with no more responsibility for what they do than a sword or writing quill. Only the most senior members of the cabal are aware of this core philosophy. Once you gain a high rank within the Shadow’s Fangs, you become a trusted member of the inner circle. The group shares its deepest secrets and grants you access to valuable resources, but it also expects you to recruit and guide new members, ensuring their loyalty without revealing any of the dread knowledge that you have earned. Executive Powers: Assassinate, raid, terrorize. DRACONIC LOCATIONS A world with <strong>dragon</strong>s is full of places they’ve built and locations others have built to appease them. Draconic locations come in two basic varieties—the places <strong>dragon</strong>s use and the places they have affected. Places they use include various kinds of lairs, but also temples, redoubts, libraries, and sites to receive tribute and sacrifices. Places they have affected include <strong>magic</strong>al locations built by <strong>dragon</strong>s and sites that have become <strong>magic</strong>al through exposure to draconic energies (possibly including spells, auras, or the death of one or more <strong>dragon</strong>s). While <strong>dragon</strong>-influenced locations are rare in a typical campaign, they are encountered more regularly in a <strong>dragon</strong>-heavy game. DRAGON LAIR Though this is a natural cave, it is obvious that an intelligent crafter has worked the rough rock into a more functional or pleasing form. Rough crags have been sheared off, simple but striking runes have been carved into the walls, and a mat of crushed vegetation covers the floor. A strong scent of musk fills the air, making it difficult to breathe easily. The great scale is also striking, with every corridor no less than 15 feet wide and equally tall. This is a place for a creature of considerable size. Not all <strong>dragon</strong>s choose a remote cave for their lair, but a large interior cavern makes a good starting point. It’s easier to modify a space already large enough to accommodate a <strong>dragon</strong> than to start such a big building from scratch. A <strong>dragon</strong> might well choose a cave close to town, however, to keep an eye on its subjects or to open peaceful relations. Large caves of this kind can be found in many different environments, ranging from underwater caverns enjoyed by black <strong>dragon</strong>s to rocky ground in the middle of a desert claimed by a brass <strong>dragon</strong>. Although the map shows no barrier or camouflage at the lair’s two entrances, many <strong>dragon</strong>s use spells or innate abilities to conceal their homes. The interior appointments of such a lair vary wildly, depending on the taste, wealth, and needs of the <strong>dragon</strong> living in it. A <strong>dragon</strong> scholar keeps piles of salt in rooms full of scrolls to dry the air and preserve its knowledge trove. A noble gold <strong>dragon</strong> king uses tapestries, works of art, and expensive furnishings (scaled for guests of many sizes) to project power and consideration for visitors. A red <strong>dragon</strong> tyrant appoints only his throne room and primary hoard, allowing other areas to be furnished (if at all) by those who use them. Area 1: Main Entrance. This is the only ground-level entrance to the lair. It might be guarded by allies or slaves
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