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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

152<br />

Through reason and threat of force, the elder <strong>dragon</strong>s<br />

banned any discussion of its location or existence, and they<br />

wove powerful spells to conceal it. Four ancient <strong>dragon</strong>s<br />

agreed to guard the shrine until it passed from memory,<br />

and after they died of advanced age, they continued to<br />

watch over the shrine as twilight guardians (see page 121).<br />

Though it took several generations of <strong>dragon</strong>s and eons of<br />

time, eventually the <strong>dragon</strong>font was lost even to their own<br />

histories.<br />

But it was not lost to their legends. Most believed it to be<br />

nothing but myth, but one good and one evil <strong>dragon</strong> both<br />

came to see the <strong>dragon</strong>font as a real place that could, with<br />

effort, be found and utilized. The two ancient foes have<br />

been seeking the <strong>dragon</strong>font for centuries, employing agents<br />

to track down every rumor of its existence and trying to foil<br />

the other’s search at the same time. Amaravine, a wise and<br />

caring gold <strong>dragon</strong>, fears the disasters the <strong>dragon</strong>font could<br />

cause were it to fall into the wrong claws. But her enemy,<br />

the red <strong>dragon</strong> Heldrivor, hopes to use the <strong>dragon</strong>font to<br />

build an empire and, in time, become a dark god. They’ve<br />

sparred through allies and intermediaries for centuries,<br />

facing each other only once in an inconclusive personal<br />

battle.<br />

Amaravine has relied primarily on well-informed allies,<br />

such as groups of clerics and paladins, who would oppose a<br />

red <strong>dragon</strong> gaining the power of the <strong>dragon</strong>font as a matter<br />

of course. She often contacts these groups, either through<br />

intermediaries or while in human form. She knows that<br />

many crusaders are biased against <strong>dragon</strong>kind, and that<br />

Heldrivor constantly seeks some sign of her movements.<br />

So, to avoid difficult questions and to protect her allies<br />

from Heldrivor’s vengeance, Amaravine has hidden her<br />

true nature and ultimate goal from her allies. As a result, in<br />

recent decades Amaravine has built a considerable network<br />

of contacts and minions who trust her but are unaware of<br />

her draconic nature. This network, built on mutual respect<br />

and common interests, gives Amaravine some idea what’s<br />

going on anywhere in the world, but it doesn’t help her<br />

bring great force to a single specific location quickly. She<br />

can accomplish quite a bit by mustering her allies, but only<br />

if the threat is immediate and obvious, and only if she can<br />

wait for them to arrive.<br />

Heldrivor has built a cadre of servants who report directly<br />

to him. Each is bound to the red <strong>dragon</strong> through a combination<br />

of threats (Heldrivor does not hesitate to kill a servant<br />

who betrays him), greed (he pays his servants in gold and the<br />

secrets of draconic <strong>magic</strong>), and mutual dependence (many of<br />

Heldrivor’s servants are tied to him through <strong>dragon</strong>pact abilities,<br />

which he can rescind by breaking the pact, if necessary).<br />

Because he must control his agents through direct threat of<br />

force, he has a smaller network, but his minions are loyal<br />

and will go anywhere their master wishes. At the mere hint<br />

of a rumor regarding the <strong>dragon</strong>font, Heldrivor can muster a<br />

few lackeys to investigate. In time, the allies of Amaravine<br />

will find and overpower them, but not before Heldrivor’s<br />

agents have had days or weeks to root out a valuable tidbit<br />

of information.<br />

Roughly a week before the adventure begins, agents of the<br />

red <strong>dragon</strong> found a map claiming to reveal the location of the<br />

complex that hides the <strong>dragon</strong>font. Heldrivor immediately<br />

ordered his most effective minions to find the complex’s<br />

entrance and secure it against anyone else. Amaravine’s<br />

network of spies informed her of these developments, but<br />

they couldn’t find a copy of the map or learn the location<br />

of the complex. Amaravine knows that Heldrivor will wait<br />

for his minions to clear away any threats before he arrives at<br />

the complex, but even so, the red <strong>dragon</strong> is likely to arrive<br />

before Amaravine can gather forces sufficient to stop him.<br />

Amaravine needs allies to stop Heldrivor or at least slow him<br />

down, and she needs them in a hurry.<br />

1. Getting the PCs Involved<br />

The Battle of Dragon Fall begins as Amaravine recruits the<br />

PCs to act as her agents and stop or delay Heldrivor. The<br />

easiest way for this to occur is to decide that the Shrine of<br />

Dragon Fall is close to the characters’ current location, and<br />

that Amaravine seeks them out due to their reputation.<br />

Alternatively, she could ask for assistance from a group the<br />

characters are associated with—an adventurer’s guild, a goodaligned<br />

church, or even the First Scroll (see page 141)—and<br />

that group then assigns the PCs to help her. If you have time<br />

to introduce Amaravine before running this adventure, set<br />

her up as a sage who gives advice to the PCs, making her<br />

eventual request for aid seem less out of the blue.<br />

Whether she approaches the PCs in person, sends for them<br />

through an organization, or meets them through a mutual<br />

friend, Amaravine sets the adventure in motion. She takes<br />

human form during any meeting, but if directly asked if she<br />

is a <strong>dragon</strong>, she does not lie. Amaravine explains the legend of<br />

the <strong>dragon</strong>font to the PCs and how the evil <strong>dragon</strong> Heldrivor<br />

also seeks it. She knows Heldrivor is investigating a nearby<br />

valley, which is guarded by at least a few of his minions.<br />

Amaravine can summon allies to deal with Heldrivor, but<br />

that will take at least two weeks. Instead, she needs someone<br />

to stop the red <strong>dragon</strong> by defeating him, driving him off, or,<br />

if nothing else, delaying his plans for two weeks until her<br />

allies arrive. She offers 10,000 gp upon completion of the<br />

mission, as well as her services as a sage if the PCs have need<br />

of them in the future.<br />

2. Shadow and Night (EL 12)<br />

Two human forms fly toward you, laughing and crackling with<br />

arcane energy. Each is lithe and thin, with bright red hair and rune<br />

tattoos covering their bodies. They have bloodshot eyes, sharp teeth,<br />

and fingernails that draw into short talons.<br />

The valley containing the Shrine of Dragon Fall is 5 miles<br />

long but only a few hundred feet wide. It is heavily forested,<br />

making it impossible to search for the shrine from a high<br />

altitude. Further, the <strong>dragon</strong>s that built the shrine cut off the<br />

valley from the Astral Plane and the Ethereal Plane. No spell

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