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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

This is the <strong>dragon</strong>font, the ancient relic forgotten by most<br />

of <strong>dragon</strong>kind. It still can combine the powers of multiple<br />

<strong>dragon</strong>s in limited ways, though it no longer has the worldchanging<br />

influence that caused elder <strong>dragon</strong>s to hide it away<br />

eons ago. When multiple creatures that are of the <strong>dragon</strong><br />

type or the <strong>dragon</strong>blood subtype, or that have draconic feats,<br />

gather to cast a spell at the <strong>dragon</strong>font, they can combine their<br />

mystic powers. A single creature is selected to cast a spell, and<br />

every other creature present makes a DC 15 Spellcraft check<br />

to aid in this endeavor. For each successful check, increase<br />

the caster level of the creature engaged in spellcasting by 1<br />

(only for the purpose of a spell cast immediately at the <strong>dragon</strong>font).<br />

Aiding the caster in this way is exhausting, dealing 1<br />

point of Constitution damage to each otrher participant. This<br />

damage represents the energy taken from the participant and<br />

infused into the draconic spellcaster. Any effect that prevents<br />

a participant from taking this damage also prevents it from<br />

granting a caster level boost.<br />

If you want to add new rules and options from Dragon<br />

Magic to your campaign, you can allow the PCs to undergo<br />

a ritual at the <strong>dragon</strong>font to alter their characters so they can<br />

use the new material. For example, a paladin could switch<br />

to the <strong>dragon</strong>fire adept class, or any character could give<br />

up feats in order to gain the Dragontouched feat and other<br />

draconic feats for which that is a prerequisite. (Chapter 8 of<br />

Player’s Handbook II provides rules for revising characters<br />

in this manner.) Because these changes require sacrificing<br />

The ancient <strong>dragon</strong>font awaits a new set of masters<br />

class features and feats of equal power and are purely at your<br />

option, they do not count as treasure. This is simply an excellent<br />

in-game excuse to let players rebuild their characters to<br />

use the new rules from this book.<br />

Developments: The confirmed existence of the <strong>dragon</strong>font<br />

sends a shock wave through the <strong>dragon</strong> community. Many<br />

<strong>dragon</strong>s begin to explore other draconic legends, seeking<br />

<strong>magic</strong> long since forgotten. These <strong>dragon</strong>s must interact<br />

more directly with other races, as advisors or foes, to access<br />

the records and sites needed for their quest. (See Draconic<br />

Campaign Models, page 133, for ideas on how this new level<br />

of interaction might alter your campaign.)<br />

If Heldrivor is thwarted, Amaravine eventually arrives and<br />

sets up a community of scholars of all races to explore and<br />

defend the <strong>dragon</strong>font. The First Scroll becomes very involved,<br />

establishing the shrine as one of its centers of great learning.<br />

The PCs, treated as heroes by the new town that springs up<br />

within the valley, receive unfettered access to the <strong>dragon</strong>font. As<br />

the curious researchers study the writings of the shrine, they<br />

discover clues to other ancient vaults full of <strong>dragon</strong> secrets,<br />

and the PCs are given the first chance to pursue those leads.<br />

If Heldrivor is not defeated and takes control of the <strong>dragon</strong>font,<br />

he begins using its power to create stronger minions<br />

and build a kingdom centered in the valley. The Harrowers<br />

soon place him high on their list of <strong>dragon</strong>s to be brought<br />

down, and they offer the PCs opportunities to gain revenge<br />

on him.<br />

Illus. by Daarken<br />

157

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