CHAPTER 9
CAMPAIGNS OF THE DRAGON
1st—bane (DC 14), bless, command (DC 14), entropic shield, longstrider D 0—create water, detect poison (CL 6th), light, mending, virtue D: Domain spell. Domains: Knowledge, Travel Sorcerer Spells Known (CL 6th, 1d20+8 to overcome SR): 3rd (4/day)—fly 2nd (6/day)—invisibility, scorching ray (+6 ranged touch) 1st (8/day)—charm person (DC 16), enlarge person, magic missile, shield 0 (6/day)—detect magic (CL 7th), detect poison (CL 7th), open/close, prestidigitation, ray of frost (+6 ranged touch), read magic (CL 7th), touch of fatigue (DC 15) Abilities Str 8, Dex 12, Con 12, Int 10, Wis 16, Cha 20 SQ blood quickening, familiar (none at present) Feats Craft Wondrous Item, Draconic Heritage (brass)*, Scribe Scroll, Spell Penetration *New feat described on page 102 Skills Concentration +8, Knowledge (arcana) +8 Possessions combat gear plus masterwork longspear, cloak of Charisma +2, periapt of Wisdom +2, pearl of power (1st)
Spellscale Bard (CR 6) Stefan has an extraordinarily large repertoire of lays and epics about the dragons of old. He is always interested in learning any bit of legend relating to dragons, and has made a name for himself for rushing headlong into danger without fear (or seemingly even good sense).
Stefan the Bold
CR 6
Male spellscale bard 6 CG Medium humanoid (dragonblood) Init +1; Senses low-light vision; Listen +2, Spot +4 Languages Common, Draconic, Elven, Gnome AC 17, touch 11, flat-footed 16; Dodge hp 23 (6 HD) Fort +2, Ref +6, Will +6 Speed 30 ft. (6 squares) Melee mwk longsword +6 (1d6+1/18–20) and claw +5 (1d3) or Ranged +1 longbow +6 (1d8+1/×3) Base Atk +4; Grp +5 Special Actions bardic music 6/day (suggestion, inspire competence, inspire courage +1, fascinate 2 targets, countersong) Combat Gear scroll of invisibility, potion of heroism, 2 potions of cure moderate wounds Bard Spells Known (CL 6th): 2nd (3/day)—glitterdust (DC 16), peaceful serenity of Io*, tongues 1st (4/day)—cure light wounds, identify, lesser confusion (DC 15), sleep (DC 15) 0 (3/day)—daze (DC 16), detect magic, lullaby (DC 16), mage hand, read magic, resistance *New spell described on page 115 Abilities Str 12, Dex 13, Con 10, Int 14, Wis 12, Cha 18 SQ blood quickening, bardic knowledge +10 (+5 on any check related to dragons) Feats Dodge, Spell Rehearsal*, Scribe Scroll *New feat described on page 105 Skills Bluff +13, Diplomacy +15, Disguise +4 (+6 acting),
Gather Information +17, Intimidate +8, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Listen +2, Perform (sing) +13, Search +3, Sense Motive +10, Spot +4, Use Magic Device +8 Possessions combat gear plus +1 mithral chain shirt, masterwork longsword, +1 longbow with 20 arrows, 2 pearls (100 gp each)
DRAGON-DESCENDED PCS
Since a half-dragon or draconic character has a level adjustment, he or she might not be able to join a group of player characters right away, but must wait until the party level is compatible with the character’s ECL. In such a situation, a dragon-descended character’s first meeting with a party might take the form of an encounter—and not necessarily a friendly one. Here are some ideas for a DM looking to introduce a dragon-descended PC into a group of adventurers. It’s a good idea to work with the player of the prospective party member to come up with a situation that fits in well with her character concept.
THE CHALLENGE
A ferocious half-dragon barbarian blocks the road that the PCs must travel on the way to a mission or when returning from an adventure. The barbarian demands that the party’s champion face him in single combat. The fight is not to the death; rendering the opponent helpless or extracting an admission of defeat is sufficient. The barbarian feels a need to prove his worth whenever possible, having been reared in a society that values strength above all, and fighting is what he’s best at. He likewise respects only strength, and thus isn’t likely to be persuaded from his challenge by mere words. If he wins the battle, the barbarian boasts and demands that the PCs acknowledge his prowess. If they don’t, he insists that another challenger face him, or else they must pay him a large bribe. If the barbarian is bested in combat, he does not surrender and must be rendered unconsciousness. If he is defeated and revived by the PCs, he expresses humility before a greater warrior and offers his sword arm in service. This sort of encounter can be tricky to run. If the players know a new character is being created, the temptation to indulge in metagame thinking can interfere with the intended result. If the PCs in your campaign are the type who attack first and ask questions later, or slaughter everything they come across, that brand-new character might not survive his first meeting with them. You might have to emphasize the nonlethal nature of the combat in this case. Characters who prefer to negotiate rather than fight are likely to resist being railroaded into a confrontation—you might suggest that the barbarian a little more receptive to bribes or bargains, if that is the case.
THE UNWILLING EXAMPLE
The PCs come to an unfamiliar town, where the cleric wishes to visit the temple of his deity or the wizard seeks
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