TEXT: The Modern Dispatch
  Blood and Dragons
  Page 1
  Content Manager: 
  Charles Rice, Chris Davis
  Layout: 
  Chris Davis
  Requires the use of the d20 Modern Roleplaying 
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  Coast, Inc. and are used according to the terms 
  of the d20 System License version 6.0.  A copy 
  of this License can be found at www.wizards.
  com/d20.
  #29
  Blood and Dragons
  by Chris Davis
  Dragons are a staple of roleplaying fantasy.  Few 
  menaces have been more explored or detailed than 
  the dragon.  For modern d20 players who enjoy 
  occult and conspiracy themed campaigns, the dragon 
  represents a wealth of mythology with which to 
  develop a secret society campaign model.  Using 
  the secret society rules presented in Blood and 
  Relics, this dispatch article outlines a modern horror 
  campaign model based on the traditional concepts of 
  fantasy roleplaying dragons.
  The conspiracy at the heart of Blood and Relics is 
  focused on the Blood War between the Sang Real and 
  the Caeder. Blood and Dragons also involves a secret 
  war—one revolving around secret societies created to 
  protect the bloodlines of ancient wyrms. This hidden 
  struggle pits two factions against each other: one 
  group that follows the evil, colored dragon bloodlines 
  (black, blue, green, red, and white) and another which 
  follows the good, metallic bloodlines (brass, bronze, 
  copper, gold, and silver).
  While Blood and Dragons uses the rules presented 
  in Blood and Relics, most of the material presented 
  here can be used standalone.  Some of the rules from 
  Blood and Relics are included to help you integrate 
  the material into your campaign.
  The Secret History of 
  Dragons
  Before man ﬁrst came into being, dragons ruled the 
  Earth. The duration of their rule is impossible to 
  determine, but it must have been thousands of years, 
  during which the dragons faced no rivals other than 
  each other.  In the earliest days of their existence, 
  the dragons warred amongst themselves, with battle 
  lines drawn between the evil-natured colored wyrms 
  and good-natured metallic wyrms.  After years of 
  bloodshed, an armistice was reached, and the conﬂict 
  was reduced to a cold war.  With the truce keeping 
  relative peace, the dragons could pursue a more 
  sedate lifestyle, which included long periods of 
  slumber.
  During one of these periods of slumber, a new 
  creature emerged: man.  To this day, not even the 
  dragons know where mankind came from.  Did man 
  evolve from another species?  Or was he placed 
  here by some divine force?  Whatever the truth of 
  mankind’s origins, the dragons paid little attention to 
  this new creature... and in the end, it cost them their 
  dominance.  
  In a relatively short time period (by dragon 
  reckoning), the man-creature multiplied and spread 
  over the planet.  Unlike other creatures, man was 
  both organized and intelligent.  Humans built things: 
  settlements, tools, and most importantly, weapons. 
  It wasn’t long before even the dragons were being 
  hunted and slain by men.  The wyrms fought back, 
  but humans bred like rats, and the dragons could not 
  defeat them all.  
  With their existence threatened by the steadily-
  growing human population, dragons began to form 
  alliances with humans, offering ancient knowledge in 
  exchange for protection.  This knowledge provided 
  certain men the power to rule over other men, and 
  many humans eagerly accepted the dragons’ bargains.  
  It seemed that desire for power was man’s only 
  weakness, and the dragons took advantage of it.
  And so the dragons found their place in the new 
  world of man.  They could no longer rule by might—
  man was too clever and numerous for that—but they 
  
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  Blood and Dragons
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  could rule from the shadows, with men serving and 
  protecting them in exchange for power and wealth.  
  And thus a new world order was born that continues 
  to this day…
  Dragon Societies of 
  Today
  While dragons appear in stories of ﬁction, their true 
  nature and existence are unknown to all but the most 
  studied scholars and to members of a dragon order.  
  In fact, not even all members of these secret societies 
  learn that there are actual living dragons in the world 
  until they reach a certain level in the order.
  Today, the war between the colored and metallic 
  dragons continues. Although each individual 
  bloodline has its own order, and some inﬁghting 
  occurs between orders, they are basically organized 
  into two opposing factions (good vs. evil; color 
  vs. metal).  Orders function as independent cells, 
  minimizing contact with allied orders to protect other 
  dragons and their whereabouts.  Secrecy is essential 
  for the dragons’ survival in the world of man, and 
  dragons have worked for centuries maintaining it.  In 
  this all-important effort, colored and metallic dragons 
  cooperate.  Although they work to undermine and 
  eliminate each other, they never take an action that 
  might reveal the existence of another dragon to the 
  public—to do so would threaten all dragons.
  Order of the Metallic 
  Dragon(s)
  While each metallic dragon has its own order (Order 
  of the Gold Dragon, Order of the Silver Dragon, 
  etc.), these orders combine to form a pseudo-republic 
  called the Order of the Metallic Dragons.
  Membership: 450; Brass (75), Bronze (80), 
  Copper (65), Gold (120), Silver (110)
  Current Headquarters: Each order’s headquarters 
  Secret Societies 
  (From Blood and Relics)
  Learning of a Secret Society
  Just learning of the existence of a cult or secret society requires a Knowledge (arcane lore) skill check 
  (DC 20). Learning about speciﬁc historic events with which that society has been associated requires a fair 
  amount of research—Knowledge (history) or Research skill checks for commonly accepted knowledge, and 
  Knowledge (arcane lore) skill checks for secret knowledge. 
  Joining a Secret Society
  Each organization has minimum standards for admission, and most are careful not to divulge too much 
  sensitive information to new inductees.  The lowest level of membership is known as afﬁliate membership. 
  Afﬁliate members are given basic information about the secret society’s goals and immediate plans, but 
  are not entrusted with sensitive information or allowed to requisition equipment from the organization. In a 
  sense, afﬁliate members are undergoing a probationary period during which they are carefully monitored by 
  observers to ensure that they are compatible with the organization’s particular needs and goals.
  Secret Society Benefits
  Every time an afﬁliate member gains a level, she may make an indoctrination check (DC 10) to be admitted 
  as a full member of the secret society.  An indoctrination check is a level check (d20 + character level).
  Success grants her membership and the ability to requisition equipment from the secret society. Every 
  level thereafter she may make another indoctrination check (the DC increases with each success; see the 
  table below) to advance higher in the organization. Increased rank brings with it increased requisition 
  bonuses as well as access to the organization’s deeper mysteries—the hidden knowledge that secret 
  societies horde for their own beneﬁt (or for mankind’s protection).  These pieces of hidden knowledge are 
  called Secret Mysteries, and as characters rise in rank, they gain access to more and more of them. The 
  exact beneﬁts of each Secret Mystery are detailed in the descriptions of individual organizations.
  Rank
  Indoctrination DC
  Beneﬁt
  1
  10
  Requisition Privilege 
  2
  14
  Secret Mystery 1
  3
  16
  +2 Requisition
  4
  18
  Secret Mystery 2
  5
  20
  +4 Requisition
  6
  22
  Secret Mystery 3; secret society prestige class
  7
  24
  +6 Requisition
  8
  26
  Secret Mystery 4
  9
  28
  +8 Requisition
  10
  30
  Secret Mystery 5
  
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  is near the oldest respective dragon’s lair: Brass 
  (Jinan, China), Bronze (Ankara, Turkey), Copper 
  (Kyoto, Japan), Gold (Salisbury, England), Silver 
  (Denver, Colorado).
  Symbol: A dragon clutching a branch and sword.
  Afﬁliate Membership Requirements: Allegiance 
  (Higher Power), Allegiance (Metallic Dragons), 
  Conviction (Higher Power), Knowledge (theology 
  and philosophy) 5 ranks.
  Recruitment Methods: The order actively 
  searches for recruits who are predisposed to spiritual 
  and philosophical pursuits and who demonstrate the 
  capacity to resist the corruptive nature of power.  
  Because secrecy is so important to the dragons, a 
  high level of trust must be earned before a recruit is 
  accepted into the order.
  Benefits of Membership
  Secret Mystery 1: +2 to Survival and Knowledge 
  (theology and philosophy) skill checks.
  Secret Mystery 2: Arcane Defenses: the member 
  gains spell resistance of 18.  This can be used to resist 
  Profane Rituals.
  Secret Mystery 3: +2 to Willpower saves.
  Secret Mystery 4: Arcane Defenses: the member 
  gains spell resistance of 22. This can be used to resist 
  Profane Rituals.
  Secret Mystery 5: Arcane Defenses: the member 
  gains spell resistance of 25. This can be used to resist 
  Profane Rituals.
  Typical Order of the Metal 
  Dragons
  Order of the Copper Dragon Initiate (Dedicated 
  Hero 3): CR 3; Medium-size humanoid; HD 3d6+3; 
  HP 14; Mas 13; Init -1; Spd 30 ft; Defense 11, touch 
  11, ﬂatfooted 12 (-1 Dex, +2 class); BAB +2; Grap 
  +3; Atk +3 melee (1d8+1, longsword), or +1 ranged 
  (1d6, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ none; 
  AL Higher Power, Copper Dragon; SV Fort +3, Ref 
  +0, Will +4; AP 1; Rep +1; Str 12, Dex 8, Con 13, Int 
  10, Wis 15, Cha 14.
  Occupation: Religious (Knowledge [Theology and 
  Philosophy], Listen, Sense Motive)
  Skills: Knowledge (History) +2, Knowledge 
  (Theology and Philosophy) +6, Listen +5, Read/
  Write Language +1 (Latin), Sense Motive +8, Speak 
  Language +1 (Latin), Spot +5, Survival +3, Treat 
  Injury +8
  Feats: Archaic Weapons Proﬁciency, Conviction 
  (Higher Power), Faith’s Protection, Sacred Ritual
  Talents (Dedicated Hero): Skill Emphasis (Treat 
  Injury), Faith
  Possessions: Longsword, Medical Kit; Wealth +7
  Order of the Copper Dragon Member (Dedicated 
  Hero 3/Monitor 4): CR 7; Medium-size humanoid; 
  HD 3d6+6 plus 4d8+8; HP 43; Mas 14; Init -1; Spd 
  30 ft; Defense 16, touch 13, ﬂatfooted 17 (-1 Dex, 
  +4 class, +3 equipment); BAB +5; Grap +6; Atk 
  +6 melee (1d8+1/19-20, Longsword), or +4 ranged 
  (1d6, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ Secret 
  Mystery 1 (+2 to Survival and Knowledge [theology 
  and philosophy]), Secret Mystery 2 (Arcane 
  Defenses) SR 18, Secret Mystery 3 (+2 Willpower 
  save);  AL Higher Power, Copper Dragon; SV Fort 
  +6, Ref +2, Will +7; AP 3; Rep +1; Str 12, Dex 8, 
  Con 14, Int 10, Wis 15, Cha 14.
  Occupation: Religious (Knowledge [Theology and 
  Philosophy], Listen, Sense Motive)
  Skills: Jump +1, Knowledge (History) +6, 
  Knowledge (Theology and Philosophy) +12, Listen 
  +7, Read/Write Language +1 (Latin), Sense Motive 
  +10, Speak Language +1 (Latin), Spot +7, Survival 
  +5, Treat Injury +8
  Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Consecrate Item, Conviction 
  (Higher Power), Faith’s Protection, Sacred Ritual
  Talents (Dedicated Hero): Skill Emphasis (Treat 
  Injury), Faith
  Talents (Monitor): Monitor’s Wrath +1, Divine 
  Health, Monitor’s Wrath +2
  Possessions: Undercover vest, Longsword, medical 
  kit; Wealth +7
  Order of the Copper Dragon Leader (Dedicated 
  Hero 3/Monitor 4/Dragon Templar 3): CR 10; 
  Medium-size humanoid; HD 3d6+6 plus 4d8+8 
  plus 3d8+6; HP 63; Mas 14; Init -1; Spd 30 ft; 
  Defense 18, touch 15, ﬂatfooted 19 (-1 Dex, +6 
  class, +3 equipment); BAB +7; Grap +8; Atk +8 
  melee (2d6+1/19-20, Katana), or +6 ranged (1d6, 
  weapon); Full Atk +8/+3 melee (2d6+1/19-20, 
  Katana), or +6/+1 ranged (1d6, weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ Secret Mystery 1 (+2 to Survival 
  and Knowledge [theology and philosophy]), Secret 
  Mystery 2 (Arcane Defenses) SR 18, Secret Mystery 
  3 (+2 Willpower save), Secret Mystery 4 (Arcane 
  Defensives) SR 22; AL Higher Power, Copper 
  Dragon; SV Fort +8, Ref +4, Will +9; AP 5; Rep +1; 
  Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 14.
  Occupation: Religious (Knowledge [Theology and 
  Philosophy], Listen, Sense Motive)
  Skills: Climb +1, Concentration +4, Jump +3, 
  Knowledge (History) +6, Knowledge (Theology and 
  Spell Resistance in Blood and Relics
  In Blood and Relics, it’s not always clear what constitutes a spell caster level.  For the purposes of spell 
  resistance (or similar abilities), character level and caster level are the same thing since characters do not 
  gain spell casting levels.  In addition, spell resistance can be used to avoid Ritual magic.
  
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  Blood and Dragons
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  Philosophy) +15, Listen +10, Read/Write Language 
  (Latin), Sense Motive +13, Speak Language (Latin), 
  Spot +10, Survival +6, Treat Injury +9
  Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Consecrate Item, Conviction 
  (Higher Power), Exotic Melee Weapon Proﬁciency 
  (katana), Faith’s Protection, Flaming Sword, Sacred 
  Ritual
  Talents (Dedicated Hero): Skill Emphasis (Treat 
  Injury), Faith
  Talents (Monitor): Monitor’s Wrath +1, Divine 
  Health, Monitor’s Wrath +2
  Talents (Dragon Templar): Dragon Breath (Slow) 
  (DC 14), Keen Sight
  Possessions: Undercover vest, Katana, medical kit; 
  Wealth +7
  Order of the Colored 
  Dragon(s)
  While each colored dragon has its own order (Order 
  of the Red Dragon, Order of the Blue Dragon, etc.), 
  these orders combine to form a pseudo-republic 
  called the Order of the Colored Dragons.
  Membership: 550; Black (120), Blue (85), Green 
  (80), Red (175), White (90)
  Current Headquarters: Each order’s headquarters 
  is near the oldest respective dragon’s lair: Black 
  (Yucatan, Mexico), Blue (Bombay, India), Green 
  (Cologne, Germany), Red (Tehran, Iran), White 
  (Duluth, Minnesota).
  Symbol: A dragon intertwined with a pentagram.
  Afﬁliate Membership Requirements: Allegiance 
  (Dark Power), Allegiance (Colored Dragons), 
  Conviction (Higher Power), Knowledge (arcane lore) 
  5 ranks.
  Recruitment Methods: The order actively 
  searches for greedy and power-hungry recruits—
  often criminals and corrupt politicians.  While 
  secrecy is extremely important, the colored orders 
  take more risks with their recruiting than do the 
  metallic orders—unlike the metallic orders, the 
  colored orders have no qualms about simply 
  eliminating potential security breaches.
  Benefits of Membership
  Secret Mystery 1: +2 to Bluff and Knowledge 
  (arcane lore) skill checks.
  Secret Mystery 2: Arcane Magic: the member 
  receives the True Magic ability (as the Cultist class 
  ability).  If the character already possesses the True 
  Magic ability, he instead learns a new 2nd-level spell 
  of his choice.
  Secret Mystery 3: Arcane Power: the member 
  receives one permanent spell point (as in the Dark 
  Disciple feat, and stacks).  Once used, this spell point 
  is recovered after eight hours of rest.
  Secret Mystery 4: Arcane Secrets: the member 
  learns 1d4 new spells of 3rd level or lower of his 
  choice.
   Secret Mystery 5: Arcane Power: the member 
  receives an additional permanent spell point (as in the 
  Dark Disciple feat, and stacks).  Once used, this spell 
  point is recovered after eight hours of rest.
  Modern Arcana Note: If you want to use the 
  traditional Modern Arcana rules, replace Arcane 
  Magic and the two Arcane Power Secret Mysteries 
  with a bonus spell per day of 1st, 2nd, and 3rd level 
  respectively.
  Typical Order of the Colored 
  Dragon
  Order of the Blue Dragon Initiate (Dedicated Hero 
  3): CR 3; Medium-size humanoid; HD 3d6+3; HP 
  14; Mas 13; Init -1; Spd 30 ft; Defense 11, touch 11, 
  ﬂatfooted 12 (-1 Dex, +2 class); BAB +2; Grap +4; 
  Atk +4 melee (1d4+2/19-20, knife), or +1 ranged 
  (1d4/19-20, knife); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  none; AL Dark Power, Order of the Blue Dragon; SV 
  Fort +3, Ref +0, Will +4; AP 1; Rep +1; Str 14, Dex 
  8, Con 13, Int 12, Wis 15, Cha 12.
  Occupation: Religious (Decipher Script, 
  Knowledge [Arcane Lore], Knowledge [Theology 
  and Philosophy])
  Skills: Bluff +3, Decipher Script +7, Knowledge 
  (Arcane Lore) +11, Knowledge (History) +7, 
  Knowledge (Theology and Philosophy) +4, Listen 
  +4, Read/Write Language (Latin), Sense Motive +6, 
  Speak Language (Latin), Spot +10, Survival +6
  Feats: Animal Sacriﬁce, Conviction (Dark Power), 
  Educated (Knowledge [Arcane Lore], Knowledge 
  [History]), Profane Ritual
  Talents (Dedicated Hero): Skill Emphasis (Spot), 
  Faith
  Possessions: Knife; Wealth +7
  Order of the Dragon Member (Dedicated Hero 
  3/Cultist 4): CR 7; Medium-size humanoid; HD 
  3d6+3 plus 4d6+4; HP 32; Mas 13; Init -1; Spd 30 
  ft; Defense 12, touch 12, ﬂatfooted 13 (-1 Dex, +3 
  class); BAB +4; Grap +6; Atk +6 melee (1d6+2/19-
  20, Rapier), or +3 ranged (1d4/19-20, Knife); FS 5 
  ft by 5 ft; Reach 5 ft; SQ Secret Mystery 1 (+2 to 
  Bluff and Knowledge [arcane lore]), Secret Mystery 
  2 (Arcane Magic), Secret Mystery 3 (Arcane Power); 
  AL Dark Power, Order of the Blue Dragon; SV Fort 
  +4, Ref +1, Will +9; AP 3; Rep +2; Str 14, Dex 8, 
  Con 13, Int 12, Wis 16, Cha 12.
  Occupation: Religious (Decipher Script, 
  Knowledge [Arcane Lore], Knowledge [Theology 
  and Philosophy])
  Skills: Bluff +3, Concentration +5, Decipher 
  Script +11, Gather Information +3, Intimidate +9, 
  Knowledge (Arcane Lore) +15, Knowledge (History) 
  +9, Knowledge (Theology and Philosophy) +6, 
  Listen +5, Read/Write Language (Latin), Research 
  +7, Sense Motive +7, Speak Language (Latin), Spot 
  +11, Survival +7.
  Feats: Animal Sacriﬁce, Archaic Weapons 
  Proﬁciency, Blood Altar, Bloodletting, Conviction 
  
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  Blood and Dragons
  Page 5
  (Dark Power), Educated (Knowledge [Arcane Lore], 
  Knowledge [History]), Profane Ritual.
  Talents (Dedicated Hero): Skill Emphasis (Spot), 
  Faith.
  Talents (Cultist): Control Undead, True Magic, 
  Dark Initiate.
  Magic Notes: 1 permanent spell point; Known 
  Spell: Invisibility.
  Possessions: Rapier, Knife; Wealth +7.
  Order of the Blue Dragon Leader (Dedicated Hero 
  3/Cultist 4/Dragon Templar 3): CR 10; Medium-
  size humanoid; HD 3d6+6 plus 4d6+8 plus 3d8+6; 
  HP 59; Mas 13; Init -1; Spd 30 ft; Defense 17, touch 
  14, ﬂatfooted 18 (-1 Dex, +5 class, +3 equipment); 
  BAB +6; Grap +8; Atk +8 melee (2d6+2/19-20, 
  Katana), or +5 ranged (1d4/19-20, Knife); Full Atk 
  +8/+3 melee (2d6+2/19-20, Katana), or +5/+0 ranged 
  (1d4/19-20, Knife); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Secret Mystery 1 (+2 to Bluff and Knowledge [arcane 
  lore]), Secret Mystery 2 (Arcane Magic), Secret 
  Mystery 3 (Arcane Power), Secret Mystery 3 (Arcane 
  Secrets); AL Dark Power, Order of the Blue Dragon; 
  SV Fort +6, Ref +3, Will +9; AP 5; Rep +2; Str 14, 
  Dex 8, Con 14, Int 12, Wis 16, Cha 12.
  Occupation: Religious (Decipher Script, 
  Knowledge [Arcane Lore], Knowledge [Theology 
  and Philosophy])
  Skills: Climb +2, Concentration +8, Decipher 
  Script +13, Gather Information +3, Intimidate +11, 
  Jump +2, Knowledge (Arcane Lore) +15, Knowledge 
  (History) +9, Knowledge (Theology and Philosophy) 
  +6, Listen +7, Read/Write Language  (Latin), 
  Research +7, Sense Motive +9, Speak Language 
  (Latin), Spot +13, Survival +7.
  Feats: Animal Sacriﬁce, Archaic Weapons 
  Proﬁciency, Armor Proﬁciency (light), Blood Altar, 
  Bloodletting, Conviction (Dark Power), Educated 
  (Knowledge [Arcane Lore], Knowledge [History]), 
  Exotic Melee Weapon Proﬁciency (Katana), Profane 
  Ritual.
  Talents (Dedicated Hero): Skill Emphasis (Spot), 
  Faith.
  Talents (Cultist): Control Undead, True Magic, 
  Dark Initiate.
  Talents (Dragon Templar): Dragon Breath 2d8 
  (DC 14), Keen Sight.
  Magic Notes: 1 permanent spell point; Known 
  Spell: Invisibility, Keen Edge, True Strike.
  Possessions: Undercover vest, Katana, Knife; 
  Wealth +7.
  Dragon Templar 
  The elite of the orders have the opportunity to 
  become Dragon Templars.  Dragon Templars are 
  granted gifts that mimic their masters’ abilities, 
  including keen senses and a breath weapon.
  Requirements
  To qualify to become a Dragon Templar, a character 
  must fulﬁll the following criteria.
  Base Attack Bonus: +3
  Skills: Knowledge (arcane lore) 10 ranks or 
  Knowledge (theology and philosophy) 10 ranks.
  Feats: Conviction (Dark Power) or Conviction 
  (Higher Power)
  Other: Secret Mystery 3 from a Dragon Order.
  Class Information
  The following information pertains to the Dragon 
  Templar prestige class.
  Hit Die: d8
  Action Points: 7 plus one-half character level, 
  rounded down.
  Class Skills: The Dragon Templar’s class skills 
  (and the key ability for each skill) are Climb 
  (Str), Concentration (Con), Decipher Script (Int), 
  Intimidate (Cha), Jump (Str), Knowledge (arcane 
  lore, history, theology and philosophy) (Int), Listen 
  (Wis), Sense Motive (Wis), and Spot (Wis).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  All of the following are features of the Dragon 
  Templar prestige class.
  Bonus Feats: At 3rd, 6th and 9th levels the Dragon 
  Templar gains a bonus feat from the following list: 
  Alertness, Archaic Weapon proﬁciency, Armor 
  Proﬁciency (light, medium), Brawl, Cleave, Exotic 
  Melee Weapon Proﬁciency, Frightful Presence, Great 
  Cleave, Improved Brawl, Iron Will, Knockout Punch, 
  TABLE 1: BREATH WEAPON
  Dragon
  Type
  Range
  Notes
  Black
  Line of Acid
  60 ft.
  Reﬂex save for half damage
  Blue
  Line of Electricity
  60 ft.
  Reﬂex save for half damage
  Green
  Cone of Acid
  30 ft.
  Reﬂex save for half damage
  Red
  Cone of Fire
  30 ft.
  Reﬂex save for half damage
  White
  Cone of Cold
  30 ft.
  Reﬂex save for half damage
  Brass
  Cone of Sleep Gas
  30 ft.
  Will save or fall asleep for 1d6 + 1 rounds per Dragon Templar level
  Bronze
  Cone of Repulsion Gas
  30 ft.
  Will save or move away for 1d6 + 1 rounds per Dragon Templar level
  Copper
  Cone of Slow Gas
  30 ft.
  Fortitude save or slowed (as spell) for 1d6 + 1 rounds per Dragon Templar 
  level
  Gold
  Cone of Weakening Gas
  30 ft.
  Fortitude save or take 1 point of temporary Str damage per two Dragon 
  Templar levels (minimum one)
  Silver
  Cone of Paralysis Gas
  30 ft.
  Fortitude save or paralyzed for 1d6 + 1 rounds per Dragon Templar level
  
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  Blood and Dragons
  Page 6
  Low Proﬁle, Power Attack, Profane Ritual, Sacred 
  Ritual, Sunder, Weapon Focus.
  Dragon Breath:  The Dragon Templar receives a 
  breath weapon similar to that of the dragon he serves. 
  Using the breath weapon attack costs an Action Point.  
  A breath weapon attack starts at the Dragon 
  Templar’s mouth and extends in a direction of the 
  character’s choice.  Once a character uses his breath 
  weapon attack, he may not do so again for 1d4 
  rounds. If the breath weapon does damage, creatures 
  caught in the area of effect can attempt a Reﬂex save 
  for half damage.  The damage and DC of the Reﬂex 
  save increase as the Dragon Templar gains additional 
  levels.  
  Keen Sight: At 2nd level, the Dragon Templar 
  develops low-light vision and darkvision with a range 
  of 100 feet.
  Blindsight: At 5th level, the Dragon Templar’s 
  senses improve even more, granting him blindsight 
  with a range of 50 feet.
  Fear Aura: The Dragon Templar can unsettle 
  foes with his mere presence. This ability takes effect 
  automatically whenever the Dragon Templar attacks 
  with his breath weapon. Creatures within a radius of 
  60 feet are subject to the effect if they have fewer Hit 
  Dice than the Dragon Templar.
  A potentially affected creature that succeeds at a 
  Will save (DC 20) remains immune to that Dragon 
  Templar’s fear aura for one day. On a failure, 
  creatures with 4 or fewer HD become panicked for 
  4d6 rounds; those with 5 or more HD become shaken 
  for 4d6 rounds. Dragon Templars ignore the fear aura 
  of other Dragon Templars.
  New Rituals
  Dragon Bargain 
  You sacriﬁce to your Dark Power in exchange for the 
  services of a colored dragon.
  Prerequisites:  Allegiance (Dark Power), Black 
  Mass, Blood Altar, Bloodletting, Human Sacriﬁce, 
  Profane Ritual, Knowledge (arcane lore) 10 ranks.
  Arcane Lore DC: 25
  Time to Perform: 10 hours
  Duration: 1 week plus 1 week per Cultist (or 
  Dragon Templar) level
  Effect:  By sacriﬁcing a number of HD of 
  intelligent creatures equal to three times the HD of 
  the dragon whose services you wish to obtain, you 
  gain the services of that dragon.  The bargain may 
  be extended by one week for each additional 5 HD 
  sacriﬁced to your Dark Power. 
  TABLE 2: DRAGON TEMPLAR
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Dragon Breath (wyrmling) 2d8 (DC 14) 
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Keen Sight
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Bonus feat
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Dragon Breath (Very Young) 4d8 (DC 17)
  +2
  +0
  5th
  +3
  +3
  +3
  +1
  Blindsight
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Bonus feat
  +3
  +1
  7th
  +5
  +4
  +4
  +2
  Dragon Breath (Young) 6d8 (DC 18)
  +4
  +1
  8th
  +6
  +4
  +4
  +2
  Fear Aura 
  +4
  +1
  9th
  +6
  +4
  +4
  +3
  Bonus feat
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Dragon Breath (Juvenile) 8d8 (DC 21)
  +5
  +2
  Normal:  Characters without the Profane Ritual 
  feat may not perform this Ritual.  Characters without 
  the Dragon Bargain feat suffer a –4 penalty to their 
  Knowledge (arcane lore) skill when attempting this 
  skill check.
  Special:  If this ritual is performed over a Blood 
  Altar, you gain a +3 to your Knowledge (arcane 
  lore) skill check. If the caster successfully draws 
  a pentagram before performing this ritual, he may 
  summon the dragon into that structure, trapping it. 
  This allows the caster to extend the time of service by 
  up to four weeks, but a creature forced into service 
  under these circumstances will seek a way to wreak 
  its revenge (although it is incapable of directly 
  harming the person performing the ritual).
  Dragon Bargain (spell)
  This is the spell version of the Dragon Bargain ritual 
  (above), and should only be used in a campaign using 
  the traditional Modern Arcana spellcasting rules.  The 
  effect is the same.
  Conjuration (Summoning)
  Level: Divine 5, Arcane 5; Components: V, S, 
  M; Casting Time: 10 hours; Range: 0; Duration: 
  1 week plus 1 week per Cultist (or Dragon Templar) 
  level; Saving Throw: none; Spell Resistance: no.
  
  The Modern Dispatch
  Blood and Dragons
  Page 7
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #39 2004, RPGObjects; Author Chris Davis
  open gaming content
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