TEXT: The Dragon King’s Gate 
  By Cal Ebethan 
  Introduction 
  Hello, and welcome, traveller, to the first in 
  the Campaign Core series by Ebethan Game 
  Designs! The purpose of these supplements 
  is to provide a basic framework for an 
  adventure or campaign arc for you to 
  incorporate into your game. As this is more 
  of a narrative tool, these Campaign Cores 
  are intentionally system-agnostic, and with 
  no set difficulty. The stories and tools 
  included within are open-ended and 
  malleable, so that you don’t feel railroaded. 
  This first Campaign Core, The Dragon 
  King’s Gate, is exceptionally open-world, in 
  fact, as it meant to play out over an in-game 
  period of weeks to months. But I’m getting 
  ahead of myself. Onward! 
  The Lore 
  Thousands of Years Ago 
  The island  known as Empire’s Reach was 
  once the capital of a great, draconic 
  kingdom, ruled by a benevolent dragon 
  tyrant whose name is now long forgotten. 
  The Dragon King, as scholars would one 
  day name him, rose above his instincts to 
  pillage, hoard, and conquer. He ruled over 
  his kingdom of mortals and lesser dragons 
  with the aid of devoted counselors, disciples, 
  and warriors. In time, the Dragon King took 
  a mate, and both his bride and his hatchlings 
  grew to positions of power in his court. 
  But there was a compulsion in the 
  blood of his children, the very compulsions 
  the king had suppressed in himself in order 
  to build his kingdom: As the King’s scales 
  grew dull and his fire faded, his brood 
  sought to pry their inheritance from the very 
  foundations of the kingdom. They made war 
  on their father, on their father’s people, and 
  on each other as draconic pride and will to 
  reign supreme overtook them. 
  Knowing what destruction could 
  ensue if any of his maddened children 
  ascended as King, the King and his 
  counselors sealed the hoard and the mantle 
  of the Dragon King beyond a great door to a 
  pocket dimension, and scattered the keys to 
  the winds. And though the Kingdom fell to 
  talon and flame as the spoiled brood of the 
  Dragon King lamented at their loss, it did at 
  least end and the rest of the world was 
  spared, as the counselors predicted. 
  Today 
  Empire’s Reach is now a backwater, it’s 
  name no longer signifying the expanse of its 
  parent-nation’s power, instead it is 
  
  interpreted as an instance of hubris and a 
  fruitless gamble. Its governor is equal parts 
  lazy and corrupt, willing to let the mayors of 
  the different cities and piratical High 
  Captains (sometimes one and the same) call 
  the shots, unless he is adequately bribed. 
  The ruins of the old draconian 
  kingdom are scattered through the island’s 
  jungle, and even the Dragon King’s Gate is 
  well known: The giant stone door, etched 
  with dragons wheeling through the sky, 
  stands in a ruined keep in the center of the 
  island. Scholars and treasure-hunters of all 
  sorts have sought to pry ancient treasures 
  from the ruins, or solve the riddle of the 
  door, throughout the centuries since their 
  discovery. 
  However, in all that time, the island 
  has held too tightly to too little treasure. In 
  time, one by one, adventurers gave up or 
  died in the jungle. Crusades, quests, and 
  competitions to reach the Dragon King’s 
  Hoard have ended in failure. Well, until 
  now, anyway. 
  The quest to open the Dragon King’s 
  Gate has begun again, but the stakes are 
  much higher than ever before. The 
  competitors are no ramshackle groups of 
  adventurers, but instead ruthless and wealthy 
  Pirates in search of treasure, deadly 
  ideologies willing to die for what lies 
  beyond the door, and world-shaking 
  superpowers more than willing to kill. 
  Campaign Core Synopsis 
  The party arrives in Empire’s Reach 
  and begins to hear the legends of the Dragon 
  King’s Gate and the treasure it is said to 
  hold. They also witness the dynamic 
  power-struggles at play on the island 
  between the inept authorities, boisterous 
  pirate crews, and one other group -- a 
  collection of elven refugees devoted to 
  someone called the Green Lady. 
  Investigating some nearby ruins, the 
  party has an exceptional stroke of luck, 
  surviving the dangers of the island and 
  discovering a secret door or passageway 
  leading to ancient artifacts worth a 
  substantial sum. Returning to town with 
  these artifacts earns them recognition with 
  the island’s groups, who may try to persuade 
  them to undergo further expeditions, and 
  perhaps even search for the Seven Keys to 
  the Dragon King’s Gate. Alternatively, 
  based on their luck, the party may try to 
  strike out their own for more treasure. 
  It becomes quickly obvious, 
  however, that they are up against stiff 
  
  competition. Venturing into more ruins on 
  the island, the party comes across parties of 
  elves (devoted to the Green Lady) and 
  undead creatures fighting over the relics 
  within, in search of the Seven Keys. As 
  these encounters continue, it may draw the 
  attention of the authorities and the pirates, 
  further muddling the situation, and perhaps 
  forcing the party to pick a side. 
  Investigating the mystery of the Gate 
  further, the party learns that one artifact it is 
  said to hold is the Dragon King’s Mantle, an 
  item of powerful magic. The elves seek to 
  use it to restore their lost power in the world, 
  and the master of the undead creatures, a 
  powerful necromancer, wishes to use it to 
  create an unkillable army. 
  As the Seven Keys are discovered 
  and collected, all premise of subtlety 
  between the groups is forfeited, and they 
  attack each other outright, attempt to steal 
  one another’s Keys or relics, and even set up 
  war camps spread throughout the island. 
  Things continue in this vein until death, 
  success, or an accord is struck, leading to a 
  final scene at the Dragon King’s Gate. 
   
   
   
  Replacing Assets: 
  The story outlined in this Campaign Core 
  can be repurposed if you appreciate the 
  concepts but aren’t a fan of the aesthetics. 
  The adventure itself can easily take place 
  in any secluded environment if you’re not 
  married to the idea of a jungle island, and 
  the Dragon King and his Empire could 
  easily be replaced by any other species. 
  Here are a couple of other ideas for 
  replacing assets in this adventure: 
  ●
  Change the pirates to an influential 
  religious order or occupying army 
  ●
  Replace the elves with a sect 
  devoted to the Dragon King 
  ●
  Change the undead threat to a tribe 
  of local monsters with an 
  intelligent leader 
  ●
  Make the undead servants of the 
  Dragon King, the last defense 
  against his petulant brood 
  ●
  Incorporate past foes or allies into 
  any of the opposing factions 
   
  Adventure Hooks 
  If the adventurers are the kind to seek 
  treasure or unique artifacts, it may be easy to 
  persuade them to journey to Empire’s 
  
  Reach. Otherwise, here are a few other 
  options for getting them there: 
  1. On the Run: ​Something happened 
  or is happening on the mainland that 
  the party is fleeing. They hopped 
  aboard the first available boat, only 
  to find that it was headed for 
  Empire’s Reach. 
  2. Connection in the Reach: ​Perhaps a 
  patron or ally from a previous 
  endeavor is already in the Reach, and 
  has summoned the party with the 
  promise of adventure or glory. 
  3. A Mysterious Reward: ​A key or 
  item gifted to the party on 
  completion of their last quest is said 
  to be from Empire’s Reach. The 
  mystery of the object, or the promise 
  of more loot, draws them to the 
  island’s shores. 
  4. A Friend in Need: ​Their adventure 
  could begin before even arriving in 
  Empire’s Reach. Perhaps the group 
  comes across some elves devoted to 
  the Green Lady, or aids a pirate crew 
  in a battle against a leviathan, and 
  are drawn into the quest by a chance 
  meeting. 
   
  Chapter One: Arrival 
  The way in which the party arrives 
  can set the tone for the rest of the adventure. 
  For instance, if they come with the intent to 
  collect treasure and glory, and are high 
  enough level to buck the authority of the 
  local pirates, it can earn them the ire of the 
  High Captains, and the friendship of less 
  successful pirates looking to make a name 
  for themselves [Author’s Note: This is what 
  happened in my home campaign]. The 
  scenes of the party’s arrival can be a fun 
  way to introduce them to the setting for this 
  adventure, and to get a feel for how the rest 
  of the adventure will go. 
  Keep in mind that, while all the 
  pawns may already be on the board, the 
  struggle to gain control of the Keys has not 
  started yet. The party may hear several 
  iterations of the legends surrounding the 
  Gate, and may even hear rumors of 
  adventurers and monsters stalking the ruins 
  scattered around the island, but there is no 
  reason to suspect an encroaching war. 
  Given that this is a pretty open-world 
  supplement, it’s a good idea to give the 
  party a sense of direction early on. Use one 
  of the suggested adventure hooks to present 
  them with a key or a map to a nearby ruin, a 
  
  quick adventure that introduces them to the 
  dangers of the island and the relics of the 
  past. Consider tying some of the items they 
  find to the mythology of the island, giving 
  you, the Game Master, a chance to outline 
  the legend of the Dragon King’s Gate. 
   
  Chapter Two: Keys to the Past 
  Following the success of their first 
  foray into the island, the party may be 
  tempted to seek out additional ruins to 
  dungeon-delve into. Alternatively, their 
  contact or patron may send them to a 
  specific ruin, either to find the treasures 
  within, or to check on the safety of their 
  allies who had journeyed to said ruin but not 
  returned. 
  In either instance, this is an excellent 
  time to introduce one or both of the 
  following story elements: 
  ●
  Opposing factions 
  ●
  The Seven Keys 
  Perhaps on the second or third foray 
  into one of the island’s ruins, they discover 
  elven agents of the Green Lady fighting 
  undead creatures. The party may discern, 
  either through the fighters’ actions or from 
  dialogue afterwards, that there are unique 
  artifacts on the island, valuable enough to 
  kill for. Soon after this, the legend of the 
  Seven Keys, and their connection to the 
  Dragon King’s Gate, is laid bare. If they’ve 
  established a rapport with any of the factions 
  on the island, then a scholar among that 
  particular group may share the information. 
  Alternatively, the party may gain the 
  information through espionage against an 
  opposing group, or discover the legends of 
  the Keys through careful study of the 
  island’s lore. 
   
  Chapter Three: The Hunt 
  This chapter can easily take up the 
  largest part of the game, as the party 
  searches for the Seven Keys and comes into 
  conflict with the other groups. The simplest 
  way to facilitate the Hunt for the Keys is to 
  have the party work with one of the factions 
  in pursuit of the Keys. However,it may be 
  more fun, or better suited to your campaign, 
  to give the party the means to strike out on 
  their own, if they wish to. 
  First, let’s list the main​ objectives 
  for this portion of the Campaign Core: 
  ●
  Find the locations of the Seven Keys 
  ●
  Collect the Seven Keys 
  ●
  Assess the enemy 
  ●
  Keep the Keys out of enemy hands 
  
  Now that that’s settled, we should 
  probably determine ​what the Keys are. 
  According to legend, the Keys were 
  fashioned for and entrusted to the King’s 
  most trusted counselors and family 
  members. In addition to being keys, they are 
  also powerful magical items. I’ve listed 
  some below: 
  ●
  The Key of the Commandant: ​A 
  menacing glaive with a crystalline 
  blade and black haft. Given to the 
  mortal general of the Dragon King’s 
  forces. 
  ●
  The Key of the Seer: ​A length of 
  bone wrapped in old cloth and odd 
  charms, said to be a rod or wand of 
  magic power. Given to the court 
  soothsayer and chronicler. 
  ●
  The Key of the Child: ​An 
  enchanted flute that affects the minds 
  of those that hear it. Given to the 
  Dragon King’s ward; a strange girl. 
  ●
  The Key of the Spymaster: ​A 
  simple-looking rusted key, said to be 
  able to open more than just doors. 
  Given to the King’s Eye. 
  ●
  The Key of the Priestess: ​A ring 
  that protects the wearer from harm 
  while giving insight into the world 
  around them. Given the leader of the 
  Dragon King’s clergy. 
  ●
  The Key of the Bride: ​A circlet for 
  his mate to wear when in human 
  form, that gives the wearer the 
  ability to send messages mentally 
  over great distances. 
  ●
  The Key of the Soldier: ​Given to a 
  loyal, rank-and-file warrior of the 
  King’s army: a sword capable of 
  slaying a dragon, even the King. 
  Like any of the resources in this Campaign 
  Core, nothing is set and stone, and you may 
  alter the Seven keys to your heart’s content. 
  Now that we have an idea of what 
  the party is looking for, let’s figure out ​how 
  they find the keys. ​Above, I mentioned how 
  working in tandem with a faction, and 
  having that faction give the party the 
  locations of the keys, is the most 
  straightforward way of doing things. If 
  you’d like a little variety, however, here are 
  some other suggestions for adventure hooks: 
  ●
  An island local comes to town, and 
  says their village was attacked by 
  undead (or any of the other factions). 
  ●
  Another adventuring party found one 
  of the Keys, and one of their 
  
  members is running amuck with the 
  dangerous artifact. 
  ●
  The party learns the location of one 
  of the Keys, only to find the place 
  has been ransacked by an opposing 
  group. 
  ●
  A mysterious journal (perhaps from 
  a long-ago expedition) outlines the 
  locations of the ruins, though its 
  writer never uncovered all the 
  treasure. 
  ●
  One of the Keys has been found 
  recently and is currently for sale by a 
  local shop as a curiosity. 
  ●
  One of the Keys was found long ago, 
  and is kept in a temple on the 
  mainland as a holy relic. 
  Like I said, the hunt for the keys will 
  probably take up most of the length of this 
  campaign or adventure arc. Now that we’ve 
  covered the main aspects of chapter three, 
  let’s talk about: ​Additional Conflicts. 
  Additional Conflicts ​are 
  complications, encounters, or subplots that 
  serve as stumbling blocks in the party’s 
  quest for the keys. These are largely 
  optional, though I suggest using one or two 
  make the story more interesting: 
  ●
  Elven Militarism: ​As the elves 
  come closer to (or farther from) their 
  goal of having all Seven Keys, they 
  become increasingly militant. This 
  may put them at odds with the 
  authorities and pirates, and may even 
  lead to bloodshed, destruction of the 
  elves, or an elven occupation of one 
  of the port cities. 
  ●
  Attacks by Opposing Faction: ​This 
  is one of the most straightforward 
  complications. As the party becomes 
  more meddlesome, the elves or the 
  necromancer may decide to rough up 
  the characters. And, if any one group 
  possesses multiple keys, it makes 
  them the target of theft and 
  assassination. This encounter could 
  play out on- or off-screen, as the 
  party arrives at their ally’s 
  headquarters to find the place 
  ransacked, the keys stolen. 
  ●
  Hostages: ​An alternative to the 
  situation above. Instead of taking the 
  heavily guarded Keys, the opposing 
  group takes someone precious to the 
  party and coerces the characters to 
  give up the Keys they have, or even 
  pursue additional ones. 
  
  ●
  The Newcomer: ​As the quest for the 
  Seven Keys plays out, it may draw 
  the attention of other groups, 
  especially if it spills into the street. 
  This new group could make or break 
  alliances, or may force previous 
  enemies to unite against this 
  mutually hated group. 
  By now you have the majority of what you 
  need for Chapter Three of your campaign. I 
  just want to talk briefly about ​Locations 
  and Challenges. 
  The ​Location and Challenge ​of 
  acquiring any of the seven keys is 
  important.One of the unique qualities of this 
  Campaign Core is the opposing factions, and 
  so physical conflict is an obvious ​challenge 
  the party may need to overcome on the hunt 
  for the Keys. When I first started writing 
  this campaign, I was inspired by films such 
  as ​Indiana Jones​, and so a lot of the 
  challenges ​in navigating the island’s ruins 
  were puzzle and trap related. However, 
  fighting zombies and elves through very 
  similar ruins may become tiresome. Many of 
  the suggestions I’ve made above are to give 
  you opportunities to avoid excessive 
  dungeon-crawling. To better meet that end, I 
  have decided to list some ​locations ​below, 
  which may be used as stages for the main 
  quest, or for side quests, to avoid any sense 
  of monotony: 
  ●
  The Sunken Colony: ​This 
  once-great city was built centuries 
  ago (but still long after the time of 
  the Dragon King), but due either to 
  some great cataclysm or poor 
  engineering, it has sunk below the 
  shore of the island. The partially 
  submerged streets and buildings are 
  now the home to pelagic 
  monstrosities. It is reasonable to 
  assume that the original inhabitants 
  left some valuables behind, or even 
  that the adventurous among them 
  had collected treasures from the 
  island’s ruins. 
  ●
  The Old Fort: ​Much like the sunken 
  colony, this place is a recent addition 
  to the ruins of Empire’s Reach. This 
  secluded keep, in poor repair, may 
  serve as one of the necromancer’s 
  hideouts or a pirate lair. 
  ●
  The Island-Turtle: ​The gargantuan 
  turtle with an island on its back is 
  possibly the best thing I’ve put in 
  this Campaign Core. Perhaps this 
  living island was part of the Dragon 
  
  King’s empire, and one of the Keys 
  is hidden on its back in the tomb (or 
  home) of one of the King’s 
  Counselors [Author’s Note: In my 
  game, the King’s Eye (spymaster) 
  resided in a temple at the center of 
  the living island, and could 
  communicate with the party, though 
  he had turned to stone]. The island 
  may even be inhabited by people 
  descended from the Dragon King’s 
  populace, or be a moving prison for 
  enemies of the Dragon King’s court. 
  Regardless of what lies on the island, 
  its sudden arrival is sure to draw the 
  interest of all the people of Empire’s 
  Reach, and may lead to battles upon 
  the living island or on the sea 
  surrounding it. 
  ●
  The Sea: ​This is perhaps the most 
  open-ended option at your disposal. 
  As animosity between the opposing 
  factions grow, the party may target, 
  or be targeted, upon the waters 
  surrounding Empire’s Reach. They 
  may fall victim to pirates or sea 
  creatures while sailing around the 
  island to reach a destination, or 
  perhaps they link legends of the 
  Seven Keys to urban tales of a ghost 
  ship that haunts nearby waters. 
   
  Chapter Four: The End Game 
  Much of what happens here is 
  written by what transpires in Chapter Three: 
  Does the party ally themselves with one of 
  the factions in search of the keys? How 
  successful are they in recovering the keys? 
  Does one group hold all Seven, or are they 
  split between groups? What state are their 
  enemies in, or did they manage to defeat 
  them outright while searching for the Seven 
  Keys? Have some of the opposing forces 
  formed alliances against others? 
  The final scene, at the Dragon 
  King’s Gate, may be a moment of victory 
  and celebration; or a moment of betrayal as 
  the faction the party has been working with 
  stabs them in the back (or vice versa!). More 
  likely, however, are the chances of a final 
  showdown. Let’s look at some of our 
  options systematically, though. For this end 
  scene, what you have to consider is: 
  ●
  Who Is In It? ​If Chapter Three is an 
  unprecedented success, it may only 
  be the party and their allies in 
  attendants. [Author’s Note: In my 
  game, it became a final showdown 
  
  between the elves and the 
  necromancer. Although the pirates 
  became involved during the story, 
  they did not succeed in collecting 
  any of the Keys, nor did they form 
  any alliances, forcing them to sit out 
  the final scene], 
  ●
  What Happens? ​If the Keys are 
  split between opposing factions, one 
  may try to force the other’s hand by 
  camping at the base of the Dragon 
  King’s Gate and awaiting their 
  enemy’s arrival. They may even 
  form alliances with the less 
  successful groups, promising to split 
  the Dragon King’s Hoard once the 
  gate is open. Alternatively, the 
  groups may reach some kind of 
  accord, and agree to open the gate 
  together (this would be most difficult 
  with the elves and necromancer, as 
  both covet the Dragon King’s 
  Mantle). Perhaps an ambush is 
  sprung upon the group with all of the 
  Seven Keys. 
  ●
  What Lies Beyond the Gate? ​Once 
  all Seven Keys are brought together 
  at the foot of the gate, what happens? 
  What lies beyond? Is it the Dragon 
  King’s throne room, filled with 
  riches? Is the Dragon King’s Mantle 
  there? What does it look like? Is 
  there really any treasure? Is it 
  guarded by one last obstacle, set by 
  the King and his counselors? Perhaps 
  it is merely a gate to another world, a 
  dangerous one, as one last trap for 
  the Dragon King’s spiteful offspring. 
  [Author’s Note: In my game, each 
  key corresponded to one of seven 
  wheeling dragons carved upon the 
  door’s surface, each pair (key and 
  dragon) glowed one by one and 
  faded from existence, unlocking the 
  Gate. Beyond it was the Dragon 
  King’s Hoard, and his Mantle: an 
  ephemeral pair of golden, draconic 
  wings, which attached themselves to 
  those it deemed worthy of their 
  power (and by that, I mean whoever 
  you deem worthy of their power).] 
  From here, I leave you at your own devices, 
  although there are certainly many directions 
  to go. A new elven kingdom may be on the 
  rise, one based on draconic magics. An 
  unkillable army of the undead my soon 
  threaten all nations of the world. And our 
  party of adventurers, with their share of 
  
  treasure from the Dragon King’s Hoard, 
  must now decide their next step as well. 
  This is where the Campaign Core: 
  The Dragon King’s Gate comes to an end. I 
  hope you’ve enjoyed the ride, and that 
  you’ve taken some inspiration for future 
  endeavors. Be on the lookout for more 
  Campaign Cores and other products by 
  Ebethan Game Designs! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 2016, Wizards of  the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson,  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
  Chris Sims, and Steve Townshend, based on original material
  by E. Gary 
  Gygax and Dave Arneson 
  Campaign Core: The Dragon King’s Gate, Copyright 2017 Ebethan Game 
  Designs 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ebethan Game Designs/Core Campaign The Dragon Kings Gate.pdf