Critical Hits

The Journal of Gamer Culture

Rewarding The Risks

Something Different

Hello everyone, due to joys of moving, I’ve decided to take a step back from my weekly flavour filled ranting this week to share with you all a little mechanic that has improved my game tremendously. I am going to assume you are aware of Chatty DM’s “Say Yes, But…” philosophy. With this notion in mind I have been letting my players run amok and off course for a long time. Everything they have asked to do, and everything they have verbally dreaded has been accepted and used in the game. Although even with this freedom I started to feel restricted with the pass or fail outcomes I had available to me when dealing with the players crazy plans or heroic actions. That is when I decided to employ a risk reward mechanic within my game. The Risk/Reward mechanic requires d% (2d10’s or a d100), a little improvisation and whole lot of fun.

Your Risk, Everyone’s Reward

If you have ever thought that Pass or Fail was not a broad enough scale to cover the amount of scenarios that might occur from your players actions. The Risk Reward mechanic offers a total of 6 categories into which your player’s actions may fall:

Spectacular: A miraculous achievement, through either undoubted skill or blind luck, so spectacular that it not only improves the character’s situation, but also the situation of the entire party.

Amazing: Completing an objective so easily and with such skill that there are no possible negatives in the outcome.

Pass: Achieving the objective with ease and without hassle, in just the right way that nothing detrimental or overly rewarding will happen to the party.

Fail: Achieving the objective even after a series of mishaps and stressful situations, the task may be completed, but it was done very poorly.

Awful: Failing to achieve the objective through a mistake or unforeseen circumstance that hinders or alters the party’s progress.

Horrible: Failing an objective so badly that the outcome negatively affects the entire group.

With these 6 categories expanding upon the initial Pass or Fail scenarios, I have been able to allow my players to achieve heroic and unbelievable actions (Killing a Elder Dragon in a single blow comes to mind), as well as watch them fail so miserably that it changed the whole course of the game in a single roll. The most enjoyable part for both my players and myself is knowing that no matter what idea they have at the table, this mechanic can adjust to accommodate it. With this freedom of action instilled in their minds, I have had the joy of watching some of my most cautious and withdrawn players speak up and offer their ideas with the confidence that no matter what their idea is; there is possibility it will not only work, but they know that I, the DM will accept their idea and let the dice decide the severity of the outcome.

How To Use The Risk Reward System

To use the Risk/Reward mechanic, you simply assign the 6 categories into a bracket within the range of a d% (I prefer d% for my own inexplicable reasons, but a d20, d12 or even a d6 could work for you). [Read the rest of this article]

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An Undead History

Adventure In The Past

Have you ever written a detailed and complex history for your campaign only to watch it gather dust as your players focus on the now and not concern themselves with the prior events of your campaign world? As a player, have you ever been intrigued by a campaign setting’s rich history only to find that your GM never uses anything from the campaign’s past? Providing interesting and detailed histories for your campaign can really help the world come alive on the table and within your players, however it is far to easy to create a detailed history and then focus on the current and future events of your game. This doesn’t have to be the case; some of the more interesting games and adventures can be fueled by events that have happened in the world before your adventurers even arrived. Below is a detailed scenario in which new adventurers can become involved in a historical event that never concerned them.

History 414

Nineteen years ago the small township of Martidge was torn asunder by the undead hordes of a vile necromancer known as Yalin. The elf born necromancer had a lair within the nondescript mountains that lie two days away from Martidge. Within the natural caverns below the mountains Yalin had worked his foul magic to summon vile undead creatures from the Shadowfell. The young elf’s parents had been fleeing an orc raid the night Yalin was born. During their flight the birth struck Yalin’s mother and she unknowingly gave birth within the sanctified area of an ancient altar of Orcus. With fear in his heart that the orcs would discover them and concerned only for the safety of his child and wife, Yalin’s father cut his child from his wife’s body, with the precision of a master elven swordsman; unknowingly completing a dark ritual. The family survived that horrid night and lived in peace for the rest of their lives. On one of those peaceful nights, Yalin slaughtered his parents and began serving his true father, Orcus.

After years of hiding and honing his necromantic magic, Yalin unleashed his undead horde upon the quiet town of Martidge in search of the ancient relic known as the Sceptre of the Forlorn, with this relic and the power it held Yalin would reach the level of strength he needed to better serve his master. The townsfolk of Martidge stood no chance against the necromancer and his forces as they were quickly killed and enslaved to the will of the necromancer in undeath. For three years Yalin used the Sceptre to strike fear across the land, destroying and killing relentlessly in the name of his lord. Royal summons and pleas from those lucky enough to escape the mounting hordes rallied heroes and adventurers from across the world to try and stop the necromancer. Many of these heroes perished in their grand struggle with the elven necromancer, until one fateful day two warriors achieved what none before could.

The warriors Keordan and Jarlyn defeated the mighty necromancer in an epic struggle, but with his dying breath Yalin cursed the lands he had conquered and the heroes who had struck him down. With a resounding and thunderous roar, the Sceptre of the Forlorn exploded, unleashing a venomous cloud that permanently scarred the lands of Martidge. The shrapnel of the relic imbedded itself within Jarlyn, killing him instantly, while Keordan’s right arm was left useless and dead from the explosion. To this day the lands of Martidge sustain no life, and no living creature will willingly enter the cursed lands.

Soon after the necromancer’s defeat the new town of Kartidge was established to the south. In this rapidly growing town a statue of Jarlyn stands mighty within the green town square in thanks for his sacrifice, while the maimed hero Keordan lurks within the taverns and inns clinging desperately to his ale.

The Old Warhorse

Adventurers who visit the town of Kartidge are very quickly found by a tall greying man who hastily asks for their help. The thick aroma of ale accompanies the middle-aged man who constantly wears the expression of regret. Aged muscle covers the mans frame except for his blackened and gnarled right arm which hangs limp within an ale drenched sling. This ale soaked and crippled man is the legendary hero Keordan. With respect for the old hero, townsfolk within Kartidge will quickly inform him of the arrival of adventurers within the town as they are well aware of his desires. Wasting little time with introductions Keordan quickly confronts the heroes with a semi-slurred tale of woe and regret.

The common belief that the old hero’s partner Jarlyn died during their battle with Yalin is untrue. After the Sceptre of the Forlorn exploded and the shards of the relic crippled Keordan and felled Jarlyn, Keordan watched his friend rise again. His body was scarred beyond recognition, the lifeless body arose under the control of the dark magic held in the shards now lodged within its flesh. Keordan first tried to save his friend to no avail, he then tried to destroy the evil that occupied his friend’s body but without the use of his right arm he was little match for the undead monstrosity.

For the past nineteen years he has waited, trained and searched for kindhearted heroes willing to help in his quest for peace, for both himself and his long lost friend. Every day the pain of his scarred arm reminds him of what was lost, and the evil that lurks nearby. Heroes willing to help Keordan in his venture are offered his eternal thanks and what little money and possession he has. Keordan is also quick to announce that within the corrupted lands of Martidge, the magical items of many fallen heroes still remain untouched and may be easily acquired.

Cursed Barrens

Like an enormous pox scar upon the soil, the once fertile farming grounds of Martidge are now a barren desert of grey ashy soil. Spotted across the land charred stumps stick out of the ground like broken fingers petrified in agony. Hollow winds carry no noise as the eerie quiet presses down upon the sanity of any foolish enough to enter the dead landscape. Mounds of ash that were once buildings are indiscernible from the wind swept dunes that hide the horizon and any looming threats, while bleached skeletons litter the landscape clinging to old weapons and armour. Shadows skitter across the land under the muted sunlight that struggles to pierce the dust-riddled air.

The near two decade old curse has lost little of its original power and any mortal creature that enters these lands constantly breathes in the undead poison that seeps out of every molecule within the landscape. Magical items are left unattended on the corpses of the fallen heroes that failed their noble tasks so many years, however these finely crafted items are not immune to the disease and effects of this cursed land. Collecting these priceless items runs its own risk as some of the latent magic within these items has become corrupted over the years, causing the items to act in unusual ways.

The Curse

For every hour a character spends within the Cursed Lands of Martidge, they need to make a DC 13 Endurance check or lose a healing surge. The first round of every combat within the Cursed Lands of Martidge, the character must make a DC 13 Endurance check or they lose one healing surge and are weakened (save ends).

Cursed Items

Magical Items are scattered across the Cursed Lands of Martidge, however for every item a PC finds they need to roll a d4. A result of 3 or 4 rewards the PC with a normal Magical Item. A result of 1 or 2 grants the PC a Cursed Item. Cursed Items function exactly like normal magic items, except with an addition effect determined by the DM. Some suggested Cursed Items effects are:

  • Frenzy: While bloodied, a character must attack the nearest target including allies and the item grants +1d6 damage.
  • Cumbersome: The item grants an extra +1 to hit. If a character misses with an attack while using this item they become Dazed until the end of their next turn.
  • Lethargic: The item grants an extra +1 to all defenses, but each time a character is hit while wielding this item they are slowed until the end of their next turn.
  • Cowardice: The item grants an extra +1 to hit with ranged attacks, but when hit by an attack the character wielding this item immediately falls prone.

The Undead Hero

Wandering aimlessly throughout the cursed lands of Martidge is the infected undead corpse of Jarlyn, hero of Kartidge and slayer of Yalin. His once handsome features are now permanently scarred beyond recognition while his two decade old corpse slowly rots on the bones being held together by the evil that animates him. The shards of the Sceptre of the Forlorn within Jarlyn have a basic sentience, knowing and desiring only two things: to hurt the living and to become whole again.

Using the trained instincts of its host body’s muscles the Sceptre fights with the grace of a master swordsman. An aura of pure undeath emanates from Jarlyn’s corpse that kills anything living within minutes, while the Sceptre sustains itself by draining the life from any creature that harms it. If confronted by multiple opponents the Sceptre of the Forlorn will use it’s necrotic powers to animate the bleached skeletons of fallen heroes that are scattered across the landscape. When the Sceptre of the Forlorn feels its host body begin to weaken and deteriorate, the Sceptre unleashes a blast of pure necromantic magic in a final effort to kill its attackers.

Freed From The Past

When the adventurers return to Keordan with Jarlyn’s remains he thanks them profusely, rewarding them with all his current wealth. Secondly the townspeople of Kartidge rally together to freely offer their services to the heroes who returned the body of their greatest saviour. Long after the adventurers move on from Kartidge, the single shard within Keordan’s arm reacts with the now dormant shards inside the remains of Jarlyn’s corpse. Sensing the rest of itself, the lone shard exerts its latent necromantic energy and reforms. The consequences of this event for Keordan are up to you as the DM, he can either be corrupted by the event or seriously injured. One thing is for sure, with the Sceptre of the Forlorn reformed it is only a matter of time before another necromancer haunts the Cursed Lands of Martidge, the people of Kartidge, and history repeats itself.

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The Planar Orphan

Playing God

Eladrin of the Feywild are an enigmatic people. With a natural detachment from events that occur on the material plane, these creatures can seem heartless and uncaring. However those that have the privilege to call an Eladrin friend know the true extent of their love and compassion. Five hundred years ago, the Eladrin now known as Loch was sentenced to death for unspeakable crimes. Fleeing to the material plane, Loch has continued his lifelong experiments in hiding. After hundreds of years of experimenting with planar magic, the Eladrin wizard finally nears his goal – a creature merged with the essence of both the Feywild and the Shadowfell. Driven by his insane thirst for knowledge and complete indifference to the fate of the planes, Loch’s wild experiments threaten to destroy the world, the Feywild and the Shadowfell. Only a group of the greatest heroes could hope to thwart this epic threat.

Troubles of the Mislaid Forest

Dark noises echo along the wind, and nightmarish shadows race through the trees just out of sight. While ghostly lights float through branches and crystalline pools appear out of nowhere, surrounded by lush grass and exotic flowers. Within the Mislaid Forest the veil between worlds is thin, people wandering through these woods can unknowingly enter the Shadowfell, Feywild and return to the material plane within a matter of minutes. Those gifted with luck will return home with nothing but tales of wondrous visions or frightening encounters. Mostly those foolish enough to venture into the labyrinthine woods of the Mislaid Forest return diseased by the Shadowfell or bewildered and permanently confused by the Feywild, with many people never returning at all. With its fabled history and constant looming presence, the Halfling farmers and Humans that live nearest to these haunted woods never venture close enough to fall prey to the cursed area. History states that these woods were not always such a treacherous place, records of the area tell of a grand Eladrin city that appeared during the summer months. Families and people of the nearer towns were welcomed by the Eladrin to enter their amazing city and explore the many wonders and unbelievable gardens that lay within. Trade was abundant with the farmers of the Halfling village of Coote, trading their crops for exotic fruits of the Feywild and the Humans of Fawnhaven trading their wares for Eladrin crafted items. Nearly two hundred years ago the Eladrin city simply did not appear on the summer solstice and has not been seen since. Over that time the forest has become increasingly dangerous and disorientating. In recent years the curse of the Mislaid Forest has been seeping past the borders of its trees and affecting the people of Coote and Fawnhaven. People awaken without a single memory of their life before that morning, animals and crops suddenly take ill with incurable diseases and die within days, people disappear from there homes without a trace and inexplicable creatures harry travelers that pass too close to the ghostly forest. The people of the area are beginning to call for brave and powerful adventurers to help them restore the peace that once existed.

Loch, the Corrupter

Dark violet orbs stare inquisitively from within a serene and unemotional face, long willowy stark white hair flows freely down the back of the Eladrin wizard called Loch. Gaunt arms end in curved and bony fingers that hold the precision of a long life of spell casting. Dressed in the finest of Eladrin cloth that is marked with the stains and tares of someone who cares little of their appearance, Loch is tall and bony even for one of his race. [Read the rest of this article]

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From Different Walks

+1 Adventure Hook of Many

+1 Adventure Hook of Many

Players are very good at throwing curve balls at your plans and wandering away from everything you spent precious time preparing beforehand. When this happens it can be tempting to steer and force your players back on course: tempting but not advisable. Today I’m going to give you 10 adventure hook wielding NPC’s that can be picked up and thrown into your campaign when needed, whether it be from a player curveball, lack of preparation time or even an impromptu game session.

Rasgard – Watch Commander

Characteristics: Muscular, Stern, Hand always on sword hilt
Races: Human, Dwarf

Adventure Hook: Rasgard is an overly serious watch commander for a large city. A war veteran and ex-royal guard, he has little patience for commoners and adventurers. The barrel-chested commander will arrest vagrant adventurers on the spot, under the belief they cause more trouble than good within his city. Parties of adventurers need to decide carefully upon their course of action when dealing with Rasgard. Fight their way out and become outlaws of an entire kingdom or suffer through the legal proceedings and possibly serve unwarranted jail terms.

2. Heldris – The Old Crone

Characteristics: Rambles incoherently, Large mole upon face, Filthy clothes
Races: Elf, Eladrin

Adventure Hook: Heldris wanders around the forests and woods near her shanty home. Many people hear her inane babblings and smell her foul stench before they can see her. This sweet mannered elderly human woman will offer food and shelter to any passing adventurers she comes upon. However any that accept her hospitality quickly learn their folly. Any that enter her home are cursed to die unless they complete her quest. Heldris is actually a disguised sorcerer who covets a nearby treasure that happens to be in the hands of a Troll King. The adventurers can either take on the trolls and have the curse removed, or fight Heldris and search for a cure elsewhere.

3. Dante – The Shy Child

Characteristics: Never makes eye contact, Mouse like voice, Clumsy
Races: Human, Halfling

Adventure Hook: Tending to appear apparently out of nowhere within towns and cities, Dante will clumsily try and steal money from the adventurers. Always caught the boy cries and begs not to be hurt while retelling a tale of a life of misfortune and of a guild of thieves that plan to hurt his unfortunate family unless they can acquire a large sum of money. Truthfully, the crafty child is the son of an assassin guild master. The thieves guild and assassins guild of the city are at war, and the believable child hopes to trick adventurers into destroying the thieves for his father. Adventurers can attack the thieves guild or can investigate to discover the truth behind the boys lies.

4. Tefedris – The Caretaker

Characteristics: Warm Smile, Piercing Eyes, Foreign Accent
Races: Elf, Human

Adventure Hook: Tefedris will tentatively approach people as they are making or breaking their camps. With a well-crafted bow slung upon her back, Tefedris politely requests a minute of their time, as she describes the dire fate of her close friend, an adult male silver dragon. The dragon has fallen deathly ill and only a specific medicine, from the nearby elves will cure him. Tefedris would go herself but needs to tend to the dragon as much as possible. The ranger offers substantial reward if the party returns in time to cure the comatose dragon. Adventurers that complete the simple request are rewarded handsomely with one choice from the dragons hoard. Alternatively adventurers who enter the silver dragons lair, find the creature near death, with a massive and substantial hoard beneath it’s failing body. If greed should strike these adventurers Tefedris will defend her friend and mate to the death… revealing herself to be an adult red dragon.

5. Oltaren – The Voyager

Characteristics: Missing three fingers on right hand, Mischievous grin, Outlandish dress
Races: Goliath, Human

Adventure Hook: Obviously younger than most captains around him, Oltaren leads his weathered crew aboard the Nastien, a medium sized cargo ship. The oddly dressed captain can be found on docks and within seedy bars and is willing to offer voyage to anyone that is looking, he will even offer cheaper fare if they are willing to work while aboard his vessel. After a short time in his company, many people become endeared to the extremely likeable young man. His warm laugh and roguish eyes speak little of his amazing skill at the helm. However the charming man holds a dark secret. Hidden within the cargo hold, several young slaves cower in fear. During the voyage they are sold at sea to another vessel. Adventurers can confront the captains of the two vessels and stop the sale, or leave the overly likeable man to his own troubles. Either decision results in the appearance of the Navy who will arrest anyone aboard the vessels after the slave trade has been completed.

6. Rexted – The Honourable Murderer

Characteristics: Void of Emotions, Disturbingly Calm, Calculating Eyes, Soft Voice
Races: Eladrin, Tiefling

Adventure Hook: During a particularly dark night within the city or town in which Rexted dwells, the adventurers are awoken from their slumber by a nearby violent commotion. As they arrive upon the scene they learn that Rexted, a local serial killer, has struck again, only this time he didn’t succeed in his grisly task. The victim is an exceedingly wealthy merchant who offers an extraordinary reward to any that capture his would be murderer. The very next night the adventurers are visited by Rexted, although not for obvious reasons. Appearing from the darkness like a wisp of smoke, the murderer seeks the aid of noble heroes to help him in his dignified quest. Rexted hastily explains his goals to assassinate only the most vile and nefarious of people in order to free himself from a disturbing curse that requires him to kill a hundred people. Enquiries into Rexted’s tale prove him truthful, with all his previous targets being foul and horrid people. The same holds true for his current target who sacrifices the souls of children to acquire more wealth and good fortune. Adventurers caught in this predicament can hastily dispatch of Rexted and receive their reward or take their time and confront the true villain.

7. Preaslin – The Wizard’s Apprentice

Characteristics: Stutters when flustered, Nasal voice, Always dishevelled
Race: Gnome, Dwarf

Adventure Hook: Preaslin can be found stumbling around the marketplace of his city, obviously flustered and clumsily carrying large piles parchment and jars. Rushing along in a world of his own the young scruffy apprentice will walk straight into one of the adventurers, falling to the ground. On the verge of a break down, Preaslin looks away from his ruined items to see the adventurers. Knowing of their prior exploits the apprentice stumbles excitedly over his request for help. Due to the apprentice’s err; his master has been transported to the elemental chaos. Adventurers can undertake this dangerous task for little reward or ignore the stuttering apprentice and continue their more important duties. Adventurers who fail to help Preaslin are revisited by him sometime in the future. Only this time the apprentice seeks no help, but revenge. Having agreed to a warlocks pact in desperation, Preaslin didn’t save his master in time and now blames the adventurers.

8. Groth – A Drunken Adventurer

Characteristics: Boisterous laughter, Viciously scarred, Overly friendly
Races: Half-Orc, Goliath

Adventure Hook: Within a normally quiet tavern or inn, Groth can be found disrupting locals and making unwilling friends with his boisterous laugh and overly touchy manner. With the arrival or discover of other adventurers, Groth will saunter over and regale with several unbelievable stories of his prowess and magnificence. During these ramblings Groth lets slip some vital information about his parties current treasure hunt, revealing the presence and location of a powerful artefact within a nearby dungeon. Adventurers who choose to use this information must battle through the undead infested tower to retrieve a relic that proves as powerful as Groth’s inebriated tales. Adventurers who ignore the information distributed by the drunken warrior, are confronted the next day by the now sober Groth and his party. With a dour look upon his face and an attitude near opposite from the joyous giant the night before, Groth accuses the adventuring party of stealing the relic that is rightfully his. A claim he is willing to fight and die for.

9. Thergin – The Nervous Merchant

Characteristics: Sleazy, Fiddles and Fidgets, Nervously laughs regularly
Races: Gnome, Halfling

Adventure Hook: An unfortunate looking man, Thergin harps his simple wares throughout busy streets and market places. Constantly sweating and always rushing through his words, the salesman seems out of place amongst his competitors. Adventurers that near the little man are waved down emphatically, if ignored the small salesman chases after the party constantly spouting words like excuse me and please wait. When he eventually gets the groups attention, the nervous Thergin requests their help. If they escort him to a hidden storeroom outside the city unharmed, he shall reward them with the treasure trove of magical items stored within; an offer seemingly to good to be true. Thergin acquired the items by clerical error and has been hunted by a group of bandits since he mistakenly received the magical items. Having offered to return the items to the bandits to no avail and only just escaping with his life. Thergin hopes that the bandits will attack him and his entourage on their way to the storeroom, sorting out booth his problems at once. Ridding himself of the horrible bandits and of the troublesome weapons he never wanted. Failure to protect the merchant sees a vile group of zealots complete a collection of unholy armour, unleashing a demonic prince upon the world.

10. Bealis – The Not So Noble

Characteristics: Condescending to everyone, Openly rude and insulting, Pays more attention to her appearance than people.
Races: Human

Adventure Hook: Bealis’ stunning looks and graceful movements are spoiled by her rotten attitude and venomous tongue. The low ranking noble has only one desire, to sit upon the throne of the kingdom, a seat that the young woman is very far away from. To achieve this goal, Bealis wanders her city’s taverns and merchant quarters discreetly looking for adventurers she can hire to kill one of the heir’s inline before her. Bealis offers large monetary rewards and will often spin lies about the character of her sibling or cousin in order to get the heroes to agree. The many adventurers that have declined her offer have found themselves in serious trouble. After being rejected, Bealis will often rush off to complete the foul deed herself, then report seeing the adventurers near the now dead family member. Against the accurate description and word of a noble, most adventurers either flee the law or face an unfortunate end at the hands of the executioner.

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Star Crossed Dragons

Love Is In The Breath Weapon

Dragons are one of the most feared creatures within any fantasy setting. Their thick scales, razor sharp talons, brilliant minds and feared breath weapons make them one of the greatest threats to groups of adventurers and kingdoms alike. With this fearsome persona it is easy to forget that these cunning and sometimes sinister creatures are also capable of love. On especially rare occasions, these menacing creatures can forget their differences and come together with a different coloured dragon. These rare relationships can have startling results in the form of crossbred offspring. Below are the details on two of these unlikely beasts, the Tarnish Dragon and the Pale Dragon.

The Terrifying Tarnish Dragon

Sharing potent and devious intellects, green and copper dragons can occasionally find solace in each other’s company. The result of such a union is the unique and terrifying Tarnish Dragon. Large shield-like scales cover the immense form of these mottled dragons, as thick muscular legs easily carry the weight of their gigantic bodies. Thin long wings remain tucked across the great length of the beast’s spiked back, with a thick and jagged spiked tail ending in a cruel venom tipped stinger. Green and copper flecked orbs peer out over a broad snout that is filled with haphazard rows of protruding and croaked fangs.

The Tarnish Dragon is one of the most formidable beasts that an adventurer can confront. While the nearly flightless dragon is considered weak amongst it’s kin, any band of adventurers that confront the more commonly known Rust Dragon, fear it’s corrosive breath above the fire and ice of other dragons. Metal caught within the gaseous breath of the dragon begins to rust and corrode instantly, while swords and axes that connect with its thick plate-like scales also begin to quickly rust. The dragon’s scales and hide are infected with the same corrosive elements that infest it’s vile breath. The venom stored within the cruel tip of the dragon’s thick tale is potent enough to kill a human within hours and most dragons within days. The venom is a quick acting neurotoxin that breaks down the nerves of the victim, leaving them paralysed. Without immediate treatment the poison eventually begins to break down the brain killing the paralysed victim slowly. The movement of the dragon is restricted due to the large and brittle scales that cover it’s body, combined with it’s great size and weight flight is nearly impossible for the cumbersome beast. However when necessary, a Tarnish Dragon can use the long thin wings upon it’s back to glide for short distances. The mottled green dragon will uses it’s immense size and weight to crush foes, relying on it’s thick scales to protect it, while the dragon’s corrosive body and breath make any would be heroes defenceless against it’s jaws, tail, claws and venom. [Read the rest of this article]

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