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Why didn't the zombie cross the road? He didn't have the guts
We all stood there and stared into the near darkness. Dill lit his lantern to better see. The “Merchant’s Mistress” had seen better days. A hunched figure stood in the corner of the abandoned inn with his back to us. It smelled horrific, disease and rotted meat all rolled into one. We could hear a chewing noise, in the pit of our stomachs we all knew what it was. “Mister?” Dill’s trembling voice croaked, cutting the party’s silence. It kept eating. Dill carefully placed his lamp on the edge of the nearest pub table. Valindra leapt to the top of another table hoping to gain a better vantage point. It turned towards us. Dill heard the bones crack as its neck turned and then a blood curdling moan. “It spotted me. Death walked towards me!” a horror-struck Dill internally agonized.

It had a sloppy gait as it approached slowly. Its jaw was dislocated showing his torn tongue and blood stained teeth. It began to moan as the carnage and ichor from whatever or whoever he was eating dripped from the gaping maw that had once been his mouth. Skin peeled away from his bones and organs, showing diseased muscle below a paper thin skin covered with pock marks. As the skin was illuminated from the flickering lantern, the warm glow gave it a scintillation that reminded Dill of the waxed paper, when held up to the light, that the blocks of salt were wrapped in, delivered to his father for his brine, at the pickle shop. Dill shook his head as if to clear it.

The monsters own blood had turned into a thick turbid brown covering its chest combined with the rotting flesh it had been gnawing on then regurgitated from a stomach that could not digest.

Dill took one glance at that horrific thing and dived under the nearest table, praying it hadn’t seen him. “Please don’t eat me, please don’t eat me,” the shameful thoughts hammered in his head. The sight could turn you to stone. Its milky white eyes darted around the room, the torn tongue almost licked his rotting lips that were already half destroyed.

Valindra dispatched it quickly with her bow, its body slumped to the floor facedown near Dill’s hiding spot. Its abdomen opened up, birthing a combination of diseased bowels and rotted intestines. Dill gagged and nearly heaved at the gruesome sight.
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Lucas
Posted by the GM
O Mundo de Aedda
Ato II - Aliados Desaparecidos
O Ato II ocorreu entre os dias 6º e 9º do mês do Dragão de 2978 p.C. (pós-Criação)

A chegada a Galrey trouxe algumas surpresas ao grupo. Após receber suas recompensas e explicarem o ocorrido n'As Fazendas, Kriv é recebido com a notícia de que o que item que procura se encontra nas Ilhas Umnia, um lugar sem regras ou supervisão, conhecido por reunir os piores dos piores de toda Aedda. Junto de seu aliado Firahel, ele partem imediatamente, deixando o grupo com suas comemorações ao fim do Festival das Escamas. Essa comemoração, no entanto, não durou tanto.

Nelath, que se direcionava À Torre para mandar uma carta para sua amiga Áster, em Ark'halla, um retiro de aasimars, recebe da mestra da Guarda Leswin Windhorn a notícia que esta mesma amiga foi selecionada para uma missão de escolta até a cidade anã de Vom Garohm, onde desapareceu, junto de Finelien, mãe de Leswin e uma das regentes da cidade, Zoë Imlerith, a diplomata de Ark'halla, e o resto do grupo de escolta. Leswin então propõe um trato para o grupo: se eles a escoltarem até a cidade, lhes dará uma boa soma em ouro, uma vez que o caminho, mesmo nas trilhas reais, é recheado de perigos.

Já no dia seguinte, o grupo começa sua jornada. Os cinco dias de viagem passam um tanto tranquilos, com exceção do encontro com um elemental de terra, o qual o grupo lutou com facilidade.

Chegando à imponente cidade de basalto, com suas angulosas e altas muralhas, o grupo vai diretamente para a Torre falar com os outros regentes. Eles lhes informam que uma invasão de duergars aconteceu meses atrás que os forçaram a fechar partes do esgoto e que, pouco antes do desaparecimento de Finelien e da caravana de Ark'halla, crianças vinham sumindo.

Os aventureiros resolvem investigar a casa de Finelien, onde todos estavam hospedados e posteriormente pesquisar mapas dos túneis do esgoto na biblioteca local, que vai pelo nome de Tinta e Pena. Dentro da construção, que muito lembrava o formato de um livro aberto, se deparam com um estranho anão arfando, que se apresenta como Arkud Steelback. Desconfiados do anão, eles o interrogam sobre seu passado. Passado uma série de perguntas, Nelath consegue, com seu firme olhar, notar a ilusão por trás da aparência de Arkud, que imediatamente fica invisível e foge.

Buscando desesperadamente rastrear os traços de Arkud, o grupo sai pela cidade, mas sem muito êxito. Após alguma discussão e busca, eles resolvem descer para o esgoto, sua única pista.

A viagem no esgoto não foi das mais agradáveis. Ragnar mal conseguia se concentrar devido ao mal cheiro, chegando a vomitar algumas vezes. Uma armadilha quase tomou a vida de Áquila, falcão de Akin, que com seus gritos desesperados, acabou atraindo um bando de goblins.

Seguindo curso, eles encontram finalmente o covil do que vem atormentando a cidade: uma dupla de bruxas verdes, chamadas Annie e Matilda. No fundo do covil, amarrada por correntes, Finelien e em gaiolas, a caravana de Ark'halla.

A luta se mostra frustrante para ambos os lados: as bruxas, em menor número, utilizam-se de feitiços de Blink para tentar atacar mais adversários sem se machucarem, mas sem sucesso. O outro lado, por conta do mesmo feitiços, precisavam acertar golpes certeiros. No fim, Annie acaba abatida e Matilda, furiosa, lança um feitiço de Blight em Nelath, torna-se invisível e foge.

Sem conseguir acompanhar a criatura, os aventureiros são deixados no covil, sem nenhuma baixa e buscam retornar para superfície.

fin
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Tags: Milestone , Recap , Summary
Epic!
His word
has been heard again
As an echo through the wood
A retort against the thunder
Of a Million orcish hoofs.
Let us heed
becoming one with it
And we will be the Unvanquished!
Session: Episode 17 - Wednesday, Nov 14 2018 from 8:00 PM to 11:30 PM
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Epic!
Testimony of Enkindlement
True Believers!

Hark! What is that thunder rousing me from my slumber at the foot of Cuthbert?
Is it the doom of mankind itself?
Oh! Folly is the machinations of mere man!
Will you join me in death or call me from on high to save your pitiful souls anew?!?!

King Kilkennard
Session: Episode 17 - Wednesday, Nov 14 2018 from 8:00 PM to 11:30 PM
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Epic!
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Bobby
Posted by the GM
The Wounded World
5 more GMing tips
#1: As a Game Master you are going to run across rules that don't make sense, that are unclear or that you just don't agree with. This comes from your own books as well as the player's books. And beyond that players are going to attempt actions that aren't covered by the rules (some game systems are more adapted to "on the spot" rulings, others are not) or they are going to want to stretch the limits of their character abilities. In short you are going to have make on the spot rulings all the time. For many it's a natural reaction to become reserved and play your hand close to your chest and rule against whatever is new or strange or doesn’t immediately make sense. Fight this urge. Allow the characters more latitude than you would a monster. They are heroes/heroines after all. To this end be sure to make rulings in their favor. "I think the rules might mean differently, but I like the way you are playing it! Lets go with that!" If you want to control it a bit more simply say something like "Okay, normally that wouldn’t work, but for whatever reason, the gods are watching, luck is on your side, or the wind is carrying you through and your action succeeds." You are going to rule against the players enough, just make sure you sometimes rule in their favor.

#2: Use screens. Screens give you a great deal of control over the outcome of events, allowing you to alter dice rolls, keep notes, read your monster stats, jot down thoughts or just simply doodle while the players take some action that will have no outcome on the game. As soon as you lay down those screens the mystery is lost and players are part of the adjudicating process. You don't want that. You're the game master and you have to run a game they can play in. Screens give you that freedom of control.

#3: This is going to sound kind of harsh, but don't martyr yourself. I hear all the time how much time and energy GMs put into their games only to have them upset by players. Keep in mind that players put a huge amount of energy into their characters and role playing them, but that's not the half of what they bring to the table. They have to figure out what is going on, answer the riddles, discern motives, judge actions, determine who and when to attack. Players are risking their characters, their equipment, their magic etc. constantly. It can be very frustrating and not a little unnerving. At the end of the day, if they kill my hill giant that I worked on so much, I can make another. I have a world of them. But if their character of 4 years is killed, that’s a whole different level of loss. So in short, don't worry about them wrecking your carefully planned game, you can plan another.

#4: Embrace monsters that are un-adulterated-ly evil. Your villain or monster doesn't need a story rooted in abuse and sadness. It can be just evil, like Freddy Kruger. I remember a game that Davis (my brother) was running in which we encountered two trolls. The trolls were clearly mates and when we killed one the other was noticeably grief stricken. I slew the troll, grief and all, and another player said "how could you do that? It was just grief stricken?" I answered simply "Because it was evil.:" They were born evil, do evil acts and will die evil. This makes killing the creature far more interesting and satisfying and doesn't muddy the water. That doesn't mean you can't find creatures that are ambiguous or driven to evil for some reason or the other, but never forget that in these fantasy worlds evil can be just that...evil.

#5: This seems simple but I like to remind players that their character talking isn’t really an action. I remind them because I think in the rush of encounters, dice rolling, shouting ideas back and forth, trying to unravel things etc etc, players forget that their character talking is not an action. They can swing blades, climb walls, check for traps, track an orc, backstab, shoot an arrow and do any number of actions while they are speaking to others. A shouted command when a knight swings his blade is perfectly reasonable. Spell casters are somewhat of an exception as they may need to use verbal components to cast a spell. But even then a shouted word in role playing takes less than a second. Reminding them this will make any encounter more enjoyable as well as encourage role playing.
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