Han solo death gif

Counter Logic Gaming

2012.10.04 02:54 TenTypesofBread Counter Logic Gaming

Fan subreddit for the former esports organization, Counter Logic Gaming. #CLGFOREVER
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2023.05.30 19:41 LoinKing_ The original story...

The original story... submitted by LoinKing_ to dank_meme [link] [comments]


2023.05.30 19:40 LoinKing_ Ah ohk....

Ah ohk.... submitted by LoinKing_ to dankmeme [link] [comments]


2023.05.30 19:18 Observer10568 Help

So, I've defeated Bugmaster, am now allies with them sheks. Now I have two problems i would need to solve.
First. When I started the game, I forgot to check out the Squinn. After I've defeated the Bugmaster, and gave him to the sheks, I decided to finally check out Squinn, only to find out that there is not a single soul. They weren't killed, just abscent. Is there any way to re-load them or smth like that, so that they will re-appear?
Second. I kind-of have nothing to do rn. Bugmaster is gone, Krall's chosen were solo-ed to death, sane with the berserks. Hivers are friendly, ruins are opened. What now?
submitted by Observer10568 to Kenshi [link] [comments]


2023.05.30 19:09 DeeLit3 Beginner Storyteller starts making targeted homebrews over a player getting lucky

Names have been changed to maintain anonymity. Also, my bad if the formatting is off, I don't really post on Reddit all that much, but I really needed to get this particular story off my chest.

So over a year ago, I met some people in a VTM 20th Anniversary game, which eventually fizzled out due to some stuff that's not super relevant right now. But long story short, a group they had been longtime players in had recently hit the reset button on their game and a campaign that had been going on for about three years, mostly due to losing one of their two Storytellers.
I was invited to join in this new game, as one of the previous players had stepped up to be one of the Co-STs for the game, their names were Mark and John, with John being ten years older than I am and having a huge amount of RPG experience under his belt. Mark eventually started flying solo in the ST seat due to some Storyteller burnout with John eventually hopping into a player's seat. Mark was a first-timer when it came to Storytelling, and to this day you can very much see it, but we've all been there to help him along the way, since most of the players have done more than a few rounds in the ST seat.
When I joined, there were a few things they did differently to other games I have previously been a part of, mostly these were limited to a few homebrews as well as stuff to make use of the flexibility of two STs. A hallmark of their previous game was sending in emailed 'Downtime Actions' which continued in this game, but if not used, would often mean consequences. Such as being down seven blood points (RAW you need to spend one to rise every evening) if an action wasn't used to feed. Another hallmark was the Storytellers handling stuff like side scenes in different voice channels during game time. One ST could go off with a small group in-session to have a private convo and another would keep the main scene going with usually zero issue. At first, it was jarring to me because firstly I'm used to not having to write so much on the weekly with the Downtime Actions stuff, and secondly, I didn't enjoy the abnormal amount of secrecy at the table. Both of which I kinda grew to not mind, because the side scenes wouldn't really disrupt the momentum of the game, but I still do find it a tiny bit odd, cause it felt like we weren't trusted to not metagame.
However, when John stepped down, these hallmarks didn't really go away. Mark still tried to maintain the workload of two people with Downtimes between five players as well as balancing side scenes, despite us as a group wanting to move away from all the secrecy. But these would often leave the game dead in the water mid-session and disrupt the momentum of a Court assembling or a social event happening in-game since 90% of this game was very politically focussed. And Mark was still trying to juggle two scenes at once. Since it would be him chatting with one or two players and the rest of us just sitting in silence for upwards of five minutes at a time. At first, it didn't really matter too much to us as players, since we were sorta just vibing with it, and we were under the impression John would come back to the ST seat eventually.
For a while, we were very much fine with it. But often the conversations with the ST or an NPC would drag on, or he'd spend ages trying to type out what was basically an essay in DMs at the start of a session. It kinda wore on my patience quite a bit, because, for one, it felt a little distrustful of us as players and our ability to adhere to general table etiquette, such as not metagaming. I understand wanting to be secretive in VTM, because the system encourages backstabbing and whatnot. And two, it started to get very tiresome after a while because, due to timezones, I would often have to wake up at like 3am to make it on time to games, since I'm over in Australia and the group is mostly over in Europe. So I'd wake up, and sit in a session where I would basically be doing nothing but fighting off drowsiness whenever the ST left with another player. Especially when the side scenes began to grow more and more frequent and tended to grow longer. At one point, an entire action sequence played out off screen for most of us players, so we had no damn clue out of game what was happening
Along with the side scene shenanigans as well as the Downtime Action emails, we have another homebrew that makes 10s count as two successes and skill specialties grant an extra die. Eventually, stuff came to a head with this particular rule which ended up being the nail in the coffin for my run in Mark's game. Mark started growing more and more frustrated as the game went on due to us getting lucky on dice rolls, and us having pretty sizeable dice pools because we'd earned a pretty huge amount of exp over the course of the game. Most notably, his aggression went towards a player named Nikola, who was essentially dubbed a 'problem player' and was called out for being a min-maxer by Mark. His character at the time was a Nagaraja necromancer, pretending to be a Malkavian.
There were multiple DMs that were exchanged via Discord to Nikola by Mark about his character being overpowered because he'd gotten a lucky shot on a boss fight that had been set up, or Mark hadn't accounted for a power like Telepathy being used in a murder investigation. Snide comments were made out of game about Nikola using a ritual to solve every problem, which really drove me up the wall as a player. For the most part, it just didn't sit right with me hearing Nikola just get absolutely dragged behind his back by Mark. But Nikola had barely done anything to optimize dice pools, for one, he'd dumped most of his experience points into necromancy.
Mind you, most Necromancy in VTM is not only horrendously costly but nine times out of ten it had a very specific niche regarding dead stuff and ghosts, this specific instance being limited to wraiths which were incredibly hard to encounter in the wild. Nikola's character took a bunch of levels in the Vitreous Path, having a total of one ability that directly did damage to anything. A lot of the rituals he had were incredibly situational, with him even having to work with Mark to homebrew in rituals from other editions, as well as copying some things from Thaumaturgy just to make it the slightest bit viable. All of this was stuff Mark okayed and said yes to. At any point, he could've pulled the plug.
There were often times were Nikola would wake up to rants from Mark, which would either be walls of text in DM's or a mashup of voice messages and texts, and Nikola would also have to sit through the shade that was thrown in-game at the playecharacter. This was after he would stonewall Nikola in furthering a plotline, by either forcing him to roll dice for a menial task like jumping out a window, or by even introducing Mages and Fey and trying to screw his character with death magic. Nikola isn't a very confrontational person, and let a lot of this slide since this was basically Mark's second proper game of VTM.
This entire ordeal sent Mark down a path of trying to reinvent how we rolled dice, as well as nerf/alter several discipline powers despite them being costly as hell to use in the right circumstances or incredibly niche. All because one player had been getting lucky and Mark hadn't accounted for powers such as Auspex being good for investigating crime scenes and its particular power of telepathy being quite strong at getting info from mortals. One of the main homebrews I was vehemently against was solely because Mark's reasoning behind it was "you all roll too well" or something along the lines of us not botching for a good amount of sessions. In spite of the fact that several players had been on a very unlucky streak for the past few sessions. The rules we used up to that point are just the RAW ones from the corebook, with 1's cancelling out successes, and if you roll more 1's than what's considered a success, it's just a failure. A botch only occurs when you have no successes and any amount of 1's were rolled. This with our other homebrews apparently made us roll too well, with us at the time having 10's always count as two successes and specialties adding a bonus die to our roll.
Mark's homebrew was to change the RAW stuff to try and nerf the double tens homebrew rather than simply going back to RAW. His changes were as follows: If we go below zero successes with 1's it's a botch, even if successes were rolled. The severity of a botch would change depending on how many 1's were rolled. A lot of powers and dice rolls in this game have a lot of bad consequences if we botch already, with some aura reading/emotion focussed powers straight up knocking out a character for an entire scene on a botch. Which could be anywhere up to an hour of in-game time, or quite literally the next 'scene'. I honestly just didn't see the point of increasing the chances of stuff like that happening, especially when it has the potential to just flat-out stop a player from doing anything whatsoever
Many of us suggested going back to the RAW rules for specialties, as 10's only counted as two successes when a specialty was present, but this was ignored, and he started shoehorning in extra maths for other suggestions that confused the hell out of our less numbers focussed players. His other homebrews were very much specifically targeted, as he had tried to nerf Telepathy limiting it only to surface thoughts, no matter how many successes were rolled on the dice as well as changing how the entire Celerity discipline worked. Trying to add a huge amount of limitations to what could and could not be done using a celerity action. The only player that had used the Telepathy power even somewhat often was Nikola, as 90% of the players either didn't bother having Auspex or weren't high enough level to use Telepathy.
This all sort of came to a head during a sit down to discuss the homebrews, where practically nobody could agree on a suitable dice rolling mechanic, with Mark once again, barely even acknowledging my suggestion of just ditching the double 10's homebrew altogether. The energy in the voice channel was tense as hell, with Mark backpedalling on his reasoning for the botch changes. It went from him feeling like we roll too well, to him not feeling enough interesting storytelling was occurring with the current dice-rolling system. John ended up poking his head in and very specifically asked Mark why he felt the need to increase the chance of botches and ended the comment with something along the lines of "Isn't it your job to make failures interesting as an ST?". John also bringing up the fact that we all usually tend to roll for things our characters are good at. Everyone has a niche and to an extent, our characters are built to fill that niche.
Most of that discussion went in one ear and out the other because it was a lot of arguing and going in circles, and in the end, we stuck a pin in the dice rolling system because no one agreed. And i was too exhausted to pay attention because I'd only gotten back home from work an hour or so before the discussion started. This took about three hours to resolve, by which time it was 5am for me and I was incredibly mentally exhausted listening to grown adults being unable to settle on rules for a plethora of their own reasons.
A few days after, I left the game, sending a message to the ST that getting up early/staying up late after work was way too exhausting to do every week when we basically do nothing in game, and I didn't like that a lot of the homebrews felt targeted and very adversarial towards us as players. I reminded Mark that it wasn't anything personal. But his response was mostly sweet, but he tried to shift the blame onto Nikola who allegedly expressed a need for these changes and didn't even bother to acknowledge the fact that I mentioned how I was feeling about the game itself. Mark essentially tried to make an adjustment and re-invent how VTM dice rolling works, which honestly wasn't really called for by anyone but him, and then tried to pawn it off and make it another player's fault.
I'm kinda sad this ended like it did, mostly because I did enjoy vibing with the players, and I really loved my character. I consider many of the people at the table pretty close friends, and I feel like my thoughts and feelings may have burned some bridges. But the game was essentially taking a nose dive, and I didn't want to waste my early mornings/late nights feeling like we were basically doing nothing when I could be getting some much needed sleep.
submitted by DeeLit3 to rpghorrorstories [link] [comments]


2023.05.30 19:05 Icy_Blacksmith8107 Leveling as a non-Death wizard

TLDR: How bad/hard is leveling (mostly solo) without drain spells?
Hi all! I’m a level 101 death wizard that’s been playing since ~2011. I’ve done everything solo except the big end of world dungeons and the like, but I’m not sure I want to play death anymore. I feel like the edgy 10 year-old me that loved vampires and skulls has grown into a more mature me that might enjoy the other schools.
That being said, how bad is arc 2 on the other schools? I know that death is supposed to be the best solo school with life being second. I’ve done arc 1 on balance and most of it on a myth character too, but I’m worried about the several thousands of health that bosses have in the later worlds, and even the ones I haven’t gotten to on my death in arcs 3 and 4. I find that I was able to get to level 101 solo by using scarecrow after a couple turns to damage the boss and take out the minion, then stacking up a big hit when it’s just a 1v1. That being said, sometimes I get down to like 1k after the first couple turns.
So how the heck is winning possible when your spells done heal you too?
Here are the ideas I can think of that maybe help, but I would love for you guys to help me out and tell me which ones are right and which not to bother with. Just looking for advice. - Grind for Zeus and Waterworks gear at their respective levels - Dual schooling with life (or getting Grendel’s amends on myth) - Using team-up on most bosses - Different rotation for boss fights (will one blade and one feint with the right gear kill using Orthrus?) - Playing on two accounts at the same time - Use a ton of wards - Get a MC self-healing pet instead of a triple double
As an adult, I also think it might be fun to play something more difficult than death. I’ve only found a few bosses that give me a hard time on my death, so maybe if it’s just gonna be harder on every other school that’s not so bad.
Thanks!
submitted by Icy_Blacksmith8107 to Wizard101 [link] [comments]


2023.05.30 18:44 1StepBelowExcellence New England [Trip Report]

My fiancé and I took advantage of the Memorial Day weekend by going to Lake Compounce and Six Flags New England!
We started our adventure at LC on Saturday. The main reason for this trip was to ride Boulder Dash, as I've heard so many good things about it and have been really trying to get to it for a while now. We started with Zoomerang, their boomerang which I thought "wasn't bad" compared to some others. Ranked at #104. We then rode Phobia Phear Coaster. I didn't realize that the restraints were different than Tempesto (#113) so going into it, I was dreading the restraint situation and explaining to my fiancé to prepare for it. I was very happy to see that PPC didn't have the death trap restraints. The lap-bar only made the hangtime a lot cooler and more comfortable than Tempesto. Ranked it at #88.
Now it was finally time to experience Boulder Dash!
We got a ride in the very back row and it was pretty rough and had a lot of jackhammering. I thought that a few laterals were intense and the turnaround was one of the best laterals I've ever experienced actually. Unfortunately aside from a couple good moments, I felt like the airtime was extremely weak. Based on reviews I've watched/read, I was really looking forward to airtime and I'm a bigger fan of airtime than laterals as well. There was one intense ejector air moment that I remember and a few other decent pops but nothing really made me say "wow". I perused this sub after the first ride thinking maybe I needed to try a different seat. At this point, my fiancé opted out since the jackhammering gave her a bad headache. I got a ride in the second to last row so I had a non-wheel seat (had to awkwardly tell a GP guy that was trying to let me go with another single rider in the very back "I'm waiting for a non-wheel seat"). The jackhammering wasn't "as" bad but was still bad, but a little bit better of a ride than the very back. Still not much good airtime that you would expect from a back car ride. I finally gave it one more shot on the front row. I think to get the best experience, the front's definitely needed since you really get the true terrain experience. I still came away thinking the coaster was overrated. That's not to say it's bad, but with all the awards and raving I've seen about it, I was expecting it to be in my top 10 at least and my fav or at least top 3 woodie. It's at my #29 spot, so it's still a great coaster! But for woodies, I have Phoenix, Ghostrider, El Toro, Mystic Timbers, and the Beast all ahead of it.
Sunday, we went to Six Flags NE. Arriving to the park sort of reminded me of Six Flags Darien Lake where you just have a lot of farmland/residential and then BOOM, there's the Massachusetts line and the park entrance 100ft later. I am glad that the park was not much like SFDL though! We started with a ride on Batman TDK which we enjoyed as you can't go wrong with a B&M! Thought it was one of the better B&M floorless that I have ridden. We then rode Joker which was my third S&S Free Spin. I preferred this one over Tumbili and SFGAdv's Joker - not sure how since it's the same ride but I'll take it! We were going to ride Riddler but opted to wait until later to not potentially ruin the day early with an SLC. Then came the best coaster of the trip to much of my surprise - Wicked Cyclone. Guys, I seriously can't say enough good things about this coaster. On paper and watching it from the queue, I figured it would be good but I didn't realize how EPIC it would be. It truly reminded me of a mini SteVe with how good the airtime was. I checked out some other posts about this coaster and it would seem that it's running a lot faster this season because on all of my rides, it was hauling, especially at night. I got to ride it 4 total times and it became my #2 coaster overall. I expected it to be on par with TT (was my #5, now #6) but it blew TT out of the water. Not quite SteVe level but this thing is definitely underrated.
We then rode Pandemonium which we thought was a pretty fun spinning wild mouse. I did a solo ride on their boomerang Flashback and hated it, worse than Zoomerang IMO. We waited FOREVER for Thunderbolt even though the line wasn't very long. They were running one-train ops there which was a tad annoying. It was an OK ride, had a few "'oh we might get airtime here' and then didn't actually get airtime" moments. We made our way back to Superman which was a really amazing ride! I felt like this one compared to Boulder Dash actually deserved the awards that it got back when it had first come out. Have it ranked at #19. We rode the Gotham City Wild Mouse which was one of the worst rides I've ever ridden. Wild Mice are never really exciting but this one HURTS. We have a couple bruises from it. It's ranked 197/199 for me, worse than Time Warp, but better than Wilde Beast and Mind Eraser @ Six Flags America (because those two had very uniquely terrible experiences in terms of pain/etc.). We did Catwoman's Whip which I thought would go two laps like the sister coaster at SFGAdv but only went one lap. It was OK, actually less painful than the one at SFGAdv which was a plus. I finished the day with Riddler Revenge - fiancé opted out which I can't say I blame her for! It wasn't the worst SLC I've ridden (looking at you Mind Eraser SFA) but it also wasn't good, as expected. At least it had the vest restraints. #169.
Now for the ugly part of SFNE - Aside from Wicked Cyclone and Superman, the ops were pretty awful when there was a line. The one-train ops on Thunderbolt was a time sink. Riddler was the worst offender as the main line probably would have taken hours. The dispatches were something like 3-4 minutes but since my fiancé opted out, I got to use the single rider line to "only" wait about 20 minutes (Yep, Flash Pass was still waiting this long too which I would have been upset about if I were them spending money to wait that long). I didn't understand that the Gotham City wild mouse could only take up to 2 adults per ride, therefore most of the cars had 1-2 people instead of 2-4. Flashback only had a short queue, but the dispatches were like 5 minutes. We had short queues for Joker and Batman, and basically no queue for Catwoman's Whip so these didn't matter. The park was busy as preferred was into overflow and general looked packed, although it seemed to me that compared to other parks, people were doing a lot more flat rides/family rides/waterpark in comparison to the coasters. Maybe the number of coasters also helps spread people out. But in cases where the park is very busy and people are riding a lot of coasters, I have a feeling the operations would be extremely frustrating.
All in all, a trip that had somewhat of a letdown with Boulder Dash but led me to my surprise #2 favorite now, Wicked Cyclone!
submitted by 1StepBelowExcellence to rollercoasters [link] [comments]


2023.05.30 18:39 Napaboy Trunk Dents / Choques en Cajuelas

I am observer, at the first I saw that my car (sedan) had a little dent in the midle of the corner of the trunk, I really wonder how or when it was made, because I have never crashed, and that part of the trunk is very high and separate of the back bumper so if someone would crashed me, in a parking lot for example, that part of the trunk would never been touched. I know, I know that some people would say that when they opened the trunk door it hit with something, but the thing is that the force when the trunk opens is not very hard, it is just the necesary to release the trunk but not open it all, and in the other hand, if fomeone opened it manually then how could it hit with sometehing if the person is standed just behind taking care of it?
After That i was one of my neighborgs had a liitle dent in almost the same part of his car... and after this, more and more cars have very similar trunk dents, so I started to take a picture of them to get register of that couriosity....and afterall, I'm still wondering why, when or how those trunk dents were made.
Here I will be posting all the pictures that I have about this and the new ones that I take.
No hate please, This post is just to share this curiosity.
-------------
Soy observador y un día vi que mi carro (un sedán) tenía una ligera abolladura en el centro de la esquina donde se dobla la cajuela, me pregunte cómo se hizo esa abolladura ya que nunca he chocado y si alguien me hubiera chocado, por ejemplo, en un estacionamiento, esa parte no se hubiera dañado ya que no está cerca ni a la altura de la defensa del auto. Sé que algunos dirán que tal vez se golpeó cuando se abrió la cajuela pero, si se hubiera abierto desde adentro o desde el control remoto la apertura no es muy fuerte, apenas lo suficiente para que se abra la chapa y no sube con fuerza como para golpearse tan fuerte al grado de doblarse el metal y aboyarse. Por otro lado, si una persona la está abriendo manualmente, como y donde podría golpear si se supone que la persona que la abre está allí libre de obstáculos y cuidando que se abra bien?
Después vi que el auto de mi vecino tenía una abolladura similar en el mismo lugar, luego de eso vi mas y mas autos con abolladuras similares en el filo de la cajuela, todas con ese mismo golpe al centro y en la esquina donde se dobla la cajuela, así que comencé a tomar fotos de ello para ir registrando esta curiosidad. Aún hoy, después de todo, me sigo preguntando como, por qué o donde se han hecho estas abolladuras...
Aquí estaré publicando todas las fotos que tengo y las que vayan saliendo.
Por favor no publicaciones de odio. Esta publicación es solo para compartir esta curiosidad.
submitted by Napaboy to u/Napaboy [link] [comments]


2023.05.30 18:02 Galia_Samhain Abro debate ¿La música actual (2000 en adelante) tiene la misma calidad que la música de tiempos pasados (todo antes del 2000)

Abro debate ¿La música actual (2000 en adelante) tiene la misma calidad que la música de tiempos pasados (todo antes del 2000)
Verán, últimamente mis gustos musicales han ido pasando por un proceso de "metamorfosis" música que antes pensaba me gustaba mucho, como reggaeton (aclaro que no de los más vulgares), o algunas mezclas de este género con otros, dejaron de gustarme, es más, ya no puedo escucharlos, en algunos grupos donde dichas canciones suenan tiendo a irme, porque me atormentan, hoy decidí hacer un debate con unos amigos diciendo que la mayor parte de la música actual fuertemente consumida por la juventud no es de buena calidad, le faltan cosas como mejores letras, mejores melodías, mas diversidad de instrumentos y mejores voces que las interpreten, varios se indignaron por lo que dije, mencionándome a varios artistas que hacían "cosas fuera de lo común" dentro del género del reggaeton o el trap, pero incluso así soy consciente de que todos esos artistas que están "pensando fuera de la caja" de su género, la mayoría tienen canciones básicas de melodía y con letras vulgares, así sea solo en colaboración con otro artista, lo cuál me lleva al mismo punto, lo que más pega en las masas de la juventud suele ser la peor clase de música, con las peores letras (en la mayoría de las ocasiones), las piezas y artistas de mejor calidad se ven aplastados muchas veces bajo el exito de "cantantes" a los cuales no les veo un gran talento, triunfando por sobre otros, cuyas voces los tirarían de un escenario, decirles esto a mis amigos fue ganarme el comentario de "Es el tipo de persona que dice que odia el reggaeton para parecer más interesante".
Pregunto seriamente, no odio todas las canciones de reggaeton, pero las pocas que me gustan siento que podrían tener mayor calidad, lo mismo pasa con el trap, pueden mejorar.
Siento que la radio solo le da mayor visibilidad junto a los medios de televisión y electrónicos a "músicas" que no valen la pena, al punto de que en fiestas infantiles, en vez de escuchar canciones adecuadas para las edades, se oyen únicamente reggetones vulgares haciendo que en dichas fiestas veamos a niños que no saben ni las tablas de multiplicar "Perreando" hasta el suelo o bailando de manera sugerente siendo aplaudidos por sus padres.
Quiero saber que piensan, honestamente, yo mantengo mi postura.
Si comparten sus opiniones desde el respeto, los leeré con mucho gusto.
(El vídeo es de un vals ya ahora viejo, para dar una idea de la diferencia, el otro es una pieza actual)
submitted by Galia_Samhain to espanol [link] [comments]


2023.05.30 17:45 maxsettings99 es normal el cambio en la piel en un hombre cerca de los 30 años?

soy yo, si comparo mi cara cuando tenia 19 años con la que tengo ahora a los 29 años, se nota mucho cambio, la textura me esta cambiando, se parece a la piel de mi madre que tiene 50 años solo que mas firme, no la tengo lisa, y me tengo arrugas en la frente que se notan muy poco pero cuando frunzo el ceño se notan totalmente, tambien el pelo me cambio me han salido muchas canas y ahora lo tengo mas lacio que antes, antes no podia peinarme porque no tomaba forma, es raro porque estoy en plena juventud, 30 años no es mucha edad.
submitted by maxsettings99 to preguntaReddit [link] [comments]


2023.05.30 17:40 Qabbalah Star Wars references and quotes

I remember there being quite a few Star Wars references throughout the seasons, any to add to these?
Roman: "Who is that young Han Solo, and how do I get my dick in his ass"
Tom: "Grill over the air-vent, boys"
Tom: "He's my R2 unit"
Hugo: "I'm the droid you're looking for"
submitted by Qabbalah to SuccessionTV [link] [comments]


2023.05.30 17:37 twinchief7 Sillas Ergonomicas Monitores gamer-oficina Ciudadela zona oeste

Sillas Ergonomicas Monitores gamer-oficina Ciudadela zona oeste

Buenas dejo un rejunte de cosas que me quedaron y otro tanto nuevas.


https://preview.redd.it/od2z5lc4iz2b1.jpg?width=3000&format=pjpg&auto=webp&s=1e099a16a58b387d97e652c47fad1172f1809cf8
◎ Herman Miller Posh Express: $70,000, sin detalles, excelente calidad de construccion, muy comoda, cuenta con ajustes de:
  • Soporte lumbar
  • Apoyabrazos 4D
  • Reclinacion y ajuste de tension del respaldo
  • Ruedas aptas madera
Link album con mas fotos: https://imgur.com/a/Jh8aqHx
Link Review: https://www.youtube.com/watch?v=QT2C3D-9Rso
https://preview.redd.it/quzyfpumjz2b1.png?width=700&format=png&auto=webp&s=38adec2310814ceebc718571cbad10992fbd5b0a
https://preview.redd.it/7n323c8uiz2b1.jpg?width=3000&format=pjpg&auto=webp&s=7384d1f3d6938c0f6cb9bbcd298f436502778c16
◎ Citiz Erasmo y Citiz (?) $35,000 la negra, $33,000 la azul, ambas cuentan con los siguientes ajustes:
  • Soporte lumbar ajustable
  • Reclinacion de respaldo + ajuste de tension
  • Ajuste de altura
  • Solo negra erasmo tiene apoyabrazos ajustables en altura
  • Ambas tienen posibilidad de agregar apoyacabezas.
Link album Erasmo: https://imgur.com/a/zvGnynR , link album azul: https://imgur.com/a/ENkPWNK
https://preview.redd.it/8pl8m6z5jz2b1.png?width=792&format=png&auto=webp&s=54556260487681bec5d1f14c3511409d71fae820
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◎ LG 27" 27GL650F 144HZ IPS G-sync $115,000 sin detalles, nada de suciedad, pixeles muertos o similar. horas de uso equivalen a 10 meses aprox, full box.
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◎ LG 23" IPS HDMI Full HD, 2 puntos grises muy pequeños, no se si se llegan a ver en las fotos, no parecen pixeles muertos, mas bien suciedad o similar que logro llegar debajo del panel $35,000
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2023.05.30 17:11 AdventureMaterials The Third Son - Pt 2 - A D&D-Themed Ironsworn Actual Play

This is part two of my Ironsworn campaign experiment meant to emulator an “Old School” D&D like experience–a party of vulnerable allies, location-based adventures, and strange monsters lurking just on the outskirts of human civilization.
In the last episode, the party gained a quest to figure out why the fishing has dried up for the town of Longhill, and they have followed what clues they could find into the woods east of town.
The Party: Sir Gethin Oyvind E-1 H-2 I-3 S-1 W-2 Health: 5, Spirit: 5, Supply: 5, Momentum: 8/2. Assets: Commander (strength 4), Ironclad (light armor), Empowered (Knight Errant). Equipment: chain armor, sword, shield, crossbow, horse Vows: Become worthy of the Oyvind family name (epic): 0.0, bring back the fishing (dangerous): 2.0
Bonds:
  1. Baggi the Carpenter.
  2. Frej the Mercenary.
  3. Tessa the Wheel-maker.
Because this is a D&D style game, my PC won’t be solo, but the rest of the characters will not be represented by Ironsworn PCs. Instead, they are represented by the party contained within the “Commander” perk. As it stands, they are:
  1. Sola the Cruel (fighter). Workcrew overseer.
  2. Inguna the Naive (fightescout). A trapper.
  3. Bjarn the Jealous (fighter). A falconer.
  4. Somhaile the Tactless (thief/scout). A thief.
#
Cautious after their near-encounter with the strange crab-mosquito, the party moves forward with as much stealth as five people, a horse, and a donkey can muster.
Delve the Depths (Shadow): [Delve the Depths: Mark progress.]. [Mark Progress: Haunted Forest :9 boxes]. What do they find? Clearing (complex/refuge).
They eventually find a game trail and make faster progress. It winds through the wood until emerging in a large clearing that holds a walled camp. The walls are made of ~8 foot high poles and enclose an area about 80 feet across. A light gate stands open on one side.
Because I had no encounter, I’m going to rule that this is unoccupied. Since my supply is full, I won’t need to resupply but I may make camp.
Gethin sends Somhaile and Inguna in to investigate. They creep up to the walls, peer carefully around the open gate, and eventually disappear inside. A few moments later, they come back out waving and reporting that the camp appears to have been abandoned.
Are there supplies inside still (50%)? No, and…
The interior is entirely bare. Few signs of the prior occupants remain. Still, it’s a defensible spot and Gethin orders the party to set up camp for the night.
Make Camp: [Strong Hit: 4 + 5 + 0 = 9 vs 7 1]. +1m (now 9) and +1 next move.
The night passes easily, and the party sleeps well knowing that they have walls around them. Even the watches are uneventful. They rise early and break camp just after sunup.
[Progress Roll: Haunted Forest :Strong Hit = 9 vs 7 7]. +1 to next move (now +2).
[Mark Progress: Bring back the fishing :4 boxes]
The road passes beyond the forest and emerges onto the shore of a small lake.
Is the smell of death worse here (75%)? Yes, but…
The smell of death worsens as they leave the woods, but they still cannot see any sign of what may be causing it. There are no fish decomposing on the lake’s shoreline, and they see nothing floating atop the water. Still, they are confident that they are growing closer to their goal.
With nowhere to go but further upriver, Gethin dispatches the two scouts to see what they can find.
Gather Information: [Weak Hit: 5 + 2 + 2 = 9 vs 9 2]. +1m (now 1). What do they find? Blighted/Thicket.
It is very late before they come back. When they do, they look wary of what they have to report. A thicket ahead, near the great eastern forest–but the trees there are dead, and not by fire. The grass, too, is yellowed and crunches underfoot. They dared not go further by themselves, for they heard strange sounds within.
That sounds promisingly sinister, so they head toward it, although they make camp when they are still a fair ways off, and they take care to keep their watches carefully.
Because we have already traveled through a dungeon and scored a hit on our gather info, I’m going to rule that this is probably the thing we seek. To figure out what kind of dungeon it is, I’m going to roll from three options and I’ll randomly assign a theme:
  1. Barrow
  2. Cavern
  3. Sea Cavern (river, in this case)
Result: Corrupted Cavern. Good theme result! I’m going to make this one formidable, because I think this should spell the end of my quest once we complete it. I haven’t finished a full, formidable dungeon yet, so we’ll see how it goes. Formidable means that there should be ~10 locations in the dungeon before I can be confident that I have cleared it.
The next day they rise, but they take their time approaching the thicket. Even from far off they can feel a sense of wrongness about it. Even so, glory (and hopefully payment!) lay on the other side, so they push forward.
Discover a Site: Corrupted Cavern (Formidable).
They enter the thicket, fighting the horse and donkey all the way. Inguna finds a hint of a trail in the dead grass and leads them up a gentle rise to a low hillock. Just to the north lies the river; it would have been hidden behind a canopy in better days, but the bare tree limbs hide little. The circle of death extends equidistantly in all directions; even a few trees on the far side of the river are chalky gray instead of brown.
At the peak of the hillock stands a low wall of pale gray stone that is all that remains of the foundation of some building now long gone.
A dark pit, ringed by a strange red moss, gapes open in the earth like a sucking wound. A faint wet sound can be heard from within. “Underwater river,” Bjarn posits. All the rest pretend to believe him as they stake the animals and prepare to descend into the earth.
What do they find within? Something Unusual – Fortified/Hideaway.
The pit descends as a narrow chute through almost twenty feet of earth until it emerges into a cavern of unworked stone. Gethin lifts his torch and paces the chamber while the rest of the party follows him down. By the time the last of them arrive, he has mapped the room. It is featureless and without exits except for a single door of iron set into the northern wall.
“This strange curse is no work of nature, red in tooth and claw,” Gethin observes. “Some man had a hand in this. And that man might still be here. Be ready.” The party draws their weapons.
[Delve the Depths (Wits): Mark progress and Reveal a Danger.]
[Mark Progress: Corrupted Cavern :1 boxes]
Feature: Subterranean Waterway (Treacherous/Exit)
Danger: Lose way or are delayed
The door opens with a rusty groan, revealing a claustrophobic tunnel that sinks deeper into the stone. Gethin leads with his shield high as the others follow behind with torches and weapons. The fires cast long shadows that move strangely against the warped walls.
The faint water sounds become louder as they progress. Eventually, their tunnel opens into a large cavern that is split in half by a wide and swift river. The water is roaring here, for at the far end of the cavern the water gathers and throws up spray as it drains in a violent whirlpool.
“Where do you think it goes?” Inguna asks. None of them want to find out.
Unfortunately, there is no bridge and the span is too far to jump. They cast lots for who will have to swim across, and it falls on [d5=] Inguna. “Guess you’ll get the chance to find out,” Somhaile jokes. Inguna doesn’t laugh as they tie a rope around his waist.
Face Danger (iron) to swim across: [Strong Hit: 5 + 3 + 0 = 8 vs 3 2]. +1m but I’m already at 10 (I should burn it!).
He swims across but is swept quite a ways down stream before he reaches the far bank. They throw him a torch and wait as he secures the rope to a stone outcropping on his side. The rest of the party passes by safely, though they are cold and shivering when they emerge and begin to dress again.
[Delve the Depths: Mark progress.]
[Mark Progress: Corrupted Cavern :2 boxes]
Feature: Cramped Caves (Secret/Entry)
The tunnel beyond the river leads to a series of cramped chambers. In one, a faint breeze stirs the air. They investigate and eventually find a chimney that might lead up into the world above, although the climb upward would be nearly impossible.
[Delve the Depths: Choose one: Mark progress or Find an Opportunity.]
[Mark Progress: Corrupted Cavern :3 boxes]
Feature: Twisting Passages (Unstable/Valuables)
Eventually, they progress out of the caves and into a maze of twisting passages. Time seems to stall as they track and backtrack their way through the tunnels. All grow weary and–truth be told–frightened when they realize that they have been underground for far longer than they had expected, and that the way out may not be trivial.
It is Somhaile who spots them first, with her keen thief’s eyes–a smattering of reflective discs down a side corridor. They investigate and realize that they are silver coins, shining in the torchlight. Someone has definitely been here. Somhaile pockets the coins as they pass, though the others want to leave them behind to track their return. “Leave your own silver, then,” she retorts.
Inguna drops a few coppers before he realizes that no one else is doing so. Feeling foolish, he stops.
[Delve the Depths: Mark progress and Reveal a Danger.]
[Mark Progress: Corrupted Cavern :4 boxes]
[Reveal a Danger: Denizen controls dark magic]
Feature: Vast Chamber (Fortified/Boundary)
The passage emerges into another chamber, on that stretches out so far in all directions that their torchlight is swallowed by the darkness.
Face Danger (Wits) to detect the foe: [Miss: 3 + 2 + 0 = 5 vs 7 8].
Unwilling to become lost in the darkness, they decide to hug the walls and circle the cavern in a counterclockwise direction. Eventually, the come around again to the tunnel where they started. With nothing left to do, they leave the safety of the wall behind and step out into the great open chamber. Soon the wall is lost behind them. Their torchlight flickers feebly in the darkness, revealing a dim circle of dun beige stone floor and nothing but void beyond.
Eventually, something materializes out of the darkness–a squat, perfectly square structure of worked stone, possibly twenty paces to a side and 10′ high. [Description: Assault/Desolation] Scenes of battle and destruction appear to be engraved upon its surface, but even in the still air underground the ancient carvings have been worn smooth by countless aeons.
In one wall stands a door. With no where else to go, they open it.
Here’s where the Face Danger miss comes into play. Let’s decide what kind of monster we’re facing.
Monstrosity: giant-sized – fish (I’m going to interpret as eel) – spikes/spines – keen senses
A robed figure stands within, hunched over a darkly stained altar. As the party enters, the figure turns and begins to howl. Foul green mist pours of its open mouth, billowing across the narrow room toward the party. None want to test it, so they fall back into the large chamber, slamming the door behind them.
Just then, a whistling sound fills the air. They look up just in time to see a shadow, almost iridescent in its blackness, falling from the ceiling. The thing strikes the ground just within the light of their torches. It is a silver-scaled thing with a mouth full of razor-pointed teeth; its head it huge, easily large enough to bite through a man’s torso if it can get hold of him. Suddenly it begins to move, wiggling forward like a snake with an explosive burst of speed.
Enter the Fray against Eel-Monster and Wizard (Formidable): [Weak Hit: 3 + 2 + 0 = 5 vs 6 4]. Keep initiative.
Strike (I’m going to rule I can use my warband here): [Weak Hit: 1 + 4 + 0 = 5 vs 1 10].
[Mark Progress: Battle: Eel-monster and wizard :2 boxes]
The band falls together into a group as the beast comes at them. Spears out, they manage to turn it aside just as it sends its snapping maw against Gethin’s shield. In a moment, it slithers out of sight around the building and disappears into the darkness.
They can hear it moving, just beyond the circle of torchlight. The band presses their backs together, peering futilely into the darkness.
Suddenly, it snaps forward out of the dark. Its body is long–they can see it now–dozens of feet long, and as thick around as a man. Heavy spines like sharpened quarterstaffs drag behind it, flaring from the sides of its body.
Clash: [Strong Hit: 5 + 4 + 0 = 9 vs 7 4]
[Mark Progress: Battle: Eel-monster and wizard :5 boxes]
The party scrambles aside at the last second and the beast cannot stop its momentum as it sails through their midst. They stick it several times at it passes, cutting long scores in its scaly hide.
Strike: [Weak Hit: 1 + 4 + 0 = 5 vs 3 6]
[Mark Progress: Battle: Eel-monster and wizard :7 boxes]
They follow it this time, gaining confidence. Several more hits land home. Suddenly, the door behind them smashes open and a whip of silver-green fire lashes out at them–the wizard has arrived.
Clash: [Weak Hit: 2 + 4 + 0 = 6 vs 10 1]. Can’t use momentum, so one of my men goes down.
Who is hurt? Bjarn.
[Mark Progress: Battle: Eel-monster and wizard :9 boxes]
Sola, Gethin, and Inguna stay focused on the eel while Bjarn and Somhaile turn their attentions on the newly arrived wizard. The eel lashes out again, but not in time–Sola and Gethin form an effective wall while Inguna runs it through the neck with his spear. The thing writhes violently for a few moments, but it has been stuck well. It dies.
Just as the party turns, the wizard’s whip catches Bjarn across the chest. He goes down in a heap, like a puppet with the strings cut.
Clash: [Strong Hit: 5 + 3 + 0 = 8 vs 1 3]
[Mark Progress: Battle: Eel-monster and wizard :10 boxes]
[Progress Roll: Battle: Eel-monster and wizard :Strong Hit = 10 vs 3 6]
The wizard’s victory is short-lived. Somhaile manages to sneak behind the robed figure and plant her dagger in the center of its back. It collapses with a groan and lies still.
After that fight, I’m going to say we completed one of the major steps on our quest. Surely this wizard and big eel were related to Longhill’s troubles.
[Mark Progress: Bring back the fishing :6 boxes]
Was Bjarn killed (75%)? No!
They go to Bjarn and find that he still lives, though his breathing is shallow and his eyes will not open. They need to get him rest, but none of them would be mad enough to rest in that cavern. Gethin and Somhaile investigate the building while Inguna and Sola try to prepare Bjarn to be moved.
What’s inside the building? Transform-Wound / Avenge-Time.
The chamber is spartan in its decoration. The altar stands alone near one wall; near the other lies the top of a staircase that leads deeper into the earth. Gethin averts his eyes from the altar and even Somhaile turns away; neither know what poor creature contributed to the mass of tortured flesh upon the bare stone, but both are glad that they killed the robed figure outside.
This doesn’t seem like a good place to rest, so Bjarn is going to have to stay out of commission for a while. Meanwhile, I’m going to use the stairs as an opportunity to change the domain of this dungeon–instead of a Corrupted Cavern, we are now moving into a Corrupted Underkeep. Otherwise, progress remains the same.
[Delve the Depths (Shadow): Choose one: Mark progress or Find an Opportunity.]
[Mark Progress: Corrupted Underkeep :5 boxes]
Feature: Hall or Chamber (Fragile/Exit)
The party moves more slowly now, and with as much quiet as they can muster given Bjarn’s condition. Somhaile moves a few dozen paces ahead of the others, keeping an eye out for signs of trouble. The stairs descend into a large, worked hall. Colonnades progress up the sides of the hall and lead toward an imposing set of bronze doors, but when the party draws near they realize that the right hand doors is ajar; there is enough room to pass through without disturbing it.
[Delve the Depths: Choose one: Mark progress or Find an Opportunity.]
[Mark Progress: Corrupted Underkeep :6 boxes]
Feature: Foundry or Workshop (Foreboding/Breach)
The door leads into a maze of 10′ wide corridors of worked stone. They choose a direction at random and move that way, passing several locked doors before coming at least to an open chamber. Light and heat emanate from within, but the room is empty. Inside, a forge’s embers lay dying. Strange tools of iron line the walls, devices of torture and war, twisted armor or weapons designed for bodies clearly inhuman.
[Delve the Depths: Mark progress.]
[Mark Progress: Corrupted Underkeep :7 boxes]
Feature: Stairs into the Depths (Mystical/Threshold)
Finally, they come to the end of the mazelike corridors. Another chamber stands there, and against the far end looms the maw of some devilish beast. It takes a heartbeat before they realize it is carven stone, and that within that maw stands a staircase that descends even deeper into the earth.
None of them want to follow it, but what choice do they have now?
[Delve the Depths: Mark progress and Reveal a Danger.]
[Mark Progress: Corrupted Underkeep :8 boxes]
Danger: Ancient Mechanism or Trap
Feature: Carved Passages (Active/Entry)
They descend further into the earth. The stairs spiral down, deeper and deeper, seemingly forever. Finally, they level out and open into a tunnel of perfectly smooth stone. They take cautious steps forward.
Face Danger (Wits) to avoid the trap: [Miss: 6 + 2 + 0 = 8 vs 8 8]
That could be bad! I’ll use momentum.
[Strong Hit: 6 + 2 + 0 = 10 vs 8 8]. Reset to 2m. +1m (now 3).
Suddenly, Somhaile reaches out and grabs Gethin’s armor and jerks him backwards off his feet. The clatters to the ground with a resounding echo. In a second he’s up, ready to berate her for making so much noise, but she puts her hand over his mouth. With a finger she points at the ground. A low wire, no thicker than a hair, runs at ankle height across the tunnel.
After a moment he removes her hand. Thank you he mouths at her. She reaches forward and pulls the coin purse off his belt and ties it to her own. He decides that argument can wait for later.
[Delve the Depths: Take both: Mark progress and Find an Opportunity.]
[Find an Opportunity: You are alerted to a potential threat.] +1 to next move and +1m on hit.
[Mark Progress: Corrupted Underkeep :9 boxes]
Feature: Shrine or Temple (Marked/History)
Monstrosity: person-sized – beast – tentacles – crusheconstrictor
The tunnel eventually leads to a small complex of carven chambers, all leading toward one center chamber. There, the ground slopes forward like an amphitheater toward a terrible shrine. That strange red mold grows everywhere here, red enough that it seems to glow with its own inner light. Water seeps in from countless tiny cracks on the walls, flowing down the pulsating mold and eventually draining through a small hole set before the altar.
A half dozen figures are here, worshipping at the altar on bended knee. The sound of their inhuman ululating covers the sounds of the party’s approach [thanks Find an Opportunity!]. The adventurers ready their weapons and prepare to throw.
Battle: [Weak Hit: 2 + 3 + 1 = 6 vs 4 9].
Who pays the price? Sola. -1 strength to warband (now 2).
The party’s ambush catches the cultists off guard and two of them are cut down immediately. The others turn, though, and the wailing becomes a scream of anger. They throw back their hoods, revealing faces that had once been human but are not mixed inseparable with that horrific red mold. Tentacles sprout from the fingers and backs as they run, spreading out from beneath dark fabric robes.
The party fights valiantly, holding the strange things off with fire and steel, and eventually the last of them lies dead. It is then that Gethin notices Sola, kneeling at the side of one of the defeated cultists. He goes to her, reaches out a hand, but that’s when he sees it–one of the cultist’s long tentacles has found a weak spot in her armor and has punched through her side.
Can he get the tentacle out without killing her? [Weak Hit: 5 + 2 + 0 = 7 vs 4 10]. -1 Supply (now 4).
The mold fears the fire, even in death, and he thrusts his torch into the wound on her side. She screams and tries to wrench away, but Inguna grabs her by the arms and holds her tight as Gethin thrusts the burning brand right into her flesh. She shudders, bites her own tongue until blood pours from her mouth, and falls still. He keeps the torch on her as her skin blisters and blackens.
Finally, he tosses the torch aside and digs in his pack for a small glass vial. He tips it into her mouth and holds back her head. The potion works quickly. The burnt flesh begins to pinken and scab. Her pale face flushes with color. Gethin sinks to his knees beside her.
Finally, he looks around. “I think we’ve done it,” he says.
Have they done it?
Reach destination: [Progress Roll: Corrupted Underkeep :Strong Hit = 9 vs 4 7]. Success! +1m (now 4).
[Mark Progress: Bring back the fishing :8 boxes]
There is no where deeper to go. The put the torch to everything they can find. The mold on the walls catches and the fire races up toward the ceiling of the cave, filling the chamber with acrid smoke. The party then takes hammers to the altar and throws the shattered stones to the four corners of the chamber, so that even its foul presence will no longer infect the water seeping through the walls and down the drain.
Finally, they retrace their steps and, after many long hours, emerge once more onto the surface.
That's it for this session! And as a reminder: You can find links to every one of my solo session game reports on my Campaign Logs page on my blog.
submitted by AdventureMaterials to Solo_Roleplaying [link] [comments]


2023.05.30 17:10 AdventureMaterials The Third Son - Pt 2 - A D&D Themed Ironsworn Actual Play

This is part two of my Ironsworn campaign experiment meant to emulator an “Old School” D&D like experience–a party of vulnerable allies, location-based adventures, and strange monsters lurking just on the outskirts of human civilization.
In the last episode, the party gained a quest to figure out why the fishing has dried up for the town of Longhill, and they have followed what clues they could find into the woods east of town.
The Party: Sir Gethin Oyvind E-1 H-2 I-3 S-1 W-2 Health: 5, Spirit: 5, Supply: 5, Momentum: 8/2. Assets: Commander (strength 4), Ironclad (light armor), Empowered (Knight Errant). Equipment: chain armor, sword, shield, crossbow, horse Vows: Become worthy of the Oyvind family name (epic): 0.0, bring back the fishing (dangerous): 2.0
Bonds:
  1. Baggi the Carpenter.
  2. Frej the Mercenary.
  3. Tessa the Wheel-maker.
Because this is a D&D style game, my PC won’t be solo, but the rest of the characters will not be represented by Ironsworn PCs. Instead, they are represented by the party contained within the “Commander” perk. As it stands, they are:
  1. Sola the Cruel (fighter). Workcrew overseer.
  2. Inguna the Naive (fightescout). A trapper.
  3. Bjarn the Jealous (fighter). A falconer.
  4. Somhaile the Tactless (thief/scout). A thief.
#
Cautious after their near-encounter with the strange crab-mosquito, the party moves forward with as much stealth as five people, a horse, and a donkey can muster.
Delve the Depths (Shadow): [Delve the Depths: Mark progress.]. [Mark Progress: Haunted Forest :9 boxes]. What do they find? Clearing (complex/refuge).
They eventually find a game trail and make faster progress. It winds through the wood until emerging in a large clearing that holds a walled camp. The walls are made of ~8 foot high poles and enclose an area about 80 feet across. A light gate stands open on one side.
Because I had no encounter, I’m going to rule that this is unoccupied. Since my supply is full, I won’t need to resupply but I may make camp.
Gethin sends Somhaile and Inguna in to investigate. They creep up to the walls, peer carefully around the open gate, and eventually disappear inside. A few moments later, they come back out waving and reporting that the camp appears to have been abandoned.
Are there supplies inside still (50%)? No, and…
The interior is entirely bare. Few signs of the prior occupants remain. Still, it’s a defensible spot and Gethin orders the party to set up camp for the night.
Make Camp: [Strong Hit: 4 + 5 + 0 = 9 vs 7 1]. +1m (now 9) and +1 next move.
The night passes easily, and the party sleeps well knowing that they have walls around them. Even the watches are uneventful. They rise early and break camp just after sunup.
[Progress Roll: Haunted Forest :Strong Hit = 9 vs 7 7]. +1 to next move (now +2).
[Mark Progress: Bring back the fishing :4 boxes]
The road passes beyond the forest and emerges onto the shore of a small lake.
Is the smell of death worse here (75%)? Yes, but…
The smell of death worsens as they leave the woods, but they still cannot see any sign of what may be causing it. There are no fish decomposing on the lake’s shoreline, and they see nothing floating atop the water. Still, they are confident that they are growing closer to their goal.
With nowhere to go but further upriver, Gethin dispatches the two scouts to see what they can find.
Gather Information: [Weak Hit: 5 + 2 + 2 = 9 vs 9 2]. +1m (now 1). What do they find? Blighted/Thicket.
It is very late before they come back. When they do, they look wary of what they have to report. A thicket ahead, near the great eastern forest–but the trees there are dead, and not by fire. The grass, too, is yellowed and crunches underfoot. They dared not go further by themselves, for they heard strange sounds within.
That sounds promisingly sinister, so they head toward it, although they make camp when they are still a fair ways off, and they take care to keep their watches carefully.
Because we have already traveled through a dungeon and scored a hit on our gather info, I’m going to rule that this is probably the thing we seek. To figure out what kind of dungeon it is, I’m going to roll from three options and I’ll randomly assign a theme:
  1. Barrow
  2. Cavern
  3. Sea Cavern (river, in this case)
Result: Corrupted Cavern. Good theme result! I’m going to make this one formidable, because I think this should spell the end of my quest once we complete it. I haven’t finished a full, formidable dungeon yet, so we’ll see how it goes. Formidable means that there should be ~10 locations in the dungeon before I can be confident that I have cleared it.
The next day they rise, but they take their time approaching the thicket. Even from far off they can feel a sense of wrongness about it. Even so, glory (and hopefully payment!) lay on the other side, so they push forward.
Discover a Site: Corrupted Cavern (Formidable).
They enter the thicket, fighting the horse and donkey all the way. Inguna finds a hint of a trail in the dead grass and leads them up a gentle rise to a low hillock. Just to the north lies the river; it would have been hidden behind a canopy in better days, but the bare tree limbs hide little. The circle of death extends equidistantly in all directions; even a few trees on the far side of the river are chalky gray instead of brown.
At the peak of the hillock stands a low wall of pale gray stone that is all that remains of the foundation of some building now long gone.
A dark pit, ringed by a strange red moss, gapes open in the earth like a sucking wound. A faint wet sound can be heard from within. “Underwater river,” Bjarn posits. All the rest pretend to believe him as they stake the animals and prepare to descend into the earth.
What do they find within? Something Unusual – Fortified/Hideaway.
The pit descends as a narrow chute through almost twenty feet of earth until it emerges into a cavern of unworked stone. Gethin lifts his torch and paces the chamber while the rest of the party follows him down. By the time the last of them arrive, he has mapped the room. It is featureless and without exits except for a single door of iron set into the northern wall.
“This strange curse is no work of nature, red in tooth and claw,” Gethin observes. “Some man had a hand in this. And that man might still be here. Be ready.” The party draws their weapons.
[Delve the Depths (Wits): Mark progress and Reveal a Danger.]
[Mark Progress: Corrupted Cavern :1 boxes]
Feature: Subterranean Waterway (Treacherous/Exit)
Danger: Lose way or are delayed
The door opens with a rusty groan, revealing a claustrophobic tunnel that sinks deeper into the stone. Gethin leads with his shield high as the others follow behind with torches and weapons. The fires cast long shadows that move strangely against the warped walls.
The faint water sounds become louder as they progress. Eventually, their tunnel opens into a large cavern that is split in half by a wide and swift river. The water is roaring here, for at the far end of the cavern the water gathers and throws up spray as it drains in a violent whirlpool.
“Where do you think it goes?” Inguna asks. None of them want to find out.
Unfortunately, there is no bridge and the span is too far to jump. They cast lots for who will have to swim across, and it falls on [d5=] Inguna. “Guess you’ll get the chance to find out,” Somhaile jokes. Inguna doesn’t laugh as they tie a rope around his waist.
Face Danger (iron) to swim across: [Strong Hit: 5 + 3 + 0 = 8 vs 3 2]. +1m but I’m already at 10 (I should burn it!).
He swims across but is swept quite a ways down stream before he reaches the far bank. They throw him a torch and wait as he secures the rope to a stone outcropping on his side. The rest of the party passes by safely, though they are cold and shivering when they emerge and begin to dress again.
[Delve the Depths: Mark progress.]
[Mark Progress: Corrupted Cavern :2 boxes]
Feature: Cramped Caves (Secret/Entry)
The tunnel beyond the river leads to a series of cramped chambers. In one, a faint breeze stirs the air. They investigate and eventually find a chimney that might lead up into the world above, although the climb upward would be nearly impossible.
[Delve the Depths: Choose one: Mark progress or Find an Opportunity.]
[Mark Progress: Corrupted Cavern :3 boxes]
Feature: Twisting Passages (Unstable/Valuables)
Eventually, they progress out of the caves and into a maze of twisting passages. Time seems to stall as they track and backtrack their way through the tunnels. All grow weary and–truth be told–frightened when they realize that they have been underground for far longer than they had expected, and that the way out may not be trivial.
It is Somhaile who spots them first, with her keen thief’s eyes–a smattering of reflective discs down a side corridor. They investigate and realize that they are silver coins, shining in the torchlight. Someone has definitely been here. Somhaile pockets the coins as they pass, though the others want to leave them behind to track their return. “Leave your own silver, then,” she retorts.
Inguna drops a few coppers before he realizes that no one else is doing so. Feeling foolish, he stops.
[Delve the Depths: Mark progress and Reveal a Danger.]
[Mark Progress: Corrupted Cavern :4 boxes]
[Reveal a Danger: Denizen controls dark magic]
Feature: Vast Chamber (Fortified/Boundary)
The passage emerges into another chamber, on that stretches out so far in all directions that their torchlight is swallowed by the darkness.
Face Danger (Wits) to detect the foe: [Miss: 3 + 2 + 0 = 5 vs 7 8].
Unwilling to become lost in the darkness, they decide to hug the walls and circle the cavern in a counterclockwise direction. Eventually, the come around again to the tunnel where they started. With nothing left to do, they leave the safety of the wall behind and step out into the great open chamber. Soon the wall is lost behind them. Their torchlight flickers feebly in the darkness, revealing a dim circle of dun beige stone floor and nothing but void beyond.
Eventually, something materializes out of the darkness–a squat, perfectly square structure of worked stone, possibly twenty paces to a side and 10′ high. [Description: Assault/Desolation] Scenes of battle and destruction appear to be engraved upon its surface, but even in the still air underground the ancient carvings have been worn smooth by countless aeons.
In one wall stands a door. With no where else to go, they open it.
Here’s where the Face Danger miss comes into play. Let’s decide what kind of monster we’re facing.
Monstrosity: giant-sized – fish (I’m going to interpret as eel) – spikes/spines – keen senses
A robed figure stands within, hunched over a darkly stained altar. As the party enters, the figure turns and begins to howl. Foul green mist pours of its open mouth, billowing across the narrow room toward the party. None want to test it, so they fall back into the large chamber, slamming the door behind them.
Just then, a whistling sound fills the air. They look up just in time to see a shadow, almost iridescent in its blackness, falling from the ceiling. The thing strikes the ground just within the light of their torches. It is a silver-scaled thing with a mouth full of razor-pointed teeth; its head it huge, easily large enough to bite through a man’s torso if it can get hold of him. Suddenly it begins to move, wiggling forward like a snake with an explosive burst of speed.
Enter the Fray against Eel-Monster and Wizard (Formidable): [Weak Hit: 3 + 2 + 0 = 5 vs 6 4]. Keep initiative.
Strike (I’m going to rule I can use my warband here): [Weak Hit: 1 + 4 + 0 = 5 vs 1 10].
[Mark Progress: Battle: Eel-monster and wizard :2 boxes]
The band falls together into a group as the beast comes at them. Spears out, they manage to turn it aside just as it sends its snapping maw against Gethin’s shield. In a moment, it slithers out of sight around the building and disappears into the darkness.
They can hear it moving, just beyond the circle of torchlight. The band presses their backs together, peering futilely into the darkness.
Suddenly, it snaps forward out of the dark. Its body is long–they can see it now–dozens of feet long, and as thick around as a man. Heavy spines like sharpened quarterstaffs drag behind it, flaring from the sides of its body.
Clash: [Strong Hit: 5 + 4 + 0 = 9 vs 7 4]
[Mark Progress: Battle: Eel-monster and wizard :5 boxes]
The party scrambles aside at the last second and the beast cannot stop its momentum as it sails through their midst. They stick it several times at it passes, cutting long scores in its scaly hide.
Strike: [Weak Hit: 1 + 4 + 0 = 5 vs 3 6]
[Mark Progress: Battle: Eel-monster and wizard :7 boxes]
They follow it this time, gaining confidence. Several more hits land home. Suddenly, the door behind them smashes open and a whip of silver-green fire lashes out at them–the wizard has arrived.
Clash: [Weak Hit: 2 + 4 + 0 = 6 vs 10 1]. Can’t use momentum, so one of my men goes down.
Who is hurt? Bjarn.
[Mark Progress: Battle: Eel-monster and wizard :9 boxes]
Sola, Gethin, and Inguna stay focused on the eel while Bjarn and Somhaile turn their attentions on the newly arrived wizard. The eel lashes out again, but not in time–Sola and Gethin form an effective wall while Inguna runs it through the neck with his spear. The thing writhes violently for a few moments, but it has been stuck well. It dies.
Just as the party turns, the wizard’s whip catches Bjarn across the chest. He goes down in a heap, like a puppet with the strings cut.
Clash: [Strong Hit: 5 + 3 + 0 = 8 vs 1 3]
[Mark Progress: Battle: Eel-monster and wizard :10 boxes]
[Progress Roll: Battle: Eel-monster and wizard :Strong Hit = 10 vs 3 6]
The wizard’s victory is short-lived. Somhaile manages to sneak behind the robed figure and plant her dagger in the center of its back. It collapses with a groan and lies still.
After that fight, I’m going to say we completed one of the major steps on our quest. Surely this wizard and big eel were related to Longhill’s troubles.
[Mark Progress: Bring back the fishing :6 boxes]
Was Bjarn killed (75%)? No!
They go to Bjarn and find that he still lives, though his breathing is shallow and his eyes will not open. They need to get him rest, but none of them would be mad enough to rest in that cavern. Gethin and Somhaile investigate the building while Inguna and Sola try to prepare Bjarn to be moved.
What’s inside the building? Transform-Wound / Avenge-Time.
The chamber is spartan in its decoration. The altar stands alone near one wall; near the other lies the top of a staircase that leads deeper into the earth. Gethin averts his eyes from the altar and even Somhaile turns away; neither know what poor creature contributed to the mass of tortured flesh upon the bare stone, but both are glad that they killed the robed figure outside.
This doesn’t seem like a good place to rest, so Bjarn is going to have to stay out of commission for a while. Meanwhile, I’m going to use the stairs as an opportunity to change the domain of this dungeon–instead of a Corrupted Cavern, we are now moving into a Corrupted Underkeep. Otherwise, progress remains the same.
[Delve the Depths (Shadow): Choose one: Mark progress or Find an Opportunity.]
[Mark Progress: Corrupted Underkeep :5 boxes]
Feature: Hall or Chamber (Fragile/Exit)
The party moves more slowly now, and with as much quiet as they can muster given Bjarn’s condition. Somhaile moves a few dozen paces ahead of the others, keeping an eye out for signs of trouble. The stairs descend into a large, worked hall. Colonnades progress up the sides of the hall and lead toward an imposing set of bronze doors, but when the party draws near they realize that the right hand doors is ajar; there is enough room to pass through without disturbing it.
[Delve the Depths: Choose one: Mark progress or Find an Opportunity.]
[Mark Progress: Corrupted Underkeep :6 boxes]
Feature: Foundry or Workshop (Foreboding/Breach)
The door leads into a maze of 10′ wide corridors of worked stone. They choose a direction at random and move that way, passing several locked doors before coming at least to an open chamber. Light and heat emanate from within, but the room is empty. Inside, a forge’s embers lay dying. Strange tools of iron line the walls, devices of torture and war, twisted armor or weapons designed for bodies clearly inhuman.
[Delve the Depths: Mark progress.]
[Mark Progress: Corrupted Underkeep :7 boxes]
Feature: Stairs into the Depths (Mystical/Threshold)
Finally, they come to the end of the mazelike corridors. Another chamber stands there, and against the far end looms the maw of some devilish beast. It takes a heartbeat before they realize it is carven stone, and that within that maw stands a staircase that descends even deeper into the earth.
None of them want to follow it, but what choice do they have now?
[Delve the Depths: Mark progress and Reveal a Danger.]
[Mark Progress: Corrupted Underkeep :8 boxes]
Danger: Ancient Mechanism or Trap
Feature: Carved Passages (Active/Entry)
They descend further into the earth. The stairs spiral down, deeper and deeper, seemingly forever. Finally, they level out and open into a tunnel of perfectly smooth stone. They take cautious steps forward.
Face Danger (Wits) to avoid the trap: [Miss: 6 + 2 + 0 = 8 vs 8 8]
That could be bad! I’ll use momentum.
[Strong Hit: 6 + 2 + 0 = 10 vs 8 8]. Reset to 2m. +1m (now 3).
Suddenly, Somhaile reaches out and grabs Gethin’s armor and jerks him backwards off his feet. The clatters to the ground with a resounding echo. In a second he’s up, ready to berate her for making so much noise, but she puts her hand over his mouth. With a finger she points at the ground. A low wire, no thicker than a hair, runs at ankle height across the tunnel.
After a moment he removes her hand. Thank you he mouths at her. She reaches forward and pulls the coin purse off his belt and ties it to her own. He decides that argument can wait for later.
[Delve the Depths: Take both: Mark progress and Find an Opportunity.]
[Find an Opportunity: You are alerted to a potential threat.] +1 to next move and +1m on hit.
[Mark Progress: Corrupted Underkeep :9 boxes]
Feature: Shrine or Temple (Marked/History)
Monstrosity: person-sized – beast – tentacles – crusheconstrictor
The tunnel eventually leads to a small complex of carven chambers, all leading toward one center chamber. There, the ground slopes forward like an amphitheater toward a terrible shrine. That strange red mold grows everywhere here, red enough that it seems to glow with its own inner light. Water seeps in from countless tiny cracks on the walls, flowing down the pulsating mold and eventually draining through a small hole set before the altar.
A half dozen figures are here, worshipping at the altar on bended knee. The sound of their inhuman ululating covers the sounds of the party’s approach [thanks Find an Opportunity!]. The adventurers ready their weapons and prepare to throw.
Battle: [Weak Hit: 2 + 3 + 1 = 6 vs 4 9].
Who pays the price? Sola. -1 strength to warband (now 2).
The party’s ambush catches the cultists off guard and two of them are cut down immediately. The others turn, though, and the wailing becomes a scream of anger. They throw back their hoods, revealing faces that had once been human but are not mixed inseparable with that horrific red mold. Tentacles sprout from the fingers and backs as they run, spreading out from beneath dark fabric robes.
The party fights valiantly, holding the strange things off with fire and steel, and eventually the last of them lies dead. It is then that Gethin notices Sola, kneeling at the side of one of the defeated cultists. He goes to her, reaches out a hand, but that’s when he sees it–one of the cultist’s long tentacles has found a weak spot in her armor and has punched through her side.
Can he get the tentacle out without killing her? [Weak Hit: 5 + 2 + 0 = 7 vs 4 10]. -1 Supply (now 4).
The mold fears the fire, even in death, and he thrusts his torch into the wound on her side. She screams and tries to wrench away, but Inguna grabs her by the arms and holds her tight as Gethin thrusts the burning brand right into her flesh. She shudders, bites her own tongue until blood pours from her mouth, and falls still. He keeps the torch on her as her skin blisters and blackens.
Finally, he tosses the torch aside and digs in his pack for a small glass vial. He tips it into her mouth and holds back her head. The potion works quickly. The burnt flesh begins to pinken and scab. Her pale face flushes with color. Gethin sinks to his knees beside her.
Finally, he looks around. “I think we’ve done it,” he says.
Have they done it?
Reach destination: [Progress Roll: Corrupted Underkeep :Strong Hit = 9 vs 4 7]. Success! +1m (now 4).
[Mark Progress: Bring back the fishing :8 boxes]
There is no where deeper to go. The put the torch to everything they can find. The mold on the walls catches and the fire races up toward the ceiling of the cave, filling the chamber with acrid smoke. The party then takes hammers to the altar and throws the shattered stones to the four corners of the chamber, so that even its foul presence will no longer infect the water seeping through the walls and down the drain.
Finally, they retrace their steps and, after many long hours, emerge once more onto the surface.
That's it for this session! And as a reminder: You can find links to every one of my solo session game reports on my Campaign Logs page on my blog.
submitted by AdventureMaterials to Ironsworn [link] [comments]


2023.05.30 17:00 _call-me-al_ [Tue, May 30 2023] TL;DR — This is what you missed in the last 24 hours on Reddit

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worldnews

French minister threatens to ban Twitter if it doesn’t follow EU rules
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25 to 32 drones attack Moscow: 2 buildings damaged, people evacuated
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Groundbreaking Israeli cancer treatment has 90% success rate
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news

At least 16 dead, dozens injured in shootings across the U.S. over Memorial Day weekend
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Third nuclear reactor reaches 100% power output at Georgia’s Plant Vogtle
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Man with Nazi flag who crashed U-Haul near White House praised Hitler
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science

New DNA testing technology shows majority of Australian dingoes are pure dingoes, not hybrids, challenging the view that dingoes are in decline due to crossbreeding with domestic dogs
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Free prescription drugs could reduce overall health-care costs in Canada: study
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Researchers have developed a self-administered mobile application that analyzes speech data as an automatic screening tool for the early detection of Alzheimer's disease with 88% to 91% of accuracy
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space

One-third of galaxy's most common planets could be in habitable zone
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China will send three astronauts to its Tiangong space station on Tuesday, putting a civilian scientist into space for the first time as Beijing pursues plans to send a manned mission to the Moon by the end of the decade
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The United Arab Emirates Is Heading for the Asteroid Belt
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Futurology

Georgia nuclear rebirth arrives 7 years late, $17B over cost. Two nuclear reactors in Georgia were supposed to herald a nuclear power revival in the United States. They’re the first U.S. reactors built from scratch in decades — and maybe the most expensive power plant ever.
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Inflation Reduction Act Sparks a Rural Clean Energy Revival. The USDA announced $11 billion in new funding for rural clean energy projects, with part of the program described as “the single largest investment in rural electrification since FDR signed the Rural Electrification Act into law in 1936.”
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Japan will try to beam solar power from space by 2025
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AskReddit

Whats something attractive people can do, that ugly people cant?
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What's an unspoken rule on a first date?
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What actor or actress ruins a movie for you?
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todayilearned

TIL that the early 2000s Nickelodeon children's show, "LazyTown", was not only filmed in Iceland but also one of the most expensive children's show ever made (each episode cost nearly $1 million to make)
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TIL that George Washington only left the present-day United States one time in his life, when he traveled to Barbados with his brother in 1751.
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TIL in 2018, a middle school in Dallas organized an event called “Breakfast with Dads,” but saw that not all of the students have fathers or father figures to attend the event with. So, they put up a post on Facebook seeking around 50 volunteers. On the day of the event, 600 men showed up to help.
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dataisbeautiful

[OC] Three years of applying to PhD programs
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Chart of Mountains & Rivers -- published in 1862 in Johnson’s New Illustrated Family Atlas
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[OC] Forbes List of Highest-Earning Musicians: 1987 to 2021
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Cooking

What’s your cooking tax?
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Really weird question. But if I use the same amount of ingredients but half the amount of water for a soup, then add back the normal amount of water after cooking, would that be the same if I’d just cooked everything together?
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I finally tried using a hand mixer to shred crockpot chicken. Holy crap! It was amazing! Just took a few minutes! Then, in a moment of inspiration, I used a salad spinner, think it’s been used once before in 8 years, to get the extra juice out!
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food

[Homemade] Hot Honey Chicken Sandwich, Garlic Fries, & Kimchi Ranch
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[I ate] Cheesy Chicken Quesadilla
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[Homemade] Spaghetti Carbonara
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movies

Raiders of the Lost Ark Is Perfect In Its Simplicity
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White Men Can't Jump (2023) .... WTF.
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‘The Little Mermaid:’ This 1976 psychedelic live-action film could be the best adaptation to date
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Art

Wooded path, paintwithbram, oil, 2023
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Sonny, Sasquatchinheat, paint markers, 2023
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Untitled, SxDayz me , digital painting,2023
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television

Streaming services are removing tons of movies and shows — it’s not personal, it’s strictly business
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‘Scrubs’ — Sam Lloyd’s “Hey Ya”
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‘Obi-Wan Kenobi’ EP & Director Deborah Chow: “This was conceived as a limited series, it is closed”
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pics

Dinner at a homeless shelter (Sioux City, IA)
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dinner at a homeless shelter
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Please buy new sunblock if you haven't recently. It can expire (pic of when I learned the hard way)
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gifs

Tomb Of Ancient Egyptian Pharaoh Ramesses VI In The Valley Of The Kings [Year 12th Century BC]
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Funny ass horse trot
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I drew this pixel art animation and called it "Artist fire" [OC]
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educationalgifs

Burrito fold
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The eggs of the newts form algae underwater on their surface to produce oxygen, as the embryos require a continuous supply of oxygen to survive. Without the formation of algae, the embryos would not receive enough oxygen, which could lead to their death.
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mildlyinteresting

This unused casket left outside for trash pickup.
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This oddly shaped egg that my chickens laid
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This House on Top of A Warehouse in Syracuse, NY
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interestingasfuck

Gorillas make vocalisations to express satisfation when they enjoy their food...they are also in a permanent state of flatulence because their food is almost exclusively fiber(a lot of it)
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Iceland, the land where the sun will never set
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Japan’s transparent restrooms hope to dispel stereotypes of dirty public toilets
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funny

Summer in the UK
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Never lose your girlfriend
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This is why you always bring your glove
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aww

She thinks she’s looking through a window so she keeps going to look for the dinosaurs in the backyard 🥹
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His One Ear Is Tuned In To His Favorite Words
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Our 3.5mth-old puppy meeting our 9yr-old bunny for the first time.
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submitted by _call-me-al_ to RedditTLDR [link] [comments]


2023.05.30 17:00 JoaQuilen109 curiosidades de argentina 🇦🇷💪

10 DATOS CURIOSOS DE ARGENTINA: EL PAÍS DE LOS MIL Y UN PAISAJES
Llegamos al extremo sur del continente americano y en esta oportunidad nos toca jugar de local. Todo el recorrido del ciclo #ElEspañolEnElMundo estuvo marcado por destacar curiosidades y aspectos únicos de cada país latinoamericano, resaltando especialmente cuestiones vinculadas a lo cultural, los usos particulares del español y también su convivencia con lenguas originarias. En esta oportunidad, tenemos el enorme desafío de escribir sobre Argentina, nada más ni nada menos que nuestro país de origen, un territorio tan extenso que además de poseer un sinfín de paisajes mágicos, también tiene características culturales que lo hacen un destino único y especial.


1) Argentina: la tierra del plata
Para entender el origen del nombre Argentina, hay que remontarse al inicio de la conquista y colonización española en América. España y Portugal disputaban su supremacía sobre estas tierras y sus riquezas. Precisamente, los nombres Argentina y Río de la Plata evocan la búsqueda de los preciados tesoros de la Sierra de la Plata. En 1554, el territorio actual de la República Argentina aparece mencionado en los mapas del portugués Lopo Homem como “Terra argétea” o “argentea”, del latín argentum que significa plata.
De hecho, este territorio fue recibiendo diferentes denominaciones a lo largo de su historia: Gobernación del Río de la Plata, Virreinato del Río de la Plata, Provincias Unidas del Río de la Plata, Provincias Unidas de Sud-América, Confederación Argentina o Nación Argentina. Finalmente en 1860 se estableció por decreto el nombre oficial de República Argentina.


2) Aconcagua: el pico más alto de América
Con una altitud de 6960,8 metros sobre el nivel del mar, el Aconcagua es el pico más alto de los hemisferios meridional y occidental, el más alto de la Tierra después del sistema de los Himalayas (Asia) y, por tanto, el pico más elevado en América.
Ubicado en la provincia de Mendoza, forma parte de la Cordillera de los Andes. A su alrededor se encuentra un Parque Nacional con el mismo nombre que sirve de base para aquellos que se animen a llegar a la cima.


3) La avenida más ancha del mundo
La Avenida 9 de Julio, ubicada en la Ciudad de Buenos Aires, capital del país, tiene 110 metros de ancho en su calzada central, divididos en 16 carriles. Si a ello se le suman las dos calles que en la práctica funcionan como “carriles extra” (Carlos Pellegrini y Cerrito), la avenida cuenta con un ancho de aproximadamente 140 metros y 22 carriles en total.
En su recorrido, se pueden encontrar dos de los principales puntos turísticos de Buenos Aires: el Teatro Colón y el Obelisco, otro ícono de la capital argentina.


4) El octavo país con mayor superficie
Argentina se sitúa en el octavo puesto de los países más grandes del mundo con 2.766.890 km² de superficie. Aunque se trata de una gran extensión, se encuentra muy por debajo del tamaño de Brasil, que es el país más grande de América del Sur. La distancia desde Ushuaia (ciudad argentina ubicada en su extremo sur) a La Quiaca (pueblo argentino ubicado en su extremo noroeste, en el límite con Bolivia) es de nada más y nada menos que de 3.643 km de distancia.
5) Crisol de maravillas naturales
Muchos hablan de las siete maravillas naturales del mundo. La realidad es que la República Argentina, en su extenso y bello territorio, se jacta de tener sus propias 7 maravillas: el impresionante glaciar Perito Moreno, las Cataratas de Iguazú, el Valle de la Luna, la Quebrada de Humahuaca, el Aconcagua, el Bosque de Arrayanes y el Cerro de los Siete Colores. Y la lista podría continuar.
6) El río más ancho del mundo
Con una anchura máxima de 219 km, el Río de la Plata es considerado el más ancho del mundo. Este gigante de agua dulce baña las riberas tanto de Argentina como las de Uruguay. En estas costas podemos encontrar de un lado la ciudad de Buenos Aires, en tanto al otro extremo se emplaza Montevideo, capital de la República Oriental del Uruguay.
Además de estar habilitado para la navegación comercial, también se practican distintos tipos de actividades deportivas tanto de navegación a vela como de kayakismo.
7) Un idioma oficial, varias lenguas
En Argentina se hablan actualmente quince lenguas indígenas: ava-guaraní, aymara, chané, chorote, chulupí, guaraní, mapudungun, mbyá guaraní, mocoví, pilagá, qom (toba), quechua, tapiete, vilela y wichí con distinto grado de vitalidad y geográficamente distribuidas de manera desigual. En la región del Gran Chaco argentino se encuentra la mayor concentración de pueblos indígenas del país: nueve pueblos originarios en total, con nueve lenguas. Si bien el idioma oficial es español, a nivel provincial varias lenguas indígenas han sido declaradas cooficiales en los últimos años. Tal es el caso del guaraní, declarada cooficial en la provincia de Corrientes en el 2004 y del mocoví, qom y wichí, en la provincia del Chaco en el 2011.
8) Lunfardo: el argot del Río de la Plata
El lunfardo es una jerga originada y desarrollada en Buenos Aires; también otras ciudades cercanas como Santa Fe, Rosario y Montevideo (Uruguay) contribuyeron desde el principio a su desarrollo. Es un producto de las lenguas de las corrientes inmigratorias de finales del siglo XIX y principios del XX, surgido en el hacinamiento de los conventillos por la necesidad de comunicarse. Con el correr de los años, el lunfardo comenzó a ser utilizado por grandes sectores de la población y, lejos de ser un código marginal, se incorporó a la vida cotidiana y comenzó a ser difundido a través de expresiones artísticas como el tango o el sainete. Pibe, macana, chamuyo, laburo, mina, banquina, guita, trucho, chabón y gil son tan solo algunas de las palabras que el colectivo popular utiliza a diario. Existen aproximadamente 6 mil términos incluidos en el lunfardo, pero se trata de un número dinámico en el que año a año se van incorporando nuevas expresiones.
9) Fanáticos del fútbol
Más allá de no estar considerado como el deporte nacional, en Argentina el fútbol se vive con euforia desmedida, al igual que en muchos de sus países vecinos: Uruguay, Brasil o Chile. Ya sea que juegue la selección nacional o cualquier equipo de la primera división o incluso de ligas menores, la pasión se vive de igual manera, más cuando se trata de un partido “clásico” entre equipos rivales. En muchos países del mundo, incluso en lugares remotos, cuando se pronuncia la palabra Argentina se piensa en fútbol y especialmente en Diego Maradona, el mayor ídolo del fútbol argentino -recientemente fallecido- que se consagró campeón mundial con la selección en 1986; y en los últimos años, en Lionel Messi, nacido en Rosario.
10) Inventores del bolígrafo
Conocido en Argentina como "birome" (acrónimo de los apellidos Biro y Meyne), el bolígrafo tal como lo conocemos hoy en día fue inventado en la década del 1940 por el periodista húngaro nacionalizado argentino Ladislao José Biro, con el fin de que los zurdos dejasen de emborronar las cuartillas.
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submitted by JoaQuilen109 to argentinaa_familia [link] [comments]


2023.05.30 16:57 ShortyBw new bug, Infinite loading on death, Cant rent, and cant claim ships

Has anyone seen this issue, I can't play the game anymore pretty much. solo at least, I can gun for someone but that's it. Can't buy anything unless it's a quick buy.
I've swapped servers, regions, character reset (Which is just a location reset now), and died with a new respawn location set. also loaded up star marine just fine.
on infinite load, I have to alt f4 to reboot back in. Currently unplayable for me. I was gonna buy another ship but ya know, what's the point?
i let it load the death screen for 3 hours last night in hopes for a 30k to the server
if you can contribute, that'd be great. id like to play again
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-73704
submitted by ShortyBw to starcitizen [link] [comments]


2023.05.30 16:29 Endoisanightmare Mi marido esta siempre criticandome y no se como explicarle que me hace daño

Mi marido (39M) es muy crítico con todo lo que hago (33F) y no sé cómo decirle que me have daño cuando hace eso.
Hemos estado juntos durante una década y nos casamos hace unos meses. El problema no es algo nuevo pero últimamente nos ha tocado vivir un periodo muy estresante por causas externas (fugas en la casa, acoso de un vecino...) y se ha puesto muy feo. Tengo muy baja autoestima y hace unos años enfermé crónicamente y quedé discapacitada y ya no me queda nada de autoestima, así que las críticas realmente me perjudican.
No tiene malas intenciones, pero constantemente me dice qué hacer como si fuera una niña. Ayer conduje con él a la ciudad para traducir porque tenia algunos exámenes médicos (todavía no habla español con fluidez). Pensé que estaba siendo amable al hacer eso, pero en lugar de estar agradecido, él estuvo todo el tiempo criticando mi forma de conducir o diciéndome que hiciera cosas como 'muévete aquí, dale los papeles a la recepcionista' como si fuera estúpida.
Llevamos unos meses.muy estresantes. Hemos estado lidiando durante meses con goteras en nuestro nuevo hogar y la vecina de arriba que es una lunática narcisista y se niega a acceder al seguro para arreglar nuestras goteras. Vamos a ir a los tribunales para obligarla a que nos deje arreglarlos, pero han pasado meses. La última semana (el día de mi cumpleaños) tuvimos agua en la caja de fusibles y se fue la luz. He estado manejando todas las conversaciones con el seguro y los abogados pero todo va muy lento en España. El no puede hacer nada de eso debido al idioma, y ​​no me importa hacerlo. Pero estoy muy estresada y tomando medicacion para la ansiedad.
Mi pareja constantemente me dice que llame al abogado para "acelerar las cosas", enviar correos electrónicos, hablar con el seguro, etc. Estamos esperando al juzgado, no hay nada que podamos hacer, pero él no me cree. Incluso dijo que podría llamar a el mismo (sin hablar el idioma) a la abogada porque no los estoy presionando lo suficiente.
Lo quiero mucho y en otros asectos es increible, pero no puedo sobrevivir a las constantes críticas. Estoy enferma, con dolor, discapacitada y he lidiado con pensamientos suicidas durante años. Cada vez que hace esto, muero un poco por dentro y no sé cuánto tiempo me mantendré fuerte.
Soy muy mala para comunicarme sin enfadarme y no sé cómo hablarle de esto.
¿Algún consejo?
Por favor, absténgase de simplemente decir "divorciarse de él". Es una solución que podría considerar a largo plazo, pero no es lo que estoy buscando ahora. Solo quiero aprender a explicarle que me está haciendo daño al hacer esto.
submitted by Endoisanightmare to MujeresEnReddit [link] [comments]


2023.05.30 16:11 LoveMangaBuddy Read One Summer Day - Chapter 11 - MangaPuma

It’s not every day you become a ghost. Han Seowoo thought he had it bad when the sunbae he liked rejected him. But on his way back home with a broken heart, he ends up slipping from the top of a building and plummeting…to his premature death. Then a surprisingly young grim reaper shows up to collect his soul. But luckily enough, the reaper messes things up…and Seowoo is given the chance to stay in ... Read One Summer Day - Chapter 11 - MangaPuma. Read more at https://mangapuma.com/one-summer-day/chapter-11
submitted by LoveMangaBuddy to lovemanga [link] [comments]


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