diff --git a/gm.tex b/gm.tex
index 4c592cb32c295c69d12e0c1a57ce8d19a3c633a4..1dc3ddf97a54442943dfcb8b214cac33efd77876 100644
--- a/gm.tex
+++ b/gm.tex
@@ -83,6 +83,15 @@ They're good for foreshadowing without too much planning, and good for adding th
 
 Let's look at an example from a village area:
 
+\begin{exampletext}
+
+	Villagers have been cutting down trees near a spot sacred to the elves.
+	Negotiations have failed, and now the elves intend to drive the humans out like vermin by burning down their houses.
+
+\end{exampletext}
+
+\paragraph{Encounters:}
+
 \begin{enumerate}
 
 \item{Villagers are burning a witch at the stake and will grab any known magic user or elf in the party.}
@@ -93,17 +102,17 @@ Let's look at an example from a village area:
 
 \end{enumerate}
 
-Over the course of these three simple encounters the characters can learn that the villagers have taken to cutting down trees near a space sacred to the elves, and negotiations did not go well.
-The elves are now trying to burn the humans out of the area.
-
-When springing this Side Quest on your players, you start with part 1, then do part 2, and so on, until the encounters have finished.
+When springing this Side Quest on your players, you start with part 1
+The second time the players encounter this Side Quest, do part 2, and so on, until the encounters have finished.
 Some (such as this) finish on a loop, so the players can repeatedly encounter Watchmen in the village who will not take kindly to known magic users.
 
-Notice that none of the encounters involve the party doing anything.
+Notice that none of the encounters require the party to do anything.
 If they don't want to engage in the plot, they can sit back and watch, except insofar as the villagers have a problem with them.
 
 One more example:
 
+The plot here is that the priest is using his ability to divine the future to capture criminals \emph{before} they commit crimes.
+
 \begin{enumerate}
 
 \item{A local priest offers to tell the party their fortunes.  Combine this with the next encounter, then move it to Town.}
@@ -114,7 +123,6 @@ One more example:
 
 \end{enumerate}
 
-The plot here is that the priest is using his ability to divine the future to capture criminals \emph{before} they commit crimes.
 The characters are now wanted by the guards who wander the villages, hunting for would-be criminals.
 
 When the players enter the villages, they encounter a random Side Quest - perhaps the next part of the priest's story, perhaps the next part with the elves.
@@ -158,6 +166,10 @@ Undead also feel no pain and suffer little from scrapes and bruises. As a result
 
 The undead do not tire -- they take no Fatigue Points. They can walk or dig or fight endlessly, without tiring. They enjoy feeding on souls, but it is not required for them to continue moving. Each has an Aggression score of +2.
 
+When the undead are newly created, they are clumsy, as they are not used to their own bodies, and suffer a -2 penalty to Dexterity.
+Shortly afterwards, rigor mortis sets in, and then decay.
+Any undead more than a few hours old gain a -2 penalty to their Speed Bonus.
+
 \end{multicols}
 
 \section{\glsentrytext{gm} Suggestions}