diff --git a/src/assets/images/magic-items/amulet-of-al-shakk.jpg b/src/assets/images/magic-items/amulet-of-al-shakk.jpg
new file mode 100644
index 0000000..1628fd6
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diff --git a/src/assets/images/magic-items/lornath-breaker-of-darkness.jpg b/src/assets/images/magic-items/lornath-breaker-of-darkness.jpg
new file mode 100644
index 0000000..379ee25
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diff --git a/src/assets/images/magic-items/thune-rod-of-parrying.jpg b/src/assets/images/magic-items/thune-rod-of-parrying.jpg
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diff --git a/src/pages/bestiary/golems/wood-golem.md b/src/pages/bestiary/golems/wood-golem.md
index 14cacb3..263c8c5 100644
--- a/src/pages/bestiary/golems/wood-golem.md
+++ b/src/pages/bestiary/golems/wood-golem.md
@@ -26,5 +26,5 @@ Small (3' tall), magically-powered, rough-shaped humanoids made of wood.
!!!include(bestiary/golems/immunities.md)!!!
-- -1 to initiative due to speed
+- Always attack last (no roll for initiative).
- -2 to saves against fire-based attacks, which deal +1 damage per die
diff --git a/src/pages/bestiary/iughrioth.md b/src/pages/bestiary/iughrioth.md
new file mode 100644
index 0000000..f9f6d16
--- /dev/null
+++ b/src/pages/bestiary/iughrioth.md
@@ -0,0 +1,41 @@
+---
+title: Iughrioth
+description: The iughrioth creature for OSR gaming
+date_pub: 2024-09-30T17:23:24.000-04:00
+section: bestiary
+content_type: feature
+short_code: biu
+status: hidden
+---
+
+A wormlike creature with pale, gray skin, a gaping mouth filled with rows of sharp teeth, and 2 whip-like tentacles, which makes its home in tubes in certain dark waters.
+
+
+
+| | |
+| ----------------- | --------------------------------------------------- |
+| **Hit Dice** | 6\* (27hp) |
+| **Armor Class** | 17 (natural) |
+| **Attacks** | 2 (+5) @ 1d6 (tentacle), 1 @ 1d4+1 + disease (bite) |
+| **Movement** | 40' |
+| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
+| **Morale** | 9 |
+| **Alignment** | Neutral |
+| **XP** | 500 |
+
+
+
+- On a bite, victim must **Save vs Poison** or contract a fatal disease which will kill them in 1d12 days.
+- -2 to attack rolls and -1 to AC when in bright light
+- Able to communicate telepathically with any sentient creature.
+
+
+
+| HD | HP | AC | Atk Mod | Morale | XP |
+| :-: | :-: | :-: | :-----: | :----: | :--: |
+| 7\* | 31 | 17 | +6 | 9 | 850 |
+| 8\* | 36 | 17 | +7 | 9 | 1200 |
+
+[Higher Level Iughrioth]
+
+
diff --git a/src/pages/bestiary/werebeasts/werespider.md b/src/pages/bestiary/werebeasts/werespider.md
index 67fb8a3..c15430b 100644
--- a/src/pages/bestiary/werebeasts/werespider.md
+++ b/src/pages/bestiary/werebeasts/werespider.md
@@ -20,8 +20,8 @@ Humanoid cursed to shapeshift into an intelligent giant spider.
| **Movement** | 20' / 40' on web |
| **Saving Throws** | D13 W14 P13 B16 S15 (W3) |
| **Morale** | 7 |
-| **Alignment** | Neural |
-| **XP** | 300 |
+| **Alignment** | Neutral |
+| **XP** | 50 |
diff --git a/src/pages/campaigns/index.md b/src/pages/campaigns/index.md
index 1a3d00b..4eb4325 100644
--- a/src/pages/campaigns/index.md
+++ b/src/pages/campaigns/index.md
@@ -10,5 +10,5 @@ short_code: ca
Below you'll find some information about some of the RPG campaigns I am running, or have run recently. Most of it is likely only interesting to my players, but if someone else finds it useful, all the better.
- [Mini-Campaigns](./mini-campaigns/): My current Monday night game, the first in (what I hope will be) a set of shorter mini-campaigns, starting with the old-school classic, "The Isle of Dread".
-- [One Night...](./one-night/): The one-page intro for my upcoming one-shot, "One Night on White Plume Mountain".
+- [One Night...](./one-night/): Some information about the different "One Night..." one-shot adventures I like to run.
- [Astral Jam](/campaign/): The Monday Night Astral Jam, which inspired the bulk of this website. Currently on hiatus.
diff --git a/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md b/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md
index 888e4fd..7bd98cd 100644
--- a/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md
+++ b/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md
@@ -179,7 +179,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- Upon the altar, they found a sentient mace named [Lor'nath, Breaker of Darkness](/magic-items/lornath-breaker-of-darkness.html).
- Toric picked up the mace and put on the armor.
- While discussing options for dealing with Esun, the party decided instead to head straight for the Kho'pru.
- - Following directions from Lor'nath's, the party made their way further north to a hidden cave.
+ - Following directions from Lor'nath, the party made their way further north to a hidden cave.
- Along the way, they were accosted by a group of lizard men with a suspiciously large coin pouch.
- Crawling through the cave to a tunnel, they found the tunnel magically transported them to a cave inside the crater, near the village of Mantru.
- Melfora's undead guards (the "skeleton crew") weren't able to pass through the tunnel.
@@ -195,13 +195,25 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- Melfora raised the pirates to be part of her new skeleton crew.
- Isling, 27, and Toric investigated Umlatta's lodge, found it had also been raided.
- Isling stumbled on a winged monkey-like creature in a cage, freed it, fed it worms, and quickly bonded with it.
+ - He named it Tom.
- Lo used Melfora's glasses to speak with the spirit of Umlatta, who provided much exposition.
- She said Esun could help defeat the old masters if properly motivated, and that their collective fates were all intertwined.
- She told Lo to touch his lajatang to the chief, and when he did, the stne carving light up brightly before disintegrating.
- Everyone was surprised to find the chief now engraved on Lo's lajatang.
- After finding a second boat, Freki started barking, leading the party to return to shore.
- They were met by the **Weavers of the Webs**, a group of strange hermit wizards, and their leader, **Celzik**.
- - Isling pleaded with the Weavers to join their cause against the old masters.
+ - Isling tried to persude the Weavers to join their cause against the old masters.
+ - After some verbal sparring, Lo started the fight by throwing his lajatang at Celzik, and Truplea used the power of his sword to charm the Weaver Zhoszer.
+ - In the battle, Esun appeared above and doused the area with acid breath, apparently killing Isling, Toric, and Truplea, but it was an illusion created by the Weaver Rhirkas.
+ - The Weavers were also revealed to be werespiders.
+ - The party made short work of the 2 uncharmed Weavers, and collected much loot from them, including a bag of holding, a broom of flying, a ring of shielding, and an (as-of-yet) unidentified potion.
+ - Returning to the Forbidden Temple, they found corpses piled in the corner, and that someone had rigged the secret door mechanism so it could continue being used.
+ - They collected more zombies for Melfora's crew before moving (cautiously) beyond the secret doors.
+ - In the room with the altar, they found the same box, but upon opening it, they found 3 red pearls.
+ - Lor'nath warned them that they were a trap, likely designed to explode when they weere removed from the box, and that they should be left alone, so the party put the box in the bag of holding.
+ - Beyond the altar, they found the stairway had been collapsed.
+ - While looking for an alternate route, Toric noticed acid damage on a part of the nearby hallway (beneath the thick dust).
+ - 27 stomped on the floor and part of it broke off.
### Links
diff --git a/src/pages/campaigns/one-night/index.md b/src/pages/campaigns/one-night/index.md
index fc90427..7b0e29d 100644
--- a/src/pages/campaigns/one-night/index.md
+++ b/src/pages/campaigns/one-night/index.md
@@ -1,105 +1,13 @@
---
-title: One Night on White Plume Mountain
-description: Information specific to my one-shot RPG, One Night on White Plume Mountain.
-date_pub: 2024-03-09T15:57:02.000-04:00
+title: One Night...
+description: Information about the "One Night..." series of one-shot RPGs that run on occasion.
+date_pub: 2024-09-29T20:09:53.000-04:00
section: campaigns
content_type: feature
-short_code: c0nw
+short_code: c1n
---
-_Greetings, adventurers!_
+A series of one-shot speed runs through some classic D&D modules.
-_You have been cordially invited to spend **One Night in the White Plume Mountain**, seeking 3 ancient relics that have been stolen by an evil wizard!_
-
-- _**ENTER** the wizard's dungeon, a dizzying maze of tricks, traps, and challenges galore!_
-- _**FIGHT** dozens of monsters (or befriend them, if you can) as you make your way deeper into the mountain!_
-- _**FIND** the ancient lost relics and get out alive - if you can!_
-
-_**DO YOU HAVE WHAT IT TAKES** to face the wizard and his minions? Or will you fail, as so many others?_
-
-### The Game
-
-- Looking for up to 7 players to play in a 3-4 hour game on Sunday afternoon, 2024/03/25.
-- We'll be running through a (slightly) varied version of the classic D&D Module, **White Plume Mountain**.
-- We'll use the same HOSR / Planar Vagabond rules as last time (based on classic D&D / Old School Essentials).
-- The theme is fairly heroic: characters are powerhouses among the level-0 civilian population.
-- The tone is usually light and adventurous (we like to laugh and have fun), with occasional excursions into horror and/or melodrama.
-
-### Characters
-
-- Anyone who already has a character with me, either from a previous one-shot or an ongoing campaign, is free to either use that character or create a new one.
-- [Character creation rules](/rules/basics.html#character-creation)
-- PCs can be any [race](/races/) or [class](/classes/) here or in OSE (although I'm always willing to entertain a custom race or class, if that's your thing).
-- Starting levels will be based on number of players, but I'm aiming for 45-50 total party levels (so probably level 7, 8, or 9).
- - When you make a character, start as a level 7, but I may bump everyone up as we get closer to the game.
-- I'd be glad to meet with anyone to build characters, either 1x1 or in a group, but I'd like all the players to have characters ready to go before the start of the game.
-
-### The Setup
-
-- Three legendary artifacts have been stolen, and all within a day of each other:
-
- - **Wylm, the Eternal Rest**: A dwarven warhammer said to be blessed by Kud, dwarven god of law, and stolen from his great temple in the heart of the Frostpeak mountains.
- - **Wha'yve, the Flood**: A gold-and-coral trident rumored to have been made by the goddess Elendaen, queen of the elemental plane of water, which was taken from a private collection in the sunken city of Azutash.
- - **Bla'kra'zur, the Doom Bringer**: A black blade of awesome power, rumored to have a demon bound to it, and which was stolen from the Vaults of Heresies, beneath the White Cathedral of Phoris, in Portown.
-
-- The thief claims to be a legendary wizard named [Khyr-Aptys](#the-mad-wizard-khyr-aptys).
-- A [poem](#poem) left at each crime scene indicates that the thief has taken the items to the White Plume Mountain (the "feathered mound").
-
-### The Mad Wizard, Khyr-Aptys
-
-- Ruled over the legendary Realm of Ohk'nar nearly two millenia ago.
-- Known for his cruelty and malice.
-- Disappeared (along with his wizard tower) nearly 1300 years ago.
-
-### White Plume Mountain
-
-- A long dormant volcano that has recently started to reignite.
-- Several groups have already attempted to retrieve the stolen weapons, but were lost to the horrors of the mountain.
- - A party of adventurers, lead by the bloodmage Snar'la and her barbarian husband, Bur-Ket, went in 2 weeks ago seeking the treasures, but nothing has been heard from them since.
- - Likewise, only 3 days ago, King Joffers of Garyok sent his bravest Knight, Sir Godwin Bluutho, along with a cadre of 8 veteran fighters, but again, no word from them since.
-- The PCs have been promised a mountain of wealth for each of the items that they can find and bring back, along with guarantees of future favors from the disgruntled former owners (lands, titles, maybe even wishes).
-
-#### Religious Factions
-
-Below are some suggested religious factions for clerics, priests, paladins, and the like. Feel free to use one of them, or make up your own.
-
-- **The Blue Priests of Elendaen** (_Neutral_): Worship Elendaen, Queen in the Deep, neutral goddess of water and life, and ruler of the elemental plane of water.
-- **The Hammers of Kud** (_Lawful_): Militant followers of Kud, the dwarven god of law, civilization, and forging.
-- **The Keepers of the Watch** (_Lawful_): Followers of Aztar, "Lord of the Watch", lawful god of vigilance and protection.
-- **The Lady's Blessing** (_Lawful_): Priests and healers that serve Phoris, the "Lady of Law", lawful goddess of light and healing.
-- **The Night Devils** (_Chaotic_): Semi-secret cult that worships Deimhog, the "Night Prince", chaotic god of water and storms.
-- **The Paragons of the Scale** (_Lawful_): Wandering clerics and priests of Endrion, "Platinum Lord of Virtue", the dragon god of law.
-- **The Seekers of Dainrouw** (_Neutral_): Monastic order that follows Ordana, neutral treefolk goddess of nature and the forest, and the source of Dainrouw (_The Forest Way_).
-- **Sons of Sytho** (_Chaotic_): Semi-secret cult that worships Sytho, the "Schemer", chaotic god of trickery, illusions, and evil.
-- [Other known deities of the multiverse](/deities/)
-
-### The Poem
-
-The following poem was left at each crime scene.
-
-> Search ye far or search ye near
-> You'll find no trace of the three
-> Unless you follow instructions clear
-> For the weapons abide with me.
->
-> North past forest, farm and furrow
-> You must go to the feathered mound
-> Then down away from the sun you'll burrow
-> Forget life, forget light, forget sound.
->
-> To claim Wha'yve, you must do battle
-> With the Beast in the Boiling Bubble
-> Crost cavern vast, where chain-links rattle
-> Lies Wylm, past water-spouts double.
->
-> Bla'kra'zur yet remains to be won
-> Underneath inverted ziggurat.
-> That garnered, think not that you're done
-> For now you'll find you are caught.
->
-> I care not, former owners brave
-> What heroes you seek to hire.
-> Though mighty, I'll make each one my slave...
-> Or send them to the fire.
->
-> Khyr-Aptys
+- [One Night in Ravenloft](./one-night-in-ravenloft.html)
+- [One Night on White Plume Mountain](./one-night-on-wpm.html)
diff --git a/src/pages/campaigns/one-night/one-night-in-ravenloft.md b/src/pages/campaigns/one-night/one-night-in-ravenloft.md
new file mode 100644
index 0000000..e1e205c
--- /dev/null
+++ b/src/pages/campaigns/one-night/one-night-in-ravenloft.md
@@ -0,0 +1,28 @@
+---
+title: One Night in Raveloft
+description: Information specific to my annual Halloween one-shot RPG, One Night in Ravenloft
+date_pub: 2024-09-29T20:08:55.000-04:00
+section: campaigns
+content_type: feature
+short_code: c1nr
+---
+
+_Greetings, adventurers!_
+
+_You are cordially invited to spend a brisk autumn evening with Count Strahd von Zarovich in his mountaintop abode, Castle Ravenloft..._
+
+On **Sunday, October 27, 2024**, I plan on running the 2nd annual session of **One Night in Ravenloft**, the terrifying one-shot version of the classic horror adventure, Ravenloft, and I'm looking for interested players.
+
+This is the same game that I ran last year, but with randomized changes and "win conditions" to make each run through a little different (plus some encounter re-balancing, following last year's cakewalk). The game promises action, horror, comedy, and several terrifying _new_ surprises.
+
+For those who don't know (or don't remember), Ravenloft is the first official gothic-horror module for D&D (published for 1st Edition AD&D in 1983). The one-shot version omits most of the prologue and surrounding area, and sees the PCs begin by storming Castle Ravenloft itself with the great vampire hunter, Dr. Rudolph Van Richten, as they try to bring down the evil vampire lord, Count Strahd von Zarovich, and free the good people of Barovia from the dark powers of the mists.
+
+As with last year, we'll be using the [HOSR system (Heroic Old-School Roleplaying)](https://www.planarvagabond.com/rules/index.html), a set of (relatively short) rules based on the classic Basic / Expert D&D, but with some fun things like Critical and Fumble dice, useful thieves, extra classes and races, and a lower mortality rate. It's the same rules I currently run for our Isle of Dread campaign (and ran for my astral campaign), and can be found at https://www.planarvagabond.com/rules/index.html.
+
+And now, the fiddly bits:
+
+- As with last year, I don't want to set a specific time (so as to be maximally flexible for those in time zones outside of the Eastern one), but this year, I'm aiming for 4.5 hours start-to-finish (with hopes to be completely done by the 5 hour mark).
+- I've also come to realize that it's very difficult to run a remote, voice-based game with more than 4 players, especially when that game has very specific time constraints (as with a one-shot). So, I'm looking for up to 4 players to play, and if I can get to 6 players (or more), I'll split the group and run the one-shot twice.
+- As with last year, PCs can be any [race](https://www.planarvagabond.com/races/index.html) or [class](https://www.planarvagabond.com/classes/index.html) in OSE, BX, or from the Planar Vagabond site (although I'm always willing to entertain a custom race or class, if that's your thing). See [Character creation rules](/rules/basics.html#character-creation) for more info.
+
+So, once again I ask: _Do you have the courage to face the ancient evil that slumbers in Castle Ravenloft, and free the land from the curse of the mists by destroying the vile corruption once and for all? Will you join the likes of Jerakeen, Yogi the Bugbear, Charlie Knight, Maester Llewyn, and Gus the Party Bus in the hallowed halls of history? Or are you destined to become just another in a long line of fallen heroes, doomed by their overconfidence to serve as Strahd's undead minions until the end of time?_
diff --git a/src/pages/campaigns/one-night/one-night-on-wpm.md b/src/pages/campaigns/one-night/one-night-on-wpm.md
index e8cd3fd..dd99136 100644
--- a/src/pages/campaigns/one-night/one-night-on-wpm.md
+++ b/src/pages/campaigns/one-night/one-night-on-wpm.md
@@ -1,10 +1,10 @@
---
-title: One Night...
+title: One Night on White Plume Mountain
description: Information specific to my one-shot RPG, "One Night on White Plume Mountain".
date_pub: 2024-03-09T15:57:02.000-04:00
section: campaigns
content_type: feature
-short_code: c0n
+short_code: c1nw
---
_Greetings, adventurers!_
@@ -40,14 +40,14 @@ _**DO YOU HAVE WHAT IT TAKES** to face the wizard and his minions? Or will you f
- **Wylm, the Eternal Rest**: A dwarven warhammer said to be blessed by Kud, dwarven god of law, and stolen from his great temple in the heart of the Frostpeak mountains.
- **Wha'yve, the Flood**: A gold-and-coral trident rumored to have been made by the goddess Elendaen, queen of the elemental plane of water, which was taken from a private collection in the sunken city of Azutash.
- - **Bla'kra'zur, the Doom Bringer**: A black blade of awesome power, rumored to have a demon bound to it, and which was stolen from the Vaults of Heresies, beneath the White Cathedral of Phoris, in Portown.
+ - **Bla'kra'zur, the Doom Bringer**: A black blade of awesome power, rumored to be bound to a demon, and which was stolen from the Vaults of Heresies beneath the White Cathedral of Phoris, in Portown.
- The thief claims to be a legendary wizard named [Khyr-Aptys](#the-mad-wizard-khyr-aptys).
- A [poem](#poem) left at each crime scene indicates that the thief has taken the items to the White Plume Mountain (the "feathered mound").
### The Mad Wizard, Khyr-Aptys
-- Ruled over the legendary Realm of Ohk'nar nearly two millenia ago.
+- Ruled over the legendary Realm of Ohk'nar nearly two millennia ago.
- Known for his cruelty and malice.
- Disappeared (along with his wizard tower) nearly 1300 years ago.
@@ -103,3 +103,7 @@ The following poem was left at each crime scene.
> Or send them to the fire.
>
> Khyr-Aptys
+
+### The Result
+
+I wrote about how the inaugural play-through of this went [on my website](https://www.itsericwoodward.com/journal/2024/04-27-one-night-on-wpm.html).
diff --git a/src/pages/magic-items/amulet-of-al-shakk.md b/src/pages/magic-items/amulet-of-al-shakk.md
index 0e400f7..8d366f9 100644
--- a/src/pages/magic-items/amulet-of-al-shakk.md
+++ b/src/pages/magic-items/amulet-of-al-shakk.md
@@ -8,6 +8,12 @@ short_code: macc
status: hidden
---
+
+
+![Amulet of Al-Shakk, created with [Bing Image Creator](https://www.bing.com/images/create), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/amulet-of-al-shakk.jpg 'Amulet of Al-Shakk')
+
+
+
A gold amulet with a small blue gem in the center, encircled with ancient runes of control.
- As long as at least one charge remains, the crystal glows slightly.
@@ -18,12 +24,13 @@ While worn, the wearer may point at any single creature they can see within 60'
- May affect any magical or intelligent creature.
- Intelligent subjects may **Save vs Spells** at -2 to resist control.
-- Controlled creatures obey the character’s commands, as long as those commands are not obviously harmful to them.
+- Controlled creatures obey the wearer's commands, as long as those commands are not obviously harmful to them.
- If given a command that contradicts their alignment, may make another **Save vs Spells** roll at -2 to resist control.
- Control is lost:
- If controlled creature leaves sight of wearer,
- - If wearer moves or attacks, or
- - If controlled creature is intelligent and succeeds on a **Save vs Spells**.
+ - If wearer moves or attacks,
+ - If controlled creature is intelligent and succeeds on a **Save vs Spells**, or
+ - If the amulet is removed from the wearer.
- After control ends, controlled creature gets reaction roll at -1.
- May be used up to once per turn.
diff --git a/src/pages/magic-items/lornath-breaker-of-darkness-gm.md b/src/pages/magic-items/lornath-breaker-of-darkness-gm.md
index 1c7eee4..9b789bd 100644
--- a/src/pages/magic-items/lornath-breaker-of-darkness-gm.md
+++ b/src/pages/magic-items/lornath-breaker-of-darkness-gm.md
@@ -8,6 +8,12 @@ short_code: m1bdg
status: hidden
---
+
+
+![Lor'nath, Breaker of Darkness, created with [Bing Image Creator](https://www.bing.com/images/create), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness")
+
+
+
A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather.
### Enhancements
diff --git a/src/pages/magic-items/lornath-breaker-of-darkness.md b/src/pages/magic-items/lornath-breaker-of-darkness.md
index 5fcc64a..5c0c026 100644
--- a/src/pages/magic-items/lornath-breaker-of-darkness.md
+++ b/src/pages/magic-items/lornath-breaker-of-darkness.md
@@ -5,9 +5,14 @@ date_pub: 2024-07-14T20:40:38.000-04:00
section: magic items
content_type: feature
short_code: m1bd
-status: hidden
---
+
+
+![Lor'nath, Breaker of Darkness, created with [Bing Image Creator](https://www.bing.com/images/create), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness")
+
+
+
A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather.
### Enhancements
diff --git a/src/pages/magic-items/rod-of-parrying.md b/src/pages/magic-items/thune-rod-of-parrying.md
similarity index 55%
rename from src/pages/magic-items/rod-of-parrying.md
rename to src/pages/magic-items/thune-rod-of-parrying.md
index fb83731..7eda2c2 100644
--- a/src/pages/magic-items/rod-of-parrying.md
+++ b/src/pages/magic-items/thune-rod-of-parrying.md
@@ -1,5 +1,5 @@
---
-title: Rod of Parrying
+title: Thune, Rod of Parrying
description: A Rod of Parrying for OSR gaming.
date_pub: 2024-03-11T18:07:59.000-04:00
section: magic items
@@ -7,8 +7,14 @@ content_type: feature
short_code: mrp
---
+
+
+![Thune, Rod of Parrying, created with [Bing Image Creator](https://www.bing.com/images/create), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/thune-rod-of-parrying.jpg 'Thune, Rod of Parrying')
+
+
+
A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes.
-- +2 to attack and damage (1d8+1).
+- +2 to attack and damage (1d8+2).
- Instead of attacking, may use rod defensively to parry an incoming attack, gaining +4 AC until end of round.
- Can't be used to parry while retreating.
diff --git a/src/pages/spells/charm-person.md b/src/pages/spells/charm-person.md
index f0c1bd2..61bc3cd 100644
--- a/src/pages/spells/charm-person.md
+++ b/src/pages/spells/charm-person.md
@@ -25,7 +25,7 @@ A single human, humanoid, or human-like creature of 4HD or less must **Save vs S
- Treat the caster as a close friend, coming to their aid as needed; and
- Follow commands that they can understand from the caster, unless they contradict the subject's nature or are suicidal.
- Undead and creatures of 4+1HD or greater are immune.
-- Charm lasts indefinitely, but subjects may break the charm with a successful **Save vs Spells** roll, which may be attempted at different intervals based on the subjects INT score:
+- Charm lasts indefinitely, but victims may break the charm with a successful **Save vs Spells** roll, which may be attempted at different intervals based on their INT score:
- INT 3-8: Once every month.
- INT 9-12: Once every week.
- INT 13-18: Once every day.