diff --git a/src/assets/fragments/bestiary/bats/bite-and-drain.md b/src/assets/fragments/bestiary/bats/bite-and-drain.md
index 378274d..ad0c149 100644
--- a/src/assets/fragments/bestiary/bats/bite-and-drain.md
+++ b/src/assets/fragments/bestiary/bats/bite-and-drain.md
@@ -1,4 +1,4 @@
-Bite victim must **Save vs Paralyze** or fall unconscious for 1d10 rounds.
+Bite victim must **Save vs Paralyze** or fall [unconscious](/rules/adventuring.html#unconscious) for 1d10 rounds.
### Drain Blood
diff --git a/src/assets/fragments/bestiary/bats/echolocation.md b/src/assets/fragments/bestiary/bats/echolocation.md
index 2f558fc..ad9d771 100644
--- a/src/assets/fragments/bestiary/bats/echolocation.md
+++ b/src/assets/fragments/bestiary/bats/echolocation.md
@@ -2,4 +2,4 @@
- Immune to effects that target or modify sight.
- May be impaired by excessive noise.
-- May be blinded by magically-induced silence.
+- May be [blinded](/rules/adventuring.html#blinded) by magically-induced silence.
diff --git a/src/assets/fragments/bestiary/rat.md b/src/assets/fragments/bestiary/rat.md
new file mode 100644
index 0000000..179c64a
--- /dev/null
+++ b/src/assets/fragments/bestiary/rat.md
@@ -0,0 +1,4 @@
+- Bite has 5% (1-in-20) chance of infecting victim (**Save vs Poison** to avoid).
+ - Disease has 25% (1-in-4) chance of killing victim in 1d6 days, otherwise they are poisoned for 1 month.
+- Will flee from fire, unless summoned and forced to fight.
+- Excels at swimming, may attack without penalty.
diff --git a/src/assets/fragments/bestiary/vampire.md b/src/assets/fragments/bestiary/vampire.md
index 1fc012e..4d4a12e 100644
--- a/src/assets/fragments/bestiary/vampire.md
+++ b/src/assets/fragments/bestiary/vampire.md
@@ -1,6 +1,6 @@
- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
-- Regenerates 3 hp at the start of each round (while alive).
+- Regenerates 3 hp at the start of each round until destroyed.
- At 0 hp, changes into cloud of mist and flees to coffin.
- **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
@@ -45,6 +45,7 @@ Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
+- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Dire Wolf
diff --git a/src/assets/fragments/races/dracokin-ancestry-table.md b/src/assets/fragments/races/dracokin-ancestry-table.md
new file mode 100644
index 0000000..1042201
--- /dev/null
+++ b/src/assets/fragments/races/dracokin-ancestry-table.md
@@ -0,0 +1,25 @@
+
+
+| 1d20 | Color | Breath Weapon |
+| :---: | :------: | :-----------------------: |
+| 1 | Amethyst | 30' Line of Cold |
+| 2-3 | Black | 30' Line of Acid |
+| 4-5 | Blue | 30' Line of Lightning |
+| 6 | Brass | 20' Cone of Sleep Gas[^1] |
+| 7 | Bronze | 30' Line of Lightning |
+| 8 | Copper | 30' Line of Acid |
+| 9 | Emerald | 20' Cone of Acid |
+| 10 | Gold | 20' Cone of Fire |
+| 11-12 | Green | 10' Cloud of Chlorine Gas |
+| 13 | Onyx | 10' Cloud of Chlorine Gas |
+| 14-15 | Red | 20' Cone of Fire |
+| 16 | Ruby | 30' Line of Fire |
+| 17 | Sapphire | 20' Cone of Lightning |
+| 18 | Silver | 20' Cone of Cold |
+| 19-20 | White | 20' Cone of Cold |
+
+[Dracokin Draconic Ancestry]
+
+[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
+
+
diff --git a/src/assets/fragments/rules/menu.md b/src/assets/fragments/rules/menu.md
index ec19d66..6b72831 100644
--- a/src/assets/fragments/rules/menu.md
+++ b/src/assets/fragments/rules/menu.md
@@ -2,7 +2,7 @@
- Immune to non-magical fire.
-- 75% chance to detect invisible within 60' each round.
+- 75% chance to detect [invisible](/rules/adventuring.html#invisible) creatures within 60' each round.
- Can be found with other fire-themed creatures.
### Fire Breath
diff --git a/src/pages/bestiary/gargoyle.md b/src/pages/bestiary/gargoyle.md
new file mode 100644
index 0000000..db105aa
--- /dev/null
+++ b/src/pages/bestiary/gargoyle.md
@@ -0,0 +1,37 @@
+---
+title: Gargoyle
+description: Semi-intelligent, often grotesque creatures that can fly and turn to stone.
+date_pub: 2024-11-02T15:37:44.000-04:00
+section: bestiary
+content_type: feature
+short_code: bga
+---
+
+Semi-intelligent, often grotesque creatures that can fly and turn to stone.
+
+
+
+| | |
+| ----------------- | ------------------------------------ |
+| **Hit Dice** | 4 (18hp) |
+| **Armor Class** | 14 |
+| **Attacks** | 2 (+3) @ 1d8 (varies based on shape) |
+| **Movement** | 30' / 50' flying |
+| **Saving Throws** | D8 W9 P10 B10 S12 (8) |
+| **Morale** | 11 |
+| **Alignment** | Any |
+
+
+
+- Immune to damage from non-magical weapons.
+- Immune to sleep and charm spells.
+- Stone-like appearance, may be overlooked or mistaken for inanimate statues.
+- Attack types vary based on shape (ex: claws, bite, horns).
+
+### Autopetrify
+
+Rather than moving, can turn from flesh to stone (or vice-versa).
+
+- While [petrified](../rules/adventuring.html#petrified), senses are dulled (-2 to checks).
+- Turns to stone upon death.
+ - Killer must **Save vs Paralyze** or weapon is trapped when gargoyle dies.
diff --git a/src/pages/bestiary/gelatinous-cube.md b/src/pages/bestiary/gelatinous-cube.md
index 001a46c..b17475b 100644
--- a/src/pages/bestiary/gelatinous-cube.md
+++ b/src/pages/bestiary/gelatinous-cube.md
@@ -25,7 +25,7 @@ A solitary, transparent, jelly-like creature, typically shaped as a 10' cube, wh
- Stealth check succeeds on a roll of 1-4, due to transparency.
-- On touch, **Save vs Paralyze** or be paralyzed for 2d4 turns.
+- On touch, **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) for 2d4 turns.
- Immune to cold and lightning.
- Contains various items that can't be digested.
diff --git a/src/pages/bestiary/ghoul.md b/src/pages/bestiary/ghoul.md
index f15d6c6..9844ad4 100644
--- a/src/pages/bestiary/ghoul.md
+++ b/src/pages/bestiary/ghoul.md
@@ -24,7 +24,7 @@ A grisly, bestial, undead humanoid with an appetite for human flesh.
-- On a claw or bite, victim must **Save vs Paralyze** or be paralyzed for 2d4 turns.
+- On a claw or bite, victim must **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) for 2d4 turns.
- Doesn't affect elves or HD5+ creatures.
- Once a target is paralyzed, ghouls will shift attacks to others.
diff --git a/src/pages/bestiary/index.md b/src/pages/bestiary/index.md
index 7f146a3..e51bffa 100644
--- a/src/pages/bestiary/index.md
+++ b/src/pages/bestiary/index.md
@@ -13,14 +13,17 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
- [Baboon](./baboon.html): Semi-intelligent, terrestrial monkeys that live in small packs (led by an alpha) and communicate via screams and shrieks.
- [Bat](./bats/): Nocturnal flying mammal which often roosts in caves and comes in multiple varieties / sizes.
+- [Batikoda](./batikoda.html): Semi-intelligent, winged monkeys with sharp claws that live in small packs high in trees.
- [Bugbear](./bugbear.html): Large, hairy goblin-like creatures capable of sneaking up on prey.
- [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity.
- [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
- [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
- [Dinosaur](./dinosaurs/): Any of a number of bird-like lizards, often found on "lost world" planes (or dreaded jungle islands).
- [Dragon](./dragons/): A huge, proud, flying lizard with massive wings and the ability to spew one or more types of attack from their mouths.
+- [Draugr](./draugr/): A frozen, desiccated, undead corpse which wields weapons of magical, energy draining ice.
- [Fighter](./fighter.html): Someone who earns their keep via combat.
- [Flamehound](./flamehound.html): A monstrous, intelligent, devious, fire-breathing hound, about as big as a small pony, who loves heat and often dwells near a volcano.
+- [Gargoyle](./gargoyle.html): Semi-intelligent, often grotesque creatures that can fly and turn to stone.
- [Gelatinous Cube](./gelatinous-cube.html): A solitary, transparent, jelly-like creature, typically shaped as a 10' cube, which absorbs meat and living creatures as it moves (slowly) through dungeons.
- [Ghroudrru](./ghroudrru.html): A water-dwelling creature, 5' in diameter, with a gaping, tooth-filled maw which emerges from a hard calcareous hemisphere-shaped shell.
- [Ghoul](./ghoul.html): A grisly, bestial, undead humanoid with an appetite for human flesh.
@@ -38,18 +41,19 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.
- [Pirate](./pirate.html): A sailor skilled in theft and piracy, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
-- [Priest](./priest.html): A holy (or unholy) divine magic user on a mission for their deity.
-- [Raknitaur](./raknitaur.html): A highly intelligent, thoroughly evil magic user with a humanoid upper body attached to the legs and body of a giant spider, poisonous fangs, and a dozen eyes.
-- [Ravager Slime](./ravager-slime.html): A 2-3" long silver ooze-like creature, part of a colony of tens-of-thousands of similar beings, which serve as both a repair and defense system for the Ravager and its lair.
+- [Priest](./priest.html): Holy (or unholy) divine magic user on a mission for their deity.
+- [Raknitaur](./raknitaur.html): Highly intelligent, thoroughly evil magic user with a humanoid upper body attached to the legs and body of a giant spider, poisonous fangs, and a dozen eyes.
+- [Ravager Slime](./ravager-slime.html): Silver ooze-like creature, 2-3" long and part of a colony of tens-of-thousands of similar beings, which serve as both a repair and defense system for the Ravager and its lair.
- [Shrulk](./shrulk.html): An intelligent, carnivorous, plantlike creature, often mistaken for a dead shrub, which grows up to 6' tall, has spongy roots roots, thorny branches, blood for sap, and the ability to twist its branches to form a humanoid body.
- [Thief](./thief.html): Someone skilled at stealing things.
-- [Treant](./treant.html): An intelligent, plantlike humanoid, often mistaken for a tree, which grows up to 25' tall, and is usually only concerned with protecting and preserving the trees and plants in their home area.
-- [Treulk](./treulk.html): An intelligent, carnivorous, plantlike humanoid, often mistaken for a dead tree, which grows up to 25' tall, has spongy roots roots and bark, thorny branches, and blood for sap.
+- [Treant](./treant.html): Intelligent, plantlike humanoid, often mistaken for a tree, which grows up to 25' tall, and is usually only concerned with protecting and preserving the trees and plants in their home area.
+- [Treulk](./treulk.html): Intelligent, carnivorous, plantlike humanoid, often mistaken for a dead tree, which grows up to 25' tall, has spongy roots roots and bark, thorny branches, and blood for sap.
- [Vampire](./vampires/): Undead creature that survives by drinking the blood of others.
-- [Warp Cat](./warp-cat.html): A black, human-sized, panther-like creature, native to the astral plane, with six legs and a razor-sharp tentacle growing from each front shoulder.
-- [Werebeast](./werebeasts/): A humanoid infected by therianthropy, cursed to shapeshift into an animal form.
-- [Watcher](./watcher.html): A single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips.
-- [Wight](./wight.html): A humanoid corpse possessed by a malevolent spirit.
+- [Warp Cat](./warp-cat.html): Black, human-sized, panther-like creature, native to the astral plane, with six legs and a razor-sharp tentacle growing from each front shoulder.
+- [Werebeast](./werebeasts/): Humanoid infected by therianthropy, cursed to shapeshift into an animal form.
+- [Watcher](./watcher.html): Single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips.
+- [Wight](./wight.html): Humanoid corpse possessed by a malevolent spirit.
+- [Wizard](./wizard.html): Magic user, often in robes, who memorizes spells from their spellbooks.
- [Wraith](./wraith.html): Ethereal undead that appears as a pale, humanoid shape of gathered mist.
-- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks.
-- [Zombie](./zombie.html): A decaying undead corpse.
+- [Wyrmette](./wyrmette.html): Miniature dragon with fine scales, sharp horns, tiny pointed teeth, and a breath weapon.
+- [Zombie](./zombie.html): Decaying undead corpse.
diff --git a/src/pages/bestiary/iughrioth.md b/src/pages/bestiary/iughrioth.md
index f9f6d16..36fbd02 100644
--- a/src/pages/bestiary/iughrioth.md
+++ b/src/pages/bestiary/iughrioth.md
@@ -8,24 +8,24 @@ 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.
+An intelligent, squid-like creature with pale, gray skin, a gaping mouth filled with rows of sharp teeth, and up to a dozen whip-like tentacles, which live in shells that can attach to walls, and lurk in 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 |
+| | |
+| ----------------- | ----------------------------------------------------------- |
+| **Hit Dice** | 6\* (27hp) |
+| **Armor Class** | 17 (natural) |
+| **Attacks** | 2 (+5) @ 1d6 (tentacle cluster), 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.
+- On a bite, victim must **Save vs Poison** or contract a fatal disease which will kill them in 1d12 days (becoming [poisoned](/rules/adventuring.html#poisoned) half-way through).
- -2 to attack rolls and -1 to AC when in bright light
- Able to communicate telepathically with any sentient creature.
diff --git a/src/pages/bestiary/mimic.md b/src/pages/bestiary/mimic.md
index edd7822..9568fe0 100644
--- a/src/pages/bestiary/mimic.md
+++ b/src/pages/bestiary/mimic.md
@@ -4,13 +4,11 @@ description: The mimic creature for OSR gaming.
date_pub: 2023-07-25T11:13:00-04:00
section: bestiary
content_type: feature
-short_code: bm1m
+short_code: mimic
---
A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
-- May range in size and power from 3-9 HD when mature.
-
| | |
@@ -25,7 +23,14 @@ A shape-shifter that can assume the form of inanimate objects (ex: chests, statu
-**Glue**
+- May range in size and power from 3-9 HD when mature.
+ - At 3-8HD, 5% chance per HD to be intelligent.
+- Immune to acid attacks.
+- Not affected by molds, slimes, or puddings.
+- -2 to attack rolls and -1 to AC in bright light (ex: magic light or `daylight).
+- Can shift form to take on appearance of any wooden or stone object.
+
+### Glue
- Affects any creature or item that touches the mimic.
- Affected creatures may use a [Combat Action](/rules/combat.html#combat-procedure) to attempt to break free with by making a successful STR check at -2.
@@ -33,17 +38,6 @@ A shape-shifter that can assume the form of inanimate objects (ex: chests, statu
- Solvents (ex: alcohol) weaken glue, allowing automatic escape after 3 rounds.
- Naturally dissolves 5 rounds after mimic dies.
-**Immunities**
-
-- Immune to acid attacks
-- Not affected by molds, slimes, or puddings.
-
-**Intelligence**: 5% chance per HD to be intelligent
-
-**Light Sensitivity**: -2 to attack rolls and -1 to AC in bright light (ex: magic light or `daylight).
-
-**Mimicry**: Can shift form to take on appearance of any wooden or stone object.
-
#### Other Sizes / Power Options
diff --git a/src/pages/bestiary/oyster-giant.md b/src/pages/bestiary/oyster-giant.md
index 913420e..2d88dab 100644
--- a/src/pages/bestiary/oyster-giant.md
+++ b/src/pages/bestiary/oyster-giant.md
@@ -59,4 +59,5 @@ A large oyster, big enough to swallow a humanoid, often found with a pearl insid
| 20 | Large | Purple | 5000 |
- Pearl may be picked like a pocket (15% base chance for those without the skill).
- - On fail, oyster closes - roll for attack against PC, on hit, character is trapped inside
+ - On fail, oyster closes - roll for attack against would-be picker.
+ - On hit, failed picker is trapped inside.
diff --git a/src/pages/bestiary/raknitaur.md b/src/pages/bestiary/raknitaur.md
index ae9c7b6..08e98c7 100644
--- a/src/pages/bestiary/raknitaur.md
+++ b/src/pages/bestiary/raknitaur.md
@@ -26,16 +26,16 @@ A highly intelligent, thoroughly evil magic user with a humanoid upper body atta
### Bite
-- When bit, victim must **Save vs Poison** at -2 or be paralyzed for 1d2 turns.
-- On round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up (on monsters initiative) and attack nearest ally at -2.
+- When bit, victim must **Save vs Poison** at -2 or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d2 turns.
+- One round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up (on monsters initiative) and attack nearest ally at -2.
- Victim gets new save attempt each round, with a successful save rendering them immobile until the paralysis lifts.
- This continues for the duration unless the Raknitaur wills the attack to stop, the target dies, or the Raknitaur dies.
-- 20% chance to be accompanied by 1d8 dessicated zombies.
-- 10% chance to be protecting 3d8 eggs while accompanied by 1d8 dessicated zombies.
+- 20% chance to be accompanied by 1d8 desiccated zombies.
+- 10% chance to be protecting 3d8 eggs while accompanied by 1d8 desiccated zombies.
### Web
- Web is as strong as giant spider (and just as flammable), but not as sticky.
-- Anyone touching web must **Save vs Paralyze** at +2 or be paralyzed for as long as they are in contact with it (and the 2 rounds after).
+- Anyone touching web must **Save vs Paralyze** at +2 or be [paralyzed](/rules/adventuring.html#paralyzed) for as long as they are in contact with it (and the 2 rounds after).
diff --git a/src/pages/bestiary/rats/dire-rat.md b/src/pages/bestiary/rats/dire-rat.md
new file mode 100644
index 0000000..81b4790
--- /dev/null
+++ b/src/pages/bestiary/rats/dire-rat.md
@@ -0,0 +1,25 @@
+---
+title: Rat (Dire)
+description: Furry, disease-ridden rodents, 4'+ in length, with bones protruding from their brown, grey, or black fur.
+date_pub: 2024-11-04T22:13:28.000-04:00
+section: bestiary
+subsection: rats
+content_type: feature
+short_code: brtd
+---
+
+Furry, disease-ridden rodents, 4'+ in length, with bones protruding from their brown, grey, or black fur.
+
+
+
+| | |
+| ----------------- | ----------------------------- |
+| **Hit Dice** | 1 (5hp) |
+| **Armor Class** | 13 |
+| **Attacks** | 1 (+0) @ 1d6 + disease (bite) |
+| **Movement** | 40' / 20' swimming |
+| **Saving Throws** | D12 W133 P14 B15 S16 (1) |
+| **Morale** | 8 |
+| **Alignment** | Neutral |
+
+
diff --git a/src/pages/bestiary/rats/giant-rat.md b/src/pages/bestiary/rats/giant-rat.md
new file mode 100644
index 0000000..2112369
--- /dev/null
+++ b/src/pages/bestiary/rats/giant-rat.md
@@ -0,0 +1,27 @@
+---
+title: Rat (Giant)
+description: Small, furry, disease-ridden rodents, 3-4' in length, with brown, grey, or black fur.
+date_pub: 2024-11-04T21:55:35.000-04:00
+section: bestiary
+subsection: rats
+content_type: feature
+short_code: brtg
+---
+
+Small, furry, disease-ridden rodents, 3-4' in length, with brown, grey, or black fur.
+
+
+
+| | |
+| ----------------- | ----------------------------- |
+| **Hit Dice** | 2hp |
+| **Armor Class** | 12 |
+| **Attacks** | 1 (+0) @ 1d3 + disease (bite) |
+| **Movement** | 40' / 20' swimming |
+| **Saving Throws** | D12 W133 P14 B15 S16 (1) |
+| **Morale** | 8 |
+| **Alignment** | Neutral |
+
+
+
+!!!include(bestiary/rat.md)!!!
diff --git a/src/pages/bestiary/rats/index.md b/src/pages/bestiary/rats/index.md
new file mode 100644
index 0000000..bfcd2a4
--- /dev/null
+++ b/src/pages/bestiary/rats/index.md
@@ -0,0 +1,18 @@
+---
+title: Rats
+description: Various rat creatures for OSR gaming.
+date_pub: 2024-11-04T22:39:30.000-04:00
+section: bestiary
+content_type: feature
+short_code: brt
+---
+
+Furry, disease-ridden rodents with brown, grey, or black fur.
+
+!!!include(bestiary/rat.md)!!!
+
+### Subtypes
+
+- [Dire Rat](./dire-rat.html): Small-to-medium sized (4'+ long), with bones protruding from their fur.
+- [Giant Rat](./giant-rat.html): Small (3-4' long).
+- [Rat (Standard)](./rat.html): Tiny (6"-2' long), attack in packs of 5-10.
diff --git a/src/pages/bestiary/rats/rat.md b/src/pages/bestiary/rats/rat.md
new file mode 100644
index 0000000..30b242c
--- /dev/null
+++ b/src/pages/bestiary/rats/rat.md
@@ -0,0 +1,36 @@
+---
+title: Rat (Standard)
+description: Tiny, furry, swarming, disease-ridden rodents, 6" to 2' in length, with brown, grey, or black fur.
+date_pub: 2024-11-04T21:55:35.000-04:00
+section: bestiary
+subsection: bats
+content_type: feature
+short_code: brt1
+---
+
+Tiny, furry, swarming, disease-ridden rodents, 6" to 2' in length, with brown, grey, or black fur.
+
+
+
+| | |
+| ----------------- | ------------------------------------- |
+| **Hit Dice** | 1hp |
+| **Armor Class** | 10 |
+| **Attacks** | 1 (+0) @ 1d6 + disease (bite as pack) |
+| **Movement** | 20' / 10' swimming |
+| **Saving Throws** | D14 W15 P16 B17 S18 (0) |
+| **Morale** | 5 |
+| **Alignment** | Neutral |
+
+
+
+- Bite has 5% (1-in-20) chance of infecting victim (**Save vs Poison** to avoid).
+ - Disease has 25% (1-in-4) chance of killing victim in 1d6 days, otherwise they are poisoned for 1 month.
+- Will flee from fire, unless summoned and forced to fight.
+- Excels at swimming, may attack without penalty.
+- Usually avoids fighting, but will attack if defending nest or summoned.
+
+### Pack
+
+- Groups of 5–10 rats attack as a pack, making a single attack against one target.
+ - Victims must **Save vs Death** or fall prone, unable to attack until they stand back up.
diff --git a/src/pages/bestiary/vampires/master-vampire.md b/src/pages/bestiary/vampires/master-vampire.md
index 93892a7..be8d802 100644
--- a/src/pages/bestiary/vampires/master-vampire.md
+++ b/src/pages/bestiary/vampires/master-vampire.md
@@ -17,7 +17,7 @@ An ancient, undead creature that survives by drinking the blood of others, and c
| **Hit Dice** | 10d10\*\* (55 hp) |
| **Armor Class** | 20 |
| **Movement** | 40' |
-| **Attacks** | 1 (+9) @ energy drain (touch, 1d6+4) or charming gaze |
+| **Attacks** | 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze |
| **Alignment** | Chaotic |
| **Saving Throws** | D6 W7 P8 B8 S10 (10) |
| **Morale** | 12 |
@@ -35,7 +35,7 @@ An ancient, undead creature that survives by drinking the blood of others, and c
- Can cast any known spell by shedding blood (1 hp / spell level).
- Carries a spell book (or equivalent) with known spells in it.
-**Known Spells**
+#### Known Spells
- First level:
diff --git a/src/pages/bestiary/wyrmette.md b/src/pages/bestiary/wyrmette.md
new file mode 100644
index 0000000..e689474
--- /dev/null
+++ b/src/pages/bestiary/wyrmette.md
@@ -0,0 +1,66 @@
+---
+title: Wyrmette
+description: A miniature dragon (about the size of a hawk or a small dog) with fine scales, sharp horns, tiny pointed teeth, and a breath weapon (determined by its color).
+date_pub: 2024-11-02T23:32:42.000-04:00
+section: bestiary
+content_type: feature
+short_code: bwyt
+---
+
+A miniature dragon (about the size of a hawk or a small dog) with fine scales, sharp horns, tiny pointed teeth, and a breath weapon (determined by its color).
+
+
+
+| | |
+| ----------------- | ------------------------------------ |
+| **Hit Dice** | 2d6 (7 hp) |
+| **Armor Class** | 13 (natural) |
+| **Movement** | 20' / 60' flying |
+| **Attacks** | 1 (+1) @ 1d4 (bite) or breath weapon |
+| **Alignment** | Any |
+| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
+| **Morale** | 11 |
+| **Size** | Tiny |
+
+
+
+- Able to magically communicate simple ideas, emotions, and images telepathically with any intelligent creature within 100 feet of it.
+- Has [infravision](/rules/adventuring.html#infravision) up to 60', even in total darkness.
+- Can sense invisible creatures within 10'.
+- Understands Common and Draconic but can’t speak it.
+- Has advantage on saving throws against spells and other magical effects.
+
+### Draconic Ancestry
+
+Choose (or roll) a type of dragon to determine breath weapon damage and area.
+
+- +2 to all saves vs Blasts of the same type as breath weapon.
+- Breath attack may be used up to once per day.
+- Damage from breath attack is equal to current hit points.
+ - All caught in blast may **Save vs Blasts** for half damage.
+
+
+
+| 1d20 | Color | Breath Weapon |
+| :---: | :------: | :-----------------------: |
+| 1 | Amethyst | 20' Line of Cold |
+| 2-3 | Black | 20' Line of Acid |
+| 4-5 | Blue | 20' Line of Lightning |
+| 6 | Brass | 10' Cone of Sleep Gas[^1] |
+| 7 | Bronze | 20' Line of Lightning |
+| 8 | Copper | 20' Line of Acid |
+| 9 | Emerald | 10' Cone of Acid |
+| 10 | Gold | 10' Cone of Fire |
+| 11-12 | Green | 5' Cloud of Chlorine Gas |
+| 13 | Onyx | 5' Cloud of Chlorine Gas |
+| 14-15 | Red | 10' Cone of Fire |
+| 16 | Ruby | 20' Line of Fire |
+| 17 | Silver | 10' Cone of Cold |
+| 18 | Topaz | 5' Cloud of Sleep Gas[^1] |
+| 19-20 | White | 10' Cone of Cold |
+
+[Wyrmette Draconic Ancestry]
+
+[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
+
+
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 a8316a5..2ffb1e1 100644
--- a/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md
+++ b/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md
@@ -185,6 +185,8 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- 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.
- From their vantage point, the party could see smoke rising from the village.
+
+- **Raiders of the Forbidden Temple**
- 23rd day _[Fendo, 11th of Porma]_
- Took a long (late) rest in the cave before heading to Mantru.
- During the night, one of them saw what appeared to be a small group of 3-5 people-sized shapes flying through the air together several miles away.
@@ -199,7 +201,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- 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.
+ - She told Lo to touch his lajatang to the chief, and when he did, the stone 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**.
@@ -220,6 +222,17 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- On the lower floor (and 5' of stagnant water), they made their way north and east, down various flooded hallways.
- Just past a rise in the floor, they were attacked by a group of ghroudrru, which swarmed on 27.
- It took a few rounds, but the party managed to beat them, although 27 took some damage and dropped his lantern into the water (to use his Ring of Shielding).
+ - At the end of the hall, they found a door swollen shut.
+ - 27 & Isling opened the door, and Toric got caught in the current rushing into the room.
+ - Inside the room, they found empty walls and a small altar in the middle.
+ - Beneath the surface of the water, Truplea found a strange pouch with 500gp and 2 small white statuettes, similar to the carved black pearl.
+ - The party experimented with the statuettes until Toric asked Lor'nath about them, at which point the mace seized control of Toric's arm and smashed the statuettes.
+ - The party headed back to the door at the other end and opened it, finding a large flooded room on the other side.
+ - The room turned out to be 20' deep, with stairs, an underwater exit, and giant oysters in the NW corner.
+ - Toric cast Light on 27, who crawled along the bottom of the room tied to a rope, while Isling flew around on the broom (taken from one of the Weavers of the Webs) holding onto the other end of the rope.
+ - 27 found a shell and discovered (too late) that it was part of a bizarre tentacled creature, 1 of 3 in the room who started attacking the party.
+ - The battle was hard fought, but towards the end, one of the creatures turned on the others.
+ - A voice rang out in the heads of the PCs saying "Stop! This one mean you no harm, for you are friends of the red woman."
### Links
diff --git a/src/pages/deities/index.md b/src/pages/deities/index.md
index ba28aea..de38c20 100644
--- a/src/pages/deities/index.md
+++ b/src/pages/deities/index.md
@@ -100,7 +100,7 @@ Diamond dragon god of neutrality.
Neutral god of air and the sky.
-- Epithets: King in the Air, Lord of the Four Winds.
+- Epithets: King in the Sky, Lord of the Four Winds.
- Symbol: Encircled symbol for the element of air.
- Ruler of Aeria, the elemental plane of air.
@@ -108,7 +108,7 @@ Neutral god of air and the sky.
Neutral goddess of earth.
-- Epithets: Queen in the Earth.
+- Epithets: Queen in the Ground.
- Symbol: Encircled symbol for the element of earth.
- Ruler of Terru, the elemental plane of earth.
diff --git a/src/pages/magic-items/rod-of-lordly-might-zormut.md b/src/pages/magic-items/rod-of-lordly-might-zormut.md
index 08e7862..2124fad 100644
--- a/src/pages/magic-items/rod-of-lordly-might-zormut.md
+++ b/src/pages/magic-items/rod-of-lordly-might-zormut.md
@@ -48,7 +48,7 @@ Each gem inlaid on the shaft has a different color, and touching it activates a
Touching each of the following gems returns Zormut to its default form and triggers a Usage Die check.
-- Purple (Paralysis): Touched creature must **Save vs Paralyze** or be paralyzed for 1d6 + 3 turns.
+- Purple (Paralysis): Touched creature must **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d6 + 3 turns.
- Yellow (Fear): Creatures within 60' cone (out to 30' wide end) must **Save vs Spells** or flee in terror for 1d10 + 5 rounds.
- Green (Life Drain): Touched creature must **Save vs Spells** or suffer 2d4 damage, with the wielder gaining that many hit points.
diff --git a/src/pages/magic-items/stone-of-blinding.md b/src/pages/magic-items/stone-of-blinding.md
index 482f549..6f5df8c 100644
--- a/src/pages/magic-items/stone-of-blinding.md
+++ b/src/pages/magic-items/stone-of-blinding.md
@@ -16,5 +16,5 @@ short_code: m1sb
A piece of pumice with rounded edges, about the size of a human fist.
- Once per day, when the wielder says the command word, the rock emits a blinding flash of light in a 60' radius.
- - All unaware creatures within the range must **Save vs Paralyze** or be blinded for 1d6 rounds.
+ - All unaware creatures within the range must **Save vs Paralyze** or be [blinded](/rules/adventuring.html#blinded) for 1d6 rounds.
- The command word is in Or'bokk'i, and is difficult for most races to pronounce.
diff --git a/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md
index d36f808..4e79334 100644
--- a/src/pages/rules/adventuring.md
+++ b/src/pages/rules/adventuring.md
@@ -13,40 +13,17 @@ short_code: uha
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
-- For most checks, roll a 20-sided die (d20) **at or over** the specified Difficulty Class (DC) for that ability.
+For most checks, roll a 20-sided die (d20) and add the ability's modifier.
-- For harder tasks, add 1-4 to the DC before the die is thrown.
+- The Referee may also add a situational modifier to the roll, typically between -4 and +4.
-
+Then, check the results of the roll:
-| Ability
Score | Roll
Bonus | Base DC |
-| ^^ | ^^ | ^^ |
-| :-: | :-: | :-: |
-| 18 | +3 | 6 |
-| 17 | +2 | 6 |
-| 16 | +2 | 7 |
-| 15 | +1 | 7 |
-| 14 | +1 | 8 |
-| 13 | +1 | 9 |
-| 12 | +0 | 9 |
-| 11 | +0 | 10 |
-| 10 | +0 | 11 |
-| 9 | +0 | 12 |
-| 8 | -1 | 12 |
-| 7 | -1 | 13 |
-| 6 | -1 | 14 |
-| 5 | -2 | 14 |
-| 4 | -2 | 15 |
-| 3 | -3 | 15 |
-
-[Ability Check Roll Bonus and DC]
-
-
-
-- Some results are special:
-
- - A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
- - A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
+- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
+- An 11 or higher is a success.
+- A 6-10 represents a partial success: the check succeeds, but with a potential complication or challenge for the roller.
+- A 5 or less is a failure.
+- A natural 1 means a critical failure: the check fails, and often includes an extra complication or challenge for the roller.
### Exploration Procedure
@@ -58,7 +35,7 @@ The general steps to take when exploring (dungeon, wilderness, etc.)
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- - Dungeon: 240'
+ - Dungeon: 180'
- Wilderness: 6 miles
6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
@@ -70,15 +47,16 @@ Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since th
1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
-4. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
-5. **Light Source**: Torches go out, lanterns go out every third time.
-6. **No Complications**
+4. **Fatigue**: Party must rest for 10 minutes (1 turn) or gain a level of [exhaustion](#exhaustion).
+ 5+ **No Complications**
+
+### Conditions
#### Darkness
-- -4 to attack when unable to see
-- Candles light 10' radius
-- Torches / lanterns light 30' radius
+- If unable to see, treat as [blinded](#blinded).
+- Candles light 10' radius.
+- Torches / lanterns light 30' radius.
#### Infravision
@@ -112,11 +90,6 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
-##### Exhaustion
-
-- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
-- Exhaustion can be cleared by resting for 30 minutes (3 turns).
-
#### Other Hazards
- Fall damage is 1d6 / 10'.
@@ -127,13 +100,13 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- - The third failure indicates the creature begins **drowning**``.
+ - The third failure indicates the creature begins [drowning](#drowning).
#### Drowning
- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
-- When a drowning creature is rescued, it becomes exhausted.
-- Once the exhaustion clears, the creature gains back any HP lost to drowning.
+- When a drowning creature is rescued, it gains 1 level of exhaustion.
+- Once the exhaustion is cleared, the creature gains back any HP lost to drowning.
#### Urban Navigation
@@ -217,9 +190,10 @@ Adventures section for the effects of darkness.
- Hilly, wooded, or desert terrain: Decrease speed by 33%.
- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
-- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls).
+- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer 2 levels of [exhaustion](#exhaustion).
-- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls, cumulative for each additional day without rest).
+- Characters can travel for up to 6 days before they must rest for at least 1 full day.
+ - For each day beyond the 6th that they travel without resting, they gain a level of [exhaustion](#exhaustion).
**Sight**
@@ -242,7 +216,7 @@ Characters can usually see 3 miles around (in clear terrain).
- Dungeon: 2d6 x 10'
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
-3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first.
+3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
- Players decide how their characters will act.
- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
@@ -287,7 +261,7 @@ Characters can usually see 3 miles around (in clear terrain).
5. **End Turn**: Once the encounter has played out, the turn ends.
- Each encounter is assumed to take at least one full turn to complete.
- - This includes time to regroup, bind wounds, clean weapons, rest, etc.
+ - This includes time to regroup, bind wounds, clean weapons, etc.
#### Typical Actions
@@ -318,6 +292,16 @@ As the adventures continue, treasure is acquired and creatures are vanquished, a
- Referees may increase the derived value arbitrarily.
- Once a PC acquires enough XP, they go up to the next level in their class.
+
+
#### Upon Gaining a Level
When a PC increases their level, the following actions may be performed:
@@ -329,6 +313,113 @@ When a PC increases their level, the following actions may be performed:
- If the resulting roll is higher than the ability score, increase the score by 1.
- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
+### Conditions
+
+#### Blinded
+
+- A blinded creature:
+ - can’t see,
+ - automatically fails any ability check that requires sight, and
+ - only hits on a natural 20 (as a critical hit).
+- +4 to attacks against a blinded creature.
+
+### Deafened
+
+- A deafened creature:
+ - can’t hear, and
+ - automatically fails any ability check that requires hearing.
+- +2 to attacks against a deafened creature.
+
+#### Exhausted
+
+- An exhausted creature:
+ - gets -1 to _all_ rolls, and
+ - has their AC reduced by 1 for each level of exhaustion they have.
+- Each level of exhaustion can be cleared by resting for 4 hours (1 watch).
+- Gain 2 levels of exhaustion per day without a long rest.
+
+
+
+#### Invisible
+
+- An invisible creature:
+ - can't be seen without magic or a special sense,
+ - can only be tracked by any noise it makes or tracks it leaves, and
+ - gets advantage on attacks.
+- Attacks against an invisible creature have disadvantage.
+
+#### Paralyzed
+
+- A paralyzed creature:
+ - is unable to speak, move, attack, or take any actions; and
+ - automatically fails any ability check that requires movement or speech.
+- Attack rolls against a paralyzed creature have advantage.
+ - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
+ - Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
+
+#### Petrified
+
+- A petrified creature:
+ - is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone);
+ - is unable to speak, move, attack, or take any actions;
+ - automatically fails any ability check that requires movement or speech;
+ - ceases to age;
+ - weighs 10x their normal weight;
+ - only takes 1/2 damage from everything except explosives and pick-type weapons; and
+ - is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized).
+- Attack rolls against a petrified creature have advantage.
+ - When attacked and the attacker fumbles, their weapon breaks.
+
+#### Poisoned
+
+A poisoned creature has disadvantage on attack rolls and ability checks.
+
+#### Prone
+
+- A prone creature:
+ - moves at half normal speed,
+ - can stand up for half its normal speed (ending the condition),
+ - has disadvantage on attack rolls.
+- When attacking a prone creature:
+ - melee attacks have advantage, and
+ - ranged attacks have disadvantage.
+
+#### Restrained
+
+- A restrained creature:
+ - can't move, and
+ - has disadvantage on attack rolls and ability checks that require moving.
+- Attack rolls against a restrained creature have advantage.
+
+
+
+#### Unconscious
+
+- An unconscious creature
+ - is unable to speak, move, attack, or take any actions;
+ - automatically fails any ability check that requires movement or speech; and
+ - is unaware of their surroundings.
+- When a creature is rendered unconscious, they drop whatever they are holding and fall prone.
+- Attack rolls against an unconscious creature have advantage.
+ - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
+ - Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
+
### Encumbrance
Characters can carry a number of "Important Items", based on their Strength (STR).
@@ -375,28 +466,29 @@ The state of a character's health is determined by their number of hit points (H
#### Dying
- Monsters and NPCs usually die at 0 HP.
-- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of each round of combat.
- - On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed.
- - On fail, lose 1 HP to blood loss and try again next round.
- - At -(level) HP (or lower), save or die.
-- PCs should never die from a single bad roll, but two bad rolls is enough.
+- When a PC drops to 0 HP or lower, they must **Save vs Death** at the beginning of each round of combat.
+ - On a success, they can move at half rate this round.
+ - On a fail, they lose 1 HP to blood loss and can't move this round.
+ - While a PC is at 0 HP or lower:
+ - They can't attack or cast spells.
+ - Anyone else may make an INT check to try and stabilize them.
+ - A success raises them to 1 HP and restores their ability to move and fight.
+ - Can't be used on oneself.
+ - At -(level) HP (or lower), they must **Save vs Death** or die.
#### Healing
- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
-- Certain potions of healing can also be used:
- - Drinking a healing potion restores up to 1d6+1 HP.
- - Imbibing a potion of greater healing restores up to 2d6+2 HP.
- - Quaffing a potion of supreme healing restores up to 3d8+3 HP.
+- Drinking certain potions can restore HP:
+ - A potion of healing restores up to 1d6+1 HP.
+ - A potion of greater healing restores up to 2d6+2 HP.
+ - A potion of supreme healing restores up to 3d8+3 HP.
### Knowledge
-**Identifying (Magic) Items**: Spellcasters get INT check.
-
-**Medical Treatment**: INT check, success stabilizes dying characters and restores their ability to move and fight.
-
-- Can't be used on oneself.
+- Spellcasters may make an INT check to identify a magic item.
+ - Failures cannot be re-attempted until research is performed or a level is gained.
### Languages
diff --git a/src/pages/rules/basics.md b/src/pages/rules/basics.md
index abd3d44..a11dab8 100644
--- a/src/pages/rules/basics.md
+++ b/src/pages/rules/basics.md
@@ -25,18 +25,17 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks).
-For most checks, roll a 20-sided die (d20) **at or over** a specified Difficulty Class (DC).
+For most checks, roll a 20-sided die (d20) and add the ability's modifier.
-- For harder tasks, add 1-4 to the DC before the die is thrown.
-
-- Some results are special:
-
- - A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
- - A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
+- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
+- An 11 or higher is a success.
+- A 6-10 represents a partial success: the check succeeds, but with a potential complication.
+- A 5 or less is a failure.
+- A natural 1 means a critical failure: the check fails, and often includes an extra complication.
### Abilities
-Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
+Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. Each ability has a score from 3 to 18, and each score determines the modifier used when rolling a check for that ability.
- **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity.
diff --git a/src/pages/rules/combat.md b/src/pages/rules/combat.md
index 83df6a5..da806d8 100644
--- a/src/pages/rules/combat.md
+++ b/src/pages/rules/combat.md
@@ -172,7 +172,7 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
[^1]: **Free Attack**: Attempt another hit with same weapon
[^2]: **Target Fumble**: Target must roll on fumble table
-[^3]: **Target Blinded**: Blood or debris blinds target for 1d4 rounds
+[^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds
[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation**: Target loses an appendage.
[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds
diff --git a/src/pages/spells/color-spray.md b/src/pages/spells/color-spray.md
index 6a47d9c..ca9bc4c 100644
--- a/src/pages/spells/color-spray.md
+++ b/src/pages/spells/color-spray.md
@@ -25,6 +25,6 @@ The effect of the spell depends on each target's HD, and how it compares with th
- Targets with HD less than or equal to caster are knocked unconscious for 2d4 rounds.
- Targets with 6 HD or greater may **Save vs Spells** to avoid the effect.
-- Targets with HD up to 2 greater than caster may **Save vs Spells** or be blinded for 1d4 rounds.
-- Targets with 3 or more HD than caster may **Save vs Spells** or be paralyzed, unable to move, attack, or take any actions for one round.
-- Blind creatures are immune to spell's effects
+- Targets with HD up to 2 greater than caster may **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) for 1d4 rounds.
+- Targets with 3 or more HD than caster may **Save vs Spells** or be [paralyzed](/rules/adventuring.html#paralyzed) for one round.
+- Blind creatures are immune to spell's effects.
diff --git a/src/pages/spells/continual-light.md b/src/pages/spells/continual-light.md
index 3bc6cfa..bef23c9 100644
--- a/src/pages/spells/continual-light.md
+++ b/src/pages/spells/continual-light.md
@@ -24,7 +24,7 @@ Caster may choose one of the following effects:
- **Conjure Light**: 30' radius, light is as bright as full daylight.
- Vampires and similar sunlight-sensitive creatures get -4 to attack while in light.
- May be cast on an object, attaching the light to it.
-- **Blind Creature**: Caster targets eyes of creature within range, targeted creature must **Save vs Spells** or be blinded by the light.
+- **Blind Creature**: Caster targets eyes of creature within range, targeted creature must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) by the light.
- Blind creatures only hit on a natural 20.
- **Cancel Darkness**: May be used to cancel a **Continual Darkness** spell.
@@ -36,5 +36,5 @@ Caster may choose one of the following effects:
- **Conjure Darkness**: Create a 30' radius area of magical darkness at target point or object.
- Cannot be illuminated by mundane light sources.
-- **Blind Creature**: As with **Continual Light**, except target creature is blinded by the darkness.
+- **Blind Creature**: As with **Continual Light**, except target creature is [blinded](/rules/adventuring.html#blinded) by the darkness.
- **Cancel Light**: May be used to cancel a **Continual Light** spell.
diff --git a/src/pages/spells/light.md b/src/pages/spells/light.md
index ac0f441..ce24960 100644
--- a/src/pages/spells/light.md
+++ b/src/pages/spells/light.md
@@ -19,7 +19,7 @@ short_code: s1d
Conjures 15' radius of light at object or creature, bright enough to read and see, but not as bright as daylight.
-- When cast on a creature's eyes, they must **Save vs Spells** or be blinded and unable to attack.
+- When cast on a creature's eyes, they must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) by the light and unable to attack.
- May also be used to dispel **Darkness** (below).
## Darkness
@@ -34,5 +34,5 @@ Reversed version of **Light**.
Conjures 15' radius of magical darkness at object or creature, preventing normal sight (but not infravision).
-- When cast on a creature's eyes, they must **Save vs Spells** or be blinded and unable to attack.
+- When cast on a creature's eyes, they must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) by the darkness and unable to attack.
- May also be used to dispel **Light**.
diff --git a/src/pages/spells/phantasmal-force.md b/src/pages/spells/phantasmal-force.md
index 406ee1a..2309887 100644
--- a/src/pages/spells/phantasmal-force.md
+++ b/src/pages/spells/phantasmal-force.md
@@ -35,6 +35,6 @@ Conjures a visual illusion of the caster's choice:
- Must fit in 20' cube.
- Damage inflicted is not real.
- - Ex: any creature "killed" by illusion falls unconscious, any creature turned to stone is actually paralyzed, etc.
+ - Ex: any creature "killed" by illusion falls [unconscious](/rules/adventuring.html#unconscious), any creature turned to stone is actually [paralyzed](/rules/adventuring.html#paralyzed), etc.
- Effects of "damage" last for 1d4 turns.
- If illusion isn't something the caster has seen, the target may get a bonus to the saving throw to ignore the damage (at referee's discretion).