diff --git a/src/assets/fragments/bestiary/werebeast.md b/src/assets/fragments/bestiary/werebeast.md
index 5b13d1d..532bf47 100644
--- a/src/assets/fragments/bestiary/werebeast.md
+++ b/src/assets/fragments/bestiary/werebeast.md
@@ -21,3 +21,9 @@ When a humanoid loses more than 1/2 of their max hit points from the natural att
- The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
- Humanoids become the same type of werebeasts (and are typically run by the GM, at least while transformed).
+
+### Paralyzing Terror
+
+Any level 0 character seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
+
+- Paralysis is broken if werebeast attacks them or goes out of sight.
diff --git a/src/assets/fragments/license/wotc-cc-by.md b/src/assets/fragments/license/wotc-cc-by.md
index 9304430..d0006d4 100644
--- a/src/assets/fragments/license/wotc-cc-by.md
+++ b/src/assets/fragments/license/wotc-cc-by.md
@@ -1,3 +1,3 @@
### Legal Information
-> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
+> This work includes material taken from the System Reference Document v5.1 (“SRD 5.1”) and/or v5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. SRD 5.1 and SRD 5.2.1 are both licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
diff --git a/src/assets/fragments/rules/weapon-properties.md b/src/assets/fragments/rules/weapon-properties.md
index 41142a3..1a4c49f 100644
--- a/src/assets/fragments/rules/weapon-properties.md
+++ b/src/assets/fragments/rules/weapon-properties.md
@@ -1,10 +1,12 @@
+- **Ammunition**: Requires ammunition of the indicated type.
- **Blunt**: No cutting edge, may be wielded by a cleric.
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants extra 5' reach for determining melee range.
-- **Reload**: Takes a round to reload, can only be fired every other round.
+- **Reload**: After being used the indicated number of times, it takes one full round to reload.
- **Slow**: Always attacks last in a round.
+- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.
diff --git a/src/assets/styles/styles.css b/src/assets/styles/styles.css
index 28870a1..22b57ea 100644
--- a/src/assets/styles/styles.css
+++ b/src/assets/styles/styles.css
@@ -354,7 +354,7 @@ table th {
.dividedTableWrapper {
display: block;
box-shadow: none;
- margin: 1rem 0;
+ margin: 0;
max-height: 5000px;
max-width: 100%;
overflow-x: auto;
diff --git a/src/layouts/partials/rulesHeader.ejs b/src/layouts/partials/rulesHeader.ejs
index ddbb429..22bee80 100644
--- a/src/layouts/partials/rulesHeader.ejs
+++ b/src/layouts/partials/rulesHeader.ejs
@@ -35,7 +35,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
-1. [Beyza, The Bandit's Heart](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
-2. [Flaming Sword](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
-3. [Limbcleaver, Greatsword of Sharpness](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
-4. [Lumye, Hope's Defender](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking.
-5. [Nemesys, the Enforcer](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
-6. [Ryssa, Misery's Edge](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
-7. [Sayka, Sword of Charming](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
-8. [Sai'ju, Blade of Quickness](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
-9. [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing lycanthropes.
-10. [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
-11. [Vozath, the Wizard's Wail](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
-12. [Zyshak, Unholy Avenger](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
+1. [Beyza, The Bandit's Heart (+2)](./beyza-the-bandits-heart.html): A finely crafted short sword capable of casting [Charm Person](/spells/charm-person.html) once per day.
+2. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
+3. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
+4. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
+5. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
+6. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
+7. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
+8. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
+9. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
+10. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
+11. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
+12. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
@@ -44,29 +44,25 @@ Below you'll find a growing list of 75+ magic items that can be found across the
[ license.](/images/magic-items/tharruum.jpg 'Tharruum, Hammer of Torzen')](./warhammer-tharruum.html)
-[ license.](/images/magic-items/vokdec.jpg 'Vokdec Giantspike')](./polearm-vokdec-giantspike.html)
-
[ license.](/images/magic-items/zormut.jpg 'Zormut, Gnomish Warscepter of Lordly Might')](./rod-of-lordly-might-zormut.html)
-1. [Crossbow of Distance, Hand](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
-2. [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
-3. [Emyul, Holy Avenger](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
-4. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
-5. [Flame Lance](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
-6. [Judgement](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
-7. [Kaaji-jukai, Nunchaku of Defense](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which can be used defensively.
-8. [Lor'nath, Breaker of Darkness](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
-9. [Melaydius, Spear of Backstabbing](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
-10. [Parguk, Trident of Submission](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
-11. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
-12. [Scalehunter](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
-13. [Staff of Adani](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
-14. [Tharruum, Hammer of Torzen](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
-15. [Thune, Rod of Parrying](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
-16. [Vokdec Giantspike](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
-17. [Zormut, Gnomish Warscepter of Lordly Might](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
+1. [Crossbow of Distance, Hand (+1)](./crossbow-of-distance-hand.html): A small crossbow capable of firing with double the normal range.
+2. [Darklurker (+2)](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
+3. [Emyul, Holy Avenger (+3)](./chain-whip-emyul-holy-avenger.html): A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
+4. [Flame Lance (+1)](./flame-lance.html): A 10' long shining steel lance, wrapped in rune-covered metal coils, and capable of shooting gouts of flame from it's ruby tip.
+5. [Judgement (+3)](./battle-axe-judgement-vorpal.html): An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
+6. [Kaaji-jukai, Nunchaku of Defense (+4)](./nunchaku-kaaji-jukai-defense.html): A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain, and which are capable of improving their wielder's AC.
+7. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
+8. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
+9. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
+10. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
+11. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
+12. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
+13. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
+14. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
+15. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
@@ -80,10 +76,11 @@ Below you'll find a growing list of 75+ magic items that can be found across the
1. [Ring of Animal Control](./ring-of-animal-control.html): A simple silver band etched with an arcane rune for the word "control", which that grants its wearer the ability to control animals.
2. [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A ring that grants its wearer the ability to fire eldritch blasts.
-3. [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
-4. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
-5. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
-6. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
+3. [Ring of Invisibility](./ring-of-invisibility.html): A simple silver ring engraved with a rune of invisibility.
+4. [Ring of Protection](./ring-of-protection.html): A simple gold ring engraved with a rune of protection which grants an AC and saving throw bonus.
+5. [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A simple silver band engraved with glyphs of mental protection which prevents its owner from having their mind read.
+6. [Ring of Shielding](./ring-of-shielding.html): A small silver band etched with arcane glyphs of protection and defense which transforms into a shield.
+7. [Ring of the Scholar](./ring-of-the-scholar.html): A ring that grants it's owner a small INT boost.
@@ -113,18 +110,23 @@ Below you'll find a growing list of 75+ magic items that can be found across the
1. [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
2. [Amulet of Reading Thoughts](./amulet-of-reading-thoughts.html): An amulet on a chain that grants its wearer tha ability to read the thoughts of a creature.
-3. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
-4. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
-5. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
-6. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
-7. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
-8. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
-9. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
-10. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
-11. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
-12. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
-13. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
-14. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
+3. [Armor of Hunting (+1)](./armor-of-hunting.html): A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
+4. [Armor of Invincibility (+1)](./armor-of-invincibility.html): A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
+5. [Armor of Protection from Magic (+1)](./armor-protection-magic.html): A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
+6. [Armor of Stashing (+1)](./armor-stashing.html): A suit of well-made armor with 6 hidden extra-dimensional pockets.
+7. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
+8. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
+9. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
+10. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
+11. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
+12. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
+13. [Cloak of Invisibility](./cloak-of-invisibility.html): An enchanted cloak that can render its wearer invisible.
+14. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
+15. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
+16. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
+17. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
+18. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
+19. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
@@ -150,20 +152,22 @@ Below you'll find a growing list of 75+ magic items that can be found across the
6. [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
7. [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
8. [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
-9. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
-10. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
-11. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
-12. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
-13. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
-14. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
-15. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
-16. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
-17. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
-18. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
-19. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
-20. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
-21. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
-22. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
-23. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
-24. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
-25. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
+9. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
+10. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
+11. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
+12. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
+13. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
+14. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
+15. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
+16. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
+17. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
+18. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
+19. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
+20. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
+21. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
+22. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
+23. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
+24. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
+25. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
+26. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
+27. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
diff --git a/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md b/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md
index 0c4d70d..527cb07 100644
--- a/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md
+++ b/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md
@@ -19,7 +19,8 @@ An absolutely enormous broadsword with a nearly 5' long, 1' wide blade, etched w
### Enchantments
-- +2 to attack and damage rolls (1d12+2).
+- +1 to attack and damage rolls (1d12+1).
+- Can hit enemies who can only be hit by a +3 magic weapon or better.
### Severing
diff --git a/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md b/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md
index 2208511..a5186a6 100644
--- a/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md
+++ b/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md
@@ -19,7 +19,7 @@ A pair of black wooden cylinders, 12" long and 1" in diameter, joined together b
### Enchantments
-- +2 to attack and damage rolls (2d4+2).
+- +4 to attack and damage rolls (2d4+4).
### Defense
@@ -31,4 +31,4 @@ At the start of each combat round, wielder may choose to convert some or all of
> Kaaji-jukai comes from the ancient plane of Zynoshi, where it was used for a dozen generations by the clerical monks who patrolled the Lashto foothills of the vile Volo Peaks, defending the populace from the demonic spirits that would occasionally escape their dread imprisonment.
>
-> Each wooden cylinder is inlaid with its own name in gold: Kaaji (Virtue) and Jukai (Honor).
+> Each wooden cylinder is inlaid with various arcane symbols along with its own name in gold: Kaaji (Virtue) and Jukai (Honor).
diff --git a/src/pages/magic-items/ring-of-invisibility.md b/src/pages/magic-items/ring-of-invisibility.md
new file mode 100644
index 0000000..28947cd
--- /dev/null
+++ b/src/pages/magic-items/ring-of-invisibility.md
@@ -0,0 +1,13 @@
+---
+title: Ring of Invisibility
+description: A magical ring that renders its wearer invisible.
+date_upd: 2025-05-31T12:55:40.000-04:00
+section: magic items
+content_type: feature
+short_code: m1r01
+---
+
+A simple silver ring engraved with a rune of invisibility.
+
+- May be used up to once per turn (10 minutes).
+- Invisibility ends when wearer attacks or casts a spell.
diff --git a/src/pages/magic-items/scarab-of-protection.md b/src/pages/magic-items/scarab-of-protection.md
index c864537..32aba9e 100644
--- a/src/pages/magic-items/scarab-of-protection.md
+++ b/src/pages/magic-items/scarab-of-protection.md
@@ -16,7 +16,7 @@ A small, golden medallion shaped like a beetle and inlaid with a single round, g
- While held in hand for 1 round, an arcane inscription appears on the edge of the amulet revealing its nature.
-- Wielder gains advantage on saves vs spells.
+- Wielder gains [advantage](/rules/basics.html#advantage-and-disadvantage) on saves vs spells.
- Wielder is protected from all types of curses (including Finger of Death).
- Each curse that is nullified triggers a Usage Die check.
- When wielder fails a saves vs spells, can trigger a Usage Die check to turn that failure into a success.
diff --git a/src/pages/magic-items/spear-melaydius-backstabbing.md b/src/pages/magic-items/spear-melaydius-backstabbing.md
index ce7c05b..629cbe1 100644
--- a/src/pages/magic-items/spear-melaydius-backstabbing.md
+++ b/src/pages/magic-items/spear-melaydius-backstabbing.md
@@ -26,7 +26,7 @@ An exceptionally well-crafted spear made of shiny red wood carved with blackened
When wielder fumbles an attack with spear, it glows with a black light as it flies out of their hands and stabs them in the back.
-- Wielder must attack themself with the spear with advantage.
+- Wielder must attack themself with the spear with [advantage](/rules/basics.html#advantage-and-disadvantage).
- Once the spear has been used in combat, the wielder is taken by the [curse](/rules/magic.html#cursed-items) and is unable to discard or replace it.
### Spear Properties
diff --git a/src/pages/magic-items/sword-ryssa-vorpal.md b/src/pages/magic-items/sword-ryssa-vorpal.md
index d298f38..6fe4ecf 100644
--- a/src/pages/magic-items/sword-ryssa-vorpal.md
+++ b/src/pages/magic-items/sword-ryssa-vorpal.md
@@ -17,7 +17,7 @@ A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, a
-- +2 to attack and damage rolls (1d8+2 / 1d10+2).
+- +3 to attack and damage rolls (1d8+3 / 1d10+3).
!!!include(magic-items/decapitation.md)!!!
diff --git a/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md b/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md
index aebaa52..4c578a4 100644
--- a/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md
+++ b/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md
@@ -21,13 +21,13 @@ A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes
### Unholy Powers
- +4 to attack and damage rolls (1d8+4 / 1d10+4).
-- Attacks on lawful creatures have advantage.
+- Attacks on lawful creatures have [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a hit, target must **Save** at -2 or become stricken with **Corruption**.
- Holy warriors (ex: lawful clerics or paladins) may roll without a penalty.
### Corruption
-- A corrupted creature has disadvantage on attack rolls and ability checks.
+- A corrupted creature has [disadvantage](/rules/basics.html#advantage-and-disadvantage) on attack rolls and ability checks.
- A corrupted creature has their Wisdom ability score reduced by a number of points equal to the number of days since they were corrupted.
- When a corrupted creature's Wisdom reaches 0, they become a demon of HD equal to 1/2 their level bound to serve Zyshak.
- Corruption can be removed as with a curse (ex: via [Remove Curse](/spells/remove-curse.html)).
diff --git a/src/pages/magic-items/sword-zyshak-unholy-avenger.md b/src/pages/magic-items/sword-zyshak-unholy-avenger.md
index 820a714..eeadbce 100644
--- a/src/pages/magic-items/sword-zyshak-unholy-avenger.md
+++ b/src/pages/magic-items/sword-zyshak-unholy-avenger.md
@@ -20,7 +20,7 @@ A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes
### Unholy Powers
- +4 to attack and damage rolls (1d8+4 / 1d10+4).
-- Attacks on lawful creatures have advantage.
+- Attacks on lawful creatures have [advantage](/rules/basics.html#advantage-and-disadvantage).
### Sentience
diff --git a/src/pages/magic/omnium.md b/src/pages/magic/omnium.md
index 42067d2..9ed781c 100644
--- a/src/pages/magic/omnium.md
+++ b/src/pages/magic/omnium.md
@@ -14,7 +14,7 @@ Omnium is a very special substance, typically only known to arcane spellcasters
- Behaves as a metal alloy, capable of being melted down and mixed with other metals.
- When mixed with steel and worked properly (which only a few weaponsmiths are capable of), it can create weapons of exceptional sharpness (+1).
- Some wizards and demihuman crafters know how how to use it to simplify the process of making magic items.
-- Can be extracted out of most empty magic items.
+- Small amounts can often be extracted from a magic item (even one with no charges left).
### Omnium Pieces
@@ -24,5 +24,5 @@ The Grand Consortium mints coins with small amounts of from it called "omnium pi
- Some services that can be traded for omnium pieces:
- The Consortium Teleportation Network charges 1 omnium piece to teleport up to 5 people to any other circle.
- The Sorcerers' Messaging Service charges 1 omnium piece to send a message and get a reply on any plane in the ATU.
- - The the Library of Elevys has sages that work for omnium pieces, researching topics in exchange for one (or more) coins.
+ - The Library of Elevys has sages that work for omnium pieces, researching topics in exchange for one (or more) coins.
- The omnium can be extracted from the coins by experienced arcane crafters and used to create magic items.
diff --git a/src/pages/races/drow.md b/src/pages/races/drow.md
index d42de27..0ae6332 100644
--- a/src/pages/races/drow.md
+++ b/src/pages/races/drow.md
@@ -22,7 +22,7 @@ A dark-skinned, slender, fey-like demihuman who can typically be found living de
-- **Light Sensitivity**: Disadvantage on attack rolls and checks involving sight when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.).
+- **Light Sensitivity**: [disadvantage](/rules/basics.html#advantage-and-disadvantage) on attack rolls and checks involving sight when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.).
### Enhanced Subterranean Perception
diff --git a/src/pages/races/firfolk.md b/src/pages/races/firfolk.md
index 91b4ffb..fd33d4a 100644
--- a/src/pages/races/firfolk.md
+++ b/src/pages/races/firfolk.md
@@ -34,4 +34,4 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist
### Resilience
-Gets advantage on all saves vs poison, spells, and wielded items.
+Has [advantage](/rules/basics.html#advantage-and-disadvantage) on all saves vs poison, spells, and wielded items.
diff --git a/src/pages/races/oozion.md b/src/pages/races/oozion.md
index 9b6dc9c..97b15fa 100644
--- a/src/pages/races/oozion.md
+++ b/src/pages/races/oozion.md
@@ -27,7 +27,7 @@ A creature composed of ooze-like plasma with nerve clusters spread throughout.
- When not wearing or carrying anything, can squeeze through 1" space.
- Can hold breath for up to 1 hour.
- Takes 1/2 damage from acid or poison damage.
-- Gains advantage on saves against being poisoned or crushed.
+- Gains [advantage](/rules/basics.html#advantage-and-disadvantage) on saves against being poisoned or crushed.
### Reshape Form
diff --git a/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md
index e347433..92ac4de 100644
--- a/src/pages/rules/adventuring.md
+++ b/src/pages/rules/adventuring.md
@@ -11,11 +11,13 @@ short_code: uha
### Introduction
-In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops" (ex: [Exploration Procedure](#exploration-procedure)):
+In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops":
1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players.
2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for.
-3. **Repeat**" Return to step 1 and repeat until the adventuring ends.
+3. **Repeat**: Return to step 1 and repeat until the adventuring ends.
+
+Some examples of these loops include the [Exploration Procedure](#exploration-procedure) or [Encounter Prodcedure](#encounter-procedure).
### Ability Checks
@@ -71,12 +73,11 @@ Many classes have unique skills which PCs learn as they gain levels in those cla
| Class Level | Mod | Term |
| :---------: | :-: | :------: |
-| 1 | -1 | Novice |
-| 2-4 | 0 | Beginner |
-| 5-7 | +1 | Skilled |
-| 8-10 | +2 | Advanced |
-| 11-13 | +3 | Expert |
-| 14+ | +4 | Master |
+| 1-3 | 0 | Beginner |
+| 4-6 | +1 | Skilled |
+| 7-9 | +2 | Advanced |
+| 10-12 | +3 | Expert |
+| 13+ | +4 | Master |
[Skilled Ability Check Modifier]
@@ -393,10 +394,10 @@ When a PC increases their level, the following actions may be performed:
- An entangled creature:
- is unable to move,
- - has disadvantage on attack rolls and ability checks that require moving,
+ - has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks that require moving,
- can make a new **Save** attempt each combat round,
- is automatically released if the entangling weapon is used to attack another opponent.
-- Attack rolls against an entangled creature have advantage.
+- Attack rolls against an entangled creature have [advantage](./basics.html#advantage-and-disadvantage).
#### Exhausted
diff --git a/src/pages/rules/basics.md b/src/pages/rules/basics.md
index 83919f1..bce2893 100644
--- a/src/pages/rules/basics.md
+++ b/src/pages/rules/basics.md
@@ -43,6 +43,8 @@ For most checks, roll a 20-sided die (d20), add any modifiers, and compare the r
+#### Advantage and Disadvantage
+
- Rolling with **Advantage** means to roll 2 dice and keep the _highest_ result.
- Rolling with **Disadvantage** means to roll 2 dice and keep the _lowest_ result.
diff --git a/src/pages/rules/combat.md b/src/pages/rules/combat.md
index bc934eb..e5efa28 100644
--- a/src/pages/rules/combat.md
+++ b/src/pages/rules/combat.md
@@ -11,7 +11,7 @@ short_code: uhc
### Combat Procedure
-Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.
+Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear [advantage](/rules/basics.html#advantage-and-disadvantage).
That having been said, fights do occur, and when they do, the following steps are performed:
@@ -23,7 +23,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee.
- Roll 2d6 under morale score or the monsters surrender / flee.
- - After 2 successes in a fight, no further checks.
+ - After 2 successes in a fight, no further checks required.
- When to check morale:
- After the first death on a side, and
- When a side is half killed or incapacitated.
@@ -36,6 +36,7 @@ That having been said, fights do occur, and when they do, the following steps ar
- Spellcasters can move _before_ casting a spell, but can't move _after_ casting one.
4. **Change Sides**: Opposing side becomes active.
+ - If more than 2 sides are fighting, the side with the next highest initiative roll becomes active.
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
6. **Repeat**: Return to step 2 and repeat until only one side remains.
@@ -57,6 +58,8 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
- **Shields** grant +1 AC when used.
- Can also be sacrificed (shattered) to prevent a hit from inflicting damage.
+##### Fantasy Armor
+
| Armor Type | AC |
@@ -69,7 +72,26 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
| Half-Plate | 15 |
| Full Plate | 16 |
-[Armor AC]
+[Fantasy Armor AC]
+
+
+
+##### Modern Armor
+
+
+
+| Armor Type | AC |
+| :-----------------: | :-: |
+| None | 10 |
+| Weave | 11 |
+| Leather / Textile | 12 |
+| Light Body Vest | 13 |
+| Heavy Body Vest | 14 |
+| Armored Longcoat | 15 |
+| Tactical Body Armor | 16 |
+| Military Body Armor | 17 |
+
+[Modern Armor AC]
@@ -132,6 +154,7 @@ Ranged attack rolls are modified based on the character's Dexterity, the target'
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
+- Ranged attacks within 5' are made with [disadvantage](./basics.html#advantage-and-disadvantage).
- Attacks beyond long range are not possible.
@@ -256,10 +279,12 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') |
| Flail | 1d6 | |
| Garotte | 1d4 | Entangle, Stealth, Two-handed |
+| Greatclub | 1d8 | Blunt, Two-handed |
| Greatsword | 1d12 | Slow, Two-handed |
-| Greatclub | 1d8 | Blunt, Slow, Two-handed |
| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') |
| Javelin | 1d6 | Thrown (30'/ 60' / 90') |
+| Katana | 1d10 | Two-handed, Versatile (1d12) |
+| Lajatang | 2d4 | Two-handed, Versatile (1d12) |
| Lance | 1d6 | Charge |
| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
| Longsword | 1d8 | Versatile (1d10) |
@@ -270,10 +295,11 @@ Engaged characters that wish to move away can either make a fighting retreat, or
| Pickaxe | 1d8 | Slow, Two-handed |
| Polearm | 1d10 | Reach, Slow, Two-handed |
| Rapier | 1d8 | |
-| Scimitar | 1d6 | |
+| Scimitar | 1d6 | Thrown (10' / 20' / 30') |
| Sickle | 1d4 | Light |
| Shortsword | 1d6 | |
| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) |
+| Spiked Chain | 1d4 | Entangle, Two-handed, Versatile (1d6) |
| Staff | 1d4 | Blunt, Versatile (1d6) |
| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) |
| Warhammer | 1d6 | Blunt, Versatile (1d8) |
@@ -283,7 +309,7 @@ Engaged characters that wish to move away can either make a fighting retreat, or
-#### Melee Weapon Details
+##### Melee Weapon Details
- **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
- **Garotte**: While target is entangled, inflicts damage automatically each round, can be used for [Sneak Attack](/classes/thief.html#core-features).
@@ -291,32 +317,139 @@ Engaged characters that wish to move away can either make a fighting retreat, or
- **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- **Whip**: On a successful hit, may either inflict damage OR entangle.
-#### Ranged Weapons
+#### Traditional Ranged Weapons
-| Weapon | Damage | Range | [Properties](#weapon-properties) |
-| :-------------: | :----: | :---------------: | :------------------------------: |
-| Blowgun | 1 | 25' / 50' / 100' | Reload |
-| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
-| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Light, Reload |
-| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
-| Crossbow, Light | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
-| Great Bow | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
-| Longbow | 1d6 | 70' / 140' / 210' | Two-handed |
-| Shortbow | 1d6 | 50' / 100' / 150' | Two-handed |
-| Sling | 1d4 | 40' / 80' / 160' | Blunt |
+| Weapon | Damage | Range | [Properties](#weapon-properties) |
+| :-------------: | :----: | :---------------: | :------------------------------------------------------: |
+| Blowgun | 1 | 25' / 50' / 100' | Ammunition (Blowdart), Reload (1) |
+| Bolas | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
+| Crossbow, Hand | 1d4 | 20' / 40' / 80' | Ammunition (Crossbow bolt), Light, Reload (1) |
+| Crossbow, Heavy | 1d8 | 80' / 160' / 240' | Ammunition (Crossbow bolt), Reload (1), Slow, Two-handed |
+| Crossbow, Light | 1d6 | 40' / 80' / 120' | Ammunition (Crossbow bolt), Reload (1), Two-handed |
+| Great Bow | 1d8 | 70' / 140' / 210' | Ammunition (Arrow), Slow, Two-handed |
+| Longbow | 1d6 | 70' / 140' / 210' | Ammunition (Arrow), Two-handed |
+| Shortbow | 1d6 | 50' / 100' / 150' | Ammunition (Arrow), Two-handed |
+| Sling | 1d4 | 40' / 80' / 160' | Ammunition (Stone or Bullet), Blunt |
-[Ranged Weapons]
+[Traditional Ranged Weapons]
-#### Ranged Weapon Details
+##### Traditional Ranged Weapon Details
- **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).
+#### Firearms
+
+
+
+| Weapon | Damage | Range | [Properties](#weapon-properties) |
+| :--------------: | :----: | :----------------: | :---------------------------------------------------------------------: |
+| Grenade Launcher | 4d6 | 40' / 80' / 120' | Ammunition (Grenade), Reload (1), Special, Two-Handed |
+| Machine Gun | 2d12 | 125' / 250' / 375' | Ammunition (Rifle cartridge), Mounted, Reload (30), Spread, Two-Handed |
+| Needler | 2d6+1 | 50' / 100' / 150' | Ammunition (Needles), Reload (30), Spread |
+| Pistol, Light | 2d3 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Concealed, Light, Reload (2) |
+| Pistol | 2d4 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Light, Reload (15) |
+| Revolver | 2d4+1 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Reload (6) |
+| Rifle, Assault | 2d8 | 100' / 200' / 300' | Ammunition (Rifle cartridge), Reload (30), Spread, Two-handed |
+| Rifle, Hunting | 2d8 | 150' / 300' / 450' | Aim, Ammunition (Rifle cartridge), Reload (6), Two-handed |
+| Rifle, Sniper | 2d10 | 200' / 400' / 600' | Aim, Ammunition (Rifle cartridge), Reload (1), Two-handed |
+| Shotgun | 2d8 | 50' / 100' / 150' | Ammunition (Shotgun shell), Point Blank, Reload (6), Spread, Two-handed |
+| Sub-Machine Gun | 2d6 | 50' / 100' / 150' | Ammunition (Handgun cartridge), Reload (30), Spread |
+| Rocket Launcher | 5d6 | 100' / 200' / 300' | Ammunition (Rocket), Reload (1), Two-Handed |
+
+[Firearms]
+
+
+
+##### Firearms Details
+
+- **Grenade Launcher**: Rather than attacking, pick target point up to 120' away and use an action to make a DEX skill check. On a success, the grenade hits that spot. On a fail, roll 1d8 to determine which direction the grenade landed (relative to the target, starting from directly in front of them and moving clockwise), and 1d6 to determine how far away (multiply by 5').
+- **Rocket Launcher**: On a miss, starting with the nearest creature to the target, each creature directly behind the target (relative to the launcher's wielder, but still within range of the rocket launcher) must Save or be inadvertently hit by the rocket. If everyone avoids the rocket but it was fired in an enclosed space, it strikes the nearest wall instead.
+
+
+
#### Weapon Properties
!!!include(rules/weapon-properties.md)!!!
+#### Explosives
+
+Most lobbed explosives (bombs, dynamite, grenades, etc.) work the same way:
+
+- Wielder picks a target spot within 60' and uses a combat action to make a DEX check.
+ - On a success, the explosive lands in the spot and explodes as expected.
+ - On a fail, determine where the explosive landed.
+ - Roll 1d8 to determine which direction from the intended target it went (relative to the thrower, starting from directly in front of them and moving clockwise).
+ - Roll 1d6 and multiply the result by 5' to determine how far away from the target spot the explosive landed.
+
+##### Bombs
+
+- Can be lit and thrown as above.
+- When detonated, causes 3d6 damage to all creatures within 5' (**Save** for half-damage).
+- Can be found throughout the multiverse.
+
+##### Dynamite
+
+- Can be lit and thrown as above.
+- When detonated, a single stick causes 3d6 damage to all creatures within 5' (**Save** for half-damage).
+- Sticks may be bound together to increase explosive power.
+ - Damage increases by 1d6 per stick beyond the first, up to 10d6.
+ - Blast radius increases by 5' per stick beyond the first, up to 20'.
+- Fuses can be extended so the detonation occurs after a specific amount of time (ex: after 6 rounds).
+ - At the end of each round, decrease the remaining time by 1.
+ - When the timer reaches 0, the detonation occurs.
+- Can only be found on industrialized planes.
+
+##### Grenades
+
+- Can either be thrown as or launched from a grenade launcher (extending range to 120').
+- Types of Grenades
+ - Fragmentation: Detonates on impact sending shrapnel in all directions.
+ - All creatures within 20' of where the grenade landed take 4d6 damage, **Save** for half-damage.
+ - Poison Gas: One combat round after the grenade lands, it creates a cloud of deadly gas around it.
+ - All creatures within 20' of where the grenade landed must **Save** or die.
+ - Gas remains for an additional 10 seconds (1 combat round), so that any creatures in the affected area at the end of the following combat round must **Save** or or die (even if they already saved once).
+ - Sleeping Gas: One combat round after the grenade lands, it creates a cloud of sleep-inducing gas.
+ - All creatures within 20' of where the grenade landed must **Save** or fall asleep for 2d4 turns.
+ - Gas remains for an additional 10 seconds (1 combat round), so that any creatures in the affected area at the end of the following combat round must **Save** or fall asleep for 2d4 turns (even if they already saved once).
+ - Smoke: One combat round after the grenade lands, it creates a thick cloud of smoke.
+ - Heavily obscures the area within 20' of where the grenade landed.
+ - Lingers for 1 minute (6 combat rounds) unless blown away.
+ - A moderate wind (at least 10 mph) clears area in 3 rounds.
+ - A strong wind (at least 20 mph) clears area in 1 round.
+- Can only be found on industrialized planes.
+
+##### Gunpowder
+
+- When lit on fire, instantly detonates.
+ - An exploding ounce of gunpowder flares for 1 combat round, casting bright in a 30' radius and dim light for an additional 30'.
+ - An exploding powder horn causes 3d6 damage to all creatures within 10' (**Save** for half-damage).
+ - An exploding powder keg causes 6d6 damage to all creatures within 20' (**Save** for half-damage).
+- Can be found throughout the multiverse.
+
!!!include(license/wotc-cc-by.md)!!!
diff --git a/src/pages/rules/equipment/fantasy.md b/src/pages/rules/equipment/fantasy.md
index e8bdac6..71066a1 100644
--- a/src/pages/rules/equipment/fantasy.md
+++ b/src/pages/rules/equipment/fantasy.md
@@ -10,7 +10,66 @@ short_code: uhef
[[toc]]
-Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
+The information below is for a standard fantasy campaign. The tables and rules may be superseded by campaign-specific ones.
+
+### Coinage
+
+- Coin value is typically derived from the precious metal it is made from, simplifying exchange rates between different nations.
+- Most commonly seen coins are copper, silver, and gold pieces.
+
+#### Common Coins
+
+- Copper piece (cp)
+ - Most common among laborers and beggars.
+ - Buys a candle, torch, or piece of chalk.
+- Silver piece (sp)
+ - Worth 10 copper pieces.
+ - Most common coin coin among peasantry.
+ - Buys a flask of lamp oil, a night at a poor inn, or a 1/2 day's work from a guard or laborer.
+- Gold piece (gp)
+ - Standard coin for determining value of items.
+ - Large transactions are usually done with gold bars, gems, or other valuable goods, rather than a large numbers of coins.
+ - Worth 10 silver pieces.
+ - Buys a bedroll, 50' of rope, a goat, a week's work from a guard or laborer, or a day's work from a skilled (if unexceptional) artisan.
+
+#### Uncommon Coins
+
+- Electrum Piece (ep)
+ - Worth 5 silver pieces.
+ - Archaic, seldom used in open trade.
+- Platinum Piece (pp)
+ - Worth 10 gold pieces.
+ - Archaic, seldom used in open trade.
+- Omnium piece (op)
+ - Worth 500 gold pieces.
+ - Archaic, seldom used except by [arcanists and demihuman artificers](../../magic/omnium.html#omnium-pieces).
+
+
+
+
+
+| Coin | CP | SP | EP | GP | PP | OP |
+| :-----------: | :----: | :--: | :--: | :---: | :----: | :------: |
+| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1000 | 1/50,000 |
+| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | 1/5000 |
+| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | 1/1000 |
+| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | 1/500 |
+| Platinum (pp) | 1000 | 100 | 20 | 10 | 1 | 1/50 |
+| Omnium (op) | 50,000 | 5000 | 1000 | 500 | 50 | 1 |
+
+[Exchange Rates]
+
+
### Adventuring Equipment
@@ -138,35 +197,41 @@ Below are the equipment tables for a standard fantasy campaign. They may be supe
-| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
-| :----------: | :-------: | :----: | :---------------------------------------: |
-| Battle Axe | 7 | 1d8 | Versatile (1d10) |
-| Blackjack | 1 | 1d2 | Blunt, Stealth |
-| Club | 3 | 1d4 | Blunt, Light |
-| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
-| Flail | 5 | 1d6 | |
-| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
-| Greatsword | 15 | 1d12 | Slow, Two-handed |
-| Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed |
-| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
-| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
-| Lance | 5 | 1d6 | Charge |
-| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
-| Longsword | 10 | 1d8 | Versatile (1d10) |
-| Mace | 5 | 1d6 | Blunt |
-| Morningstar | 10 | 1d8 | |
-| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
-| Pickaxe | 7 | 1d8 | Slow, Two-handed |
-| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
-| Rapier | 7 | 1d8 | |
-| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
-| Sickle | 5 | 1d4 | Light |
-| Shortsword | 7 | 1d6 | |
-| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
-| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
-| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
-| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
-| Whip | 5 | 1d4 | Entangle, Reach |
+| Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) |
+| :----------------: | :-------: | :----: | :---------------------------------------------------: |
+| Battle Axe | 7 | 1d8 | Versatile (1d10) |
+| Blackjack | 1 | 1d2 | Blunt, Stealth |
+| Chain Whip | 7 | 1d6 | Entangle, Reach |
+| Chain Whip, Spiked | 10 | 1d8 | Entangle, Reach |
+| Club | 3 | 1d4 | Blunt, Light |
+| Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
+| Flail | 5 | 1d6 | |
+| Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
+| Greatclub | 6 | 1d8 | Blunt, Two-handed |
+| Greatsword | 15 | 1d12 | Slow, Two-handed |
+| Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
+| Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
+| Katana | 20 | 1d10 | Two-handed, Versatile (1d12) |
+| Lajatang | 15 | 2d4 | Two-handed, Versatile (1d12) |
+| Lance | 5 | 1d6 | Charge |
+| Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
+| Longsword | 10 | 1d8 | Versatile (1d10) |
+| Mace | 5 | 1d6 | Blunt |
+| Morningstar | 10 | 1d8 | |
+| Net | 5 | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
+| Nunchaku | 10 | 2d4 | Blunt, Two-handed |
+| Pickaxe | 7 | 1d8 | Slow, Two-handed |
+| Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
+| Rapier | 7 | 1d8 | |
+| Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
+| Sickle | 5 | 1d4 | Light |
+| Shortsword | 7 | 1d6 | |
+| Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
+| Spiked Chain | 7 | 1d4 | Entangle, Two-handed, Versatile (1d6) |
+| Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
+| Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
+| Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
+| Whip | 5 | 1d4 | Entangle, Reach |
[Melee Weapons]
diff --git a/src/pages/rules/gm-notes.md b/src/pages/rules/gm-notes.md
index 036ce5d..c11edd8 100644
--- a/src/pages/rules/gm-notes.md
+++ b/src/pages/rules/gm-notes.md
@@ -68,7 +68,11 @@ Jewelry is worth 3d6 x 100 gp.
#### Types of Gems by Value
-10 gp
+Unless stated otherwise, a gem is assumed to be 1/4" in diameter, weigh 2 carats, and be valued based on its composition / type.
+
+Below values given in [standard fantasy coinage](./equipment/fantasy.html#coinage).
+
+**10 gp**
- agate (banded, eye, or moss )
- azurite
@@ -82,7 +86,7 @@ Jewelry is worth 3d6 x 100 gp.
- tiger eye
- turquoise
-50 gp
+**50 gp**
- bloodstone
- carnelian
@@ -98,7 +102,7 @@ Jewelry is worth 3d6 x 100 gp.
- sardonyx
- zircon
-100 gp
+**100 gp**
- amber
- amethyst
@@ -111,7 +115,7 @@ Jewelry is worth 3d6 x 100 gp.
- spinel (red, red-brown, or deep green)
- tourmaline
-500 gp
+**500 gp**
- alexandrite
- aquamarine
@@ -121,15 +125,15 @@ Jewelry is worth 3d6 x 100 gp.
- spinel (deep blue)
- topaz (golden yellow)
-1,000 gp
+**1000 gp**
- emerald
-- opal (white, black, or fire )
+- opal (white, black, or fire)
- sapphire (blue, star, or yellow)
- ruby (star)
- corundum (fiery yellow or rich purple)
-5,000 gp
+**5000 gp**
- diamond (blue, blue-white, brown, canary, or pink)
- jacinth
@@ -138,8 +142,6 @@ Jewelry is worth 3d6 x 100 gp.
#### Gem Values by Size and Weight
-Unless stated otherwise, a gem is 1/4" in diameter, weighs 2 carats, and is valued based on its composition / type.
-
| Size (Diameter) | Weight | Value | # in 1 cu ft |
@@ -152,6 +154,8 @@ Unless stated otherwise, a gem is 1/4" in diameter, weighs 2 carats, and is valu
| 1/4″ (standard) | 2 carats / 0.001 lbs (1000 / lb) | Base value | 110,592 |
| 1/8″ (tiny) | 0.3 carats / 0.000125 lbs (8000 / lb) | Base value / 10 | 884,736 |
+[Gem Value by Size]
+
_Adapted from https://olddungeonmaster.com/2012/06/10/gems/ ._
diff --git a/src/pages/rules/magic.md b/src/pages/rules/magic.md
index 41044e9..54602dd 100644
--- a/src/pages/rules/magic.md
+++ b/src/pages/rules/magic.md
@@ -317,7 +317,7 @@ A creature that is frozen in time:
- ceases to age; and
- feels as though they weigh 10x their normal weight.
-Attack rolls against a creature frozen in time have advantage.
+Attack rolls against a creature frozen in time have [advantage](/rules/basics.html#advantage-and-disadvantage).
### Divine Magic
diff --git a/src/pages/spells/forget.md b/src/pages/spells/forget.md
new file mode 100644
index 0000000..bd9aa23
--- /dev/null
+++ b/src/pages/spells/forget.md
@@ -0,0 +1,28 @@
+---
+title: Forget
+description: The Forget spell for OSR gaming.
+date_pub: 2025-01-06T21:15:27.000-04:00
+section: spells
+content_type: feature
+short_code: sf0
+tags: arcane
+---
+
+
+
+| | |
+| ------------ | ------------------------- |
+| **Level** | 2 |
+| **Duration** | Instantaneous (permanent) |
+| **Range** | 30' |
+
+
+
+Causes victims to forget the recent past.
+
+- Targets up to 4 creatures in a 20' square area.
+- Targets must **Save vs Spells** or have their memories erased for the current round plus a number of previous rounds equal to 1/3 caster level.
+ - Save may be modified based on number of targeted creatures.
+ - If only one creature targeted, save is at -2.
+ - If two creatures are targeted, save is at -1.
+ - The effects cannot be dispelled, and lost memories can only be restored by Heal, Restoration, or Wish.