diff --git a/README.md b/README.md
index 789bf1292c03d52b728c8d64c2a595a31c7fe194..7f8c9246d25ddfb125f7c9e1f435ab57ab5af1be 100644
--- a/README.md
+++ b/README.md
@@ -3,10 +3,11 @@
 |             Downloads                |         Questions             |
 |:-------------------------------------|:------------------------------|
 | [Core Book][core download]           | [Wiki][wiki]                  | 
-| [Character Sheet][cs]                | [Email an idea][issuesEmail]  |
+| [Character Sheets][resources]        | [Email an idea][issuesEmail]  |
 | [Reference Version][reference]       | [Issues Board][board]         |
+| [Character Spread Sheet][cs]         | [ Your ad here $5 ]           |
 
-BIND is a fantasy tabletop RPG core ruleset.
+BIND is a grunge-fantasy tabletop RPG core ruleset.
 
 # Rules
 
@@ -36,6 +37,7 @@ Make your own, or print a copy of [Adventures in Fenestra](https://gitlab.com/bi
 The dependencies are
 
 - `texlive-full` (or `texlive-most` on some distributions)
+- `git`
 - `git-lfs`
 - `inkscape`
 - `make`
@@ -44,21 +46,18 @@ To make the document, simply enter the directory, and type `make`.
 
 Finally, take the pdf to your local, friendly, printing store, and have them make you a nice hardback copy.
 
+For other operating systems, or more details, see the wiki on [setting up](https://gitlab.com/bindrpg/core/-/wikis/dev/startup).
+
 # Get Involved
 
 The book is under an open source licence, so whoever plays it decides how it gets to work.
 If you want to get involved, there are a number of ways to contribute:
 
 - Emailing ideas [here][issuesEmail].
-
 - Posting ideas on the [board][board].
-
 - Playtesting.
-
 - Contributing art.
-
-- Fork the project, and start fixing issues.
-
+- Join the project, and start fixing issues.
 - Or if you don't like how I'm handling the book, fork it and make your own.
 
 [core download]: https://gitlab.com/bindrpg/core/-/jobs/artifacts/master/raw/BIND.pdf?job=compile_pdf
diff --git a/cc.tex b/cc.tex
index 52caf1f50accb90e2e8a7615cd6e2558ae76518a..e4be18d39f949d03e40f50cab2c1fc1e6f8d00db 100644
--- a/cc.tex
+++ b/cc.tex
@@ -214,7 +214,6 @@ They can choose to take a single -1 penalty to any Attribute of their choice in
   You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
 }
 
-
 \end{multicols}
 
 \section{Skills}
diff --git a/charts.tex b/charts.tex
index d11156e008de6dfd13dbeecb87218c9e63fd0dd1..433e5a33a6f23de2ece4f23d08ce155d5901e111 100644
--- a/charts.tex
+++ b/charts.tex
@@ -377,7 +377,7 @@
 
   Beaver & -5 & -4 & \quadraped \\
 
-  Bird/ Bat & -5 & 4 & \flight \\
+  Bird/ Bat & -5 & -4 & \flight \\
 
   Cat & -5 & -5 & \quadraped \\
 
diff --git a/combat.tex b/combat.tex
index e1a65edfb97b9caada388f9cf3b72a4ee36c8eb2..9ed7eb9fe91ccb085c4c71ba5c2a21c37c71cf90 100644
--- a/combat.tex
+++ b/combat.tex
@@ -21,7 +21,6 @@ Let's start with an overview of the basic features, then cover the details later
 
 \end{multicols}
 
-
 \section{Basic Combat}
 
 \begin{multicols}{2}
@@ -339,19 +338,22 @@ Long bows can be fired for hundreds of yards -- the maximum range is generally m
 
 A short bow, or `trick bow', is a smaller, lighter thing which can be used by anyone.
 What it lacks in punch it makes up for in quick draw time.
+<<<<<<< HEAD
 As usual, for every five steps beyond the first two the archer suffers a -1 penalty to hit.
 The bow takes 2 \gls{ap} points to fire, so many shots can be fired in a \gls{round}.
+=======
+As usual, for every five squares beyond the first two the archer suffers a -1 penalty to hit.
+The short bow takes 1 \gls{ap} points to fire, and 1 \gls{ap} points to reload, so many shots can be fired in a \gls{round}.
+>>>>>>> dev
 
 Shortbows have a maximum range of 20 steps and deal $1D6-1$ Damage.
 They often bring down prey by multiple arrows rather than the one.
 
-Reloading a short bow takes only 1 \gls{ap}.
-
 \subsubsection{The Crossbow}\index{Projectiles!Crossbow}
 \label{crossbow}
 Crossbows can be powerful, but are not easy to reload.
 They have a standard Damage of $2D6$, though different crossbows vary in quality.
-Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload.
+Crossbows requires only 1 \gls{ap} to fire, but require 5 rounds, minus the user's Strength Bonus, to reload. Reloading always takes a minimum of 1 round.
 
 \subsubsection{Thrown Weapons}\index{Projectiles!Thrown Weapons}
 
@@ -683,8 +685,13 @@ The attacker spends 3 \glspl{ap} points to rush forward.
 The defender can either spend 3 \glspl{ap} and attempt to resist, or can simply acquiesce with a normal movement action, spending 1 \gls{ap}.
 
 Resisting means engaging in a Strength + Combat roll.
+<<<<<<< HEAD
 When moving back, targets are pushed back 2 steps; the attacker's Strength adds to this and the opponent's Strength decreases it.
 Strong characters might also can sacrifice the use of 1 point of Strength to push back an additional person.
+=======
+When moving back, targets are pushed back 2 squares; the attacker's Strength adds to this and the opponent's Strength decreases it.
+Strong characters might also sacrifice the use of 1 point of Strength to push back an additional person.
+>>>>>>> dev
 
 Characters who have been rammed must be able to move far back enough as part of their normal movement action, otherwise they fall \textit{Prone}.
 
diff --git a/gm.tex b/gm.tex
index 52784e361cec6421d91fd1db8eb60966cf31f34e..d098b40219e5b27ee9c3cd46badfadf487466893 100644
--- a/gm.tex
+++ b/gm.tex
@@ -95,6 +95,30 @@ A good rule of thumb is to make as few decisions as possible, and let yourself f
 Noticing patterns in the rules can help you to remember them.
 Make the following principles a habit, and you'll find your role becomes a lot easier.
 
+And speaking of rolls, let's start with dice stats, and why `7' is the magic number.
+
+\vspace{10pt}
+\noindent
+\begin{scriptsize}%
+\begin{tabularx}{\linewidth}{clXX}
+
+  \hline
+  \textbf{Roll} & \textbf{Combinations} & \textbf{Chance} & \textbf{or Greater} \\\hline
+  2  & \epsdice{1}\epsdice{1} & 2.78\% & 100\% \\
+  3  & \epsdice{1}\epsdice{2} \epsdice{2}\epsdice{1} & 5.56\% & 97.22\% \\
+  4  & \epsdice{1}\epsdice{3} \epsdice{3}\epsdice{1} \epsdice{2}\epsdice{2} & 8.33\% & 91.67\% \\
+  5  & \epsdice{1}\epsdice{4} \epsdice{4}\epsdice{1} \epsdice{2}\epsdice{3} \epsdice{3}\epsdice{2}  & 11.11\% & 83.33\% \\
+  6  & \epsdice{1}\epsdice{5} \epsdice{5}\epsdice{1} \epsdice{2}\epsdice{4} \epsdice{4}\epsdice{2} \epsdice{3}\epsdice{3} & 13.89\% & 72.22\% \\
+  7  & \epsdice{1}\epsdice{6} \epsdice{6}\epsdice{1} \epsdice{2}\epsdice{5} \epsdice{5}\epsdice{2} \epsdice{3}\epsdice{4} \epsdice{4}\epsdice{3} & 16.67\% & 58.33\% \\
+  8  & \epsdice{2}\epsdice{6} \epsdice{6}\epsdice{2} \epsdice{3}\epsdice{5} \epsdice{5}\epsdice{3} \epsdice{4}\epsdice{4} & 13.89\% & 41.67\% \\
+  9  & \epsdice{3}\epsdice{6} \epsdice{6}\epsdice{3} \epsdice{4}\epsdice{5} \epsdice{5}\epsdice{4} & 11.11\% & 27.78\% \\
+  10 & \epsdice{4}\epsdice{6} \epsdice{6}\epsdice{4} \epsdice{5}\epsdice{5} & 8.33\% & 16.67\% \\
+  11 & \epsdice{5}\epsdice{6} \epsdice{6}\epsdice{5} & 5.56\% & 8.33\% \\
+  12 & \epsdice{6}\epsdice{6} & 2.78\% & 2.78\% \\
+
+\end{tabularx}
+\end{scriptsize}
+
 \paragraph{Always round up} -- whether someone is helping another character with half their score, or combat calls for half damage, or just any time someone divides a number, they round up at 0.5.
 One quarter of a +1 bonus is still 0, but half of a +3 bonus is always +2.
 
@@ -106,12 +130,13 @@ Always round up.
 When team mates add their scores together, the second grants half, and the third grants half again.
 When many people want to combine their Strength scores to lift something, the highest score counts as usual, the second counts at half, then a quarter, an eighth, and so on\ldots
 
-\paragraph{Resting actions allow failure,}
+\paragraph{Only resting actions allow failure,}
 so if someone has to get this spell just right the first time, or judge the chances of a cave-in and commit to a particular tunnel, they do not get a resting action, even if they have a couple of moments to spare.
 
 If a task must succeed first time, it's not a resting action!
 
-\paragraph{It's only a Team Roll if an expert would want help,} so if the group ask to make a team roll to craft a fantastic statue, reply `no'.
+\paragraph{It's only a Team Roll when experts can work together,}
+so if the group ask to make a team roll to craft a fantastic statue, reply `no'.
 Master carvers don't ask for help chiselling their statues, so the roll has to be a Group Roll, i.e. the lowest score can drag everyone down.
 Conversely, anyone building a basic raft would welcome all the help they can get.
 This shows that the group should make a Team Roll.
@@ -124,16 +149,16 @@ granting a +2 bonus.
 If the standard professional has at least a +5 bonus, they will succeed on professional tasks at \gls{tn} 12 every time (assuming they take a resting action).
 This means a \gls{tn} of 12 isn't monstrously high -- it represents a starting figure for basic professionals.
 
-And if the average professional would struggle with a task, throw them a \gls{tn} of 14 or more!
+And if the \emph{average} professional would struggle with a task, throw them a \gls{tn} of 14 or more!
 
 \paragraph{The dice tell the story,} but only with interpretation.
 A crappy roll to open a door suggests the massive door has wedged properly shut.
 A fantastic roll to talk to the local lord might indicate he has family in that character's home village.
-Explaining results can come easier than making up a situation whole-cloth.
+Explaining dice results can come easier than making up a situation whole-cloth.
 
-If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} fails to convince a \iftoggle{aif}{town master}{baron} to fund their \gls{adventure}, another might step in to `try their luck' (with the dice).
+If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} `just fails' to convince a \iftoggle{aif}{town master}{baron} to fund their \gls{adventure}, another might step in to `try their luck' (with the dice).
 But if the first player to roll understands that the \iftoggle{aif}{town master}{baron}'s raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him.
-This leaves room for some other \gls{pc}, with better stats, to succeed in the endeavour (they might succeed on the roll of a `7'), but does not encourage a ring of players rolling dice like a bunch of bored gamblers.
+This leaves room for some other \gls{pc}, with better stats, to succeed in the endeavour (by using the same roll), but does not encourage a ring of players rolling dice like a bunch of bored gamblers.
 
 \subsubsection{Let Players `Ruin' the \Glsentrytext{adventure}}
 
@@ -712,10 +737,6 @@ Breaking things up like this allows different smaller plots to meld into one.
 Perhaps characters go looking for the bandit alchemist immediately, and find some other encounter in the forests.
 And maybe when the bandit spy joins the party, he'll end up in an unrelated encounter where the party find themselves trapped in a giant web, and he takes the opportunity to finish them off.
 
-\iftoggle{aif}{
-  See \textit{Adventures in Fenestra}, \autoref{sideQuestIntro}, for a full campaign, built on weaving Side Quests together.
-}{}
-
 \end{multicols}
 
 \section[The Undead]{\D~The Undead}
diff --git a/intro.tex b/intro.tex
index 269b33c49c20087f85e7adad2115a3ccb1aab265..ddc03de2d2937e8b624856ad3873745a020e3aeb 100644
--- a/intro.tex
+++ b/intro.tex
@@ -13,7 +13,12 @@
   \item
   BIND mechanics force a fast real-world resolution to every encounter.
   \item
+  \ifnum\day=17
+    BIND was made with too much hot sauce.
+    \emph{I'm sorry, the bottle slipped!}
+  \else
   BIND is an `adult' game, meaning we all have jobs and such, so the game should make as few demands on everyone's time as possible.
+  \fi
   \item
   BIND kills all house rules, by allowing people to integrate those rules into the core book and reprinting.
 
@@ -46,7 +51,7 @@ This book has problems, and that's fine.
 I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and make improvements.
 This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book.
 
-No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and Cellotape it to the last page of the core book.
+No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and Sellotape it to the last page of the core book.
 Instead, you have the complete source documents, and can modify it as you please, creating a cohesive book.
 If you spot an error, you can correct it.
 If you want to add a couple of spells, it's no problem.
@@ -62,7 +67,7 @@ This particular version was last revised on \today.
 
 \subsection*{Further Reading}
 
-If you're looking for a pre made campaign world, monsters, and stories to tell, find yourself a copy of \textit{Adventures in Fenestra}.
+If you're looking for a pre made adventure and stories to tell, find yourself a copy of \textit{Escape from the Horde}.
 
 \end{multicols}
 
@@ -72,7 +77,7 @@ If you're looking for a pre made campaign world, monsters, and stories to tell,
 
 \subsubsection*{to the Artists}
 
-\paragraph{Neil McDonnell} for the basic photograph which became the Polymorph image on page \pageref{roch:polymorph},
+\paragraph{Neil McDonnell} for the basic photograph which became the Polymorph image on page \pageref{Roch_Hercka/polymorph},
 
 \paragraph{Boris Pecikozi\'c} for the example-story images, (pages 
 \pageref{Boris_Pecikozic/nura_jump}, 
diff --git a/spheres.tex b/spheres.tex
index 791d79e45cc44cbe5b559df1b3cc928cada43b4f..a235fa2b443dc4d65e8241ddcbcd1c5b45f5bd0f 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -1041,6 +1041,7 @@ Larger fires require a \textit{Wide Extinguish} spell.
 \iftoggle{verbose}{
   \sidepic[40]{Roch_Hercka/conjuration_left}
 }{}
+
 The mage throws out a ball of flaming, crackling ball of energy, which strikes and burns the target.
 The Damage is 3 Damage, plus the spell's Level, plus the caster's Intelligence Bonus.
 
diff --git a/story/10-combat.tex b/story/10-combat.tex
index 787508670b1bc4462625de990224fb51f49ecba1..eda61dd641bd87db47926d64b122ee3b66574ceb 100644
--- a/story/10-combat.tex
+++ b/story/10-combat.tex
@@ -1,30 +1,31 @@
 \begin{exampletext}
 
-The next morning the trio gave a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear.
-Unfortunately there was little they could do to hide themselves, and a band of hobgoblins from the village were following them.
-The trio had reached halfway up the mountain by this point but the hobgoblins were faster than them, and stronger.
-Sean thought for a moment about abandoning Hugi if there was a problem - his little dwarvish legs were no good for sprinting.
+The next morning the trio give a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear.
+Unfortunately there have little to do to hide themselves, and a band of hobgoblins from the village follow them.
+The trio reach halfway up the mountain by before the hobgoblins spot them.
+Sean thought for a moment about abandoning Hugi if there was a problem -- his little dwarvish legs were no good for sprinting.
 Of course Hugi's death would not buy them much time, and Arneson would never stand for it.
-No, they would have to stick together to survive.
+No, they must stick together to survive.
 
-The trio climbed for a while longer, looking back every few moments to note how close the hobgoblins were behind them. An ogre was among their ranks, so they must have come from a very deep cavern.
+The trio climb for a while longer, looking back every few moments to note the hobgoblins' distance.
+An ogre walks among them, so they must have come from a \emph{very} deep cavern.
 
-Looking back, the enemy was nearing and everyone was out of breath.
-Arneson suggested a rest to make sure they would be ready for the fight -- they could fight downhill against an enemy fatigued from walking upwards.
+Looking back, the enemy nears, and each of them have run out of breath.
+Arneson suggests a rest to make sure they will be ready for the fight -- they can fight downhill against an enemy fatigued from walking upwards.
 He calmly got out the rations -- some cheese, smoked pork, oatcakes and a flagon of wine.
 
-``May as well have the best of the rations now, eh, friends?'', Arneson said.
-He slowly masticated his age-hardened meal and tried to smile back at the nine foot monstrosity, which was recently a man, clamboured up, pounding its great feet up the mountain's slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man.
+``May as well have the best of the rations now, eh, friends?'', Arneson says.
+He slowly masticates his age-hardened meal and tries to smile back at the nine foot monstrosity, which was recently a man, clamboured up, pounding its great feet up the mountain's slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man.
 
-As the hobgoblins neared the plateau where the trio sat, they began to make their war cries.
-Everyone slowly took out their weapons.
+As the hobgoblins near the plateau where the trio sat, they begin to make their war cries.
+Everyone slowly takes out their weapons.
 
-\pic{Boris_Pecikozic/nura_brawl}{\label{boris:brawl}}
+\pic{Boris_Pecikozic/nura_brawl}
 
 \end{exampletext}
 
 \sideBySide{
-  The \gls{gm} decides that since the players have the higher ground, they will receive +1 to all rolls until the hobgoblins can move up to where the \glspl{pc} stand.
+  Since the \glspl{pc} have the higher ground, they will receive +1 to all rolls until the hobgoblins can move up to their altitude.
 
   The \glspl{pc} have no need to fight, so they don't need to spend \glspl{ap} on movement, so they wait, while the hobgoblins have to spend their own \glspl{ap} on movement.
 }{
@@ -33,7 +34,7 @@ Everyone slowly took out their weapons.
 }
 
 \sideBySide{
-  Hugi's player rolls to fire at a hobgoblins.
+  Hugi's player rolls to fire at a hobgoblin.
   $$\gls{tn} 6 - Dexterity (1) - Projectiles (1) = 4$$
   The Damage is
 
diff --git a/story/15-fatigue.tex b/story/15-fatigue.tex
index 2a3c47fa09005825c416fbdd1e5dff04ddb197c7..3d2b9b2877db496cb8e658754afbf3a6f280e315 100644
--- a/story/15-fatigue.tex
+++ b/story/15-fatigue.tex
@@ -7,7 +7,8 @@
 
 With their \glspl{fp} now replenishing quickly, the group can rest and worry less about being hit again.
 
-``Oh! I've been forgetting about the Fatigue'', says the \gls{gm}. Your \gls{gm} will probably say the same at some point.
+``Oh! I've been forgetting about the Fatigue'', says the \gls{gm}.
+Your \gls{gm} will probably say the same at some point.
 
 ``Everyone got 1 \glsentryfull{fp} from being in one \gls{round} of combat, then three more for running through three areas, so that's four in total.
 Once you rest for the scene, you should be fine.
diff --git a/story/16-stories.tex b/story/16-stories.tex
index 1607d694df195f555be7ad79ab4e0e97339b1a1a..b1cf7a982049e79e97ffcf71b7508130d45e0212 100644
--- a/story/16-stories.tex
+++ b/story/16-stories.tex
@@ -1,15 +1,15 @@
 
 \begin{exampletext}
 
-  ``Do you think the village on the other side of the mountain is safe to visit?'', asked Sean with raised eyebrows.
+  ``Do you think the village on the other side of the mountain is safe to visit?'', Sean asks with raised eyebrows.
   
-  His companions did not really want to hear that question, but they had.
-  It was impossible to tell from this distance if the hobgoblins had settled there already.
+  His companions don't really want to hear that question, but they have.
+  It's impossible to tell from this distance if the hobgoblins have settled there already.
   
   ``Ah dinnae ken, laddie''
   
   Hugi is resolved to just enter the next area, stoically, but his player is no stoic.
-  It is decided that now is the time to expand Hugi's backstory.
+  He decides that now is the time to expand Hugi's backstory.
   He wants a place to rest, he wants more of an idea of what is happening here.
   He decides to spend a Story point to specify that a single dwarven outpost has a single person still there.
   
@@ -25,22 +25,28 @@
   
   Hugi's player marks off a single \gls{storypoint} and starts telling his story.
   
-  ``There's an outpost over there'', Hugi remarked.
+  ``There's an outpost over there'', Hugi remarks.
   ``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut.
   They're little windows.''
   
   \pic{Boris_Pecikozic/dwarves_meet}
 
-  Entering the building, Hugi found his cousin, Magda.
-  Sean expected them to hug after the ordeal, but Hugi just bowed low.
-  Apparently he was proud of the honour of gathering news from her on account of their shared blood.
+  Entering the building, Hugi finds his cousin, Magda.
+  Sean expects them to hug after the ordeal, but Hugi just bows low.
+  As luck would have it, she is a proficient medic, and helps patch Hugi back up, safely removing the arrow.
   
-  As luck would have it, she was a proficient medic, and helped patch Hugi back up, safely removing the arrow.
-  
-While all the players are thinking about the next move, the \gls{gm} adds up their \gls{xp}. They defeated 6 hobgoblins and 1 ogre. Hobgoblins and ogres are worth 7 each. There were seven in total, so that means 49 \gls{xp} in total, minus one \gls{xp} per member of the group. The final result is that each character receives 15 \gls{xp} and one more \gls{xp} is left in the pot for later (because 46 cannot evenly be divided by 3). After that, each player wants a little additional \gls{xp} for following their own God or codes.
+While all the players think about their next move, the \gls{gm} adds up their \gls{xp}.
+They defeated 6 hobgoblins and 1 ogre.
+Hobgoblins and ogres are worth 7 each.
+There were seven in total, so that means 49 \glspl{xp}.
+The party discount is the number of members squared.
+With three members, that's -9 \glspl{xp}.
+The final result is 40 \glspl{xp}, divided among the group, so each character receives 13 \glspl{xp}.
+
+After that, each player wants a little additional \gls{xp} for following their own God or codes.
 
 Arneson follows the Goddess, \gls{naturegod}.
-He receives 3 additional \gls{xp} because the hobgoblins are particularly hated enemies for him - followers of \gls{naturegod} believe they are either unnatural, or that their presence in the human realm is unnatural.
+He receives 3 additional \gls{xp} because the hobgoblins are particularly hated enemies for him -- followers of \gls{naturegod} believe they are either unnatural, or that their presence in the human realm is unnatural.
 Hugi, meanwhile, follows the Code of the Tribe; what's important to him is his dwarvish clan's honour.
 In coming here he has defended his tribe's honour and claims 3 \gls{xp} for coming to the rescue of dwarves in the name of his own tribe.
 He is additionally helping a particular member of the tribe whom he has met a long way from home.
@@ -52,11 +58,14 @@ That's a total of 7 \gls{xp}.
 
 Hugi decides to spend his 7 on his first Knack, and selects `Chosen Enemy (Goblins)'.
 
-Meanwhile, Arneson purchases Dexterity +1 with his 15 \gls{xp}. The group is a little older and wiser, and are more confident about meeting danger in the future.
+Meanwhile, Arneson purchases Dexterity +1 with his 15 \gls{xp}.
+The group is a little older and wiser, and are more confident about meeting danger in the future.
 
-Hugi was filled with pride to the point of forgetting about the pain when Magda pulled out the arrow which had so deeply penetrated his shoulder. He was almost caught smiling when Magda bandaged up the ogre's teeth-marks on his face - it would make a good scar.
+Hugi was filled with pride to the point of forgetting about the pain when Magda pulled out the arrow which had so deeply penetrated his shoulder.
+He was almost caught smiling when Magda bandaged up the ogre's teeth-marks on his face -- it would make a good scar.
 
-The band took only a couple of hours before they set off again, hoping to find that village, somewhere beyond the mist. What had happened to that bard, they could only guess, but there seemed little chance of finding him in that village.
+The band take only a couple of hours before they set off again, hoping to find that village, somewhere beyond the mist.
+What happened to that bard, they could only guess, but there seems little chance of finding him in that village.
 
 \end{exampletext}
 
diff --git a/story/4-rolls.tex b/story/4-rolls.tex
index 0f8a94c0784a3d08f098a0646b525dd5df6cb2c3..83c41ddd864997bb9571ef67b0464926815d0b08 100644
--- a/story/4-rolls.tex
+++ b/story/4-rolls.tex
@@ -1,21 +1,23 @@
 \begin{exampletext}
 
-When they arrived at the town of Arano they could already see the mountain their bard was supposedly wandering over in the distance. It was peaceful, but Arano was in complete disarray. People were nipping back and forth with cartloads of breads and smoked meats while others were rushing past with no discernible purpose.
+When they arrive at the town of Arano, they see the mountain their bard was supposedly wandering over in the distance.
+The mountain stands peacefully, but Arano looks in complete disarray.
+People nip back and forth with cartloads of breads and smoked meats while others rush past with no discernible purpose.
 
-Sean needed information on whether or not that bard had travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing.
-He had no desire to wait until things calmed down of their own accord -- he would need to leave today.
+Sean needs information on whether or not that bard has travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing.
+He has no desire to wait until things calm down of their own accord -- he needs to leave today.
 
 Sean's player uses his Intelligence Bonus (0) and Empathy \gls{skill} (+1).
-The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7.
+The \gls{gm} doesn't say a \gls{tn} so the \gls{tn} is 7.
 Sean's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6.
 The roll is a failure.
-No information about the bard is forthcoming, but the \gls{gm} still has some response to describe from the villagers.
 
-After stopping several people they frantically explained that hobgoblins had attacked the last village before the South mountains -- Casarenna.
-The strange man-devouring monsters had been pushed back but the village would still be in need of military aid.
-Apparently the mountains were full of hobgoblins, waiting to come down and eat everything.
+After stopping several people they frantically explained that hobgoblins have attacked the last village before the South mountains -- Casarenna.
+The strange man-devouring monsters have been pushed back but the village must still be in need of military aid.
+Apparently the mountains are full of hobgoblins, waiting to come down and eat everything.
 
-Sean suddenly regretted his views on that two hundred gold coin reward. He was almost certain his companions would turn back, but his dwarvish companion, Hugi, surprised him.
+Sean suddenly regretted his views on that two hundred gold coin reward.
+He was almost certain his companions would turn back, but his dwarvish companion, Hugi, surprised him.
 
   \begin{quotation}
   Laddie, listen.
diff --git a/story/5-resting.tex b/story/5-resting.tex
index b8d91cdc6fc40faa17581222704588b07310a9b9..58837b8e265d32d1812dcf9884a7ceb2891a0bd0 100644
--- a/story/5-resting.tex
+++ b/story/5-resting.tex
@@ -7,6 +7,17 @@
   His total is now 8 and he has passed the test.
   This means the trio will have to spend longer than anticipated in the village and will not reach the other village until nightfall.
 
-  After speaking with several villagers he found a single boy who remembered. \emph{These men came for him. They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep. After that he headed over to Caserenna. He must be trying to go over the mountain where the dwarves live. He had a funny accent and I think he came from the South, over those mountains}. Sean suspected that the spell in the bard's book was some kind of sleeping spell. If he wasn't simply a very boring singer then the trio would have to strike fast if they found him, before he could send them all to sleep.
+  After speaking with several villagers he finds a single boy who remembers something.
+
+  \begin{quotation}
+  These men came for him.
+  They came and surrounded him and said they wanted his book, but then he just started singing, and they all went to sleep.
+  After that he headed over to Caserenna.
+  He must be trying to go over the mountain where the dwarves live.
+  He had a funny accent and I think he came from the South, over those mountains.
+  \end{quotation}
+
+  Sean suspects that the spell in the bard's book provides some kind of sleeping spell.
+  The trio will have to strike fast if they find him, before he sends them all to sleep.
 
 \end{exampletext}
diff --git a/story/6-team.tex b/story/6-team.tex
index 12acc79f6485a4ecd055e1b5505a970ee95af2d7..a9ec200993e8ff399f21abf0292650d19956ad98 100644
--- a/story/6-team.tex
+++ b/story/6-team.tex
@@ -9,9 +9,9 @@
   The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters.
   The roll fails and the troop will have to go into the situation blind.
 
-  Sean recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic.
-  He searched his mind for where such a song might come from and what else it might be capable of.
-  He wondered if the bard had really come from the South and what he might want with that book.
-  The entire thing was an impenetrable enigma.
+  Sean recalls what the old alchemist said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic.
+  He searches his mind for where such a song might come from and what else it might be capable of.
+  He wonders if the bard has really come from the South and what he might want with that book.
+  The entire thing feels like an impenetrable enigma.
 
 \end{exampletext}
diff --git a/story/7-resisted.tex b/story/7-resisted.tex
index bdb76dbea21e40ff231acbc6ec1040491a480c46..fa823a5cc03188dfd26cc565814e00fa7504954a 100644
--- a/story/7-resisted.tex
+++ b/story/7-resisted.tex
@@ -1,9 +1,9 @@
 \begin{exampletext}
 
-  Arneson, Sean and Hugi left that day, and as the sun was setting they saw Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind.
-  The smell of roasted meat was coming from every house.
+  Arneson, Sean and Hugi leave, and as the sun sets they see Casarenna's smoking chimneys ahead, reaching up to the imposing, grey mountains behind.
+  The smell of roasted meat comes from every house.
 
-  Unknown to the characters, the hobgoblins returned to attack the village again some hours ago, slaughtered everyone and began to roast them.
+  Unknown to the characters, the hobgoblins ruturned to attack the village again some hours ago, slaughtered everyone and began to roast them.
 Hobgoblins tend to act quickly.
 The smell of roasted meat is coming from human flesh roasting over each fire in the village, while little troves of hobgoblins each sit around one hearth, hungrily gnawing on undercooked dinners.
 
@@ -21,11 +21,12 @@ The smell of roasted meat is coming from human flesh roasting over each fire in
 
   Sean's player rolls a total of 4.
 
-  Sean shouted out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth, saying
+  Sean shouts out, `Hey there! We are here from \dots' but Hugi quickly jumps up to cover his mouth.
 
   ``Nay, laddie! Can ye no smell wha's cookin'? Can ye no see the blood on the grass? This place is deed. Them buggers musta returned, and they're cooking the humans. We best be quiet''.
 
-  Movement from the nearby cottages soon showed them it was too late. A full village of the enemy were here, and they were starting to react and shout warnings and orders to each other.
+  Movement from the nearby cottages shows them it's too late.
+  Hobgoblins screach from every corner, searching for the uneaten.
 
 \end{exampletext}
 
diff --git a/story/8-hiding.tex b/story/8-hiding.tex
index b24fba35f6f970cbd87d06ecf4902b2c19e21fb5..6740c73c9bfe3894939554dfcc9d7993fb323e6e 100644
--- a/story/8-hiding.tex
+++ b/story/8-hiding.tex
@@ -9,17 +9,18 @@
   Arneson's player rolls $2D6$ to produce a final score of `12' -- the roll is a success and the margin is 3.
   Since the margin is quite good, the \gls{gm} decides that the troop leave the area before they are engaged and gain a +3 bonus to running away.
 
-  The thatched roof on the nearby cottage rustled and Arneson instinctively drew his companions back.
-  They turned and ran before their adversary could make his leap down to meet them with his axe.
-  They ran as swiftly as they could into the safety of the darkness surrounding Casarenna but the hobgoblins stampeded fast behind them, running as swiftly as they could with guttural cries and war songs which Sean could only guess translated to something about dinner.
+  The thatched roof on the nearby cottage rustles and Arneson instinctively draws his companions back.
+  They turn and run before their adversary can make his leap down to meet them with his axe.
+  They enter the safety of the darkness surrounding Casarenna but the hobgoblins stampede fast behind them with guttural cries and war songs about dinner.
 
-  A scurrying of agile, hungry feet filled the little muddy rows between houses.
+  A scurrying of agile, hungry feet fill the little muddy rows between houses.
   The trio looked about for an escape route.
   Unknown to them, one of the hobgoblins was meant to be keeping a lookout from the roof of the cottage on the edge of town.
-  He observed them for a brief moment and then jumped off, axe in hand, ready to make up for all the meals he had missed while pretending to keep guard.
-  It was twenty long minutes of running before they were confident they were safe.
-  Hugi and Sean tenderly tried to regain their own breath while Arneson went to gather wood for a temporary shelter.
-  Despite their distance from the village, they were kept awake by the wind bringing faint yet deep and reverberating songs from the village over to them all through the night.
+  He observes them for a brief moment and then jumps off, axe in hand, ready to make up for all the meals he missed while pretending to keep guard.
+  They run into the dark until their shins feel ready to bleed.
+  Eventually, the pain is worse than the fear of death.
+  Hugi and Sean try to regain their own breath while Arneson goes to gather branches for a temporary shelter.
+  Despite their distance from the village, the wind carries reverberating songs so them throughout the night.
 
   \end{exampletext}