diff --git a/play.tex b/play.tex
index 8ac6a51d8b95f6f923d26b7b27240dc2ecfaba58..9a9f956c2b452b61a939a50ee90dcf572d1d5161 100644
--- a/play.tex
+++ b/play.tex
@@ -7,12 +7,12 @@
     \item[\gls{gm}:]
     Fenestra is currently experiencing the freezing season of Qualmea, when the trees shed their leaves, letting sunlight shine on roads which are slowly turning white, with little specks of snow.
 
-    \item[Mat:]
+    \item[Matt:]
     Wasn't it raining last time? Are we jumping time again?
 
     \item[\gls{gm}:]
     Yes - three weeks passes every session, so we've actually started a new `\gls{cycle}' in \gls{fenestra}.
-    And as usual -- we'll start in \pgls{broch} -- one of the towers \gls{guard} towers between \glspl{village}.
+    And as usual -- we'll start in \pgls{broch} -- one of the \gls{guard} towers which sit between \glspl{village}.
 
     Mark off any rations or \glspl{ingredient} from last session -- they've all been eaten or gone rotten.
   \end{description}
@@ -24,7 +24,7 @@
   \Gls{fenestra} has twelve seasons (which map to our twelve months) so every time we enter January, \gls{fenestra} enters \gls{Qualmea}.
   And it marches on regardless of who's at the table -- even if nobody's there, \gls{fenestra} keeps moving.
 
-  This helps keep the table open, so Nina -- a new player -- can jump right in.
+  This helps keep the table open, so Soibhan -- a new player -- can jump right in.
 }
 
 \sideBySide{
@@ -35,13 +35,14 @@
     What did you do?
     \item[Alice:]
     Well, Grogfen helped a trader getting to town\ldots
-    (but I don't want to tell her about going in, or the \glspl{sp} she paid us)
+    (but I don't want to tell her about entering a town, or the \glspl{sp} she paid us)
     \item[\gls{gm}:]
     So how will you explain how long the mission took?
     Remember, she has a record of when Grogfen left the \gls{jotter} who gave her the mission.
     \item[Alice:]
     With lies\ldots?
     Can I just roll this one?
+    I'll still tell her about the strange markings on all the trees.
     \item[\gls{gm}:]
     Sure.
     You just need to keep it consistent with what she knows.
@@ -56,7 +57,7 @@
   \end{description}
 }{
 
-  Whenever the characters try to accomplish something risky, we use this system:
+  Whenever the characters try to accomplish something dangerous, the player rolls:
 
   $$2D6 + \underbrace{Attribute + Skill} ~vs~ \glsentrytext{tn}$$
 
@@ -75,47 +76,46 @@
   Sometimes a piece of equipment or a social contact can add to the roll, so the total Bonus can become very high.
   A \gls{tn} of 14 is not unreasonable in some situations.
 
+  The full formula for an action is:
+
   $$2D6 + \underbrace{Attribute + Skill + Equipment} ~vs~ \glsentrytext{tn}$$
 }
 
 \sideBySide{
   \begin{description}
-    \item[Nina]
+    \item[Soibhan]
     Do I get a character?
     \item[\gls{gm}:]
     You sure do.
     Take the Book of Stories and roll $2D6$ on these charts.
-    \item[Nina:]
+    \item[Soibhan:]
     Okay, I'm a human\ldots called\ldots `Sootfilch'.
     What's with the name?
     \item[\gls{gm}:]
     People in \gls{fenestra} believe that the gods takes the best in life, so it's bad luck to name their children after good things.
 
-    You can roll the stats up next.
-    There's a guide on the character sheet as well as the players' book.
+    Roll the Attributes next.
   \end{description}
-
 }{
 
-  Character creation's fast, so don't worry about your \gls{pc} dying.
+  Character creation's fast, so don't worry about \glspl{pc} dying.
   Most will begin as members of the \gls{guard} -- the place they put society's unwanted; the useless miscreants, bastards, and political agitators.
 
   The character creation rules are in the \textit{Book of Stories}%
   \iftoggle{stories}{, \autopageref{character_rolls}.}{.}
-  This book just has a lot of notes on Traits, and details on resolution
-  (it's mostly good for reference).
+  This book focusses on resolution mechanics, details of Traits, and spells.
 }
 
 \sideBySide{
   \begin{description}
     \item[\gls{gm}:]
     Low Dexterity and high Intelligence, so we'll look up what that says.
-    \item[Nina:]
+    \item[Soibhan:]
     It says I'm a `Loner'.
     \item[\gls{gm}:]
     That makes sense.
     Society and social ties are very important in \gls{fenestra}, so people can end up in the \gls{guard} just because they don't have anyone arranging a safe position for them.
-    \item[Nina:]
+    \item[Soibhan:]
     This equipment looks a bit rubbish.
     Can't I get something better?
     At least some proper armour?
@@ -126,7 +126,7 @@
   Starting equipment and beliefs all come wrapped together with the core concept in character creation.
   This lets new people get up and running quickly.
 
-  Most players end up making more interesting characters with some random input, but if players really want to decide on every facet, a `point-buy' character creation system exists.
+  Most players end up making more interesting characters with some random input, but if players really want to decide every facet of their character, they can use the `point-buy' character creation system.
 
   Starting pay for the \gls{guard} is roughly nothing.
   This forces the \glspl{pc} into some side-jobs and creative thinking, if they want to get their hands on reasonable weapons and armour.
@@ -138,14 +138,14 @@
     Sure -- you're in a \gls{broch}, so you can ask \gls{jotter} Cartpike.
 
     Roll $2D6$, then add your \roll{Charisma}{Empathy}.
-    \item[Nina:]
+    \item[Soibhan:]
     \dicef{9}
     \ldots that's an `11' in total?
     Do I pass?
     \item[\gls{gm}:]
     Sure, but how would a loner ask for equipment?
     What would they do?
-    \item[Nina:]
+    \item[Soibhan:]
     He's probably ask her when she's alone.
     Knock politely, and just explain he's not been given the tools to survive.
   \end{description}
@@ -164,7 +164,7 @@
     \item[\gls{gm}:]
     \Gls{jotter} Cartpike agrees to give you the armour, as long as you head out on the new mission, immediately.
     Sootfilch, Grimesinge, and Mossboke will journey out to two neighbouring \glspl{village} -- that means a `walled village' -- and cut around the perimeter.
-    \item[Mat:]
+    \item[Matt:]
     We're bush-whacking?
     \item[\gls{gm}:]
     Yes.
@@ -182,21 +182,23 @@
 
   For the mission, he rolls $3D6$ again, and finds the troupe must go to two nearby \glspl{village} and cut away at the perimeter.
 
-  Finally, he rolls up a single \gls{village} while two players explain how armour works to Nina.
+  Finally, he rolls up a single \gls{village} while two players explain how armour works to Soibhan.
   The \gls{village} has bear traps surrounding it (that might make expanding the perimeter challenging!) and rumours about the local swamp-hag who occasionally eats people.
-  Since it's near a marsh, he names the \gls{village} `Marshwall'.
+  Since it's near a marsh, he names the \gls{village} `Marshwall', and notes it down on his expanding map.
 
-  The various encounter charts shouldn't be considered `hard rules' -- they exist more to support the \gls{gm}.
+  The various encounter charts and random tables shouldn't be considered `hard rules' -- they exist to support the \gls{gm}.
+  You can find the random rolls in the \textit{Book of Judgement}%
+  \iftoggle{judgement}{, \autoref{encounters}, \autopageref{encounters}}{}.
 }
 
 \sideBySide{
   \begin{description}
-    \item[Mat:]
+    \item[Matt:]
     May as well do the distant one first.
     Can we walk ten miles in an afternoon?
     \item[\gls{gm}:]
     Sure, that's just 5 \glspl{fatigue} along the road.
-    Nina -- Sootfilch is human, so you can ignore the first \gls{fatigue}.
+    Sootfilch and Grogfen are human, so they can ignore the first \gls{fatigue}.
   \end{description}
 }{
   Travelling times are easy to work out.
@@ -209,14 +211,14 @@
   \begin{description}
     \item[\gls{gm}:]
     So everyone heads off to Marshwall, and on the road traders try to sell you torch pitch and rope for 100~\glspl{cp} each.
-    \item[Mat:]
+    \item[Matt:]
     Nah we're\ldots actually, that'd be really handy.
     I'll take both.
     \item[\gls{gm}:]
     Roll \roll{Wits}{Crafts} to determine the quality of the goods (\tn[9]).
-    \item[Mat:]
+    \item[Matt:]
     \dicef{7}
-    Crap\ldots
+    Already?
   \end{description}
 }{
   Purchases can get tricky, as tricksters are everywhere.
@@ -230,17 +232,17 @@
     \item[\gls{gm}:]
     Snow's started to fall, thicker than before.
     By evening, the road is white, but you can see Marshwall's high wooden walls ahead, and an archer waves at you from his perch.
-    \item[Mat:]
+    \item[Matt:]
     Time to rest.
     \item[\gls{gm}:]
     Wait a minute\ldots
     just checking for encounters.
-    \item[Mat:]
+    \item[Matt:]
     Crap\ldots
     \item[\gls{gm}:]
     Who's in the lead?
     Grogfen has the highest Speed, so I think she would be.
-    Can you roll \roll{Wits}{Vigilance} (\tn[12])?
+    Can you roll \roll{Wits}{Vigilance} (\tn[13])?
     \item[Alice:]
     \dicef{3}\dicef{2}
     Crap\ldots
@@ -248,7 +250,9 @@
 }{
   When two people (or creatures) act against each other, the player rolls at \tn[7], plus their opponent's score.
 
-  The creature's total Bonus is +5, so Alice must roll at \gls{tn} ($7 + 5 =$) 12.
+  $$2D6 + \underbrace{-1 + 0} ~vs~ 7 + \underbrace{2 + 2 + 2}$$
+
+  The creature's total Bonus is +6 (with a snow-camouflage Bonus), so Alice must roll at \gls{tn} 13.
 }
 
 \sideBySide{
@@ -257,45 +261,50 @@
     I rolled a `4', so what happens to me?
     \item[\gls{gm}:]
     A bleach-white tentacle grabs you by the neck, another around your left leg, then the great woodspy rises.
-    \item[Nina:]
+    \item[Soibhan:]
     The what?
     \item[\gls{gm}:]
     ``Woodspy'' -- a great land-octopus, able to camouflage, with a load of tentacles.
-    It grabs her and starts to slither away, pulling its way through the trees while holding Grogfen tight above its head.
-    \item[Nina:]
+    It grabs her and starts to slither away, yanking its way through the trees while holding Grogfen tight above its head.
+    \item[Soibhan:]
     What do we do?
-    Run after it.
+    Run after it?
     \item[\gls{gm}:]
     If you want to, spend \pgls{ap}.
     You can roll \roll{Speed}{Athletics} at \tn[11].
-    \item[Nina:]
+    \item[Soibhan:]
     Okay, \dicef{7} \ldots sorry, Alice\ldots
   \end{description}
 }{
   Everyone starts combat with 3~\glspl{ap} plus their Speed Bonus.
   Having more \glspl{ap} lets you act before others, and do more.
 
-  Most combat actions resist an opponent, so most involve both combatants spending \pgls{ap} as the same time.
-  Characters can even go into the negative, but having -2~\glspl{ap} means a -2 Penalty to all rolls.
+  Most combat actions resist an opponent, so spending \pgls{ap} usually forces an opponent to spend one too.
+  These forced-expenditures can push characters into negative \glspl{ap}.
+  A character on negative \glspl{ap} feels seriously flustered, and takes the negative as a penalty to their actions.
+
+  For example, a character on -2~\glspl{ap} would take a -2 penalty to all actions (and could only act in response to something acting against them).
+
+  Using \glspl{ap} means you don't need to be too precious about which order peole act in -- every character receives the actions they're due by the end of the round.
 }
 
 \sideBySide{
   \begin{description}
-    \item[Mat:]
+    \item[Matt:]
     Wait, Earth magic covers snow, doesn't it?
     Can I make the snow solid around the woodspy's tentacles to stop it getting away?
     \item[\gls{gm}:]
     Yes -- it's still \tn[11], but you can roll your \roll{Charisma}{Earth} to cast.
-    \item[Mat:]
+    \item[Matt:]
     \dicef{9} Got it!
     \item[\gls{gm}:]
     What does he say?
-    \item[Mat:]
+    \item[Matt:]
     `Solid frost, and woodspy tomb'?
     \item[\gls{gm}:]
-    Well the snow responds, and grabs a couple of tentacles.
+    Well the snow responds, freezing solid, and holding a couple of tentacles tight.
 
-    Nina -- one \roll{Wits}{Vigilance} roll, please (\tn[11]).
+    Soibhan -- one \roll{Wits}{Vigilance} roll, please (\tn[11]).
   \end{description}
 }{
   Spells work like any other roll, including when making a Resisted roll -- the spellcaster uses their Bonus to resist the opponent, or players roll their \gls{pc}'s Bonus against the \gls{npc}'s.
@@ -332,13 +341,13 @@
 
 \sideBySide{
   \begin{description}
-    \item[Nina:]
+    \item[Soibhan:]
     \dicef{5}\dicef{1}
     Does a `5' pass?
     \item[\gls{gm}:]
     A bear trap, hidden in the snow, leaps up dealing\ldots\dicef{6} 6 Damage.
     You can remove your 5~\glspl{fp}.
-    \item[Nina:]
+    \item[Soibhan:]
     And the last Damage?
     Does my armour get it?
     \item[\gls{gm}:]
@@ -350,46 +359,53 @@
 }{
   \Glspl{fp} measure a character's distance from death and (in some sense) their courage.
   Once they run out, all further damage makes a real wound -- Sootfilch might carry this damage for the remainder of the session.
-  However, after \pgls{interval} the troupe will regenerate \glspl{fp}, so the wounds won't leave them near-death for the entire session.
+  However, after \pgls{interval} the troupe will regenerate \glspl{fp}, so the wounds won't leave them near-death for the entire session -- they can persevere while wounded, and rely on their luck.
 
   BIND doesn't have much in the way of healing magic, but it has plenty of Fate spells.
 }
 
 \sideBySide{
   \begin{description}
-    \item[Nina:]
+    \item[Soibhan:]
     I'll stab the woodspy.
     \item[\gls{gm}:]
     Okay -- spend \pgls{ap} to take out your sword.
-    \item[Nina:]
+    \item[Soibhan:]
     Spent.
     I'll stab the woodspy!
     \item[Alice:]
     \dicef{11}
-    I'm free.
-    \item[Mat:]
+    I'm free, but out of \glspl{ap}.
+    \item[Matt:]
     I'll go for another binding spell, can I make it trapped so Sootfilch can stab it easier?
     \item[\gls{gm}:]
     Sure, and it's at \tn[10] this time.
-    \item[Nina:]
+    \item[Soibhan:]
     Can I not stab the woodspy?!
     \item[\gls{gm}:]
     Snow freezes around its every grounded tentacle, while Grogfen pulls away.
     Roll \roll{Dexterity}{Combat} at \tn[7].
-    \item[Nina:]
+    \item[Soibhan:]
     \dicef{9}
     That's 8, how do I Damage?
-    \item[Mat:]
+    \item[Matt:]
     $1D6$!
-    \item[Nina:]
+    \item[Soibhan:]
     \dicef{6} that's an 8 in total, with the shortsword.
     \item[\gls{gm}:]
-    The shortsword enters, and its snow-white skin splits, blue blood runs down the wound and the skin writhes red, black, and mottled-brown.
+    The shortsword enters, and its snow-white skin splits, blue blood runs down the wound and the skin writhes, turning red, black, then mottled-brown.
   \end{description}
 }{
   The woodspy would usually flee at this point, but being bound by ice, and trapped, the troupe will destroy it in a moment.
 
   Once it dies, Laiquon will pull its beak out, to create \pgls{talisman} for a Water spell, then the troupe can sell the rest of the body to the farmers in the \gls{village} for a few copper and a couple of favours, like a nice place to rest.
+
+  The \gls{gm} hasn't introduced the real hooks yet -- the \gls{sq} \glspl{segment}.
+  Last session saw several little plot-\glspl{segment} which provided foreshadowing for the swamp-hag's plans.
+  The next \gls{segment} in the forests will be the reckoning, but if the players decide to stick to their mission, on the roads, the \gls{gm} will have to start a new \gls{sq} to throw at them.
+
+  Running multiple \glspl{sq} isn't a problem.
+  The old plot can wait, and new \glspl{guard} will hear about the important background from the \glspl{jotter} records.
 }
 
 \end{multicols}