diff --git a/game-master/session-notes/Session70_80/Session71_GeneralNotes.html b/game-master/session-notes/Session70_80/Session71_GeneralNotes.html
index ba79be5..07a0193 100644
--- a/game-master/session-notes/Session70_80/Session71_GeneralNotes.html
+++ b/game-master/session-notes/Session70_80/Session71_GeneralNotes.html
@@ -2,7 +2,7 @@
title: Session 71 GeneralNotes
description:
published: true
-date: 2023-12-05T15:32:30.962Z
+date: 2023-12-05T15:35:35.194Z
tags: game-master
editor: ckeditor
dateCreated: 2023-11-27T20:16:01.199Z
@@ -33,6 +33,7 @@ dateCreated: 2023-11-27T20:16:01.199Z
- At the end of Te'Lik's 2nd turn, Archers will arrive.
- Cairne has the curse on his hand that lets them track him. They can also track Te'lik's sigil-thingy.
+ - Will start trying to hunt down the party. Won't know exactly where they are, but will always know what direction to go in due to Cairne's mark and Te'Lik's sigil.
@@ -49,8 +50,11 @@ dateCreated: 2023-11-27T20:16:01.199Z
3/day: As bonus action, add 1d10 to next attack or damage roll with longbow.
- Poison Arrows: 1d8
- Arrow with Alchemist's Fire:
+ - 1x Poison Arrows each: 1d8
+ - Crawler Mucus (Contact): This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+
+ - 1x Arrow with Alchemist's Fire each:
- Deals an additional 1d4 damage, and the target is on fire, taking an additional 1d4 Damage at the start of their turn. Can be doused by making a DC10 Dexterity Check as an action.