docs: update game-master/session-notes/Session70_80/Session71_GeneralNotes
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title: Session 71 GeneralNotes
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title: Session 71 GeneralNotes
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description:
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description:
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published: true
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published: true
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date: 2023-12-05T15:32:30.962Z
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date: 2023-12-05T15:35:35.194Z
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tags: game-master
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tags: game-master
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editor: ckeditor
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editor: ckeditor
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dateCreated: 2023-11-27T20:16:01.199Z
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dateCreated: 2023-11-27T20:16:01.199Z
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@ -33,6 +33,7 @@ dateCreated: 2023-11-27T20:16:01.199Z
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<ul>
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<ul>
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<li>At the end of Te'Lik's 2nd turn, Archers will arrive.</li>
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<li>At the end of Te'Lik's 2nd turn, Archers will arrive.</li>
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<li>Cairne has the curse on his hand that lets them track him. They can also track Te'lik's sigil-thingy.</li>
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<li>Cairne has the curse on his hand that lets them track him. They can also track Te'lik's sigil-thingy.</li>
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<li>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.</li>
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</ul>
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</ul>
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<p> </p>
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<p> </p>
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<p> </p>
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<p> </p>
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</ul>
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</ul>
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</li>
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</li>
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<li>3/day: As bonus action, add 1d10 to next <strong>attack </strong>or <strong>damage </strong>roll with longbow.</li>
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<li>3/day: As bonus action, add 1d10 to next <strong>attack </strong>or <strong>damage </strong>roll with longbow.</li>
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<li>Poison Arrows: 1d8</li>
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<li>1x Poison Arrows each: 1d8<ul>
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<li>Arrow with Alchemist's Fire:<ul>
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<li><strong>Crawler Mucus (Contact)</strong><span style="font-family:Georgia, serif;">: 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 </span><a href="https://roll20.net/compendium/dnd5e/Rules:Conditions?expansion=0#toc_8">paralyzed</a><span style="font-family:Georgia, serif;">. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</span></li>
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</ul>
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</li>
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<li>1x Arrow with Alchemist's Fire each:<ul>
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<li>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.</li>
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<li>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.</li>
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</ul>
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</ul>
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</li>
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</li>
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