diff --git a/HBW/Items/GM_Item_Notes.html b/HBW/Items/GM_Item_Notes.html
index 0d80034..d689fa3 100644
--- a/HBW/Items/GM_Item_Notes.html
+++ b/HBW/Items/GM_Item_Notes.html
@@ -2,7 +2,7 @@
title: GM Item Notes
description:
published: true
-date: 2023-11-07T15:46:34.727Z
+date: 2024-01-02T13:14:54.945Z
tags: game-master
editor: ckeditor
dateCreated: 2023-11-06T19:56:27.592Z
@@ -67,6 +67,7 @@ dateCreated: 2023-11-06T19:56:27.592Z
Whenever you attempt to draw a different weapon while attuned to The Black Dagger, you must succeed on a DC 15 Wisdom Saving throw, or end up drawing the Black Dagger instead.
Attempting to leave or get rid of the dagger while still cursed by it incurs a DC20 Wisdom Save. On a failure, you plunge the dagger into your own chest, trying to pierce your own heart. You immediately take 2d6 damage. You may repeat the save at the end of each of your turn, stopping on a success, but is not released from the curse. You take damage again if you fail the save, with the damage increasing by 1d6 for each subsequent failure. You can not perform any other Actions, Bonus Actions, Reactions, or Interactions while this under this effect, and your Speed is reduced to 10ft.
Killing a humanoid creature causes the Black Dagger to meld into them, using their body to release the creature within.
+ If attempting to cast a Remove Curse spell to remove the curse, the target must succeed on a DC18 Con Save. They take 10d10 necrotic damage on a failed save, half on a success. A target brought to 0 hit points in this manner dies, causing the same effect as if you killed someone with the dagger.