diff --git a/gm.tex b/gm.tex
index 1dc3ddf97a54442943dfcb8b214cac33efd77876..e3e624b55ff08153dc3e6dfc6b265ffc146372f0 100644
--- a/gm.tex
+++ b/gm.tex
@@ -143,6 +143,7 @@ However you run them, players should each receive 5 \gls{xp} for completing a Si
 \subsubsection{Anatomy of Side Quests}
 
 Side Quests often begin with an example to introduce the players to the scene.
+This example won't work for every group in just any situation, but provides a starting point to picture how things might play out.
 
 \begin{boxtext}
 
@@ -154,6 +155,11 @@ After that, you'll find details such as the \glspl{npc}, with their stats and mo
 
 After the Side Quests have finished, you'll find details of any locations relevant to the Side Quests.
 
+\subsubsection{Preparation}
+
+Rolling up encounters beforehand can really get a game rolling, and you'll have more opportunity to integrate those encounters together.
+You'll find space on your GM sheet (back of the book) to write down a couple of encounters and Side Quests per area.
+
 \end{multicols}
 
 \section{The Undead}
@@ -168,7 +174,7 @@ The undead do not tire -- they take no Fatigue Points. They can walk or dig or f
 
 When the undead are newly created, they are clumsy, as they are not used to their own bodies, and suffer a -2 penalty to Dexterity.
 Shortly afterwards, rigor mortis sets in, and then decay.
-Any undead more than a few hours old gain a -2 penalty to their Speed Bonus.
+Any undead more than a few hours old gain a -2 penalty to their Speed Bonus, but lose the Dexterity penalty.
 
 \end{multicols}