jaurkevna
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@ -86,5 +86,5 @@ The cleric here is a quest giver for investigating the sewers for a monument to
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---
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=> town.png Map
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=> https://xena.greedo.xeserv.us/6E/areas/creators-landing/town.png Map
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=> .. Go back
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@ -85,5 +85,5 @@ Hey cool the maps line up!
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---
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=> sewers.png Map
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=> https://xena.greedo.xeserv.us/6E/areas/creators-landing/sewers.png Map
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=> . Go back
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# jaurkevna
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jaurkevna is an underground cave that connects the west corner of Usill and cuts through the bluffs separating Miau from the Cetacean Hedgemony.
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There are more goblins here as well as some sand lizards and a bandit raiding
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party or two. There is an occult ritual being performed in a secret chapel.
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## [15] Entry Room
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> You enter jaurkevna after following the instructions from the cleric to its location. This underground cave is dark and gloomy. You see a torch on the wall that looks like you can take with you. There's scurrying sounds as well as low rumbling in the distance.
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## [1] Naesatra's Chapel
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> You sneak into the chapel and see a group of cultists attempting to summon the demon Naesatra into this mortal plane. There are seven of them standing around a pentagram with candles in the triangles.
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If players disrupt the summoning ritual, fight the cultists. If they do not, have them fight Naesatra.
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=> ../../monsters/cultist.gmi Cultist
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=> ../../monsters/naestra.gmi Naestra
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## [2] Northern Arterial Passage
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> You walk towards the south and the cave opens up a little. There are strange paintings on the wall of the cave, combinations of arcane sigils, drawings of stick people and crude representations of animals. The smell of salt water fills your nose.
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## [3] Northen Ventral Passage
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> The rumbling from before sounds louder, but you hear it coming from the right. You hear sounds from ahead that you can't quite identify by themselves. There is the smell of a campfire and cooking fish.
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## [4] Sand Lizard Camp
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> You walk into the opening and see a group of sand lizards ahead of you. They are cooking some fish on a campfire, dancing and obviously distracted with whatever they are doing. The rumbling is notably quieter here.
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=> ../../monsters/sand-lizard.gmi Sand Lizard
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The sand lizards don't notice the players unless they strike first or make a ruckus.
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## [5] Bandit Camp
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> There is a group of bandits here. One is on a tower watching from a distance. There are a few bandits sleeping by the fire and one larger one sleeping with them. The guard is looking your way.
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* 1x Bandit Scout
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* 3x Bandit
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* 1x Bandit Boss
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Chest with an Amulet of Bandacy (+1 DEX) and 300 gold
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=> ../../monsters/bandit-scout.gmi Bandit Scout
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=> ../../monsters/bandit.gmi Bandit
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=> ../../monsters/bandit-boss.gmi Bandit Boss
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## [6] Nalam's Sanctuary
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> There is a statue of a Chee in this room, it doesn't appear to be overly masculine or feminine. There is an engraving at the foot of the statue. There appear to be a few treasure chests here, tantalizingly available and unguarded.
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The statue is of Nalam, a hero of Miau's past. If players don't already know about the statue, its finger will be pointing to where the chapel is.
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The two smaller chests are unguarded and have 80 gold per player, one of them has a silk choker (worth 60 gold). The bigger chest has a dwarven waraxe (2 weight, +1 damage, +2 damage against short targets, worth 300 gold) and is booby-trapped with poison.
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There is a small urn in this room that has ashes in it.
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## [7] Chapel Entrance
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> The rumbling is more clearly identifiable as chanting. There is a red glow surging through the crack in the door. The name Naesatra comes up more and more. There is a pack of 3 confused goblins here.
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The doors look like they could open with ease.
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## [9] Ocean Inlet
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> You walk into this room and see that your path is above a small pool. There looks like there is a treasure chest on an islet in the pool. Some rope might be useful to get yourself down to the water. Hopefully there isn't anything dangerous in it.
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### [8] Islet Chest
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The chest is trapped with a spike trap. If the trap goes off it does 1d6 piercing damage.
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Contents:
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* Bottle of Exotic Wine - A Bandit's favorite
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* Sandals - Makes it easier to cool off in the desert
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* Icy Hydroflask - Makes all water drank out of it icy cold and refreshing
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## [10] Mideastern Ventral Passage
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> You made it through the darkness of the passage, the darkness clears up a bit and you can hear the sound of water dripping from the ceiling. There is a runic carving in the wall that points around a corner.
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Hinting at the chapel at [1].
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## [11] Southern Arterial Passage
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> You feel the air turning warmer. There is sand at your feet and there seems to be more and more of it as you walk towards the light from the outside. The temperature increases and you can start to feel the heat of the desert reflected down into the cave.
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## [12] Southeastern Arterial Passage
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> You walk towards the light, sand piling up at your feet. The heat of the desert and its dry air becomes more and more obvious to you. You are almost at your goal.
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## [13] Southern Ventral Passage
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From chapel:
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> You walk up from the chapel, the red glowing subsiding. There is a staircase that takes this path up and through the cave. You can smell saltwater in the distance.
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From inlet:
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> You walk up from the inlet, the rumbling can be heard again. There looks like a faint red glowing in the distance. The smell of saltwater fades and you feel slightly uneasy.
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## [14] Northeastern Arterial Passage
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> You walk down the passage to your left and see a column in the middle that forks the path in two. The column in the middle has various cave paintings of cat-people going about daily life. The path to the right is dark but you can faintly see a glimmer down it. The path to the left has the sound and smell of a campfire.
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## [16] Mideastern Arterial Passage
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> The cave paintings continue and stop abruptly as you finish walking around the giant stalagmite that so many paintings were drawn on. There are a few goblins fighting a few sand lizards, but both seem to be at a standstill.
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## [17] Mideastern Chest
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The chest is untrapped and has the following in it:
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* Golden Chee Headress - 250g, no value in combat
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* Arcane Gemstone - 100g, useful for empowering artificer creations
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## [18] Northeastern Ventral Passage
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> The rumbling gets louder and louder as you walk down this path. You can start to hear little gaps in the rumbling, almost like the gaps between words. The cave is notably darker here, there is also the sound of a goblin ahead.
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If players investigate the goblin, make it a fight against a normal goblin.
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=> ../../monsters/goblin.gmi Goblin
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---
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=> .. Go back
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# Bandit Boss
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Leader, Large, Clever
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Katana (d8), 20hp, 1 armor
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Moves:
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* Regroup (CHA) - Regroups allies behind them
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* Attack (STR) - Strikes with their katana
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Stats:
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STR: +1
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DEX: -2
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CON: -2
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INT: +1
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WIS: +1
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CHA: +2
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# Bandit Scout
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Sniper, Medium, Pack
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Bow (d6 piercing), 8hp, 0 armor
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Moves:
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* Attack (DEX) - Shoots with their bow
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* Summon (CHA) - Raises the alarm to their allies
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Stats:
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STR: -1
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DEX: +2
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CON: -1
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INT: -1
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WIS: -2
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CHA: +1
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# Bandit
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Horde, Pack, Medium
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Slash (d6), 10hp, 0 armor
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Moves:
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* Attack (STR)
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* Leap (DEX) - Moves away from an attacker in melee range
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Stats:
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STR: +1
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DEX: +2
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CON: -2
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INT: -2
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WIS: -1
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CHA: +0
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# Cultist
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Horde, Shortsighted, Small
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Whump (d4), 10 hp, 0 armor
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Moves:
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* Attack (STR)
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Stats:
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STR: -2
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DEX: -1
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CON: +1
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INT: -2
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WIS: -2
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CHA: +2
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# Naestra - Succubus
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Cunning, Magical, Intelligent, Chaotic
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Slash (d6+2), 40hp, 1 armor
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Moves:
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* Consume (CHA) - Absorbs the hitpoints of a cultist ally, draining the life from them
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* Attack (STR) - Hits where it counts
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* Endure (CON) - Endures a fatal hit
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Stats:
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STR: +1
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DEX: -2
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CON: +0
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INT: +2
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WIS: -2
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CHA: +1
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# Sand Lizard
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Horde, Dim, Quick
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Tongue-lash (d4), 15hp, 0 armor
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Moves:
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* Attack (DEX) - uses their tongue as a ranged weapon
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* Bow (DEX) - uses their bow to hit enemies
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* Flee (DEX) - runs around a corner or away
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Stats:
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STR: -2
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DEX: +2
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CON: -2
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INT: -2
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WIS: -2
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CHA: -2
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