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v1.200.0
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@@ -3662,7 +3662,7 @@
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{
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"type": "entries",
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"name": "1. Entry Chamber",
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"page": 227,
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"page": 27,
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"id": "0c6",
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"entries": [
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{
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@@ -5085,7 +5085,7 @@
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{
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"type": "entries",
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"name": "Manipulating Time",
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"page": 4,
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"page": 41,
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"id": "150",
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"entries": [
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"Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface of the water seeking food. Spending 2 charges also causes {@dice 1d4} {@creature Lizardfolk Render|GoS|lizardfolk renders} to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod."
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@@ -5096,7 +5096,7 @@
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{
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"type": "entries",
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"name": "31. Gemsmith's Cell",
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"page": 14,
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"page": 41,
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"id": "151",
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"entries": [
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"The oak door leading to this area is locked, but can be opened with a successful DC 14 Dexterity check using thieves' tools, or forced open with a successful DC 14 Strength check. The chamber beyond holds the temple's most valued prisoner, {@creature Seodra|IMR} the gemsmith.",
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