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Classes of Nehwon

As mentioned in the Races section, Nehwon is a very multi classed / dual classed environment.  To reflect this, all races are eligible to do both, and experience points can even be applied to the various classes at the player’s discretion.
i.e. Bill, a City Folk Urban Mage / Thief earns 1000 xp for tonight’s adventure.  He decides that he was very “thiefy” tonight, scaling a bunch of walls, and bypassing guards,  while only casting a minor spell.  He decides in that spirit to apply 800xp to his Thief Class, and 200xp to his Mage class.
Classes can even be added throughout the course of the campaign.  Players can dedicate 1000xp to a new class, and then join it at level 1.


No changes from the Players Handbook, save that players do not need to build a stronghold to have followers.
No changes from the Players Handbook.  Ranger’s followers will be determined by the environment.
Barbarians level up as per the Ranger’s XP Track, but gain a D12 hit die, and double bonuses to their constitution and dexterity when wearing leather or lighter armors.
They do not specialize weapons, or gain followers as per fighters, but do gain the ability to hit creatures that require +1 weapons at level 4, and require +2 at lvl 6, 8th +3, 10th +4, 12th +5. (No to hit modifier actually applies, they just ignore this ruling.)
Barbarians track as per Rangers.
Barbarians naturally distrust wizards (not mages or priests).  If a Wizard is casting in their presence, a barbarian can detect this at 25% chance, but has no idea of what is being cast.  This ability increases by 5% per level, but cannot go above 90%.  The DM may expand this sense range by the level or complexity of spell cast.
A barbarian cannot dual class or multi class as a White Wizard or Black Wizard.


No changes per the Players Handbook, save that I don’t require priest classes to memorize spells.  Prayers are specific to the scenario at hand, not “pre-earned and saved”.
Clerics are advocates of a particular god.  Nehwon has a VERY large pantheon, and shifts it’s favor from god to god quite frequently.  Most priesthoods will focus heavily on active pursuit of parishioners, and income gathering.  I’ll work with Players to establish their religion, and it’s tenets and restrictions.
No changes to the Players Handbook.
I’m moving Paladin under Priest intentionally, as these Holy Warriors have more to do with this class than fighters in Nehwon.  Because of the very active shifting of favor among the deities, Paladins are there to protect their Priests, Temples, and parishioners directly.  Each Paladin will be assigned to a temple, and directed by it’s priests.  All they do is directed by that temple, and all they earn / own is Temple property.
Paladins will continue to cast priest spells at the levels noted in the Players Handbook.
Paladins gain none of the other benefits / restrictions listed in the Players Handbook.  They will level up as per a priest, but receive D10 hit dice as per fighters, and can specialize, and draw followers as per a fighter.
Paladins may receive benefits and restrictions particular to their deity, as per the Cleric above.  These powers may also wax and wane as their deity’s favor does.


Thieves Guilds are VERY active in Nehwon, and carry many restrictions and rules.  Players need to decide if they are guild members or freelancers at time of creation.  At least in Lankhmar, women are forbidden from being guild thieves.  A Thief PC can also decide to be a member of the Slayers Guild, Whores Guild, or Beggars Guild, if those better suit their skills.
I’m going to cut the read languages thief skill, and the use scrolls benefit at level 10.
Followers will only be available to Guild Thieves.
No changes from the Players Handbook.  Bards will learn spells like Mages, not Wizards.


Wizards and Illusionists behave much like the wizards in the Players Handbook,  in that they learn from other wizards, have spell books to study, etc.
Wizards are not restricted from wearing armor or using certain weapons.
They’ll also know a maximum # of spells at twice the normal Intelligence rate (but cannot memorize more per day).
Nehwon is also heavy with ritualistic magic.  Some spells may be altered to increase their casting time, or may become more potent with ritual or sacrifice.  I’ll deal with those spell by spell, in the campaign.
White Wizard
White Wizards are a very rare breed in Nehwon, and in low demand.  Their value of life and aversion to ritualistic sacrifice limits their power and influence.  They often have very limited contact with the outside world.
White Wizards must be of good alignment.  They have access to Wizard Spells, and Druid Spells (but learned, stored in books, and memorized, just like wizard spells).  The DM will limit access to some spells, as well as the ability to reverse spells as appropriate.
Black Wizard
While not numerous by any means, the vast majority of wizards in Nehwon are Black Wizards.  Their ritualistic magic powers power thrones, guilds, and powerful families.  Some elder black wizards are not even of terrestrial origin, and share their terrible dark secrets with the denizens of Nehwon, but at great price.
Black Wizards have access to all Wizard Spells, and can extend many spells (duration, power, or both) through the use of ritual and sacrifice.  They must not be Good Aligned.  After level 4, Black Wizards can only be an Evil Alignment.
For this infernal power, Black Wizards pay great price.  Many are disfigured, otherworldly, or crippled by their eldritch energies.  This will be explained to Black Wizard PCs in greater detail during their character creation.
An Illusionist is a White Wizard / Thief hybrid.  They can learn spells as per an equivalent leveled wizard in the players handbook, but only from the illusion/phantasm schools.
Additionally, they gain thieves skills as per a level 1 thief, and then gain 1/2 as many points to apply each level there after.
Because of the split focus, they only know spells as per the standard intelligence rate, not doubled, like other wizard classes.
Illusionists get D6 Hit Die, while still leveling XP as a wizard.


In this campaign Mages are distinctly different than Wizards, as they have learned magic abilities, instead of spells.  Many are shamanistic members of their tribe or culture, similar to a druid.
Mages get the standard Intelligence limit of known spell points.  They don’t need to allocate/memorize to a particular spell ability, but use them more like Clerics.
Mages also have no armor or weapon limitations.
Mages level as per wizards, but gain D6 hit die.
Ice/Water/Air/Fire/Earth/Urban Mage
These elemental Mage types are limited in their use by their element, and their spell effects match their training.  They still must learn new spells from another Mage of higher level in the same element.  In many cases, advancing past level 3 as an Elemental Mage will require travel to remote or dangerous locations to find a suitable mentor.
Ice Mages can only use spells in the North, or during Winter.  Water/Fire need to draw from a body of water/fire to use.  Air magic can only be cast outside. Earth Mages require both feet in firm contact directly with the ground.  Urban magic only works in cities.
Air Mages are especially difficult to find at any level above 3.  Air magic effects are always invisible, and advanced practitioners also become invisible through the use of their craft.
Wild Mage
As opposed to the mentored Mages above, Wild Mages get their “gift” by accident, and cannot be trained.  They also cannot always control when their gift is used.
On the plus side, they have no limit to the number of times they can use it in a day (no learned spell limit).
Because of this randomness, Wild Mages can never be single classed.
Wild Mages cannot gain levels above level 3 in this class.

Races of Nehwon

Humans are very prevalent.  Many racial traits are exhibited by various regions.
  • Northerners – from the cold wastes, a barbarian region.  +1S,-1W.  Arctic Survival Proficiency.  Ice Mage, Fighter, Barbarian, Druid, Ranger, Cleric, Bard classes.
  • City Folk – Whether Lankmahran, Kvarch Naran, or from any of the other great or small cities, these humans are wise to the everyday world of Nehwon.  -1Co,+1W. May choose 1 prof: Urban Survival, Appraisal, Brewing, Carpentry, Cobbling, Pottery, Stomemasonry, Weaving.  Black Wizard, Illusionist, Urban Mage, Wild Mage, Fighter, Thief, Cleric, Paladin, Bard classes.
  • Rural Folk – the rest of humanity, that creates the agriculture and commerce for the big cities.  +1W,-1Ch. May choose 1 prof: Rural Survival, Agriculture, Animal Handling, Direction Sense, Weather Sense.  Fighter, Ranger, Druid, Thief, Bard, White Wizard, Wild Mage classes.
Elves occupy the dark reaches of the great forest, and are generally not friendly to humans.  Outcasts and runaways could be PCs, but would be very rare / exotic (less than 1% population). +1W,-1I. Woodland Survival Proficiency. Air Mage, Illusionist, Fighter, Ranger, Druid, Cleric, Thief classes.
  • Players can also be half elves, following the elf stats above, but with limited save resistance as per normal.
Orcs occupy the city of No-Ombrulsk, and are trading partners with humanity.  They are a hardy breed of seafaring and warlike folk.  Some long ships still plunder and collect slaves.  +1 Co,-1 Ch. Barbarian, Black Wizard, White Wizard, Bard, Fighter, Cleric classes.
Dwarves occupy Ool Hrusp, and are seen as a decadent and sometimes twisted race.  They are known for the pursuit of exotic entertainments.  +1Ch, -1W. Choose 1 Prof: Etiquette, Astrology, Ancient Language, Ancient History, Gaming.  Black Wizard, Urban Mage, Fighter, Paladin, Cleric, Thief classes.
  • Gnomes are a slave race to the Dwarves, and do most of the administrative and craft work in the city, and the surrounding lands.  +1W, -1Co.  Reading/Writing Prof.  Black Wizard, Earth Mage, Urban Mage, Illusionist, Cleric, Thief classes.
Goblins are called Land Mingols (or often just Mingols, as people don’t often differentiate the two races). Nomadic horse riders from the east.  +1D,-1S.  Riding Land based, or short bow proficiency. Fire Mage, Fighter, Ranger, Cleric, Druid, Thief.
A Sea Mingol

A Sea Mingol

Halflings are Sea Mingols (or just Mingols, as per above).  Short, dark skinned, often shoe less, expert navigators and traders.  +1D,-1S.  Seamanship Proficiency. Water Mage, Air Mage, Fighter, Cleric, Thief.

Other Racial Rules Changes
No races posses infra vision, or any form of extra vision, grade detection, but do retain their save bonuses vs spells and saving throws.  No secret door benefits.
All Races may dual class or multi class.  Mixed skill sets are very prevalent in Nehwon.
Class minimum ability scores can be ignored.  You’re welcome to be as incompetent as you’d like at your chosen profession.

Ill Met in Nehwon

This series of articles are for a new Advanced Dungeons and Dragons 2e game that I’m running, based on but heavily modified from Fritz Leiber’s world of Nehwon from the Lankhmar series of books.

I’ve added demihumans to the world, as residents of the various cities and tribes.  They’re still all intermingled, but are also treated differently socially, much as the Mingols, Ghouls, and Kleshites were already in the world.

I’ll be adding world, class, race, and other information in coming articles, so if this interests you, please check back!


A map of Nehwon, featuring 6 of the 8 great cities.

D&D 2e Campaign: 2014-10-16 Part 2: Genocide

Continued from Here.

lvl2With the handless maidens rescued, the party quickly starts going downhill.

Adam’s Druid decides that the never rotting flesh in the next room, plus the zombies that won’t rot are unnatural, and decides to summon insects to try and return natural order.  The women panic, and take some reassurance to get settled down again.

The next idea involves taking the women to the “warm healing room” (#11), to see if it will regenerate their missing limbs, which the party assume were the hands that attacked them in the wand room (#6).  The women are very unwilling, and require great amounts of persuasion (from Adam and Sebastian) to enter the room.   Rightfully so, for as they enter, they are only able bask for a moment before incinerating to ash.

Confused, horrified, and disturbed, Adam and Sebastian exit the room, and inform the remainder of the party that the women are gone.

Bothered, but determined to push on, the party heads down to #7, where a clockwork trap (timer in chest, reset button on head) built into a suit of armour scares everybody for a while, before they let it count down, and the door to #8 opens.  The next room is full of piles of rusting metal, and a treasure chest that instantly bounds away from the party.

Leading a merry chase, dodging sharp rusty shards, eventually the party catches the chest, using Colin in bat form to harass from above.

Upon opening, large chunks of metal fly from the chest, bonding instantly to Al’s Armour, adding 100 pounds to it’s weight.  They appear to be impossible to remove.  Al sheds the armour, as he’s too encumbered to move.

The party debates for some time, trying to determine if there is a way to remove the grimore from the the giant cat without being attacked by it AND the 100 other cats in the room (#2).  Adam’s Druid is withdrawn, and sits petting cats while the party finished investigating the last 2 rooms, and deliberates.

Colin comes up with a plan, and stages himself on the library balcony (#1), facing the library.  The others stand out side the doors to #3 and #7, out of “blast arc”.  Colin then sounds the Horn of Blasting, which instantly throws the majority of the cats in the room against the far wall, dissipates the unseen servants, but fails to ruffle the fur of the large cat, much less displace it from it’s post.  Pulped cats (probably about 70 of them) are plastered into the north wall.

angry-catThe other cats, outside the blast cone, surge toward the balcony.  Colin waits until they near, then blows the horn again, destroying the remainder of the cats.

The party reenter the room from the various doorways, amazed at the damage.  Adam, horrified at the loss of life (after his recent unintentional maiden murder), flees back to the healing room (#11), too mortified to continue.

The rest of the party attack the lone Giant cat, attempting to destroy it, and free the book.  It’s fast, but the party manage to slay it.  It instantly rises again, however, slightly larger than before, and moving a little bit faster.

The party fights on, separating the cat from the book for a little while, but it aggressively attacks anybody holding, or nearest to the book.  As it’s slain a second, and then third time, it grows even larger and faster.

Greg falls back to the healing room, heavily wounded, and heals up as much as he can before he can return to the party.  The cat is slain another 2 times, now moving at amazing speeds, and the party is now quite concerned.  It’s now far too fast to outrun, so the party can’t even escape the encounter.

Stepping in too close, Chet the summoned warrior goes down in a massive flurry of claws.  He bleeds out as the party is too occupied to aid him. The party manages a sixth kill, and then Colin joins Chet, dead instead of just unconscious.  Al & Sebastian fight on, both heavily wounded,  until Greg returns, racing in to help.

Finally, with even Greg heavily wounded again, the cat is slain, and stays down.  Adam’s druid turns to ash in the healing room, more than doubling his maximum hit points.

The grimore turns out to be a spellbook, with some fairly nice wizard spells for the party.  The damage however, was very severe.  Greg, Al, and Sebastian drag the 2 corpses to the healing room, but as they feared, it will not restore life to the dead.

In an act of desperation, Greg slips the brass gauntlet from Colin’s dead hand, picks up the white orb, and touches it to Colin.  It resurrects Colin to everybody’s surprise.  Amazed, Greg restores Chet, and Adam’s deceased Elven fighter he’s been carrying for weeks in the bag of holding.

Restored, the party is ready to continue their adventures…




D&D 2e Campaign: 2014-10-16

lvl2We rejoin the party in the second floor of the wizards tower, in Room #6.  They’ve destroyed the hands that attacked them in this room, and recovered a quantity of nice magic wands.

The party takes the dogleg turn north/west, and then continues north again at the junction to approach room #9.

Here an alter of white marble, streaked with pink sits, framed by large brass doors to the east and west.  On the Alter sits 2 spheres, one pure white, one pure black.  A brass gauntlet, covered in intricate detailing sits between them.

On the North wall, a cutout widow swirls with light and darkness, punctuated with flashes of lightning.

With some religion and spellcraft, iconography on the alter is revealed to state “life and death are punishment for the uninitiated, power for the chosen”.

Wary of the message, and uncertain of how to proceed, Colin slips on the gauntlet, and decides to “initiate” by entering the two brass doors.

Starting with the left, the brass door is quite cold to the touch, and as it pushes open, there is the gasp of indrawn air, if as the door was suctioned closed.  No light or sound seems to penetrate the room, and Colin steps in, and immediately disappears from view.  He immediately feels very cold, and hopeless. He attempts a light spell, but sees no illumination.

shadowHolding against the wall,  Colin attempts to circumnavigate.

He begins taking damage, first quite minimally, and then adding up quickly.

After a duration, Greg decides a rescue is in order, ties a rope to his belt, dives in, leaving the party with the other end.

Grappling in the void, Greg takes hold of a shape, and pulls the cord to indicate he needs to be retracted.  The party pulls him out, and sees that he’s holding a physical shadow, torn from the darkness.

The party attacks, and quickly discovers that non magical attacks heal instantly.  Only magic seems to affect the creature.  Sebastian begins to lash out with his magical mustache, Al wields a bronze spear, and Greg un-sheaths a set of javelins from earlier adventures.   Adam mutters a cause light wounds, and falls to his boxing proficiency.

With the combined might, the shadow falls to the party.  Meanwhile, Colin eventually finds a door on the north wall, still suffering damage every round, and near death.  He falls through, and quickly quaffs a healing potion.

He peers down the hall into room #12, and the enters the space, silently.  On a peg on the wall just in side the room he finds a number of cloaks.  The center of the roof is a giant open column, stretching off into the darkness above.

With some experimentation, he determines that he can grip the cloak’s edges, and leap, transforming into a gigantic bat, and fly around.  Landing again, he decides to rejoin the party, via the alternative south door (#11).

This room is the opposite of it’s partner, actually healing Colin as he passes.  It’s warm, radiant (blindingly so, if you attempt to keep your eyes open), and he makes it through without peril.  He rejoins the party, many of whom decide to take part of this healing chamber as well.

The party decides to proceed back through the floor plan to room #4, and discovers it contains a large slab butchering table, with dirty, used instruments, and unidentifiable portions of remains scattered about.

The Door to the south leads into Room #5, which is full (wall to wall) of cages, filled with young women, all missing their hands.  After the party assures them they mean no harm, they beg to be freed.  They warn however, that the wall lever opens all the cages at once.  The cages farthest from the wall actually contained zombie women, some of the oldest prisoners of the room.

The party dispatches the zombies through the bars, then frees the women.

Continued HERE.


D&D 2e Campaign: 2014-10-02

The party gathers after completing the fire node, and attempt to rest in the central room, but are disturbed by a Fire Elemental which chases them from the node.  Adam keeps it at bay with the fire key, as the party retreats.

leavelvl1Returning to the central node, the party turns North, back across the floating islands, and through to the Slyph who helps us to ascend the wall to the next section of the tower.

It’s a moderate climb, but Colin, aided with rope and pitons climbs 60’ with a guide rope, bring us all up after.  He lands on a windswept balcony,  with an iron railing, and with heavy red velvet curtains partially obscuring the door beyond.  The door appears to be pine, swollen and soft with age and neglect.

On the balcony rests a deck of cards, sitting on a plain round table.  While waiting for the remainder of the party to ascend, Colin draws a card.  It’s the Jack of Hearts.  A young male human fighter appears suddenly, armed with a broadsword, and chainmail.  He says he’s here to help, and his name is Chet.  He can’t remember any other details of his previous life, or any more about himself.

lvl2Colin asks Chet to open the door, who remarks that there is no knob.  The seemingly flimsy pine responds like steel when Chet puts a shoulder to it.

At this point the remainder of the party has ascended, and approach the desk as well.   Krispy goes for broke, and draws a pair of cards.  The first, a “marked joker” makes him lose 10,000 xp, and drop in level.  The second is the Jack of Hearts again, and this time summons Fran, a female fighter in Plate Mail (really?) with a short sword and bow.  She also only remembers her name, and that her mother was named Christina.

Greg draws the Jack of Diamonds, and gains 2 points of wisdom.

Adam draws the Queen of Clubs, and has a weird sense of great foreboding, leaving him vaguely unsettled.

Sebastian and Al pass on drawing a card.  Colin attempts another draw, and determines that he is unable.

The party turns to face the door, puzzling how to enter.  Adam recalls that the elemental tokens were referred to as the key to the next level, and places the fire token against the panel, where it softly sinks into the surface.

After the other 3 tokens are presented, the door opens.

The room within is a 2 story library, open floor with railings to support the second story of books and ladders without.  It’s 75’ x 100’ and contains at least 100 cats, sprawled throughout the entirety of the room.  Damage to books is very evident, both from scratching and urine.  A very large cat sits near the center of the room, apparently reading from a grimore.

When approached, the large cat gets quite hostile, preparing to attack if neared.  Adam’s Charm Person or Mammal refuses to “lock on” to the target, indicating that the cat is not as it appears (to no one’s surprise).

The other cats in the room are very friendly, and are evidently cared for by some number of Unseen Servants, feeding and cleaning up after the animals.

The party checks the room for useful/undamaged texts while Adam plays with cats.  They recover 10 volumes, at 5 lbs each.  Titles include Hitchman’s Guide to Nature, Ellington’s Fabulous  tome of sequins and accouterments, Monkey Vol 2, Playa’s Handbook, the Guide to Halflings and lesser species, a script for a Play called Avatar, and the like.  The party evaluates their worth at 500gp each (failed appraisal).

The cats refuse to leave the room.

A doorway sits in the middle of the east and west walls.

To the west is a 10’ hall, ending in a pit, filled with rusting iron.

To the east is a 40’ hall, and smells strongly of feces and spoiled meat.  It junctions at the end of the 40’ length, going North and South.  At the junction is another pit, clearly the source of the smell.  It looks like this is where the Unseen Servants dispose of the cat waste.

North from this junction, the door opens into an L Shaped Room.  The walls are filled with shelves, with wands of every color, shape and condition laid out.  A large work area dominates one wall.  The passage continues to the north after the room.

Sebastian detects a Fire Trap in the center of the room, and urges caution.

Crawling_clawAl attempts to skirt the room, avoiding the trap when suddenly 5 severed hands crawl from the shadows of the shelves, and brandish wands at the party.

15 additional hands scutter from the shadows, threatening more directly.

The party dispatches all 20 hands eventually, and claim the identified wands as below:

Magic Missile (15c) – Krispy

Wand of Illumination (10c) – Al

Wand of Paralyzation (14c) – Colin

Wand of Detect Magic (21c) – Krispy

Wand of Slow (7c) – Al

Krispy also finds a wand unused by the hands, marked as a Wand of Fire (20c).

Adam collects a few useable hand tools (pliers, dented bell, and 6’ of light chain).

Until the next adventure…

D&D 2e Campaign: 2014-10-18 Recap

When we last left our brave adventurers;


halloffireInside the wizards tower, they approached the Hall of Fire.  A eastern stone corridor opens to lava stone, and continues for 30’ before opening to a 30’ circular chamber with passages leading to the North, SE, and SW.


A 6’ wide pool sits in the middle of the chamber.  A flame burns constantly on the surface, never seeming to diminish the volume of the liquid.  An earthenware bottle floats directly in the middle of the pool.  Fearing a trap, Al summons an Unseen Servant, who safely retrieves the bottle.


The party hears grumbling drifting from the SW room, in common.  A male voice complains of food quality and temperature, and the tea.


Colin stealthily creeps ahead of the party to investigate.  The corridor is only 10’ long, and opens into another 30’ circular chamber, all decorated in red.  It’s very elegant, heavily lacquered furniture, hung with deep red curtains around the perimeter.  A man sits along a chaise by a samovar of tea, and has a large spread of food laid out before him on a short table.  He reclines wearing a belted robe, but chainmail is visible underneath, and he has a sword belted at his hip.  A tall spear rests nearby.


Splayed out on the floor in front and the right of the man lay 3 figures.  The two larger humans appear to be deceased, though probably recently  (one male cleric?, one female ?).  The third figure is a robed gnome, clearly breathing, but unconscious and bound at wrist and ankle.


Colin uses the curtains to circumnavigate the room, ending behind the chaise.  With a careful lunge, he strikes for a backstab.  Unfortunately, right as he stabs, the man leans forward to grab a bite from the table, and the strike glances from the chainmail harmlessly.


Colin shouts to the party as the man rises, angered, and still unharmed.  Al reacts quickly, and orders the Unseen Servant to draw the man’s sword, and retreat with it into the other room.  The servant obeys, dragging it away from the battle.  As the rest of the party enters the room, one of the platters on the table flips of its own accord, spilling a brown pudding to the floor, which begins oozing toward the party.


Greg bravely battles the ooze, as Colin stands off against the man, who’s now holding the spear.  Sebastian attacks away with his magic mustache, and Adam cures, bark skins, heat metal’s the chainmail and samovar in the backfield.  Al drags the unconscious Gnome from the room into the hall, and releases his bonds.


As the battle continues, the man eventually falls to the combined forces, but not before the curtains and ooze are set afire in an attempt to attack the two foes.  Greg battles on, while Colin tears down curtains to stamp down the blaze, and Adam attempts to recover the food and tea.


After the ooze is finally dispatched, the party heals a little more, and then journeys on.


Back in the main room, the SE passage leads to another 30’ round room, with a large starburst pattern overhead.  Two hands hold up high (what?  I don’t even remember what I was writing here).  Lots of beakers (???)


FIREKINThe party decides to not mess with any of that right now, and heads back, and then into the North passage.  Again, a round 30’ space, this time with a 10’ wide pit of burning flames in the center, and 8 braziers spaced around the room.  A large scaled fire elemental sits within the pit, and threatens the party, surging forward.


Greg quickly casts hold person, and Al and Adam bind it with some hemp rope.  The skin of the creature begins burning the rope, so they know they’ll be unable to restrain it.  They offer a quick coup de grace, and Adam sets about butchering the creature, looking for an amulet within.


Foiled, the party turns to the braziers, which seem to spawn pairs of smaller elementals when approached.


Finally, with a careful measurement, and some deliberation, Adam creates a disc of water, saturating the pit.  The Amulet of Fire is then exposed within, that Adam recovers.


Still not certain what to do with the initial earthenware bottle, and fearing a trap, the party sends the unseen servant into the SW room, and tells it to open the vial.  It explodes, destroying the servant, the remainder of the room, and validating the party’s concern.


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