Maure Castle (The Chamber of Antiquities)

(Background) April 7, 1203: Seeking help from a powerful group capable of surviving the dangers of Maure Castle, Messalina an emissary to the Citadel of Eight, has contacted the group hoping to hire them for a mission. Acting on the behalf of the Citadel of Eight, she is offering a reward of 10,000 gp's for a gallon of a powerful magical liquid called "Aurjjiah". The Citadel 's research indicates that a large quantity of just such a liquid maybe located in Maure Castle in a vault known as The Chamber. Because of the party's strength and reputation, Messalina is confident, the mission will be a success. Messalina warns that Maure Castle is a dangerous place; one that will test the party's strength as well as their wit. She also informs the group that a vile wizard named Eli Tomorast has moved into part of the castle and may need to pushed aside if the group is to be successful. If Eli were slain during the party's visit to the castle, she is offering an additional 5,000 gp's for the party's trouble. She provides the group with 2 gems, a white gem and a black gem. When crushed, the white gem has the power to teleport the group to a hall just outside the chamber. Similarly, when crushed, the black gem has the power to return the group. This is very important, she warns, because of the magical protections of the chamber, you cannot teleport out once inside. She also provides the party with a Force Jug, a 1 gallon container made of pure force that can be used to safely contain and transport especially volatile or dangerous liquids.

Adventure Journal

April 9, 1203: A party consisting of Quinlan, Dane, Steven, Renchor, Lady, Kali, and Sly accepted Messelina's mission to retrieve a gallon of the magical and dangerous Aurjjiah. The chamber proved a dangerous place as the party encountered several magical traps and obstacles. In addition, the creatures lurking about the chamber proved unique and dangerous as well. While searching an abandoned room, the party was ambushed by two powerful creatures known as Hordlings; a previously undiscovered type of Demon. While the party was victorious, it took teamwork and their combined strength to overcome these powerful adversaries. The battle proved costly, as many party members were badly wounded in the fray.

While exploring the northern stairs, Sly fell victim to one of the Manures magical traps. As magical fear over took him, Sly bolted down an unexplored northen passage and disappeared in a flash of magical energy and was presumed dead.

Not wanting to experience Sly's fate, the party continued their investigation of the chamber by exploring the northern portion of the main chamber. This exploration proved fruitless as the party discovered a light blue pool of fluid they mistook for Aurjjiah. In addition, this intrusion woke the chamber's guardian; a colassal seven-headed hydra construct. The party hastely took the fluid and returned home. To Messalina's disappointment, the fluid was not magical.

April 11, 1203: While meeting in New Moret to decide their step, the party is reunited with a badly injured Sly who tells the group of the horrible trap in which he was left to die. Sly’s telling of the trap encounter, the creatures within, and his escape proves only that Maure Castle is a terrible and dangerous place.

The party returns to The Chamber with a plan, they enter The Chamber head for the balcony and continue their search for the Aurjjiah. During the search, they encounter a sparkling ring guarded by several Dragon Masters of Lynn. Although the Dragon Master’s association with evil cannot be denied, the group is reluctant to start a fight as the Dragon Master’s words and actions seem honorable. The party leaves the Dragon Master’s chamber wondering as the power of the ring.

Moving further north, the party encounters the trap that captured Sly. Working together, the party is able to deactivate the trap and explore rooms further to the north. They happen upon an archway made of coral that is filled with a wall of churning water. As they approach, the watery wall forms the face of an old man. The creature, an Elder Water Elemental, tells the group that he has been bound here by powerful magic and that he will let them pass if they can free him from his servitude. Thinking quickly, Lady presents a potion that frees the Elder and allows him to return home.

Beyond, the coral archway, the party discovers four columns of magical water. After a little investigation and some apprehension, the party discovers which column contains the Aurjjiah and fills Messalina’s Force Jug. The party returns to New Moret and is paid handsomely for their troubles.

The party has survived The Chamber! What other treasures and wonders may reside there? They will discover that should they decide to return.

April 29, 1203: A party consisting of Steven, Renchor, Quinlan, Lady, Kali, and Nomad entered the Chamber of Antiquities in search for another gallon of Aurjjiah. For most of the group, this was their second visit to this fascinating and dangerous place. Haven destroyed the chamber’s guardian on a pervious visit; the party has free to explore the chamber without fear of attack. In one room, the party discovered dozens of high-quality shoes each of which bore the fabled Maure symbol. In another room, the party discovered dozens of high-quality robes, each bearing the Maure symbol. The group also discovered that theses items offered protection from Maure glyphs that are common on the chamber’s main floor.

Exploring further, the party discovered an old study, undoubtedly used by one of the Maure icons. Shortly thereafter, they encountered Miarial a Hell Cat of great power. Using cleaver combat tactics, she proved a worthy adversary. In the end, however, she was no match for Steven and Renchor’s mighty swords, Quinlan’s powerful fists, or Nomad and Kasli’s spells.

Continuing further south, the party discovered an old library and then a strange room protected by an antimagic shell with a strange device sitting on a work table. This room was left to be examined at a later date.

The party then turned north. Most of the exploration proved of little value. However, in an empty chamber, the party discovered a secret door that led to Elluvia Maure’s personal lab. As one would expect, it was protected by several guardians; Animated Statues, Dread Wraiths, and Rakshasa. The battle proved difficult, but in the end, the party was victorious and claimed a small amount of treasure and magic.

The Chamber Player's Map

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