Castle Never Building / Landmark in Faerûn | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Castle Never

A Dungeon for 5th Level Characters

Overview

Castle Never was the stronghold and home of the rulers of Neverwinter before the destruction of the city in 1451 DR. The Castle was heavily damaged by the eruption of Mount Hotenow. Recently the Lord Protector Dagult Neverember had announced plans to recover and restore Castle Never, in hopes of bringing prosperity to Neverwinter. However, the dangers of the Castle (infested by monsters even before the cataclysm) has stopped any adventuring bands that wanted to try their luck braving the dangers of in search of glory and treasure.  

General Features

As the former seat of government, even the areas meant for servants and guards are open and relatively nicely furnished.  

Ceilings

All ceilings 20 feet high. The only exceptions being the basement with has 10-foot ceilings, and the Great Hall which is open on the second level, giving it 40-foot ceilings.  

Doors

All doors are made of wood with iron handles, hinges, and built-in locks. They are unlocked unless the text states otherwise.   A locked door can be picked with a successful DC 15 Dexterity (Thieves' Tools) check. A door can also be broken down with a successful DC 25 Strength (Athletics) check.  

Light

While each room has oil lanterns in wall sconces, they have long since dried out. Unless otherwise noted light comes in only through arrow slits. All other areas will require darkvision or sources of light.  

Ash

A thin coating of ash covers the walls and floors, with piles scattered randomly in the corners. All Wisdom (Survival) checks to follow tracks have advantage.  

Outer Walls

The outer walls of the castle are in disrepair, and creatures can climb these walls with a climber's kit and a successful DC 10 Strength (Athletics) check. If the check fails, there is a 50% perchance that the part of the wall that is being climbed collapses, causing the creature to fall and take 2d6 fall damage on a failed DC 15 Dexterity saving throw or half on a successful save.  

Main Floor

101. Gate

A tattered, once beautiful spire stands above an arched entryway protected by pitted iron bars. Past the iron portcullis a pair of stout wooden doors hang slightly ajar, their wooden surface worn smooth by time.   The portcullis was once suspended by a mighty rope which has long ago rotted and dropped the iron bars into place, sealing the castle. The wench that once lifted this grate is on the inner wall of the keep to one side. The rope is broken at the top, and if it is tied and reused, there is a 50% chance that the rope will break gain when used to raise the portcullis. If it is successfully raised, there is a 25% chance per round that it breaks again.   A combined strength score of 72 is required to lift the iron gate. There is also a small gap at the top of the portcullis that can be reached with a successful DC 15 strength (Athletics) check that a Small-sized creature can make their way through.  

102. Corner Tower Entrance

Inside these towers, a set of spiral stairs made of stone rises to the top. The towers are in good shape, although the stairs will groan and creak as they are climbed.  

103. Building Entrance

The central building of the castle is as well constructed as the outer walls. The top floor is covered with arrow slits while the lower floors have no windows. The door leading into the structure is made of strong wood that has been worn smooth by time and exposure to the elements. The iron bands that hold the door together are as pitted as the portcullis.   The doors are locked, but the lock is not particularly difficult to pick and required a successful DC 10 Dexterity (Thieves' Tools) check. The doors will swing open roughly on their hinges and make a very loud squeaking sound that can be heard on the entire first floor of the castle and in the area outside the door as well.  

104. Entry Hall

The floor here is covered in a layer of dust and just ahead is another set of ornate double doors. The walls and ceiling are covered in the remains of what once was a breathtaking mosaic of a caravan arriving in Neverwinter. Now many of the tiles have fallen to the floor and its splendor is spoiled and lost to time.   A close examination will reveal that the tiles of the mosaic are made up of a variety of colorful stones, all of which had been cut and polished smooth. A successful DC 15 Intelligence (Investigation) check will note that some of the stones are actually gems. In all, the mosaic contains ten spinels, which take four hours to remove from the ceiling and floor.   The double doors at the north end of the hall are latched together but not locked. They will open easily, but the hinges have long been unused and will groan and squeal loudly.  

105. Mess Hall

Three long dust covered tables occupy the room. Along the wall are various shields and banners, all dirty or tattered. The room once served as a mess hall for the fortification, but is now empty.  

106. Planning Room

A large table dominates the center of this room and like the rest of the room, is covered in a thick layer of dust. The table is gridded and covered with wooden pieces. Standing in each of the corners of this room is a suit of armor.   This room was once the planning room for Neverwinter when it was in residence. The table is a gridded map that represent the area and the wooden pieces represent various caravans and soldiers.   The armor is on wooden mannequins and unlike their counterparts in the hallway, are simple suits of chain mail with shields. A successful DC 15 Intelligence (Investigation) check will reveal that one of the shields is actually a magical shield of missile attraction.  

107. Central Hall

This center hall contains hallways that run east, west, and north. The east and west hallways each contain a set of doors and a stairwell with stairs going both up and down. To the north, the hallway contains two sets of doors and ends in another set of double doors.   Four decorative suits or armor spread out along the east and west hallways are actually animated armors and attack intruders.   The stairways each lead down 50 feet and converge into a single tunnel that leads to Neverneath.  

108. Kitchen

Iron pots and sets of cook's utensils litter the shelves of this kitchen. An oven is built into the wall and other places for cooking and preparing food are evident.   Near the back of the room, a bucket hangs from a hempen rope above a closed trapdoor in the floor. Directly above the bucket, the rope goes through another trapdoor in the ceiling, this one open. The trapdoor in the floor opens to castle's well, while the door in the ceiling leads to another kitchen on the floor above (area 206).   If the trapdoor in the floor is opened and the bucket is lowered for water, the nest of five giant wolf spiders that are living in the well will be disturbed and will emerge to attack.  

109. Junior Officer's Room

This small room contains the dry rotted remains of a cot and straw mattress. A single door is near the back of the room.   The door opens onto a small closet with a few shelves. Sitting on one of the shelves is a small bag containing 14 sp and 9 gp.  

110. Junior Officer's Room

This small room contains the dry rotted remains of a cot and straw mattress. A single door is near the back of the room.   The door opens onto a small empty closet.  

111. Junior Officer's Room

This small room contains the dry rotted remains of a cot and straw mattress. A single door is near the back of the room and an old tattered rug covers most of the floor.   The door opens onto a small closet that is teaming with a swarm of rats.  

113. Junior Officer's Room

This small room contains the dry rotted remains of a cot and straw mattress. On a wall peg hangs a dust covered shield. A single door is near the back of the room.   The door opens onto a small empty closet.  

114. Officer's Room

The furnishings of this room are well made but covered in dust. The large bed that sits near the rear of the room has curtains draped on it and are partial closed, obscuring the bed from sight. To the left of the room are two doors.   The two doors open on empty closets. The curtains are old and rotted and if the touched will fall from the bed in tatters.  

115. Barracks

Strewn about the room is the remains of bunk beds and tables. Most of these have been shoved into the northeast corner to form a nest for the giant scorpion that lives in this room.   The scorpion wandered in here when it was much smaller and now it is trapped in the room, feeding off of rats and adventurers. In its nest are the remains of an adventure who still clutches a +1 shield.  

Second Floor

201. Throne Room

The stairs led up into a large area containing a throne and six doors scattered about the walls. The flooring here is made of finely worked and engraved wood and the walls have been paneled in a light colored wood that once held a bright polished shine.   Standing at each of the corners and between a set of doors are five suits of animated armor, which immediately move to attack intruders.   The room is tastefully decorated, if a bit dusty. There is no coin in the room, but a successful DC 15 Intelligence (investigation) check will reveal a +1 longsword tucked away behind the throne. The sword is of dwarven make and once belonged to a dwarven knight.  

202. Bedroom

The room is roughly square in size and was used as a sleeping chamber. A bed fills one corner of the room and a brazier sits opposite it. A few chairs are scattered about as well as a table that was once used to prepare for the day.   One of the chairs that occupy the room is a rocking chair that faces away from the door. When the door is opened, the chair starts rocking and a tumble of bones spills onto the floor. These bones will form into a skeleton that attacks adventurers.  

203. Bedroom

The room is roughly square in size and was used as a sleeping chamber. A bed fills one corner of the room and a brazier sits opposite it. A few chairs are scattered about as well as a table once used to prepare for the day.  

204. Bedroom

The room is roughly square in size and was used as a sleeping chamber. A bed fills one corner of the room and a brazier sits opposite it. A few chairs are scattered about as well as a table. Next to the table stands a large wardrobe. From inside comes a soft thumping noise.   The wardrobe contains a single skeleton that has become trapped inside. If the door is opened, the skeleton will spring out and attack the first creature it sees.  

205. Bedroom

The room is roughly square in size and was used as a sleeping chamber. A bed fills one corner of the room and a brazier sits opposite it. A few chairs are scattered about as well as a table once used to prepare for the day.  

206. Noble Kitchen

Along one wall of this kitchen stands a wine rack, and along the opposite wall shelves have been hung. In the back corner is an open trap door in the floor, which leads down into the kitchen on the first floor and was used to lift buckets of water up from the well below the kitchen. The room is covered in thick cobwebs, which a successful DC 10 Wisdom (Perception) check reveals to actually be spiderwebs.   The five giant wolf spiders which call this room home live in the corners and under one of the work tables. One particularly large spider has its home directly above the door. The spiders will wait for adventurers to enter before attacking. Once all adventurers are inside, the spider above the door, if undetected, will drop down from above and cut off escape. The spiders have not had fresh meat in some time and will fight until half or more of their number is slain, at which point they will attempt to escape using the trap door in the corner.   Scattered around the room in the webs and on the shelves adventurers can find a small horde of treasure in the form of coins and stones. The total consists of 2000 cp, 1000 sp, 100 gp, three azurites, two moss agates, a rhodochrosite, and two turquoises.   A secret door is concealed in the wall of the northeast corner and leads to one of the noble bed chambers of this level. It requires a successful DC 18 Wisdom (Perception) check to find and a successful DC 15 Intelligence (Investigation) check to open.  

207. Dining Room

A long ornate table fills the center of this room, upon its dust covered surface sits the places and sittings of a full banquet. Above it hangs an old chandelier heavily laden with candles. At the head and foot of the table sits two skeletons dressed in the rotted remains of formal wear. The other seats are empty and there in the dust before the place setting is a small name card.   The name cards magically change to the names of anyone who enters the room. If adventurers stop to read their name, the candles on the chandelier blast out flares of blue flame that fade to the normal yellow orange. As the lights go on, the dust fades away until everything on the table is pristine. Even the skeletons are now the ghostly remains of a young noble man and woman, who will stand and say “Welcome friends, please be seated and the meal shall begin.”   If adventurers sit to eat, a series of servants will begin to arrive with steaming trays of food. The meal is a complete banquet and is served as such. The first course is onion soup with croutons and melted cheese, plus Winterwine. The second course consists of a tossed salad. The third course, the main course, is roast beef, wheat bread, mushrooms in wine sauce, and green beans. The final course is an apple strudel.   If adventurers eat from the banquet, they suffer the following magical effects. The entire type of food must be eaten to suffer any effects.
  • Onion Soup: A a successful DC 15 Constitution saving throw, nothing happens. On a failed save, the adventurer permanently gains 1d4 hit points.
  • Winterwine: This wine will cure any disease or blindness, neutralizes poison currently in the adventurer's system, and/or restores any lost hit points immediately. If none of this applies, nothing happens.
  • Tossed Salad: One of the adventurer's ability scores increases by 2 points and one decreases by 2 points (picked at random, no score can be raised above 18 or lowered below 3).
  • Wheat Bread: On a successful DC 15 Wisdom saving throw, the adventurer becomes immune to the effects of starvation. On a failed save, the adventurer will forever need twice the normal amount of nourishment.
  • Mushrooms in Wine Sauce: On a successful DC 12 Constitution saving throw, the adventurer gains a +1 to Constitution saving throws. On a failed save, the adventurer drops to 0 hit points from being poisoned. Only magical means can stabilize the adventurer.
  • Apple Strudel. On a successful DC 10 Intelligence saving throw, nothing happens. On a failed save, the adventurer gains the ability to cast detect thoughts once per week.
  A secret door is concealed in the wall of the northeast corner. It leads to one of the noble bed chambers of this level. It requires a successful DC 18 Wisdom (Perception) check to find and a successful DC 15 Intelligence (Investigation) check to open.  

208. Bedroom

The room is square and was used as a sleeping chamber. An ornate bed fills one corner of the room and a brass brazier sits opposite it. A few dry rotted stuffed chairs are scattered about as well as a table once used to prepare for the day, and an ornate wardrobe stands against the south wall.   Located under the bed is a chest that contains 3,500 cp, 1,500 sp, 110 gp, a banded agate, a blue quartz, an eye agate, two hematites, a lapis lazuli, a moss agate, an obsidian, two rhodochrosites, and a turquoise.   Located in the back of the wardrobe is a secret door. It requires a successful DC 15 Investigation (Intelligence) check to find and a successful DC 10 Dexterity (Sleight of Hand) check to open.  

209. Sitting Room

A trio of dry rotted couches form a conversation nook in the middle of the room. The walls are decorated with wood paneling and the far corner is occupied by a small brass brazier. Another corner holds a chest.   The chest has a needle trap on the lock and requires a successful DC 15 Intelligence (Investigation) check to find and a successful DC 12 Dexterity (Sleight of Hand) check to disarm. If the trap is not disarmed and the chest is opened, it will cause 1d4 piercing damage immediately and 1d4 poison damage for 1d6 turns.   The chest contains 2,200 cp, 1,000 sp, 40 gp, a platinum cloth ribbon (25 gp), a fine cloth pennant trimmed with fox fur (25 gp), a fine cloth choker threaded with electrum (25 gp), a fine cloth hunter's cap threaded with silver (25 gp), and a set of bronze cloth gloves (25 gp).  

210. Sitting Room

A trio of dry rotted couches form a conversation nook in the middle of the room. The walls are decorated with wood paneling and the far corner is occupied by a small brass brazier. Another corner holds a small cart with various crystal bottles sitting upon it. A wraith in this room attacks intruders on sight.   The crystal bottles contain various liquors. These have been sitting for an extended period and will easily make a creature drunk. If any creature drinks one of them , they must make a DC 15 Constitution saving throw. On a failure, the creature is drunk and poisoned for 1d4 hours.  

211. Bedroom

The room is roughly square in size and was used as a sleeping chamber. An ornate bed fills one corner of the room and a brass brazier sits opposite it. A few dry rotted stuffed chairs are scattered about as well as a table once used to prepare for the day, and an ornate wardrobe stands against the south wall.   Located in a corner is a small trapped chest. The chest has a needle trap on the lock and requires a successful DC 15 Intelligence (Investigation) check to find and a successful DC 12 Dexterity (Sleight of Hand) check to disarm. If the trap is not disarmed and the chest is opened, it will cause 1d4 piercing damage immediately and 1d4 poison damage for 1d6 turns.   The chest contains 1,500 cp, 900 sp, 60 gp, an azurite, a blue quartz, two lapis lazuli, a malachite, an obsidian, a rhodochrosite, two tiger eyes, and 20 +1 sling bullets.   Located in the back of the wardrobe is a secret door. It requires a successful DC 15 Investigation (Intelligence) check to find and a successful DC 10 Dexterity (Sleight of Hand) check to open.  

Third Floor

301. West Stair

The stair from the second floor emerges into this small room with a door to the west and an entryway to the west. Each doorway is guarded by a suit of armor.   The two suits are animated armor that have been put in place to defend this stairwell and will attack intruders. Any noise of combat will draw the animated armors from area 302 and area 303. The armor from area 303 will arrive during the second round of combat, and the armor from area 302 will arrive on the third round.   Searching around the room will turn up 8 gp and 13 sp in a purse that has been shoved into one of the darker corners.  

302. East Stair

The stair from the second floor emerges into this small room with a door to the east and an entryway to the east. Each doorway is guarded by a suit of armor.   The two suits are animated armor that have been put in place to defend this stairwell and will attack intruders. Any noise of combat will draw the animated armors from area 301 and area 303. The armor from area 303 will arrive during the second round of combat, and the armor from area 301 will arrive on the third round.  

303. Watchtower Entrance

This oddly shaped room has a bulge in the middle where a stone door is set. The southern wall contains two wooden doors. Each of the wooden doors is guarded by a suit of armor.   The two suits are animated armor that have been put in place to defend this stairwell and will attack intruders. Any noise of combat will draw the animated armors from area 301 and area 302, which will arrive during the second round of combat.  

304. Watchtower Stair

A spiral stair fills the round room and winds its way upward from here. The stairs are made of wood and are old and a bit on the rickety side. They will make one revolution before a door will be found. This opens onto the roof, but the stairs also proceed upward to the watchtower. About halfway up the tower, past the roof door, is a trapped stair.   The watch tower was meant to be a place that the defenders of the castle could make a last stand if the need arose, and to that end they installed a snare in one the stairs to help slow attackers. A false step, detectable on a DC 15 Wisdom (Perception) check, has been placed that will give way and allow a creature's foot to pass through. Below the false stair is a small barbed pit, and the barbs are pointed down to trap the creature's foot. Anyone triggering this trap will take 1d4 piercing damage, and will need to make a DC 15 Dexterity (Acrobatics) check to remove their foot. On every failed save, the creature takes 3d6 slashing damage and their foot remains stuck. On a success, they remove their foot and only take half damage.  

305. Storeroom

The walls in this room are covered in shelves from top to bottom. The center of the room is occupied by a stack of casks.   If adventurers start looking around, they will quickly note that everything in here is molded and withered with age. Even the casks have long ago leaked away their contents. A search of the room will turn up 11 gp and 19 sp.  

306. Guard Room

A small table containing an oil lantern sits in the center of the room, surrounded by a group of stools. In the corner under the dust is a barrel and along the same wall and the opposite wall a group of pegs have been placed into the stone.   This was once a break room for the castle guards. The barrel contains a little dirty water at the bottom.  

307. Treasure Room

The door to this room is trapped, and when the door is opened, the weight of the 20-pound blade poised beyond – coupled with a powerful spring –will force the door to fly open. Anyone opening the door must make a DC 15 Strength saving throw, and on a failure, the door will swing open and the blade will swoop through the doorway.   The creature opening the door must succeed on a DC 15 Dexterity saving throw to avoid the blade. On a failure, the creature takes 1d8 slashing damage, and if an 8 is rolled, they also lose the hand they used to open the door.   This room is bare except for two chests in the center of the room and a pair of armor standing on either side of the door. These two suits of armor are actually animated armor. The first chest contains 800 cp and 6,000 sp, and the second chest contains 2,100 gp and 110 pp.  

308. Guard Room

A small table containing an oil lantern sits in the center of the room, surrounded by a group of stools. In the corner under the dust is a barrel and along the same wall and the opposite wall a group of pegs have been placed into the stone.   This was once a break room for the castle guards. The barrel contains a little dirty water at the bottom.   A successful DC 18 Wisdom (Perception) check reveals a lamp hidden in the corner that radiates conjuration magic. The following phrase is inscribed on the lamp, and if an adventurer rubs the lamp three times and recited the phrase, a djinni will be called forth.   "If my wish were your command, what would I wish for? A new life, a new past, a new family, a new body? I wouldn't wish, no, not for a thing, because without what has happened to me, I would not be the same.”   The djinni was trapped long ago in the lamp and has been bound there ever since. If released, he will grant each adventurer present one wish as is his obligation. However, the djinni is clever and mischievous and will misinterpret wishes to his advantage by adhering strictly to what the person asks for. When the last wish is granted, the djinni will vanish, as will his lamp. If attacked at any time he will defend himself with all of his powers.  

309. Armory

The door to this armory is trapped, which can be detected on a successful DC 15 Intelligence (Investigation) check on the door. The door itself is hollow and filled with methane gas. When the handle is pulled or moved in any way, it will fall out, and the odorless gas will fill the corridor. If any flame is lit, the gas will instantly ignite and deal 2d8 fire damage to any creature in a radius of 20 feet from the door. The door can be easily opened by pushing on it.   The walls of this room are lined with racks of bows, arrows, swords, shields and more, as this was an armory for the castle. At the back of the room stands two suits of armor.   The two suits are animated armor and will attack intruders.   The armory contains the following items that are still in working order:  

310. Armory

The door to this armory is trapped, which can be detected on a successful DC 15 Intelligence (Investigation) check on the door. The door itself is hollow and filled with methane gas. When the handle is pulled or moved in any way, it will fall out, and the odorless gas will fill the corridor. If any flame is lit, the gas will instantly ignite and deal 2d8 fire damage to any creature in a radius of 20 feet from the door. The door can be easily opened by pushing on it.   The walls of this room are lined with racks of bows, arrows, swords, shields and more, as this was an armory for the castle.   The armory contains the following items that are still in working order:  

311. Storeroom

The walls in this room are covered in shelves from top to bottom. The center of the room is occupied by a stack of casks.   If adventurers start looking around, they will quickly note that everything in here is molded and withered with age. Even the casks have long ago leaked away their contents. A search of the room will turn up 21 sp and 5 ep.  

312. Storeroom

The walls in this room are covered in shelves from top to bottom. The center of the room is occupied by a stack of casks. A pair of skeletons attack intruders who enter.   If adventurers start looking around, they will quickly note that everything in here is molded and withered with age. Even the casks have long ago leaked away their contents.  

313. Storeroom

The walls in this room are covered in shelves from top to bottom. The center of the room is occupied by a stack of casks.   If adventurers start looking around, they will quickly note that everything in here is molded and withered with age. Even the casks have long ago leaked away their contents.  

314. Storeroom

The walls in this room are covered in shelves from top to bottom. The center of the room is occupied by a stack of casks. A pair of skeletons attack intruders who enter.   If adventurers start looking around, they will quickly note that everything in here is molded and withered with age. Even the casks have long ago leaked away their contents. A search of the room will turn up 12 sp and 52 cp.  

315. Wrap-Around Hallway

A long hallway stretches around the interior rooms on this level, and the exterior wall is broken by archer slits every ten feet. A total of 10 skeletons patrol this hallway, two each to north, south, east, and west, and two who walk around patrolling. These were once the guards of the keep and they maintain their vigil long after their death. The noise of any conflict will bring four skeletons the second round of combat, and the other four the third round.  

316. Tower

The spiral stairs end in a small circular room that is open on all sides, and the view of Neverwinter from here is breathtaking. A successful DC 10 Wisdom (Perception) check will notice a small brass bell hanging in the roof of the tower. It has no ringer in it to prevent the wind from accidently ringing it, but hanging on one of the support posts is a small brass hammer that would be used by the guards to alert the castle of danger.   If an adventure rings the bell, all creatures on level 3 of the castle will be alerted, and adventurers will have disadvantage on Dexterity (Stealth) checks on the third level.  

317. Tower

The spiral stairs end in a small circular room that is open on all sides, and the view of Neverwinter from here is breathtaking. A successful DC 10 Wisdom (Perception) check will notice a small brass bell hanging in the roof of the tower. It has no ringer in it to prevent the wind from accidently ringing it, but hanging on one of the support posts is a small brass hammer that would be used by the guards to alert the castle of danger.   If an adventure rings the bell, all creatures on level 3 of the castle will be alerted, and adventurers will have disadvantage on Dexterity (Stealth) checks on the third level.   This tower is a little worse for the wear; its floor has become shaky and the tower itself sakes a bit in the wind. There is a 20% chance that part of the tower or the floor will crumble under the weight of adventurers. If this happens, all creatures must succeed on a DC 13 Dexterity saving throw to see if they are able to reach the bottom of the tower before it collapses. On a failure, they will be caught in the crumbling tower when it falls and will take 4d6 bludgeoning damage from falling off the tower and the rubble that lands on top of them.  

Roof

401. Castle and Watchtower Roofs

On the roof, watching out over Neverwinter, are ten skeletons. They are arranged the same way as area 315 and fight to the death.   The watch tower is exactly like the smaller towers on the corners as far as construction, only much higher. A successful DC 10 Wisdom (Perception) check will notice a small brass bell hanging in the roof of the tower. It has no ringer in it to prevent the wind from accidently ringing it, but hanging on one of the support posts is a small brass hammer that would be used by the guards to alert the castle of danger.   If an adventure rings the bell, all creatures on level 3 of the castle will be alerted, and adventurers will have disadvantage on Dexterity (Stealth) checks on the third level.
Type
Castle
Parent Location
Included Locations
Connected Rooms

Articles under Castle Never


Comments

Please Login in order to comment!