Castle Naerytar Building / Landmark in Toril | World Anvil

Castle Naerytar

Purpose / Function

Castle Naerytar is a castle located in The Mere of Dead Men. It served as the base of operations of the Academy of Stargazers in the 14th century DR, and is later occupied as an outpost of The Cult of the Dragon in the mid 15th century. 

Alterations

The castle is located around two days' travel from the Western edge of The Mere of Dead Men. The surroundings are difficult to traverse, as the terrain was muddy and temperatures were cold within the swamp.

Architecture

Outside

Castle Naerytar was built on dry land, then a deep, dry moat was dug around it. When the mere expanded and surrounded the castle site, the moat flooded and overflowed. Now the whole site is swampy, and large pools of standing water dot the clearing. The castle was built on exposed bedrock, so its foundation is sound and mostly dry even a century after the flooding. Tangled brush and trees grow to within twenty feet of the walls on three sides of the castle. Only the front (southern) face is clear.   1. Landing
A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the lizardfolk never use it. If characters grab canoes in a hurry, there is a 1-in-6 chance they get the rotten one. It starts leaking as soon as it’s put in water, and it sinks after fifteen minutes.   2. Animal Stockade
The lizardfolk keep their giant lizards penned here. The five-foot-high wall of the stockade is made from sturdy logs driven into the earth, spaced about six inches apart, and bound together with twisted fiber. The lizards can carry or drag loads that are too massive for the lizardfolk, such as large timbers or impressive crocodiles. They are also used to raise stone onto the castle battlements through ropes and pulleys — technology that never ceases to amaze the lizardfolk. There are 2d4 giant lizards in the pen at any given time. They are ill-tempered and attack anyone who comes within reach if their handlers aren’t present to keep them under control. If set loose, they most likely romp away into the swamp. If the goal is to have the lizards rampage through the camp, someone needs to rile them up first. Poking them through the stockade wall with spears will do the trick.   3. Longhouses
The lizardfolk warriors live in these longhouses.  
The longhouses are made from reeds bound into long, thick bundles and bent into upside-down, U-shaped ribs. The spaces between the ribs are latticed and thatched with more reeds. Each longhouse has a single, woven door in the center of one end wall. The construction technique used in the longhouses is ingenious.
  The lizardfolk may be technologically backward, but they are masters of their environment. They show the same building talent in their traps and snares.   Inside, longhouses are roomy and well ventilated. The ground is covered with reed mats, and the interior is dry and airy. Gear hangs from pegs on the walls to keep it off the ground. Lizardfolk are especially careful with their new, steel weapons, which rust quickly when exposed to dampness. They fill small stone ovens with coals for heat. There are no open fireplaces; the danger from sparks is too great.   Each of these longhouses could house twenty-five lizardfolk comfortably, and more with some crowding. When Rezmir the Black first negotiated with the lizardfolk, they intended to move the entire village here, and built accordingly. As more bullywugs also flocked to the castle and the real situation became apparent, the warriors instructed their families to stay behind. Thus, they have far more longhouse space at the castle than they need. Characters observing the area from hiding and judging solely from the longhouses would estimate conservatively that over a hundred lizardfolk live at the castle. They won’t count anywhere near that many lizardfolk in the clearing. Snapjaw can explain the discrepancy, if he’s around.   5. Moat
The muddy water lapping against the castle walls is indistinguishable at a glance from the puddles and hip-deep water standing throughout the area, but it hides a moat. Portions of the moat around the southwest tower have filled in to ground level, but elsewhere it is 30 to 40 feet wide and up to 15 feet deep. The causeway (1A) arches over the moat, providing a visual clue that the water may be deeper than it appears. Anyone splashing around in the moat attracts the attention of six crocodiles.   6. Main Gate
This is the only entrance into the castle that’s used. When the castle was built, a pair of stout wooden gates and an iron portcullis closed off this 12-foot-wide, 10-foot-high gateway. The gates are never closed; they now sag on their hinges so badly that it’s not worth the effort of levering them into place for any reason short of an imminent attack. The portcullis is rigged so it can be dropped with a hard yank on a lever (located on the upper level, area 2A), but since it was last tested, the mechanism has rusted to the point where the gate will drop only 3 feet, then jam in place.  

Ground Floor

1A. Barbican
The barbican is the primary defensive position for the castle. It is guarded round-the-clock by 6 giant frogs. Unless a fight or other disturbance has happened somewhere, these frogs are at low alertness.   Sloppy mud covers the stone floor of this large chamber. Planks have been laid from the gateway to the causeway entrance to create a 10-foot-wide raised boardwalk for the cultists, who don’t enjoy walking through mud the way Lizardfolk do. The slippery mud makes everywhere off the planks difficult terrain for characters. A few tables have been thrown together from planks laid across barrels, with crudely made benches for seats. The tables and benches are nearly as muddy as the floor.   The barbican has no windows or arrow slits at ground level. During daytime, bright light is within 20 feet of the open gateway and the open doorway to the causeway. Everywhere else, oil lamps cast only dim light (because the lizardfolk never clean them).   Stairs lead up to area 2A.   1B. Causeway
This 180-foot causeway crosses the moat and leads to the castle’s outer ward. It has no roof so defenders on the upper floor of the barbican (area 2A) can launch arrows into attackers crowded onto the causeway. A small defensive bulge along the east wall of the causeway is never manned.   1C. Outerward
The ground here was once hard-packed earth, but the area in front of the barracks (area 1G) has been churned into mud. Lizardfolk are likely to be working (training their giant lizards).   1D. Inner Ward
Originally, the passage between the outer and inner wards could be closed off with heavy wooden gates, but they have long since fallen apart and haven’t been replaced. The inner ward is patrolled by three guard drakes (see appendix D for statistics) at all hours of the day. They attack anyone they don’t recognize or who isn’t accompanied by someone they recognize.   1E. Northwest Tower
The door to this tower has been torn off its hinges and lies on the ground. Originally, a wooden floor was at ground level with a pit beneath it for confining prisoners. The wooden floor is completely rotted away, and the pit has been filled nearly to ground level with garbage and mud.  
There must have been a wooden floor in this tower when it was built, to cover the dungeon pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone stairs that circle upward around the outer wall, you must cross 10 feet of indescribable muck.
The pit is home to an otyugh that consumes much of the castle’s garbage. When characters arrive, it is sitting quietly submerged in the muck, making it undetectable unless characters stir the foul-smelling stuff with poles. If someone steps into the muck or leaps to the steps, the otyugh lashes out with its tentacles. A grappled character is dragged into the pit where, along with all the hazards of being savaged by an otyugh, there is the added danger of drowning.   1F. Stables
The fittest, most ferocious of the giant lizards are housed here instead of in the open stockade (area 2), to protect them against the biting and clawing that goes on in the common enclosure. These lizards are used as riding mounts by lizardfolk on long patrols. The stalls, originally built for horses, have been enlarged to accommodate the beasts (eight giant lizards). The normally lethargic creatures grow agitated when strangers enter the stables. If characters linger for more than a minute, two of the lizards start lashing the walls with their tails. The others pick up the ruckus in short order so that within two minutes, all are thrashing at the walls and bellowing. The commotion draws four lizardfolk who are the giant lizards’ handlers. The lizardfolk have a calming influence on the giant lizards, but if they are interfered with, the disquieted lizards smash through their stalls and attack anything in the stables.   A ladder in the southeast corner of the stables grants access to a loft above the stables.   1G. Lower Barracks
This large structure was built to house the castle’s garrison. It serves as storage, there is nothing interesting here besides useless books.   1H. Forge and Armory
Naerytar’s builders set up this structure for the blacksmiths who would build and maintain the armor and weapons needed by the castle’s defenders.   A large forge dominates the center of this chamber, which is pleasantly warm thanks to a bed of coals glowing dully in the forge. Half a dozen lizardfolk are working around the forge, but they don’t seem to be accomplishing much. Other accouterments of the blacksmith’s trade are scattered through the room, and many very poorly made metal items are heaped in the northwest corner.   A few months ago, G17 decided to put the forge back into operation. G17 thought mastering a craft as advanced as metalworking would instill the lizardfolk with a renewed sense of pride. He might be right, but so far, the lizardfolk have shown little aptitude for the craft. They do, however, enjoy basking in the warmth of the forge, and they have learned to take excellent care of their new weapons even if they can’t manufacture more.   The six lizardfolk in the forge room won’t attack unless they are antagonized first. They are trying to make an iron spear point from scraps of ruined armor, but their effort is producing something more like a shovel than a blade. They listen attentively if characters offer advice but show no sign of comprehending what they’re told.   1I. Lizardfolk Ready Room
The twenty lizardfolk selected by G17 to serve as his backup guards use this northeast tower as their barracks. This chamber is their daytime ready room. When they are not drilling with their weapons, the lizardfolk spend their time in this chamber, gambling, exercising, and telling stories of happier times. G17 maintains this force as insurance.   Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing strangers with weapons dripping blood from recent combat would be one such reason). They won’t attack unless provoked, but they won’t let anyone go upstairs or into areas 1J and 1K without an excellent reason, either.   1J & K. Lizardfolk Sleeping Room
The ten dominant lizardfolk guards rest in this chamber, because it gets more warmth from the forge (area 1H) than area 1K does. They sleep on reed pallets that are spread across the floor in no apparent pattern, and each keeps meager belongings beneath it's “bed.” Despite the lack of order, the room is clean and dry. It is empty during the day, but ten lizardfolk sleep here at night.   1L. Chapel
Over the years, this chapel has been consecrated to several different deities, depending on who ruled the castle. Now it is a shrine to Tiamat, adorned with a handsome wooden statue of the dragon queen crafted by lizardfolk. The workmanship is surprisingly good, though most of Tiamat’s visages bear a stronger resemblance to lizardfolk than to dragons. The cultists venerate Tiamat but do not worship her, so the chapel is seldom used for anything that could be considered a religious observance or mass. Instead, individual cultists or small groups sometimes retire here for quiet reflection on how the world will suffer when the Queen of Dragons rises.   1M. Storeroom
All the trash from the chapel — broken stools, rotted altar cloths, corroded icons — was dumped in this room when the cultists took over. There’s nothing of value here.   1N. Rectory
This was originally the castle priest’s living quarters, and it included many sturdy storage cabinets for vestments and religious paraphernalia. All the cabinets were hacked open and looted long ago. Four dragonclaws (see appendix D) moved into this chamber and turned it into their living quarters. They tend the library in area 2N.   1O. Archer’s Gallery
This long gallery overlooks the causeway through arrow slits. In case of an attack, archers could man it. The cultists don’t use it for anything, and aside from cobwebs, it is empty.   1P. Kitchen
Meals for the cultists are prepared in this kitchen by a dwarf chef and his two human helpers (commoners). The chef is a dwarf named Tharm Tharmzid. If given the chance, he complains bitterly about the lack of ingredients here for good meals. Everything he receives comes from the lizardfolk hunters and gatherers, whose notions about what is and isn’t edible don’t mesh well with Tharmzid’s.   1Q. Great Hall
The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where contraband hauled in from the Carnath Roadhouse is inspected, sorted, and repacked before being carried to the portal beneath the southwest tower. The tables in that half of the hall are covered with valuables.   Looting won’t be possible, however, as long as any cultists are alive. During the day, there will always be twelve cultists (of initiate rank) working in the Great Hall and four dragonclaws (see appendix D for statistics) keeping an eye on them. Most of the cultists are human, but all the character races are represented. The precise mix doesn’t matter.   If there is any disturbance in the Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or lizardfolk in the outer ward respond at the beginning of the fourth round.   At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the inner ward. Even asleep, the guard drakes are at normal alertness.   Treasure
The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the plunder. If characters have a chance to paw through the piles and keep what they find, they get 450 gp, 520 sp, 80 pp, 22 semiprecious stones (5 × 35 gp, 6× 45 gp, 6 × 55 gp, 4 × 65 gp, 1 × 80 gp), and a potion of greater healing.   1R. Southwest Tower Antechamber
Swamp water seeps into this chamber through a crack in the foundation to pool inches deep on the sagging stone floor and fill the air with a cloying, moldy stink. The cultists laid a walkway of planks across the floor so they can walk between the two doorways without soaking their feet. This chamber isn’t used for anything other than a passage between areas 1Q and 1R.   1S. Subterranean Entrance
The puddles in area 1R don’t extend into this chamber, but the smell does. Because of that, the cultists use this chamber only as an accessway to other areas.   The most important feature of this chamber is the staircase that leads down to the caverns beneath the castle. It sits directly below the stairs that lead up to level two of the tower. There is no doorway across either set of steps.   1T. Unused Chamber
This chamber is wet and moldy, though not flooded. The cultists don’t use it because of the dampness, so giant centipedes have moved in and made a nest. Anyone who enters the chamber becomes the target of ten giant centipedes.   If the characters pose as reinforcements sent by the cult, they are assigned this chamber as their quarters. Their first task is clearing out the centipedes, chinking leaks, and generally making the room livable.   1U. Keep Entrance
The entrance to the main keep is raised three steps above the level of the inner ward. A stout wooden door in good repair bars it, but the door is never locked or barred under normal circumstances.   This front chamber is a small version of the Great Hall, with a few tables and benches that are seldom used. Spiral stairs lead up to the second floor.   1V. West Guest Rooms
Normally, these rooms aren’t used, but Azbara Jos occupies them currently. They are reasonably warm and comfortable. Jos will be here when he isn’t consulting with Rezmir in area 1U, 2N, or 3L. Jos keeps all of his real valuables with him. The only things he leaves in these chambers are his clothes and his traveling spellbook—which contains all the spells he has prepared (see appendix D). The spellbook is locked inside a box of silver-inlaid redwood. The lock can be opened with a successful DC 15 Dexterity check, but if the roll is less than 20, the tampering sets off a magical ward with the same effect as a Melf’s acid arrow spell; the acid arrow launches at the character who opened the box and causes 4d6 acid damage immediately plus another 4d6 acid damage at the end of the character’s next turn. The damage is halved if the character makes a successful DC 15 Dexterity saving throw. Opening the box with the key disarms the trap automatically; Jos carries the key on a string around his neck.  

Second Floor

2A. Upper Barbican
Although it is much cleaner than the lower level, the upper level of the barbican is still a mess. This area is staffed by nine cultists day and night, but at night, they tend to sleep on watch.   This level of the barbican has no roof. Hundreds of melon-sized stones are piled around the battlements for throwing down on the heads of attackers. Many of the piles have collapsed, and the Lizardfolk haven't restacked them.    The causeway is fully exposed to archers positioned at the rear of the barbican, but the bullywugs seldom watch that direction.   The main feature of this area is a signal drum carved from an enormous hollow log. This drum can be heard for miles when it is beaten vigorously. The Lizardfolk send many different signals with the drum: they can recall patrols and foragers to the castle, wake up the camp, indicate mealtimes, announce changes of the guard, and sound a general alarm if the castle ever comes under attack. The drum is heard about six times on a typical day, and everyone who lives at the castle knows the meanings of the different drumbeats. Characters won’t know what they mean without asking someone.   2E. Rotted Floor
The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on a beam without slipping and falling into the awfulness of area 1E.   The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward to the third level. Characters are safe from falling as long as they stay on the landing or the steps.   A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom (Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades ago after running afoul of the specters in area 3E.   2F. Stables Loft
The loft above the stables is where the lizardfolk store bundles of cut reeds to use as bedding in the stalls of the giant lizards. Other than reeds and a few bats, nothing else is here.   2G. Upper Barracks
Seven cultists and three dragonclaws reside here.   2H. Arsenal
This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was chewed away by rats and other vermin. Now this chamber is the unofficial headquarters of the lizardfolk in the castle. Neither the bullywugs nor the cultists ever come up here.   The arsenal chamber is the warmest in the castle, thanks to heat rising from the forge (area 1H). The lizardfolk that live in the castle gather here — usually at night — to discuss their situation and what they should do. The debate is between accepting their fate as lowly servants of the Cult of the Dragon, attacking the bullywugs in a glorious yet suicidal assault, or biding their time until they can attack with a chance of winning.   The lizardfolk’s stockpile of new weapons is hidden beneath stacks of rusted, rotten, century-old arms. Just a few minutes of searching through the junk can turn up one or two bundles of sharp, clean blades for short­swords, daggers, and spears, neatly wrapped in oilskin.   Unless the lizardfolk are meeting, this chamber usually is empty. The lizardfolk seldom come here when they could be observed gathering, to avoid attracting suspicion or making anyone curious about what’s in the unused room above the forge.   2I, J, K. Vacant Rooms
G17 assigned the entire northeast tower to the lizardfolk for their use, but they sleep and live mainly on the ground floor. The second-floor rooms contain nothing of interest or value.   If characters poke around in this area, however, those with a passive Wisdom (Perception) score of 15 or higher notice that the doors between areas 2H, 2I, and 2K open and close smoothly and soundlessly, unlike most other doors in the castle, which squeak and squeal loudly on corroded hinges.   A trapdoor closes off the top of the stairs up to area 3H. The trapdoor isn’t locked, but a pair of iron spikes has been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps   2L. Outer Library
G17 has converted the second floor of the chapel into a library. This chamber at the top of the stairs contains a few crates and chests of books culled from the arriving treasure that haven’t been sorted and cataloged yet.   2M. Reading Room
A small table and two chairs are the only furnishings in this chamber.   2N. Library
Books and manuscripts line wooden shelves constructed from salvaged lumber. One dragonwing (see appendix D for statistics) and four cultists (initiates) spend most of their time here, organizing the books.   Since treasure first started funneling through Naerytar, G17 has pulled out any books, parchments, tablets, and other written material that interested him. He knows better than to claim them as his own; he will forward these treasures to Tiamat’s hoard when the work at Castle Naerytar draws to a close. Until then, he keeps the written material at the castle to study and to divert him from the miserable surroundings. Rezmir the Black knows about the library and approves of using the books this way, as long as they are delivered to the Well of Dragons before Tiamat’s arrival.   G17 has assembled an impressive library. It contains over one hundred books, quartos, and manuscripts covering the history of the Sword Coast, natural philosophy, mathematics, astronomy, magic, and many theoretical works on alternate reality, time, and dimensional travel. This collection would be a priceless addition to any library or collector in Waterdeep.   2P. Kitchen Storage
Items that are needed in the kitchen (area 1P) occasionally but not every day are stored here, along with nonperishable food such as cooking oil, grain, cheese, wine, and salted meat.   2R. Cultists’ Sleeping Chamber
The lowest-ranking cultists sleep here. At night, five cultists are present. Otherwise, the chamber is empty of all but their reed mattresses and simple belongings in wooden trunks. A small stone hearth in area 2T provides meager warmth.   2T. Cultists’ Sleeping Chamber
At night, seven dragonwings (see appendix D) sleep here. Otherwise, the chamber is empty of all but their reed mattresses and simple belongings in wooden trunks. A small stone hearth keeps the chamber warm.   2U. G17's Common Room
This chamber is a combination sitting room and office, and a small hearth along the western wall provides heat. A writing desk, a large padded chair, and a bench are drawn up near the hearth.   2V. G17's Sleeping and Dressing Rooms
Area 2V is G17's sleeping chamber, furnished with a bed, a carpet-draped table with a wash basin and grooming supplies (comb, brush, soap, scented waters), and a stool. Rugs cover most of the floor. A raven in a large cage squawks loudly enough to be heard in the outer ward if a stranger enters the chamber, and the squawking awakens and draws the cultists and dragonwings from areas 2R and 2T to the tower. G17 is seldom here except when ''sleeping'', immediately before retiring, and immediately after rising. G17 intends to be treated as a life creature, not a robot. Instead of sleeping, he lays silently in bed.   Treasure
In addition to the elf’s clothing and personal effects, a small strongbox is hidden beneath a loose floorboard under a rug. The hiding place is spotted automatically if the rug is moved and missed automatically if the rug is left alone. The strongbox contains G17's emergency funds: 200 gp, 200 sp, and 10 precious stones worth 100 gp each. The locked box can be opened with a key from G17's belt or with a set of thieves’ tools and a successful DC 15 Dexterity check.  

Third Floor

Many of the topmost levels of the castle are unused by cultists. Some of them are still home to dangerous creatures that were sealed off instead of being cleared out.   3E. Old Sanctum
Several years after its builder and original owner abandoned Castle Naerytar, the castle was re-occupied by an all-female school of astrologers called the Academy of Stargazers. A few years after the astrologers moved in, they were wiped out by their own leader. Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber. They rest quietly, ignoring everything and everyone in the castle.   3G. Unused Chamber
Originally, this level of the barracks was used for storage and for training during severe weather. Several fencing dummies and targets still stand around the room, but they fall apart if put to hard use.   3H, I, J. Spiders’ Lair
The top level of the northeast tower is the lair of five giant spiders. They hunt in the swamp at night and return to the tower to rest during the days, entering through a hole in the roof. The spiders are wary, so they’ve never been seen coming and going. The lizardfolk know of them but haven’t mentioned them to others.   The chamber is not hung with webs, but the cracked bones of many animals litter the floor. The spiders nestle among the deep shadows between ceiling beams, and they have advantage on Dexterity (Stealth) checks while hidden in their recesses.   A trapdoor is closed across the steps from area 2K and jammed shut with two iron spikes driven between the door and the frame. See the description of area 2K for notes about opening the door. The door is sufficient to keep the spiders out of the lower levels of the tower, since the spiders and the lizardfolk have an unspoken understanding to leave each other alone. That doesn’t extend to strangers such as the characters.   3L. Rezmir’s Office
The third floor of the old chapel is converted to living quarters for Wyrmspeaker Rezmir the Black. No one else uses these chambers even when Rezmir is away from the castle for tendays or months at a stretch.   The furnishings in all four chambers are lavish—surprisingly so, compared to everything else at the castle. All other furnishings were built on site, but Rezmir’s come from the workshops of the finest carpenters and upholsterers in Faerûn, most prominently a dark brown, near black wooden material originating from Rezmir's home.   This front chamber serves Rezmir as an office. It contains a writing desk, several smaller tables stacked with inventories and reports, and four beautiful but uncomfortable wooden chairs. Among the papers on the desk are Rezmir’s notes describing the portal beneath the castle and how to operate it, including its command word (“Draezir”).   Treasure
Two matched onyx carvings of black dragons flank the top of the staircase. A serious collector would pay up to 3,000 gp for the pair. They are three feet tall and weigh 400 pounds apiece.    3M. Rezmir’s Sitting Room
This chamber is a sitting room, comfortably furnished with upholstered chairs, padded benches, and two small carpet-draped tables. Rezmir does not entertain guests, so the chamber is never used by anyone but her.   3N. Rezmir’s Sleeping Chamber
The room is locked, requires DC 17 to open. A large bed, two wardrobes, a standing mirror, and an armor stand with a spare suit of scale mail armor dominate the room. One of the wardrobes is filled with clothing. The other, whose doors are painted with a depiction of a five-headed dragon, contains Rezmir’s Cult of the Dragon regalia — purple robes, cloaks, mantles, and many items of rank. The outfit is uniquely fitted for Rezmir.   The wardrobe containing the cult regalia is trapped. The trap can be detected with a successful DC 20 Wisdom (Perception) check. Once spotted, the trap can be disarmed automatically by using Rezmir’s insignia of claws or with a set of thieves’ tools and a successful DC 20 Dexterity check. If the wardrobe is opened without disarming the trap or if the Dexterity check fails, the trap goes off, causing vials of acid to explode. All creatures in the room must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save, or half as much on a successful one; the character who set off the trap has disadvantage on this saving throw. All Cult of the Dragon items in the wardrobe are ruined by acid, as are most of the furnishings and other objects in the room, including the dragon statuette described below.   Treasure
One of the few easily portable items of value in the room is a 2-foot-tall statuette of a black dragon, made from actual black dragon scales and claws, with ruby eyes and diamond teeth. It is perched atop a heap of treasure consisting of actual gold and gems. Its value to a collector is 4,800 gp, and it weighs only 20 pounds. Rough handling will damage it, however, and reduce its value to just 1,200 gp.   3O. Rezmir’s Sanctuary
This chamber is where Rezmir retires to venerate Tiamat privately. The room is bare. Its only decoration is a stylized depiction of a five-headed dragon rising from a volcano, painted on the back of the door (where it won’t be seen unless someone closes the door while they’re in this room). A DC 18 History or Insight check reveals that the artist had only a few colors to work with and was not especially talented, leaving the heads in off-colours of white, yellow-ish green, purple, dark blue, and orange, but the five heads are recognizable as the five dragons.   3P. Kitchen Storage
This room contains more kitchen storage, similar to area 2P. Only dry goods are kept here — flour, sugar, dried fruits and vegetables — to avoid the hassles of hauling tubs or barrels of liquid up the stairs.   3R. Cultists’ Sleeping Chamber
Middle-ranking cultists have the entire top floor of the tower for their use. At night, six dragonwings (see appendix D) are present. Otherwise, the chamber is empty of all but their reed mattresses and belongings in wooden trunks. A small stone hearth provides meager warmth. The door to area 3S is always kept closed but not locked.   3S. Unused Room
A portion of the roof and northwest wall has collapsed in this chamber, so it isn’t used for anything. The door to area 3R is always kept closed but not locked.   3T. Cultists’ Study
The six cultists who share area 3R use this chamber for studying their spellbooks and for practicing their magical craft. The chamber contains three stools, three writing desks, and a basin of water.   3U. Observatory
The Stargazers converted the top level of the keep into an astrological observatory. The most interesting device they installed was a farseer of Illusk — a telescope-like contraption that is useful for observing and studying heavenly bodies but which can also be used in a manner similar to an arcane eye spell. In that mode, the farseer can view a location within fifty miles of it. Tuning and focusing the device this way calls for a considerable amount of skill and practice, and the device’s dilapidated condition makes the process more difficult.   Both Rezmir the Black and G17 visit this area frequently to study the farseer. The android has had limited success with it, but Rezmir has mastered its use. Over the past year, she used the farseer to study Voaraghamanthar in the dragon’s lair. During those spying sessions, Rezmir discovered the dragon’s secret twin.   To protect this area, Rezmir enlisted the service of four gargoyles. They perch day and night on the four corners of the keep’s roof, where they can be seen from the ground and where they can see through windows into the observatory. Only Rezmir and G17 know the gargoyles are alive. If anyone enters the observatory without being accompanied by one of the two cult officers, the gargoyles tear open the observatory’s four ceiling hatches and attack. This is the only intrusion they respond to. The gargoyles don’t interfere elsewhere without direct orders from Rezmir, and she won’t give such an order unless it is the direst of emergencies.   A character who inspects the contents of the observatory recognizes the farseer of Illusk with a successful DC 15 Intelligence (Arcana) check. After its true nature is ascertained, using it to view a distant location requires a successful DC 15 Intelligence (Arcana) check and a successful DC 15 Dexterity (Sleight of Hand) check. If the Intelligence check fails, the desired location can’t be found. If the Dexterity check fails, the image is too distorted to convey any information. If the Dexterity check result is 5 or less, a key part of the farseer breaks off, rendering the item inoperable.   When characters find it, the farseer is focused on Voaraghamanthar lair. This is a golden opportunity for characters to learn Voaraghamanthar’s secret.   Characters might try to take this item when they leave. The farseer is bulky (approximately 40 pounds) and fragile. Worst of all, it has suffered almost two centuries of neglect. The least amount of rough handling will shatter it. A team of brass-smiths and sages, working patiently, might be able to remove the device from Castle Naerytar intact, but adventurers working in haste have no chance.  

Beneath the Castle

The caverns beneath Castle Naerytar are accessible through area 1S. At the top, the steps are smooth and well made. As they descend, they are rougher, make several turns, and descend about 20 feet to area 1 of the dungeon map. This subterranean area is largely the realm of giant frogs in the cold lake. Only area 1 has bright light, the other areas are completely dark. The ceilings are 10ft high, sound does not travel well.   1. Entry Cavern
The steps down from the southwest tower of Castle Naerytar spill out into this chamber. The chamber is brightly lit by one lantern hanging next to the entrance steps and another hanging near the northwest opening to area 9. The chamber is empty. Only the sound of dripping water comes from the direction of areas 3 and 9.   Steps to the northwest descend 5 feet to area 9. Steps to the southeast ascend 5 feet to a passage that descends again 5 feet to area 3. A search for muddy footprints accompanied by a successful DC 10 Wisdom (Perception) check reveals that only bullywugs use the southeastern passage, never cultists or lizardfolk.   The water flooding the center of the chamber is little more than a puddle; it reaches a depth of 1 foot near the center. The water is slightly acidic, but not enough to cause damage. The gap in the wall connecting to area 2 is only about 3 feet high above the water, so most characters must crouch to get through.   2. Gray Ooze Lair
This chamber is the lair of a gray ooze who perfect camouflages itself with the cavern walls.    Treasure
Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing through that area turns up a handful of fancy and semiprecious stones worth 1,800 gp (2 × 50 gp, 5 × 100 gp, 200 gp, 400 gp, 600 gp). The gems came from a less-than-devoted cultist who throws a fistful of coins and other treasure items into area 2 every time he gets the chance. His plan is to come back to the castle after the cult leaves and collect his “retirement fund.” Unknown to him, the ooze living in area 2 scoops up the items when it passes through its lair. All the items except the gems dissolve in the ooze’s body. The stones fascinate the creature’s tiny brain, so it “spits out” the gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.   3. Mud Room
The floor of this room is flooded a foot deep with sticky, reeking mud, making the whole chamber difficult terrain. The steps to the west descend steeply 10 feet to area 4. A lip of stones across the top of the steps keeps most of the mud from spilling down the steps, but enough slops over to make the steps slippery. Every character who walks down these steps must make a successful DC 8 Dexterity saving throw to avoid tumbling into area 4. The fall causes 1d4 bludgeoning damage and makes a lot of noise.   4. Centipede Lair
This chamber is empty, but swarms of centipedes live in niches and alcoves lining the western wall. They are frightened away by torches, but lanterns, candles, and light spells don’t bother them. They attack any group that isn’t carrying at least one lit torch. There are two swarms of centipedes per party member.   5 & 8. Empty Chamber
These rooms are empty.   6. Frog Lake
The ceiling arches 30 feet overhead. The floor of the pool drops off suddenly from the shore, with the water varying from 10 to 15 feet deep. When characters enter, a giant frog sits still on the island and watches them. Most characters can’t see that far from the entrance with torches or lanterns. If the characters stick to the shore between the east and north entrances, the frog doesn’t react. If someone enters the water or walks out onto the promontory, the frog croaks loudly and splashes into the water. Characters hear more croaking and at least a dozen splashes from area 7. If they are still in area 6 or area 7 after 2 rounds, they are attacked by twelve giant frogs. The frogs focus their attacks on small characters they can swallow.   Many bats also roost in this cavern. They can reach the outside through natural chimneys in the roof. The bats don’t bother anyone normally, but if a fight breaks out, they become agitated and fill the air.   7. Frog Landing
When they aren’t swimming in the underground lake, most of the giant frogs in the cavern sit on this rocky shelf, occasionally snatching bats out of the air with their long tongues. There can be as many as twelve giant frogs here   9. Crane
The ledge dividing area 9 from area 10 is a 15-foot drop. A wooden, crank-powered crane has been set up for lowering heavy crates of treasure down to area 10. The crane effectively triples a character’s Strength score in terms of how much weight can be lifted. A wooden ladder is lashed to the ledge for climbing up and down.   10. Misty Room
Mist flowing out of area 2 and through area 9 accumulates here to a depth of 3 feet before spilling into area 6 and dissipating. Otherwise, the chamber is empty.   11. Frog Shrine Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes elements in these designs taken from the worship of both Ghaunadaur (god of slimes) and Shar (goddess of shadows), but none of these elements are used in a canonical manner.   With a successful DC 18 Intelligence (Religion) check, a character also sees indications that Ramenos is venerated here. Ramenos is an ancient entity now believed to be in a deep slumber. As far as the character is aware, Ramenos was a god of one of the ancient creator races — if it was ever anything more than a legend. Judging from this chamber, whoever created this place has only the shallowest knowledge about these entities.   12. Storage
This room is largely used for storage to be teleported away at a later point. The chests and crates are sealed shut. The only way to open them is by breaking them.   13. To the Graypeak Mountains
Mist from area 10 seeps into this room and keeps it filled to a depth of two to three feet. Aside from the mist, the chamber appears empty.   It is not empty, however. A permanent teleportation circle is carved into the floor, where it is obscured by the mist. Characters with a passive Wisdom (Perception) score of 10 or higher spot the circle, while dispersing the mist (using a gust of wind spell, for example) reveals the circle to all.   To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (“Draezir”) can be found on a paper on Rezmir’s desk in area 3L or from Dralmorrer Borngray if he faces defeat with no escape. When the command word is spoken, everyone and everything inside the gate’s circumference is teleported to the corresponding gate in the hunting lodge of Talis the White (see chapter 7). Castle Naerytar and the Graypeak Mountain lodge were constructed by the same reclusive wizard, and this was his means of transit between the two.

History

The castle's top floor housed an observatory that contained a magical telescope known as the farseer of Illusk, which could be used for both astronomical and ground observations. The device had been installed by the Academy of Stargazers, but has fallen in disuse after their disappearance. By the 15th century DR, it has become difficult to operate as a result of poor maintenance.

Type
Castle
Owning Organization