# [[Castle Never]] Castle Never sits on a piece of land jutting out into [[Neverwinter River]] from the north. Castle Never was where the [[Alagondar]] royalty lived, and it's also where they were when they were all wiped out. The legends about Castle Never is that the whole family died there. Some servants survived from the eruption and became the ancestors of The Sons. They sealed the crypt and grounds before they left. It is said that they will return once a worthy heir arrives on the throne. On that day, all the magic treasures will be available to the worthy heir. Castle Never has a very strong foundation and could possibily be rebuilt. - [[Vault of the Nine]] - protected by [[the Nine]] defenders of the [[Alagondar]] family, including [[Galadim]] ## Magic in the Castle - Magical wards had gone awry, letting portals to other places in, but in [[30_20201211 Getting out of Castle Never]], I fixed the magic using [[The Ioxian League Obelisk in Castle Never]]. - [[Neverneath]] was disabled: The rooms stopped moving around and were rearranged in the [[Long Corridor]], where they should have been. - Protect teleporation into the castle. - Prevent anyone from being mind-controlled while they're inside the castle - Limitation 1: People can be charmed or mind-controlled outside the castle and then come inside to do harm (from [[38_20201227 Reona attacks and we meet Thraid]] - The source of the magic of Castle Never is near the castle, as I found out in [[82_20210704 Spellscarred]]. Only a small amount of the magic is used on the magical locks of the castle itself; the majority of it is used in an abjuration (protective) capacity somewhere northeast of the Castle. ## The Main Castle ![](/assets/castlenever-mainmap.jpeg) ## [[Servants' Entrance]] - Recurring bursts of fire in the first hallway, which also has broken mirrors every five feet. Spend an action to use Arcana to disable it by shaping the fire around me (one person only). - Second hallway has windows all along one side. - Hallway to [[The Spider Spire]] ## [[Great Hall]] - Throne on a dais at one end, dining tables on the other with rotten food and drinks, with the bodies of nobles around it. It looks like nobles were interrupted during a feast. - North door leads to the [[The Aviary]] ## Corridor of Four Doors ### First metal door ([[Alchemist's Lab]]) - Tables and flasks and jars of different alchemical reagents. There are some books and notes, like somebody was not prepared to leave when this room was left. Some of the flasks have been burnt because the flames underneath them were left on. - Alchemical laboratory and source of reagents - There are alchemical notes here, but only an alchemist would really understand. ### Second door ([[Harpy Barracks]]) - Door has been broken from the outside of the castle and in. - One wall of the room and part of the ceiling are exposed to the air. ### Third door ([[Royal Armory]]) - A Magic Mouth appears by the door to say that only "deacons" are allowed to go into the Royal Armory. - Looks initially like a small, 2 x 3 room, but an illusory wall at the end conceals a much larger armory. Some who touch it are allowed to walk into the rest of the room, but others are transported into the jail cells. ### Fourth door - Leads to a corridor with a door. This door might lead to: - the long corridor - prison - well room - storeroom - crypt - potentially the end of the Corridor of Four Doors itself? ### [[Teleportation Spire]] Decorations are more ornate than the rest of the castle - looks like it's for royalty or for show. Better trimmings, more finely-made walls. There is a secret door hidden in the wall near the fourth door that [[Ka'ira]] was able to open while she was wearing the [[Crown of Neverwinter]]. It leads to a very long spiral staircase (five stories, but each storey has higher ceilings than normal) with the teleportation room at the top. ## [[The Aviary]] - Has three doors: one to the [[Great Hall]], which was broken in by us in [[34_20201219 Bird Room and Big Tree]], one to the northeast, towards the [[The Spider Spire]], and one to the northwest towards the [[the Big Tree Spire]]. - There are lots of smaller birds and fruit on the trees, but the path is overgrown (16' high) and easy for [[Displacer Beast]]s to hide in. ## Once-Rearranging Rooms ([[Neverneath]]) ![](assets/1622579327_144.jpeg) ![](assets/1622579328_145.jpeg) ### 1. [[Long Corridor]] There are braziers every few feet in sconces. ### 2. [[Jail Cells]] - The room with the jail cells is 12x3 squares, with five cells on each side and two doors. 1 square between cells on both sides - stone floor - three open cells (the ones that Xio, Gloomtoes, and Ka'ira escaped from) - One metal door to enter, with bars on it. - There is a closet with some moth-eaten clothes and where the prison keys used to be. - The door to enter it is meant to be opened from the outside. It can't be opened from inside the cells. Maestro opened this by teleporting out the other side and pulling at it. - I painted a red X on the closet - Encounter: [[Blazing Skeletons]] ### 3. [[Well Room]] - metal door to enter, and slightly dented in from Ka'ira forcing it open - in #[[21_20201120 Day 7: Ustilagors Attack]], this door was moist and wooden! - When one door is closed, the other one is opened. - Stone walls - 30' high ceilings - 20' diameter well - can't see bottom. Crossbow bolt took a minute or so to hit water. - 40' diameter room - Empty pails and other containers - Encounter: [[Ustilagor]]s - not in [[Neverwinter]] because none of us had bad dreams when we did a long rest there in [[22_20201121 Day 7 & 8: Who Is Declan]] ### 4. [[Storeroom]] - 40' x 40' square - wooden door to enter - 10' x 5' chest on the floor - potentially a larder - Random items like grains and flour, plus rat corpses. - Used to be in magical darkness before I fixed the magic in the castle. Now it's a regular room. ### 5. [[Crypt]] - smooth marble door with a knight engraved on it to enter - Flaring Dragon wings on the helmet and the icon of a dragon. - visor down - 30' high ceiling - Photo - ![](assets/1622579329_146.png) - Vaulted: arches on top - Not of elven make - The walls are lined with shelves that carry many urns - like 20 in one square. - 3 pairs of coffins (3' wide) - There are burn marks from my fireball, but also burn marks from someone else's fireball - Encounter: [[Pincer Demon]]s and [[Evistro Demon]]s ### 6. [[Ballista Room]] - 15x40' room - wooden door with chemical smell to enter. I wrote "~~Kitchen~~ ballista" on this (outside) - crates: 5x5' and 10x5' - wooden walls and floor - In [[22_20201121 Day 7 & 8: Who Is Declan]], gravity had shifted so that we fell down into the room, horizontally. - We left a ladder here. ### 7. [[Temple of Bahamut]] - metal door and a dragon icon on a shield of a knight (same dragon as in [[Lady Tanemir Alagondar]]'s tomb). Probably the Platinum Dragon that [[ttrpgs/Order of the Wandering Mind/Bahamut]] is known for. - Small, private temple to Bahamut with the [[Taryan Code]] (heroic code about protecting people: - *Justice and good above all. Honor and fealty to the king. Honor and respect to righteous innocence. Honor and duty to the balance Lendis, to the something someone, to the justice maker Bahamut. Honor and protection to all the lesser races. Honor and correction to the enemies of justice and good. Honor and something to oneself.* - 20x20' room - Bells on a string attached to the doors ### 8. [[Stone Garden]] - 5' circular hole in ceiling - piles of dirt, knee-high in parts. We can barely see the floor because it's covered in soil or dirt. - Has a faint smell of rot. ### 9. [[Kitchen]] - 20x30' - stone door with oblong mirror to enter. - But in [[22_20201121 Who Is Declan]], this door was a wooden door. ### 10. [[Teleportation Spire]] - stone door with mirror on it that Gloomtoes opened magically and slides into the wall. - 10' diameter teleportation circle with sigils that I memorized - stone walls magicked to look like the [[Protector's Enclave]] in [[Neverwinter]]. - Elven architecture - 40x40' circular room, 20' high ceiling, 10x10' magical windows (actually just stone walls) that show the outside of Castle Never - no second door out #### People currently allowed to access this spire: (as changed in [[110_20220213 Sarthos is Free]]) - The Nine - Xio - Maestro - Ka'ira - Eraithe - Keren ### 11. [[Manhole Room]] - door: steel door and black circle - small irregular circular room, 10' diameter - man hole in the mirror with a cover - The manhole leads to a small, circular dungeon - an ubilet. ### 12. [[Vault of the Nine]] ![[Vault of the Nine]] ### 13. [[Servants' Quarters]] - Contains a few simple beds that are dusty and have not been used for a long time ### 14. [[Cesspit]] - A very smelly room with a hole for waste. ### 15. [[Basement Stairs]] - door: golden - leads up to the fourth door in the corridor of four doors ## [[the Big Tree Spire]] - Closer to the rest of the castle, and it seems normal, although the way between it and the castle is in ruin. - It was originally two storeys, but the stairs have somehow been yanked out. - There's a 15' diameter hole that the [[Tar'gath the Beholder]] descended from. - Each storey is about 30', so the total height in here is 60'. - There are more windows here than normal, perfect circles, about 5' wide. They're also more ornate than other windows we've seen. Each window has a ledge with nests where the harpies sometimes perch. The lowest window is about 20' from the ground. - ## [[The Spider Spire]] - Farther away from the castle, and it seems to be covered in webs. - Home of the [[Spire Spider]] - Circular room. 30' high ceiling. - Spiral staircase going up into the next floor. - Ceiling is completely covered with webs, but not near the stairs. ## NPCs ```dataview table description as "Description" from "ttrpgs/Order of the Wandering Mind" WHERE contains(type,"NPC") and contains(location,"Castle Never") SORT file.name ASC ```