Castle Ward


-

Waterdeep
-
Buildings
-
The North
Castle Ward
Sea Ward
North Ward
City of the Dead
Trades Ward
Southern Ward
-
-
-
Dock Ward
1st Edition AD&D
-
FR1 Waterdeep and the North
-
Forgotten Realms

Mount Waterdeep: the mountain is a bald,
rough crag, topped by a lookout tower and
griffon-steed eyrie; on its seaweed flanks are
emplaced eleven gigantic triple-catapults for
hurling loads of rock and burning material
out to sea against attacking ships; and it is
pierced by several sea-caves, connected by
tunnels of great antiquity whose creator is
unknown, and formerly used for smuggling?
but now controlled (and heavily guarded) by
the City Guard, and used by the Lords of
Waterdeep in occasionally secretive operations.

Castle Waterdeep: Waterdeep?s great fortress
is a thick-walled stronghold that frowns
down on Castle Ward from the flanks of
Mount Waterdeep. Pennants and banners are
often hung and flown from its battlements to
signal the arrival of this or that diplomat or
the commencement of gathering for this or
that ceremony, because of the great height of
the Castle walls make such signs readily visible
in the southern half of the City.

The Castle's walls rise four hundred feet at
their greatest height from the ground (at the
southeastern corner, near the massive beams
where hanging are carried out), and average
sixty feet thick, with rooms and passages tunnelled
out of their great bulk. Many protective
spells have been placed on the fortress walls
over the years, and they have never been
breached in battle.

The Castle's various chambers can house
3,000 in comfort, and three times that number
if every corner is used for accommodation and
food storage. Its normal peacetime garrison is
approximately 1,400. The many dungeon levels
beneath it contain some ninety cells in all (at
any one time, thirty or so will be in use), many
large enough to contain six prisoners. The Castle
's larders, by edict of the Lords, must contain
an emergency food supply (preserved fish and
meat, grains and vegetables) large enough to
feed 50,000 people for a week; this state is
maintained, with about two day's extra viands,
by senior Guard officers.

The Guard and Watch both use the Castle
courtyard for training their members, and for
training horses. Their main stables, containing
seventy or so fully-trained and equipped
warhorses, are located in the ground level
interior of the Castle's south wall.

Signal beacons and horns, and mighty cata-
pults capable of commanding the entire harbor
of Waterdeep as far as Deepwater Isle and
the Torchtowers, are kept ready on the battlements,
and there is always a garrison unit of
at least thirty ready-armed soldiers of the
Guard on duty. The Castle gates and all stations
of the walls are always guarded, and just
within the gates is a duty guardroom where a
strike squad of twenty crossbowmen and two
magic-users can reinforce the gate-guard in
seconds, and anywhere else in or under the
Castle in minutes.

Space prohibits inclusion of detailed floorplans
of the Castle; DMs are advised that its
twisting passage tunnels (most permanently lit
by continual light radiance) are a warren of
successive defensive ?pockets,? suitable for
holding off attackers from behind cover, and
that there are extensive (known and guarded)
?secret passages? allowing defenders to spy
(and fire) upon intruders, and to withdraw
into the caverns beneath Mount Waterdeep if
necessary. Castle Waterdeep is a place of great
age and indomitable strength.

Ahghairon's Tower: This small stone tower
rises as a slim stone pinnacle with a conical
roof and few windows, four storeys from the
street. It is always quiet, never visibly changed
by the passage of years not disturbed by passersby.
Its interior (and possible treasures) are
left to the DM, but it should be noted that no
one has been able to enter it since Ahghairon's
death. The co-operative efforts of all
Ahghairon?s apprentices laid potent protective
magics about it (above and below, as well as all
about its walls). These are equal in effects to a
permanent forcecage enclosing the entire
tower at a distance of ten feet?a barrier visible
only as a faint shimmering in the air unless
under magical attack (which outlines it clearly).
Several times it has been dispelled or cancelled
by enterprising mages, only to reform
again--trapping them--1 round per level of
the attacker later.

Within this forcecage is a prismatic sphere,
again invisible except while under attack, and
within it is a further invisible force field that if
dispelled, will cause by means of contingency
magics, unseen warning trumpets to sound
the alarm in Piergeiron's Palace, Blackstaff
Tower and The Heralds' Holdfast (far to the
north), and a cyclocone (detailed in Unearthed
Arcana, p. 98) to be activated and whirl about
the tower in a ring.

Small but powerful iron golems and stone
guardians are believed to wait within the Tower
to attack intruders, but details of the Tower
's treasures and interior guardians are
unknown; none have ever penetrated to
them.

1. Mirt's Mansion. Home of Mirt "the Moneylender,
" Lord of Waterdeep. Mirt practices his
moneylending trade from here when in the
City (mornings only). It is a secure, fortresslike
home with many human, monstrous, and
magical guards. DM note: PCs of less than
name level, regardless of the size of the party,
should be made to consider the Mansion too
tough to be worth the risk of an attack. Mirt
does have some money and magical treasure
here, although it is well-hidden.

2. Crommor's Warehouse (see Chapter 4,
"Fences")

3. The Sailors' Own (tavern)

4. The Yawning Portal (inn) -- See Durnan,
p. 17

5. The Red-Eyed Owl (tavern)

6. The Sleepy Sylph (tavern)

7. Barracks (of the Guard; fireproof; capacity
is 200 men for each structure--the smaller
ones have more storeys)

8. Smithy (of the Guard; standing garrison of
25 Guardsmen) <The Smith>

9. Bell Tower (garrisoned by 15 of the Guard at
all times; used to signal fires, attacks, assembly
at the Palace)

10. House of Naneatha Lhaurilstar, Lady of
Waterdeep (see Chapter 5, "The Red Sashes")

11. The House of Gems (HQ: The Jewellers'
Guild) <Jewelry>

12. Mother Tathlorn's House of Pleasure
and Healing (fest-hall and spa)

13. House of Leone the fighter (CG, Superheroine;
see Chapter 7)

14. House of Shyrrhr, Lady of the Court (0
level fighter; see Chapter 7)

15. The Map House (HQ: The Surveyors', Map
& Chart-Makers' Guild)

16. Fellowship Hall (HQ: The Fellowship of
Innkeepers) <inns>

17. Palace Warehouse

18. Palace Stables (total capacity 726 mounts)

19. Palace Paddocks (total capacity approximately
1700 mounts)

20. The Dragon's Head Tavern.

21. The Golden Key (shop of Ansilver the
Locksmith)

22. The Master Bakers' Hall (HQ: The Bakers'
Guild)

23. The Crawling Spider (tavern)

24. The Elfstone Tavern +

25. House of Velstrode the Venturer (an adventurer
of note, and a successful merchant; tall,
bearded, and loaded down with defensive
magic, CN 15th level fighter, ST18/96, IN 17,
DEX 16)

26. Halambar Lutes & Harps (shop--the owner,
Kriios Halambar, is Guildmaster of The
Council of Musicians, Instrument-Makers, and
Choristers)

27. Hilmer Warehouse (see #28, below)

28. The Halls of Hilmer, Master Armorer +
<The Smith>

29. Balthorr's Rare and Wondrous Treasures
(shop & warehouse--see Chapter 4, "Fences")

30. Tower of the Order (HQ: The Watchful
Order of Magists & Protectors)

31. The Smiling Siren (nightclub)

32. Blackstaff Tower (home of Khelben "Blackstaff " Arunsun--see Lords of Waterdeep
descriptions, Chapter 2)

33. Phalantar's Philtres & Components (shop
of medicines, herbs, rare substances and
material components for magick; see also
"Fences," Chapter 4)

34. Guildhall of the Order (HQ: The Solemn
Order of Recognized Furriers & Woolmen)

35. The Jade Jug (inn)

36. The Blue Jack (tavern)

37. Pewterers' and Casters' Guildhall (Guild HQ)

38. Olmhazan's Jewels (shop; the proprietor,
Jhauntar Olmhazan, a nasty and superior
sort, is Gentleman Speaker (public contact) for
The Jewellers' Guild)

39. House of the Fine Carvers (HQ: The Guild
of Fine Carvers)

40. The Pampered Traveler (inn--the proprietor,
Brathan Zilmer, is Guildmaster of The Fellowship
of Innkeepers)

41. The Singing Sword (tavern)

42. The Market Hall (HQ: The Council of
Farmer-Grocers)

43. The Spires of the Morning (Temple complex,
dedicated to Lathander)

44. Usual location of The Walking Statue of
Waterdeep: a stone golem created by Khelben
"Blackstaff" Arunsun, and controlled only by
Piergeiron or the Archmage of Waterdeep
himself; it is intended to be used in defending
the City against any attack that breaches a
City gate, to "hold the gap." The statue stands
90 feet tall, is of grey granite, and looks like a
tall, regal human with an impassive face. It is
AC1, MV 4?, 140 hit points, 1 attack for 6-60, 3
points of structural damage per round,
harmed only by +3 or greater magical weapons,
and by spells as a normal stone golem.
Rumor holds (correctly) that six more of these
pieces of garden statuary are stored, in working
order, in the caverns under Mount Waterdeep.

The four entries that follows are luxurious
but usually damp house built by nobles who
now live in warmer climes, and rent these
places for 25 gp a month (and up) to anyone
interested in contacting their noble families;
who owns what is left to individual DMs.

45. Fair Winds (rental villa)

46. Marblehearth (rental villa)

47. Stormwatch (rental villa)

48. Heroes' Rest (rental villa; also known as
"Cold Comfort," a nickname bestowed by a
certain adventuring band)
 
 
 
 
 
 
 
 
 
 
 
 
 



Ecology Fund

Reduce - Reuse - Recycle