Admiral's Drydock
The pub began as a chandlery built over the water, then gained a kitchen and ale counter when its owner discovered that sailors paid more reliably for supper than for spare rope. The sign once showed a grand drydock with three warships inside. A storm tore away the painted ships and half the sign, leaving only the words Admiral's Drydock. The boast stuck, though the pub has never repaired a vessel larger than a fishing sloop.
Admiral's Drydock
Overview
History
The pub began as a chandlery built over the water, then gained a kitchen and ale counter when its owner discovered that sailors paid more reliably for supper than for spare rope. The sign once showed a grand drydock with three warships inside. A storm tore away the painted ships and half the sign, leaving only the words Admiral's Drydock. The boast stuck, though the pub has never repaired a vessel larger than a fishing sloop.
Quirks
The floor rises and falls with the tide, so tankards drift toward the same corner whenever the water is high. A brass bell rings whenever someone tells a story that the regulars have already heard, though nobody admits to pulling its hidden cord. The keeper serves one free mug to anyone who can name a sea creature the old sailors have not already argued about.
Rooms and services6
- Tide LandingDockA covered landing reaches the pub from the water. Its iron rings are sturdy, though the boards complain under heavy boots.
- Loft BerthsLodgingSix narrow rooms with dry blankets, barred shutters, and hooks for hanging wet gear. The rooms sway gently when the tide runs high.
- The Hoist YardStableA fenced platform with room for four horses or pack animals, plus a winch for lifting cargo from small boats. The stablehand keeps a close eye on every rope.
- Wager TablesGamblingA pair of scarred tables host cards, dice, and wagers on sailing weather. The house takes a modest cut, and fights are settled outside.
- Story PlatformEntertainmentA low platform serves singers, fiddlers, and sailors with stories worth a free cup. A brass bell marks the end of each performance.
- Warm WashBathA cramped but clean washroom offers heated water in a copper tub, with soap made from fish oil and lye.
People
The keeper and 5 patronsKeeperSulo Human fighter, level 4
Deckhand and occasional lookoutKrazh A patient, observant deckhand who speaks little and remembers every face that came aboard his last ship.
Cartographer for hireShirin A warm-voiced map copyist who enjoys correcting sailors' exaggerated claims about distant coasts.
Fisher and net menderTavi A cheerful young fisher with an uncanny instinct for when the weather is about to turn.
Ship's surgeonMikko Vask A careful, soft-spoken ship's surgeon who dislikes gambling but watches every game from the edge of the room.
Cargo brokerZsora A sharp-eyed smuggler who laughs easily and never answers a question without asking one in return.
Keeper's Species
Human
Intrigue
What locals say
Admiral's Drydock stands in a busy harbor where crews, traders, and fishers mingle between voyages. Its clientele knows the practical lore of tides, reefs, and changing winds, and the walls are covered with scratched route marks left by generations of sailors. The establishment is a custom location, not a named site from an official D&D setting. Prices use the standard D&D 5E coinage, with a hearty meal generally costing a few silver pieces.
Plot hooks
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