The Highwater House
The Highwater House was built by a merchant who claimed the pub would never flood, even during the highest spring tide. The original owner is long gone, but the boast survives on a warped sign above the door. After several floods, the ground floor was rebuilt on pilings, and the regulars now treat a rising tide as an excuse to raise their mugs.
The Highwater House
Overview
History
The Highwater House was built by a merchant who claimed the pub would never flood, even during the highest spring tide. The original owner is long gone, but the boast survives on a warped sign above the door. After several floods, the ground floor was rebuilt on pilings, and the regulars now treat a rising tide as an excuse to raise their mugs.
Quirks
The floorboards rise and fall slightly with the tide, making loose tankards creep across the tables. The keeper marks the water level on a beam behind the bar, and regulars place small bets on whether the next tide will cross the oldest mark. A ship's bell behind the bar sometimes gives a single note when no one has touched it.
Rooms and services6
- Quayside HallDining areaA broad, salt-stained room with benches bolted to the floor and shutters that open directly onto the quay. Sailors can eat while keeping an eye on their moored vessels.
- Bunk RoomsLodgingFour cramped rooms above the taproom, each with a sea chest, a candle stub, and a window that rattles in strong winds. One room has a concealed hatch into the attic.
- Ship's LockerSecure storageA locked iron strongbox is available for valuables, though the keeper insists guests leave a written inventory and a small deposit.
- Tide StepsBoat landing and rentalA covered platform beside the water serves as a landing for small boats. The pub keeps two skiffs for hire, but neither is suitable for rough seas.
- The BoardsPerformance spaceA plank stage hosts shanty singers, fiddlers, and the occasional sailor eager to tell a story. Performers are paid in meals and whatever coins the crowd tosses.
- Wager RoomGamblingA narrow room with three scarred tables for cards, dice, and private wagers. The house permits games but forbids blades on the table.
People
The keeper and 6 patronsKeeperMirei Human rogue, level 4
Tavernkeeper, retired sailorMirei Calm and observant, she keeps her voice low and remembers every face that enters. She rarely drinks more than one cup.
Human cargo clerk, level 2 expertEadwine Vale Warm-hearted and long-winded, he can turn a missed tide into a grand tale of survival. He is more observant than he lets on.
Half-orc deckhand and occasional bouncer, level 3 fighterBrak Blunt, competitive, and quick to laugh after a fight is settled. He dislikes anyone who boasts about storms they have never sailed through.
Rock gnome salvage diver, level 5 rogueKlyst Suspicious and methodical, she studies knots, tide tables, and people with equal care. She offers precise advice but expects payment for it.
Triton temple acolyte, level 4 clericOruv Quietly generous, he tends to share food with newcomers and asks pointed questions about strange cargo.
Dwarf ship's carpenter, level 2 fighterSvenja Kest Cheerful when winning and philosophically sour when losing, she welcomes a fair wager and refuses to cheat at cards.
Keeper's Species
Human
Intrigue
What locals say
The Highwater House is a dockside gathering place where crews trade weather reports, berth news, and rumors from ships arriving from distant coasts. Its old flood-prone foundations are a reminder that the harbor has changed over generations. Locals claim the tide sometimes arrives a few minutes early beneath the pub, though no one agrees whether this is a quirk of the pilings or something stranger.
Plot hooks
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