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Shed 14 - AI-generated fantasy Tavern

Shed 14

Locals say the building was once counted as Shed 14 on a coastal supply survey, a number that still appears on a weathered stone set beside the door. The inn grew from a provisioning stop into a warm, dependable place for ship crews and overland merchants. Its reputation rests less on luxury than on fair portions, firm locks, and Harloo's insistence that disputes stay downstairs and voices stay low after midnight.

Tavern · kept by Harloo

Shed 14

Locals say the building was once counted as Shed 14 on a coastal supply survey, a number that still appears on a weathered stone set beside the door.

Overview

History

Locals say the building was once counted as Shed 14 on a coastal supply survey, a number that still appears on a weathered stone set beside the door. The inn grew from a provisioning stop into a warm, dependable place for ship crews and overland merchants. Its reputation rests less on luxury than on fair portions, firm locks, and Harloo's insistence that disputes stay downstairs and voices stay low after midnight.

Quirks

The three halfling staff members have a practiced way of moving through the crowded hall without colliding, even when carrying steaming platters. Before a storm, they set an extra empty bowl on the windowsill as an old house custom. No one agrees whether it is meant for luck, a sailor who never came home, or simply to catch the rain that sneaks through the frame.

Rooms and services6

  • Ten BerthsLodging
    Ten lockable single rooms occupy the second story. Each has a sturdy bed, a sea chest fixed to the floor, shutters with interior bars, and a small bell-pull to summon staff. Salt air threads through the timber, but the linens are clean and dry.
  • Four Crew RoomsLodging
    Four larger rooms each sleep up to six people, with bunks, a shared table, and space to secure packs and weapons. They cost more than a single room, but less than six separate single rooms, making them useful for crews and adventuring parties who prefer to keep together.
  • Ground-Floor HallDining
    The ground floor combines a low-beamed taproom and dining hall. A stone hearth warms the room, and salt-stiff coats steam beside it while bowls, tankards, and lively conversation fill the air.
  • Wagon YardStorage
    A stout door at the rear opens onto a fenced yard with a covered rack for carts, a water trough, and space for pack animals. The gate is barred at night and watched by a staff member.
  • The Chit CabinetSecurity
    A locked cabinet behind the service counter holds small valuables and travel papers. Harloo records each deposit on a numbered brass chit, though the inn does not guarantee protection from magic or determined thieves.
  • Arrival BenchService
    A long bench beneath the front windows serves travelers arriving by ship or road. A tide slate and a simple route board let guests leave messages about delayed cargo, missing companions, or safe passage.

People

The keeper and 5 patrons
  • KeeperHarloo

    Half-orc innkeeper and former caravan guard, level 5

  • A merchant factor who arrives by the overland route and rents a single room.Tegun

    Careful and observant, he speaks plainly and checks the room before discussing cargo.

  • A veteran sailor who drinks slowly and knows the local reefs.Bako Diran

    Warm-voiced and patient until someone jokes about a storm; then he turns suddenly solemn.

  • A traveling map-copyist who trades route notes for supper.Kei

    Quiet, quick to smile, and quicker to notice when a stranger repeats a question.

  • A ship's boatswain sharing a crew room with five deckhands.Pru Vesk

    Blunt, practical, and protective of her crew, she dislikes anyone touching their packs.

  • A human performer hired for occasional evenings in the dining hall.Yara

    Sociable and theatrical, she tells excellent stories but leaves out the parts that identify her employers.

Keeper's Species

Half-orc

Intrigue

Intrigue · GM only

What locals say

In the South Seas near the Isle of Dread, a room with a sound lock and a trustworthy keeper can matter as much as a safe harbor. Harloo welcomes merchants and sailors without prying into every manifest, but keeps a careful record of unusual cargo and who asks after it. The inn makes no claim to be a political refuge: discretion is part of the service, not a promise that the wider powers of the islands cannot reach its guests.

Plot hooks

4
1The sealed chest in the Chit Cabinet gives a faint, irregular knock whenever the tide turns. Harloo wants it claimed or removed without disturbing the other guests.
2A merchant offers the party a substantial fee to recover a missing cargo tally from a shipmate staying at the inn, but the shipmate insists the tally was never aboard.
3A guest claims to have seen a pale, cool fog roll across the harbor against the wind. The old story of fog warning threatened coasts has made the sailors uneasy, though no one can agree on what danger it might signal.
4Someone has been asking about an odd orcish item rumored to be somewhere among the islands. Their questions are careful, and they appear interested in who has spoken with Thyatian visitors.

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