The Lamper
The pub began as a cook shack serving crews who worked the nearby fish market. Its first sign showed a lamprey, painted beside the words "Lamprey Landing." Over generations, the lettering flaked away and locals shortened the name to the Lamper. The original sign hangs above the bar, its last few letters nearly lost to salt and smoke.
The Lamper
Overview
History
The pub began as a cook shack serving crews who worked the nearby fish market. Its first sign showed a lamprey, painted beside the words "Lamprey Landing." Over generations, the lettering flaked away and locals shortened the name to the Lamper. The original sign hangs above the bar, its last few letters nearly lost to salt and smoke.
Quirks
The pub's hanging lamps swing even on still nights, though Boro insists the floor is level. Regulars tap their mugs twice before drinking, supposedly to let the tide know they are not challenging it. The house cat steals only fish bones and leaves them in tidy rows beneath the singing plank.
Rooms and services5
- Bunk loftLodgingA low-ceilinged room of six curtained bunks, each fitted with a sea chest that can be locked for a copper deposit.
- Mooring shedStable and boat storageA covered pier-side stall with room for four horses or mules. The stablehand will also mind a small boat for an agreed fee.
- Gaming tableGamblingA long table with dice cups, knucklebones, and a scarred board for a local game of guessing the next tide. Stakes are set by the players.
- Singing plankPerformance spaceA narrow platform where sailors sing, tell yarns, or play fiddle. Performers get supper and a share of any coins tossed their way.
- WashroomBathingA screened washroom with two wooden tubs. Hot water costs extra, and the pub's well water is brackish enough that most guests bring their own soap.
People
The keeper and 6 patronsKeeperMirela Dov Human fighter, level 4
Retired net-menderBoro A round-faced, watchful regular who laughs easily but remembers every unpaid tab. A commoner with no adventuring levels.
Coastal scout seeking passageOdel Vask Patient and soft-spoken, with a habit of studying the water through the windows before answering a question. A 3rd-level ranger.
Fish auction clerkZilka Quick-witted and difficult to surprise; she plays dice for modest stakes and listens more than she speaks. A 2nd-level rogue.
Ship's boatswainPella Ruz Cheerful, blunt, and fiercely protective of her crew. A 5th-level fighter who is off duty but keeps her sword close.
Newly hired sailorIvo A nervous young deckhand who claims to have heard singing beneath the pier. A commoner with no adventuring levels.
Wandering healerDrazhen A measured and imposing visitor who asks pointed questions about the harbor's night watch. A 7th-level cleric traveling under a plain cloak.
Keeper's Species
Human
Intrigue
What locals say
The Lamper stands on a busy working waterfront in a coastal port of the DM's choice. It is not a grand sailors' hall, but a practical stop where crews trade weather reports, rumors, and berths. Its maritime customs are local traditions rather than formal rules: never whistle at the bar, never turn an empty cup upside down, and never boast about a catch before it has been landed.
Plot hooks
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