The Skiff Through the Shop
The pub was once a chandlery whose owner claimed a freak wave had carried a whole ship through its front door. In truth, a loose skiff punched through the shutters during a storm. The tale grew with every retelling, and the old sign still shows a full-sized vessel wedged inside a shop.
The Skiff Through the Shop
Overview
History
The pub was once a chandlery whose owner claimed a freak wave had carried a whole ship through its front door. In truth, a loose skiff punched through the shutters during a storm. The tale grew with every retelling, and the old sign still shows a full-sized vessel wedged inside a shop.
Quirks
The floor tilts slightly toward the quay, so tankards slide unless set in brass rings. When the harbor bell sounds, everyone pauses for a breath, then carries on. The keeper insists this is an old sailors' superstition, but even the most skeptical patrons follow it.
Rooms and services6
- Quay-side common roomLodgingA broad, salt-stained room with hooks for oilskins and a hatch that opens onto the quay. Sailors can rent a bunk by the night.
- Sailcloth boothsPrivate roomsSix curtained booths sit behind a screen of old sailcloth. Each has a speaking tube that carries sound to the bar, though the tubes are notoriously unreliable.
- RopeyardStableA fenced platform with two covered stalls and a locked tack chest. The keeper takes in pack animals but refuses to stable anything that bites through rope.
- The low-tide tableGamblingA scarred table hosts dice and knucklebones. Bets are capped at five gold pieces, and the keeper collects a copper from each winning pot.
- The forecastle boardsPerformance spaceA small plank stage faces the room. Performers earn supper and a share of the hat, provided they do not block the view of the harbor bell.
- Healer's bellServiceA bell-rope beside the rear door can summon a licensed healer from the neighboring street. The service is not included with a room or meal.
People
The keeper and 5 patronsKeeperThessa Human fighter, level 5
Deckhand between voyagesGqoba A broad-shouldered human deckhand, level 2, who is cheerful until anyone insults his knots. He can tie a secure line in the dark and is eager to teach the trick.
Harbor records clerkSeshthi A quiet half-elf tide clerk, level 3, who notices every arrival and departure. She answers questions carefully and dislikes being hurried.
Gambler and sometime messengerPekk A wiry halfling dice sharp, level 4, whose laugh is louder than his winnings. He cheats only when he thinks someone else started it.
Off-duty scoutZahra Qel A dragonborn marine scout, level 5, who is patient, observant, and reluctant to discuss her last posting. She keeps one eye on the harbor entrance.
ShipwrightUrruk A half-orc shipwright, level 3, with a blunt manner and a soft spot for lost pets. He has an opinion about every vessel in port.
Keeper's Species
Human
Intrigue
What locals say
The pub stands on a busy harbor where crews from many ports trade rumors alongside cargo. Its maritime customs are practical rather than sacred: never whistle during a squall, never sit with your back to the quay door, and never ask a sailor what lies beneath a covered cargo net unless you are prepared to help unload it. The customs are local traditions, not universal rules of the sea.
Plot hooks
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