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The Restless Mermaid

The pub began as a chandlery's counting room, then became a place for crews to eat while their ships took on provisions. Its name recalls a single morning when a bank of supernatural fog swallowed the harbor and every wave, gull, and bell fell silent. Outsiders tell the story as a tale of a becalmed ship; the old hands insist the silence came first, and the ship drifted afterward.

Tavern · kept by Kzhet Orun

The Restless Mermaid

The pub began as a chandlery's counting room, then became a place for crews to eat while their ships took on provisions.

Overview

History

The pub began as a chandlery's counting room, then became a place for crews to eat while their ships took on provisions. Its name recalls a single morning when a bank of supernatural fog swallowed the harbor and every wave, gull, and bell fell silent. Outsiders tell the story as a tale of a becalmed ship; the old hands insist the silence came first, and the ship drifted afterward.

Quirks

The floor slopes toward a grated drain, so loose coins roll into a corner unless guests wedge them with a heel. The keeper chalks the day's tide times beside the door, and regulars tap the Quay Bell once before ordering whenever fog is thick. The bell is not magical, though its rope occasionally twitches when no one is near it.

Rooms and services6

  • Quay MooringsDocking
    A stout stone quay gives small vessels a place to tie up. The keeper rents space by the tide and keeps a sharp eye on cargo being unloaded.
  • Upper RoomsLodging
    Six plain rooms sit above the taproom. Their shutters can be barred from within, and a narrow service stair lets guests avoid the crowded common room.
  • Tide YardStable
    A fenced yard holds four stalls, a dry loft for tack, and a locked shed for securing bulky gear. It is practical rather than comfortable for mounts.
  • Wager BoardGames
    A curtained corner has a marked board, bone dice, and a house rule against drawing steel over a lost wager. Bets are usually small, though the keeper will mediate larger ones.
  • Chart TableMeeting Space
    A broad table near the rear door is reserved for crews who need to compare charts, hire hands, or discuss work away from the dockside crowd.
  • Quay BellSafety
    A bell rope behind the bar rings a warning on the quay. The signal is meant for fires, sinking boats, and trouble that should not be allowed through the front door.

People

The keeper and 4 patrons
  • KeeperKzhet Orun

    Human fighter, level 6

  • Retired human harbor pilot, roughly equivalent to a low-level expert. He can read local currents and recognize common ship signals.Boro

    Blunt, patient, and difficult to provoke. He knows the tides better than most pilots and dislikes anyone who boasts about sailing in calm weather.

  • Dwarf chandlery factor, a capable civilian with no adventurer levels. She buys and sells rope, oil, hooks, and ordinary ship supplies.Ylvet Kaar

    Exacting and dryly funny. She corrects bad sums without looking up from her work and remembers every debt owed to her.

  • Half-elf bard, level 3. She sings for crews and has heard conflicting versions of the event that gave the pub its name.Oshun of the Reed Coast

    Warm and curious, but watchful whenever someone mentions the supernatural fog. She asks questions that sound casual until they prove pointed.

  • Tiefling scout, level 5. He hires out as a messenger and guide through the warehouses, but will not discuss his current employer.Tskren

    Restless, guarded, and quick to notice who enters or leaves. He is more comfortable with animals than people.

Keeper's Species

Human

Intrigue

Intrigue · GM only

What locals say

The Dry Sound is a working dockside pub in a busy medieval port, frequented by sailors, chandlers, pilots, and adventurers waiting for passage. Its Quay Bell is an old harbor custom: three sharp pulls mean fire, while a continuous ringing signals a vessel in immediate danger. The silent fog behind the tavern's name may have been weather, magic, or a sailors' exaggeration; no account agrees. The pub has no formal ties to a particular D&D setting, so it can be placed in any suitable port.

Plot hooks

4
1The manifest beneath the Chart Table describes a sealed cargo due tomorrow, but the named vessel sank years ago. Someone may be attempting to conceal a real shipment in the confusion.
2A barge has drifted against the quay with no crew aboard. Its lanterns still burn, and its bell gives three pulls whenever anyone approaches the hold.
3A crew offers the party a generous fee to recover a dropped strongbox from the harbor bed. The box is chained shut, and something inside knocks whenever the water goes still.
4Tskren asks the party to escort him to a warehouse after closing. He claims the route is safe, but he has been followed by someone who knows the old harbor signals.

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