The Kingfisher's Inn
Outside this wooden building hangs the
freshly-painted sign of a Kingfisher, in bright colours on a dull
weathered black background. Amongst all the buildings in
Saltmarsh harbour it seems to be in a reasonable state of repair.
Its clientele consists of sailors, marines of the Thalassic
Legion, mercenaries, soldiery, and Keoish loyalists and royalists
of all types. Basically anyone who makes a living from the sea or
in the (Keoish) military is welcome here. Landlubbers, pacifists
and anti-Loyalists are simply not tolerated, and will, at best,
feel uncomfortable - the other patrons, and the staff, will most
certainly ensure that.
Behind the bar hang framed portraits of the recent Kings of
Keoland, and famous Keoish seamen. Also prominently displayed is
Walt's Privateering Letter of the Marque, issued and personally
signed by the King himself (and still valid, even today). He also
has his papers of honourable discharge from the Royal Fleet and
his many medals of honour. His naval memorabilia are displayed on
the walls of the pub - flags of ships he served on, naval
uniforms and weapons and trophies of fallen foes.
The Proprietor: Ol' Walt 'Kingfisher'
Walt has spent his life at and around the sea and ships,
and consequently has a wide and deep knowledge about naval and
aquatic matters. Before he became a privateer, Walt was a sailor,
starting out his naval career with the Royal Fleet at the port
city of Gradsul. He eventually became a lieutenant commander, and
second mate, upon a royal ship of the line.
Walt was a duellist of some fame (and great skill) in his time,
fighting in the Hoylik style, which is popular in Gradsul. He
gained the name Kingfisher when he took a magical ring with a
kingfisher seal, from a pirate captain he slew in a duel on shore
leave in some foreign port. He discovered, through consultations
with a sage, that the ring had powers that allowed him to fly,
dive, swim, and breath water for a limited time.
He utilised these abilities many times, often at the behest of
his superiors, and especially in situations requiring his diving
ability. Sailors called him 'The King's Fisher' as he was often
called upon to fish things out from the watery depths, and also
because of his vocal loyalty to the crown.
After many years of this he resigned his commision and took
advantage of the generous offer of the King to became a
privateer. Again proving himself as a privateer he was approached
personally by the King's Spymaster, Thoggin Oakley, and became
one of the agents of the 'Wheels',
remaining so to this day.
Recently, Walt retired from his life as a sailor and settled down
with his new, young, and beautiful wife (from a noble family in
Seaton who had fallen on hard times) in the quiet little town of
Saltmarsh, buying a local inn which he refurbished and called
after himself. He was too old to have any children by this time,
but has adopted several orphans who assist him and his wife in
running the Inn.
He runs a small thieves guild from that Inn, not to rob the hard
working citizens of Saltmarsh but rather to skim the pockets of
the occassional non-seafaring visitors who cause problems in the
town and also to gather information. As the proprietor of an inn
he is in an excellent position to gather information which he
passes on to Gradsul, and from there to Niole Dra.
Old Walt Kingfisher
(a.k.a. Lt. Commander Valda Feltz of the Royal Keoish Navy a.k.a.
Captain Kingfisher the Privateer/Buccaneer).
7th/10th level Male Human Fighter/Thief
AC: 4 (to 0)
HP: 57
Str: 16 Int:13 Wis:12 Dex:17 Con:12 Cha:13
AL: NG
Race: Human (mixed Oeridian-Suel)
Languages: Common & Keoish
Deity: Walt worships almost every (non-evil) god of the sea, so
as not to risk offending any of them.
THAC0: 14
Damage: d6+5 (Cutlass), d4+3-7 (dagger).
Non-Weapon Proficiencies: seamanship, navigation, rope use,
swimming, read/write - common.
Thieves Abilities:
Pick Pockets: 90%
Open Locks: 82%
Find/Remove Traps: 70%
Move Silently: 88%
Hide in Shadows: 73%
Detect Noise: 30%
Climb Walls: 99%
Read Languages: 50%
Backstab: +4 to hit x4 damage.
Magical Items: Kingfisher's Ring (see below); bracers of defence
AC7; cutlass of celerity +2 (as scimitar of speed); dagger +2;
potion of speed (1 dose); potion of extra-healing (2 doses).
The Kingfisher's Ring (a Unique Magical
Item)
This gem encrusted platinum ring is extremely valuable
for its metallic and gemstone values alone (estimated at
10,000gp), but its true value lies in its unique blend of magical
powers. This special ring has the powers similar to a ring of
swimming and a potion of flying.
Swimming: The ring bestows upon the wearer the
ability to swim at a full 21" base speed! (This assumes, of
course that the wearer is clad in garments appropriate for such
activity.) Surface swimming can continue for 4 hours before a
one-hour (floating) rest is needed. The ring confers the ability
to stay afloat under all but typhoon-like conditions.
Diving: The ring enables the wearer to dive up
to 100' into water without injury, providing the depth of the
water is at least 15 feet per 10' of diving elevation (e.g. a
minimum of 150' of water depth is required at dives from an
altitude of 100' feet).
Holding Breath: The wearer of the ring can stay
underwater for up to 8 rounds (minutes) without needing a breath
of air, in addition to any amount of time that the ring wearer
may normally be able to hold their breath for).
Flight: The wearer of the ring can fly (as a
potion of flying which operates as the 3rd level wizard spell)
for a total of 4d4+4 rounds per day; i.e. there is no limit to
the number of times only to the total duration each day. Flight
is Maneuverability Class "B" and is at the rate of
18" if moving horizontally, 9" if vertically ascending,
and 36" if vertically descending in a dive.