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.