The Ship's Prow

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Inn   Rankings:3C • 5 P •   Building: C,4   As its name suggests, this inn juts into the broad, usually crammed, meeting of Fish Street and Ship Street like the front of a rather fat ship. It's well-known among sailors up and down the Sword Coast. More than that, it's well thought of, and if my stay is to be trusted, justly so. Its best suited to folk who can stand the fishy stink of deep-sea traps and brine barrels —and the noises of dock work, drunken revelry and fighting, the night through- wafting into their rooms.  

The Place

  The Ship's Prow rises four floors above the street. Years of wind and weather have turned the old boards of its upper floors and outside balconies silvery. In the moonlight on a clear night, it gleams from afar down the dark dockside streets. Inside, the floors are so warped that they rise and fall in smooth curves, like the deck of a ship in the swells. The place is shabby, but feels comfort¬able and homelike.  

The Prospect

  This inn is surprisingly quiet inside, and a cozy place to sleep as such things are judged in Dock Ward. It provides an ideal haven for tired travelers newly arrived in the city and not flush enough to find beds in a better area. Its also a trysting place for masked young nobles of Waterdeep out on a lark, not wanting to be seen by their peers (I marked at least 11 such couples on my stay), and a refuge for drunken sailors looking for a bed to snore in,rather than things to smash or bodies to cuddle or punch.  

The Provender

  There's nothing stronger than water to be had, nor can you get anything more to eat than smoked firefin, strong cheese, and hardloaf bread, bolstered in winter only with a bowl of hot fish-head soup (for 1 sp a person, in addition to room rates). The water is brought by the barrel from wells near Amphail and laced with crushed mint. It stands in jugs in every room, and can also be had for the asking as clear, hot tea.  

The People

  The inn's peace and survival in the face of the ever-present danger of fire is due to the interwoven protective spells of the resident wizard and part¬time cook, Shryndalla "Were-Eye" Ghaulduth. She's an ugly but cheerful old soul who pads around in worn slippers and food-stained robes, accompanied by an entourage of cats.   The master of the house is a one-eyed, scarred and silver- bearded retired sailor, Jhambrote Harkhardest. He's genial and soft- spoken, but ever alert—and never lacks a short sword and an axe at his belt. The axe is magical. I saw an eye open on its blade and swivel around to take in all present. It winked shut in an instant when it saw me watching, but I saw what I saw.   Jhambrote doesn't go out much, and has standing arrange ments with the guilds for sup¬plies. He turns away rowdy would-be guests and those deal¬ing in shady goods with cold looks and grim words, and seems to have no truck with smug¬glers—nor with the city watch.  

The Prices

  Rooms can be had for 4 sp to 1 gp per night (larger rooms and higher floors are dearer), or 3 gp to 7 gp per ten day. Most are 6 sp per night or 5 gp per tenday.   Linen is changed daily and the fee buys a single bath per night, if one desires, stabling for a single animal, and unlimited drinking water. I, myself, would advise not availing oneself of a bath in harbor water, which smells of fish or worse. The stabling is around the back and is crowded and unheated, but feed is pro¬vided for stabled mounts.  

TraveLers' Lore

  I'm given to understand this inn is notorious among longtime inhabitants because it once housed evil beings of the infa¬mous Cult of the Dragon. The Lords of the City are said to have given the present proprietor title to the place to keep an eye on it after the spectacular passing of his predecessor.   About 20 winters back, the inn was kept by one Halagaster Brutheen, who acquired it in mysterious circumstances from Ulcap Rhiddyn, who just disap-peared one day. When the Bran-dished Blade, a company of adventurers, came to stay (by chance, most say), the fury of the gods reigned in the Ship's Prow — for on sight they knew Hala- gaster as a magically disguised red dragon on the run from them. This Halagaster-wyrm had devoured the unfortunate Rhiddyn and taken his place, aided and paid court to here by the fell folk of the Dragon Cult.   There was great battle that night, and if the Watchful Order had not been alert and plentiful, much of the ward might well have burned. In the end, the wyrm was slain, and the Dragon Cult routed through the streets. No trace was found of the wyrm's hoard. Cultists have skulked about the inn and kept a watchful eye over it ever since- seeking the dragons hoard or something else of value they've not yet found.   Some say the dragon hollowed out a large cellar beneath the place, devouring unfortunates whose adjoining cellars he broke into. No trace of such a warren has been found, and a docker I talked with told me that in that area a large cellar would soon flood or buildings above would collapse down into it.

 
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