ArtAndor
2018-07-29, 09:14 AM
Hello, I am about to DM my first aquatic campaign and I already stumbled upon a pickle.
While there are a plethora of combat encounters at sea, I have a problem figuring out non-combat type of encounters (Either skill based or roleplay encounters that will make players doosy and make them rack their brains).
Originally I did not think there would be this many encounters and boy, was I wrong. This post now has been reformatted for ease of access.
1) Hirelings' unrest - Something is troubling hirelings and it may even end up in hostile takeover. (A social encounter where players need to talk and reach a compromise... or buy their way out)
2) Stowaway - Rations disappear and nobody knows what to do. (Good for detective-type skills and roleplay)
3) Bad Weather/Storm - Kind of obvious, but still worth mentioning.
4) Disease - An illness breaks out among the crew and players need to figure out how to treat their hirelings as well as keeping the boat afloat. (Priesty characters will have a blast with it)
5) Dead Marine life - Water seems unnatural and dead fish starts floating. (Perfect for a druid who may wants to find out what is wrong with the water and may be even able to fix it)
1) coming across an abandoned ship, trying to figure out what happened, was it a mutiny, disease, ghosts? The boat is actuality a mimic? Probably worth salvaging some things at least.
2) the aquatic empire of the marrow has declared that all ships crossing their territory must be searched for materials illegal for nautical transport the captain allows the search in accordance with the ancient treaties. A decent way to showcase shipboard personalities and introduce a nautical race.
3) the lookout signals that he sees a ship flying a "no approach" flag and the captain orders his ship to take a detour to give a wide birth to the distant vessel. The detour is an unwelcome delay but the captain explains that the vessel is likely to be plagued or haunted or in the middle of baiting and hunting some deep terror
4) a gnomish submarine surfaces and tries to trade with the ship (maybe the party wants to buy a mostly functional apparatus of kwalsh on the cheep? Or maybe something slightly more or less practical.
Uncharted Islands - Personal Note: Lots of opportunities that I was thinking about personally, but I wanted more things to do on a ship itself. That said, it is too good to pass up.
Examples:
1) Small Islands with a single survivor.
2) A bigger island with food, water and local inhabitants.
3) A legendary "Moving Island" that everyone knows exists and has treasure, but no one can find reliably because it's on the back of a giant sea monster.
- Additional possibility on being off-course.
4) Addition by Palanan - Floating Island of Algae (http://www.giantitp.com/forums/showthread.php?279702-Floating-Algae-Island-of-Death-and-Meerkats-3-5-Encounter-Life-of-Pi-spoilers)
1) A rich man and a charming youth vie for the attentions of a pretty girl, while the captain pilots the ship recklessly through dangerous waters, leading to disaster for nearly everyone.
2) Gyre or Sargasso Sea or Icepack traps the ship. Possibly threatening to crush it. Maybe an underwater civilization is mad about all the trash the dryfeet throw over the side. Or their magically-enhanced seaweed farm just got a little out of control and they need help.
3) Mast breaks. Threatening to capsize the ship until it (and the rigging) are cut away, and then greatly slowing progress (boy, wouldn't a Feather Token:Tree be handy about now).
4) Missing persons. Fell overboard? Pushed? Murdered and hidden in the cargo? Eaten by a monster among the crew? Eaten by a monster hiding in the bilges? Sacrificed by the crew in a dark ritual to bring good weather?
1) Strange oceanic bounty: flying fish are having an aerial mating Frenzy and some are just landing on the deck in convenient clubbing range. Ability check or survival check to get free rations.
2) Giant phosphorescent algae bloom (and two mermaids on a date?)
3) A bunch of male crabs that can stride on top of the water surface swarm over top of the deck in their pursuit of whatever it is they're going after. I don't know, maybe a school of expensive silk eel? They then adorn themselves in their silky skins and trot as a group towards a swarm of what you presume are female ocean striding crabs.
4) Water mephit teenagers armed with water blunderbusses ambush the the crew and spray them harmlessly and declare how many points they got based on how soaked the hapless crew gets.
5) Seahorsicorns are triaging hundreds of wounded sentient dolphins wounded in their shark wars campaign.
Second Post
1) Sea Hermit - A lonely traveler in a boat obviously not made for the high seas.
Addition by Calthropu and Kelb_Panthera
- An odd person is walking across the ocean. By himself. Wtf?
- Literally any incarnate (MoI) can shape the cerulean sandal, as can anyone who takes a feat for the same, and negating food needs is utterly trivial. Any sort of fairly modest healing can negate the penalty of an extended forced march. All you have to account for is going without sleep and the mind-boggling boredom of walking across what is essentially hundreds, if not thousands, of miles of utterly featureless expanse.
Doesn't have to be a trap or a powerful caster. Might just be a zealot on a pilgrimage who didn't want to wait for/got kicked off of a boat.
There are a lot of sentient sea creatures. Any or all of them could want to trade, demand tolls, extort loot/tribute, invite strangers to a religious festival (bonus points if you don't make it the festival of sacrificing gullible strangers to Dagon), warn of other dangers, ask you to take on passengers, deliver mail, or just want to gossip.
1) Superstitious sailors - Sailors have always been a highly superstitious lot, and in a fantasy campaign where magic really does exist coupled with the generally low education level of common sailors I think this would be magnified quite a bit. One of the concepts they had was that of a Jonah (so named due to the biblical story, but lots of examples exist in other traditions), which was a cursed individual who would doom the entire ship if they weren't removed. When a ship starts encountering a large amount of misfortune, the sailors are likely to assume it is not just coincidence and start looking for a cause. They might lay blame on a particular person, or some action the ship/crew/captain took, or even an unlucky object that was brought on board. In a fantasy setting there might actually be something unlucky, or the captain might just need to convince them that he is able to change their luck.
2) Unknown Vessels - Since wars could be declared while a ship was at sea without the knowledge of the captain and crew, and piracy existed, they were always tense even when the two vessels turned out not to be enemies. Trade would frequently take place between friendly ships even if they weren't merchants - one was often running low on something that the other had in greater abundance. Communication about events ahead of one and behind the other would also be normal, a way to get the 'lay of the land' at sea by asking the other vessel.
Second Post:
1) Volcanic eruption - the destruction of Krakatoa blew apart the island and also left much of the sea around it devoid of life for a time - it was something that many of the ships in the area didn't understand at first and it really created some confusion as to what was happening to the sea in the area.
2) Whaling was a common maritime pursuit during the age of sail, but in a fantasy setting they might also encounter ships hunting other prey. Look at some of the huge and larger sea creatures from the monster manuals and see if any of them have any economic value if harvested. Coming across one of these ships at work could be an intriguing encounter even if the PCs don't participate in the hunt itself.
3) A variety of penal colonies existed where prisoners were transported as punishment for their crimes and access to these lands was restricted to prevent these individuals from simply hopping another vessel home. The convicts were not kept in chains or anything once they got the the colony - helping to build a new colony was their punishment.
4) Many ports had quarantine islands - arriving ships had to spend time quarantined and their crews could only go ashore to these islands during the quarantine period before eventually being given access to the port.
5) Mystery Message - It could be a letter that comes out of order and because of the lack of context creates a mystery for the party. You could just as easily put a note in a bottle at sea that way, or have them explore an island to find a mysterious message scrawled somewhere. Just about any time you give them a mysterious piece of information out of context it can create an effective encounter as they investigate this apparent clue to something ominous.
1) Pursuing Vessel: a vessel is pursuing your PCs’ ship, intentions and crew unknown. It always maintains a separation of several miles, just far enough to be hull-up on the horizon but not near enough to make out exactly who or what is onboard. Are they waiting for some signal to strike? Holding off until another ship joins them? Or do they have some other objective?
2) Trade Fleet: Your PCs might also encounter a trade fleet, something along the lines of Zheng He, so rich and powerful they have absolutely no need to plunder the PCs’ vessel—but they could serve as a handy source of resupply, including magical items, during an otherwise lengthy sea voyage across a featureless ocean.
More to come
1) Damaged vessel - Party ome across some people whose ship is damaged, or have run out of supplies or whose ship sank or were attacked... Long story short, they need help and throw themselves at the mercy of your captain.
Addition by Bucky
A smaller ship, still afloat but unsteerable, requests aid. The party can try to repair it in place, or (with difficulty) tow it to a nearby island, or abandon it and take the survivors on board.
1) A lesser version of the "snapped main mast" idea. Ropes holding one of the secondary masts snap sending a crew-member overboard. Can any of the PCs save him?
2) How about a Klabautermann? Essentially, a fey that inhabits the ship. It somehow gets "wronged" and it's up to the PCs to figure out how to placate it.
Deep Sea Angler Fish by Mephibosheth (http://www.giantitp.com/forums/showthread.php?270859-The-deep-sea-angler-fish-has-no-reason-to-be-happy-3-5-Monsters). Also worth checking out other homebrew stuff by Mephibosheth. Thanks to Palanan.
Weather was the single most significant factor in the life of a sailor. You should pull out all of the types of weather dealt with in all of the books and use them all to some extent. Written by BowStreetRunner. I personally do not think it should be an encounter itself, but still deserves a mention.
Splinterwaif - "dryad which survived its tree being cut down and turned into ships, fences, houses, etc" MM III, thanks to Palanan and hamishspence.
Mail was a tricky thing at sea. Often a letter would be copied multiple times and sent with different ships in order to attempt to reach its recipient at sea. This could lead to not only multiple copies of the letter eventually being received, but also serial letters arriving out of order or even missing a letter in the chain. Trying to chase a recipient around the ocean to deliver his mail might result in the letter being handed off to ship after ship after ship before it ever reached them. Written by BowStreetRunner. I fail to see how to make this an interesting encounter. It can, however, become an interesting addition to other encounters or a sidequest.
d
Name
Description
1
Troubled Crew
Crew frowns upon decisions that PC party makes and start showing signs of rebellion.
2
Stowaway
Rations keep disappearing and nobody knows why
3
Storm/Bad Weather
Weather changed drastically and unpredicably (There is a chart for weather in Stormwrack, so I do not see any point of making a separate table for this).
4
Disease
An illness breaks out among the crew.
5
Dead Marine Life
Ship is drifting over unnatural water and dead fish rises to the surface of the water.
6
Abandoned Ship
The Ship comes across a derelict ship and has an option to investigate it.
7
Marine Empire
Players encounter either a solitary ship or patrol belonging to a vast Marine Empire.
8
Forboding Ship
The Lookout tells captain of a ship with a 'No Approach' Flag.
9
A technological marvel.
A submarine surfaces in proximity of the ship.
10
Uncharted Island
A small, uncharted body of land is seen on horizon. There are plenty of suggestions and ideas for islands. So many, in fact, that I might end up making another table just for that.
11
Romance on board
There is alot of love tension going on among the passengers, which may escalate into unsavory results.
12
Paranormal Entanglement.
A spell traps the ship.
13
Unnatural Mishap
Mast Breaks and threatens to strand the ship in the sea.
14
Missing People
Passengers and Crew members start disappearing.
15
Free Dinner
Flying fish are in aerial mating frenzy and plenty are landing on the deck of the ship.
16
Wondrous Date
Phophorescent algae blooms in an enormous field of green lights, some creatures may be attracted by such a romantic sight.
17
Crab Invasion
Crabs are swarming the ship and try to salvage trade goods for unknown reason.
18
Unfriendly Games
Water mephits surface from the water and play pranks on the crew and the captain.
19
Sealife Warfare
Hundreds of santient creatures are wounded and are being carried away by their allies.
20
Civilised sealife
Ship encounters an intelligent sea creature.
21
Superstitious Sailors
Something bad has happened and sailors quickly jump to conclusions - blaming the last thing to come aboard.
22
Unkown Vessel
Ship encounters vessel of unkown country/origin.
23
Hunted
PC ship is being tailed by unkown ship with no clue of what it wants.
24
Mercantile Fleet
Ship encounters a large caravan of ships which may be willing to trade.
25
Infernal Cloud
A dark cloud of ash can be seen in the distance that stains water with dark and filth.
26
Big Game Hunters
Party encounters a ship that is on a hunt after a colossal beast.
27
Denied Entry
Party ship is quarantined for unknown reasons and must wait to be allowed to dock in the port.
28
Penal Colony
Party encounters a number of convincts who are trying to build a settlement.
29
Sea Hermit
Party encounters a solitary individual, either on an inadequate boat or by foot.
30
Mystery Message
Party recieves a mysterious message (can be magical in nature) with out context.
31
Unsightly Vessel
Party encounters a damaged vessel.
32
A spirit wronged
A diety, nature or ship spirit has been wrong and is now punishing the party for their deeds.
33
Man Aboard
One of the crew members fell aboard.
Any additions are welcome, thank you in advance!
While there are a plethora of combat encounters at sea, I have a problem figuring out non-combat type of encounters (Either skill based or roleplay encounters that will make players doosy and make them rack their brains).
Originally I did not think there would be this many encounters and boy, was I wrong. This post now has been reformatted for ease of access.
1) Hirelings' unrest - Something is troubling hirelings and it may even end up in hostile takeover. (A social encounter where players need to talk and reach a compromise... or buy their way out)
2) Stowaway - Rations disappear and nobody knows what to do. (Good for detective-type skills and roleplay)
3) Bad Weather/Storm - Kind of obvious, but still worth mentioning.
4) Disease - An illness breaks out among the crew and players need to figure out how to treat their hirelings as well as keeping the boat afloat. (Priesty characters will have a blast with it)
5) Dead Marine life - Water seems unnatural and dead fish starts floating. (Perfect for a druid who may wants to find out what is wrong with the water and may be even able to fix it)
1) coming across an abandoned ship, trying to figure out what happened, was it a mutiny, disease, ghosts? The boat is actuality a mimic? Probably worth salvaging some things at least.
2) the aquatic empire of the marrow has declared that all ships crossing their territory must be searched for materials illegal for nautical transport the captain allows the search in accordance with the ancient treaties. A decent way to showcase shipboard personalities and introduce a nautical race.
3) the lookout signals that he sees a ship flying a "no approach" flag and the captain orders his ship to take a detour to give a wide birth to the distant vessel. The detour is an unwelcome delay but the captain explains that the vessel is likely to be plagued or haunted or in the middle of baiting and hunting some deep terror
4) a gnomish submarine surfaces and tries to trade with the ship (maybe the party wants to buy a mostly functional apparatus of kwalsh on the cheep? Or maybe something slightly more or less practical.
Uncharted Islands - Personal Note: Lots of opportunities that I was thinking about personally, but I wanted more things to do on a ship itself. That said, it is too good to pass up.
Examples:
1) Small Islands with a single survivor.
2) A bigger island with food, water and local inhabitants.
3) A legendary "Moving Island" that everyone knows exists and has treasure, but no one can find reliably because it's on the back of a giant sea monster.
- Additional possibility on being off-course.
4) Addition by Palanan - Floating Island of Algae (http://www.giantitp.com/forums/showthread.php?279702-Floating-Algae-Island-of-Death-and-Meerkats-3-5-Encounter-Life-of-Pi-spoilers)
1) A rich man and a charming youth vie for the attentions of a pretty girl, while the captain pilots the ship recklessly through dangerous waters, leading to disaster for nearly everyone.
2) Gyre or Sargasso Sea or Icepack traps the ship. Possibly threatening to crush it. Maybe an underwater civilization is mad about all the trash the dryfeet throw over the side. Or their magically-enhanced seaweed farm just got a little out of control and they need help.
3) Mast breaks. Threatening to capsize the ship until it (and the rigging) are cut away, and then greatly slowing progress (boy, wouldn't a Feather Token:Tree be handy about now).
4) Missing persons. Fell overboard? Pushed? Murdered and hidden in the cargo? Eaten by a monster among the crew? Eaten by a monster hiding in the bilges? Sacrificed by the crew in a dark ritual to bring good weather?
1) Strange oceanic bounty: flying fish are having an aerial mating Frenzy and some are just landing on the deck in convenient clubbing range. Ability check or survival check to get free rations.
2) Giant phosphorescent algae bloom (and two mermaids on a date?)
3) A bunch of male crabs that can stride on top of the water surface swarm over top of the deck in their pursuit of whatever it is they're going after. I don't know, maybe a school of expensive silk eel? They then adorn themselves in their silky skins and trot as a group towards a swarm of what you presume are female ocean striding crabs.
4) Water mephit teenagers armed with water blunderbusses ambush the the crew and spray them harmlessly and declare how many points they got based on how soaked the hapless crew gets.
5) Seahorsicorns are triaging hundreds of wounded sentient dolphins wounded in their shark wars campaign.
Second Post
1) Sea Hermit - A lonely traveler in a boat obviously not made for the high seas.
Addition by Calthropu and Kelb_Panthera
- An odd person is walking across the ocean. By himself. Wtf?
- Literally any incarnate (MoI) can shape the cerulean sandal, as can anyone who takes a feat for the same, and negating food needs is utterly trivial. Any sort of fairly modest healing can negate the penalty of an extended forced march. All you have to account for is going without sleep and the mind-boggling boredom of walking across what is essentially hundreds, if not thousands, of miles of utterly featureless expanse.
Doesn't have to be a trap or a powerful caster. Might just be a zealot on a pilgrimage who didn't want to wait for/got kicked off of a boat.
There are a lot of sentient sea creatures. Any or all of them could want to trade, demand tolls, extort loot/tribute, invite strangers to a religious festival (bonus points if you don't make it the festival of sacrificing gullible strangers to Dagon), warn of other dangers, ask you to take on passengers, deliver mail, or just want to gossip.
1) Superstitious sailors - Sailors have always been a highly superstitious lot, and in a fantasy campaign where magic really does exist coupled with the generally low education level of common sailors I think this would be magnified quite a bit. One of the concepts they had was that of a Jonah (so named due to the biblical story, but lots of examples exist in other traditions), which was a cursed individual who would doom the entire ship if they weren't removed. When a ship starts encountering a large amount of misfortune, the sailors are likely to assume it is not just coincidence and start looking for a cause. They might lay blame on a particular person, or some action the ship/crew/captain took, or even an unlucky object that was brought on board. In a fantasy setting there might actually be something unlucky, or the captain might just need to convince them that he is able to change their luck.
2) Unknown Vessels - Since wars could be declared while a ship was at sea without the knowledge of the captain and crew, and piracy existed, they were always tense even when the two vessels turned out not to be enemies. Trade would frequently take place between friendly ships even if they weren't merchants - one was often running low on something that the other had in greater abundance. Communication about events ahead of one and behind the other would also be normal, a way to get the 'lay of the land' at sea by asking the other vessel.
Second Post:
1) Volcanic eruption - the destruction of Krakatoa blew apart the island and also left much of the sea around it devoid of life for a time - it was something that many of the ships in the area didn't understand at first and it really created some confusion as to what was happening to the sea in the area.
2) Whaling was a common maritime pursuit during the age of sail, but in a fantasy setting they might also encounter ships hunting other prey. Look at some of the huge and larger sea creatures from the monster manuals and see if any of them have any economic value if harvested. Coming across one of these ships at work could be an intriguing encounter even if the PCs don't participate in the hunt itself.
3) A variety of penal colonies existed where prisoners were transported as punishment for their crimes and access to these lands was restricted to prevent these individuals from simply hopping another vessel home. The convicts were not kept in chains or anything once they got the the colony - helping to build a new colony was their punishment.
4) Many ports had quarantine islands - arriving ships had to spend time quarantined and their crews could only go ashore to these islands during the quarantine period before eventually being given access to the port.
5) Mystery Message - It could be a letter that comes out of order and because of the lack of context creates a mystery for the party. You could just as easily put a note in a bottle at sea that way, or have them explore an island to find a mysterious message scrawled somewhere. Just about any time you give them a mysterious piece of information out of context it can create an effective encounter as they investigate this apparent clue to something ominous.
1) Pursuing Vessel: a vessel is pursuing your PCs’ ship, intentions and crew unknown. It always maintains a separation of several miles, just far enough to be hull-up on the horizon but not near enough to make out exactly who or what is onboard. Are they waiting for some signal to strike? Holding off until another ship joins them? Or do they have some other objective?
2) Trade Fleet: Your PCs might also encounter a trade fleet, something along the lines of Zheng He, so rich and powerful they have absolutely no need to plunder the PCs’ vessel—but they could serve as a handy source of resupply, including magical items, during an otherwise lengthy sea voyage across a featureless ocean.
More to come
1) Damaged vessel - Party ome across some people whose ship is damaged, or have run out of supplies or whose ship sank or were attacked... Long story short, they need help and throw themselves at the mercy of your captain.
Addition by Bucky
A smaller ship, still afloat but unsteerable, requests aid. The party can try to repair it in place, or (with difficulty) tow it to a nearby island, or abandon it and take the survivors on board.
1) A lesser version of the "snapped main mast" idea. Ropes holding one of the secondary masts snap sending a crew-member overboard. Can any of the PCs save him?
2) How about a Klabautermann? Essentially, a fey that inhabits the ship. It somehow gets "wronged" and it's up to the PCs to figure out how to placate it.
Deep Sea Angler Fish by Mephibosheth (http://www.giantitp.com/forums/showthread.php?270859-The-deep-sea-angler-fish-has-no-reason-to-be-happy-3-5-Monsters). Also worth checking out other homebrew stuff by Mephibosheth. Thanks to Palanan.
Weather was the single most significant factor in the life of a sailor. You should pull out all of the types of weather dealt with in all of the books and use them all to some extent. Written by BowStreetRunner. I personally do not think it should be an encounter itself, but still deserves a mention.
Splinterwaif - "dryad which survived its tree being cut down and turned into ships, fences, houses, etc" MM III, thanks to Palanan and hamishspence.
Mail was a tricky thing at sea. Often a letter would be copied multiple times and sent with different ships in order to attempt to reach its recipient at sea. This could lead to not only multiple copies of the letter eventually being received, but also serial letters arriving out of order or even missing a letter in the chain. Trying to chase a recipient around the ocean to deliver his mail might result in the letter being handed off to ship after ship after ship before it ever reached them. Written by BowStreetRunner. I fail to see how to make this an interesting encounter. It can, however, become an interesting addition to other encounters or a sidequest.
d
Name
Description
1
Troubled Crew
Crew frowns upon decisions that PC party makes and start showing signs of rebellion.
2
Stowaway
Rations keep disappearing and nobody knows why
3
Storm/Bad Weather
Weather changed drastically and unpredicably (There is a chart for weather in Stormwrack, so I do not see any point of making a separate table for this).
4
Disease
An illness breaks out among the crew.
5
Dead Marine Life
Ship is drifting over unnatural water and dead fish rises to the surface of the water.
6
Abandoned Ship
The Ship comes across a derelict ship and has an option to investigate it.
7
Marine Empire
Players encounter either a solitary ship or patrol belonging to a vast Marine Empire.
8
Forboding Ship
The Lookout tells captain of a ship with a 'No Approach' Flag.
9
A technological marvel.
A submarine surfaces in proximity of the ship.
10
Uncharted Island
A small, uncharted body of land is seen on horizon. There are plenty of suggestions and ideas for islands. So many, in fact, that I might end up making another table just for that.
11
Romance on board
There is alot of love tension going on among the passengers, which may escalate into unsavory results.
12
Paranormal Entanglement.
A spell traps the ship.
13
Unnatural Mishap
Mast Breaks and threatens to strand the ship in the sea.
14
Missing People
Passengers and Crew members start disappearing.
15
Free Dinner
Flying fish are in aerial mating frenzy and plenty are landing on the deck of the ship.
16
Wondrous Date
Phophorescent algae blooms in an enormous field of green lights, some creatures may be attracted by such a romantic sight.
17
Crab Invasion
Crabs are swarming the ship and try to salvage trade goods for unknown reason.
18
Unfriendly Games
Water mephits surface from the water and play pranks on the crew and the captain.
19
Sealife Warfare
Hundreds of santient creatures are wounded and are being carried away by their allies.
20
Civilised sealife
Ship encounters an intelligent sea creature.
21
Superstitious Sailors
Something bad has happened and sailors quickly jump to conclusions - blaming the last thing to come aboard.
22
Unkown Vessel
Ship encounters vessel of unkown country/origin.
23
Hunted
PC ship is being tailed by unkown ship with no clue of what it wants.
24
Mercantile Fleet
Ship encounters a large caravan of ships which may be willing to trade.
25
Infernal Cloud
A dark cloud of ash can be seen in the distance that stains water with dark and filth.
26
Big Game Hunters
Party encounters a ship that is on a hunt after a colossal beast.
27
Denied Entry
Party ship is quarantined for unknown reasons and must wait to be allowed to dock in the port.
28
Penal Colony
Party encounters a number of convincts who are trying to build a settlement.
29
Sea Hermit
Party encounters a solitary individual, either on an inadequate boat or by foot.
30
Mystery Message
Party recieves a mysterious message (can be magical in nature) with out context.
31
Unsightly Vessel
Party encounters a damaged vessel.
32
A spirit wronged
A diety, nature or ship spirit has been wrong and is now punishing the party for their deeds.
33
Man Aboard
One of the crew members fell aboard.
Any additions are welcome, thank you in advance!