Trouble in the Sun
|Round 1||Round 2||Round 3|
Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls together on the main deck the press ganged crew, Sandra Quinn, plus Dr. Alphonse because he saw him cavorting with the Cook’s Mate,. At his feet lie five crab pots. Plugg says, “Oi, you sorry lot get the pleasure of catchin our dinner! The Cap’n has a hankerin for some fresh crab, and it just so happens we’re near a pod of the beasties!” As he says this, he points to a reef not too far off, roughly 200 feet by your estimates. “You lot, will swim out to that reef with these pots, catch a fistful of crabs, an’ swim back – That is, of course, if you survive. Hear tell that there might be a Reefclaw or two out there. Well, no use wastin’ wind bandyin’ about the deck! Get goin’! NOW!”
The waters are calm and clear (you can see for 100 feet in the water). Since the PCs aren’t under any sort of stress, you don’t have a skill check (take a 10). The initial swim across the open water passes without event, and you soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface. Many crabs inhabit the reef, and each round, each one of you can make a DC 10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab.
6 crabs are required to fill a pot. Ready… GO!