DAY 11 ABOARD THE WORMWOOD

By the next morning, Sprawl is finally over the effects of his punishment. As is Tramp, for that matter.

Initially, Selkie as a rigger is set to rope work. Ambrose is drunk, meaning with Mr. Plugg overseeing things that it is going to be difficult for Handbag to both do turtle hunting and cooking. As far as the rest of you swabs: Sandy and Sprawl are manning the bilges; Sparkles is a rat catcher; and Tramp is assigned to repairs.

Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls the PCs (those six listed above) together on the main deck. At his feet lie four crab pots. Plugg informs the PCs that the captain wants fresh crab for supper. Plugg points to a reef lying some 200 feet north of the ship and instructs the to swim to the reef, fill the pots with crabs, and swim back. Plugg brooks no further discussion.

The waters at the ship are calm and clear. What do you do?