The Great Sael Adventure 1

You stay the night in the boarding house with your new, creative crew. As a new day dawns, you round up your crew and your newly purchased provisions and board the Bonnie for the second time.

The crew seem to have an instinct that tells them exactly what they should be doing without your having to say anything. Unfortunately, this instinct is at odds with your own. The Commodore can see it both ways.

Hop (the skipper) (who moonlights as a tightrope walker), gets a little carried away after too much rum and dancing this early in the morning and falls out of the crow's nest onto the deck of the ship.

"Not an excellent choice," opines the Commodore.

You walk over to check on the skipper's condition. It isn't looking good; he may be paralyzed from the neck down.

What can you do with a drunken sailor, what can you do with a drunken sailor, what can you do with a drunken sailor early in the morning?
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