The Singing Shores of the Ambon Isles

A weather-beaten sailor comes into town asking for Jastrey's help.  After a terrible storm, strange lights and sounds have been seen coming from one of the smaller islands around the Ambon Isles.

Story Notes

The Rican Revelry Crabs have come to lay their eggs after the large storm, but first they must party!

Players will travel through a span to the outskirts of the isle, dance with crabs, and possibly have to dodge some seagulls along the way.

Materials

Three hula-hoops tied together

Monsters

Sharks (Lion | Brute)

Seagulls  (No cards)

NPC Crabs  (No cards)

1.1 The Singing Isles

Narrative
A weather-beaten sailor appears in Jastrey, he approaches you, looking a little worse for wear.

"Jastrians, help please! After a large storm passed through Rica a mest ago, one of the smaller islands near the Ambon Isles has been emitting strange lights and sounds at night. We dare not go closer in case it is the harpies or their wyverns, but we fear it may portend some terrible tragedy growing. Will you help us?"
Scene Notes
The NPC has no money as their primary fishing grounds are near this mysterious island. Players are welcome to keep whatever they find on the island.

If players agree to help, the sailor will lead them through a span to a small island.
Narrative Effects
Forecast (Helping | Easy) - Favorable
Insight (Automatic) - The sailor is telling the truth

1.2 Sink or Swim

Narrative
You feel the familiar tingling sensation of passing through a span and are suddenly standing on the shores of a sunny island. Debris can be seen washed onto shore from the recent storm you had been told about. The sailor makes his way to a small fishing vessel before looking back at you slightly worried.

"We're just going to that island over there, but I only have room in my boat for two of you. The rest will need to find another way. Be careful, there are sharks in these waters."
Scene Notes
COMBAT: Sharks

Players in the boat cannot be attacked by the sharks and may used ranged abilities to aid in combat. Players in the boat each must stand inside one of the three tied together hula-hoops and slowly make their way forward. Players in the boat are affected by SLOW.
FLY - Players with Fly can avoid combat with the sharks. They may use ranged abilities to aid the combat with no negative consequences. Melee abilities will put them within attack range of the sharks.
TREAD - Players with Tread can make it across, but will be attacked by sharks
PROPEL - Players with Propel can make it across, but will be attacked by sharks and are affected by SLOW
Narrative Effects
Boat (Easy): You convince the sailor to stay behind and let you steer the boat instead. Three players may now cross via the boat instead of two.
Commune Nature (Easy): The sharks are hungry, if you offer them food, they may be persuaded to let you cross unharmed.
Fly (Automatic): You cross to the island with no difficulty
Inspect Nature (Easy): You see numerous shark fins occasionally breaching the water
Tread (Easy): The calm seas after the storm has passed make treading across surprisingly easy
Propel (Easy): You find little difficulty swimming across, but the waves and tide to slow you some

1.3 CRAB DANCE BATTLE!

Narrative
As you make it to the shores and begin to get your bearings, you hear a strange sound. The rhythmic clacking of thousands of claws in unison as innumerable crabs begin side-stepping out of caves near the shore. The crabs are large, coming up to a commoner's knee, and have various crystals jutting from their backs. As you prepare yourself for a battle, the crabs suddenly stop coming forward and begin dancing! The crystals on their backs glowing in different hues of light and singing with a strange resonance.
Scene Notes
If possible, play Crab Rave by Noisestorm on a cell phone during this scene.

Crab NPCs will being walking sideways towards players, menacingly. When the Narrator says the line "the crabs suddenly stop coming forward and begin dancing!" the crab NPCs should start dancing.

Crabs have 1 health and may only perform the action "Pin 2, DANCE!" After dancing with a player for 10 seconds, the crab will RELEASE the player and scuttle away, satisfied with its dance.

When only 1 crab remains, go to scene 1.4 And Then the Flyer Nation Attacked
Narrative Effects
Commune Nature (Easy): Dance with us!
Inspect Nature (Medium): These appear to be the rare Singing Shellfish of Rica who have gathered here to breed

1.4 And Then the Flyer Nation Attacked

Narrative
The lights and sounds of the crab dance party appear to have attracted a large flock of seagulls that swoop in to attack!

Players with Fly may move normally, all other players must remain stationary during this combat.
Scene Notes
COMBAT: Seagulls, multiple waves. Seagulls have 1 Body and call Ranged "1 Tox"

Players with Fly can chase after the seagulls normally, everyone else must either use ranged abilities or wait to strike the seagulls as the swoop in. This combat is meant to be silly and annoying, not difficult or dangerous.
Narrative Effects
Fly (Automatic): You may move normally and attack the seagulls.

1.5 What a CoinciDance

Narrative
As you drive off the Seagulls, the crabs slowly make their way back out of the caves and resume the revelry!
Scene Notes
This concludes the encounter. Players are free to stay and dance if they wish.
Narrative Effects
Commune Nature (Easy): Thanks for beating those seagulls. Dance with us!
Inspect Nature (Medium): These appear to be the rare Singing Shellfish of Rica who have gathered here to breed