A powerful frontline melee class, like the Leper or Crusader, is recommended.
The Anchorman will always chain the hero in front, so you can easily plan for this. Thus, the fight will involve regularly keeping a damage pressure on the Crew while dealing with the Anchorman when he shows up. While a hero is chained, the Anchorman's defensive buff is transferred to the Crew, and the Crew will constantly regenerate health while the chained hero is stressed out. The Anchorman will attempt to chain down your frontmost hero, preventing them from being moved. The Crew will routinely summon an Anchorman if there isn't one present, and it has a buff that gives a large Protection bonus with resistance to Stun, Bleed and Blight. This makes it a rather easy target, but you don't want to always target it directly. The Crew takes up 3 slots, has low dodge, low blight resist, 0 prot, and 2 actions per round. It will keep this buff until it immobilizes a hero, after which the Drowned Crew will receive the buff instead until the Anchorman is destroyed. Additionally, when the Anchorman is summoned, it will have a buff that will drastically increase its PROT and resistances. The Drowned Crew will always start a round with "All Hands On Deck!" unless a hero is immobilized.Īny hero immobilized by the Drowned Anchorman can only be released either by killing the Anchorman, or automatically when the hero's stress reaches either 100 or 200. In all other respects, the Puller is identical to the Anchorman.
Note that the Anchorman will change to a 'Drowned Puller' after immobilizing a hero, making it pointless to attack them if you're not going to finish it before it does so, since the Puller's health and DoTs are separate to the Anchorman's.
While the hero who is tangled in the anchor is free to attack, their stress will increase rapidly over time, and the Crew will heal health every time anyone takes an action. If the first hero is virtuous they will refuse to be anchored and de-stress their companions. The Anchorman will immobilize the first hero in line with its anchor and force them to experience the crew's horrible death if the first hero is not virtuous. The Drowned Crew will start the battle with "All Hands On Deck!", which moves a hero to the front rank and summons a Drowned Anchorman. They must have cried out, but no sound escaped the swirling black waters. At the witching hour, the anchor pulled with preternatural force, dragging craft and crew down into the depths. While the greedy dogs slept off their revelry, I hexed their anchor with every twisted incantation I could muster, imbuing it with the weight of my ambition and my contempt for their crude extortion. Such resources had long been exhausted, of course, and so I prepared an alternative payment. Predictably, they increased their tariffs to counter my intense stipulations of secrecy.
I employed a crew of particularly unsavory mariners, who for a time sailed the four corners at my behest, retrieving many valuable artifacts, relics and rare texts. A sheltered jetty was accessible by a narrow stone stair off the back of the manor, and a discreet system of pulleys could hoist even the heaviest prizes up the rock face from a securely tied dinghy below. Prying eyes had become a nuisance along the old road, and so I undertook to receive my most curious deliveries by way of marine shipments. The Drowned Anchorman is not part of the larger group, and has his own HP, resistances, and set of abilities.Īncestor's Memoirs: The Drowned Crew “ Although they may appear to be individuals, the Crew are mechanically a single-target entity filling three consecutive ranks in battle. The Crew are a group of three undead smugglers chained to the wrecked ship aboard which they drowned, typically alongside a Drowned Anchorman that they can summon repeatedly in battle. The Sodden, Sunken, and Drowned Crew are bosses which appear in the Cove.