The Sodden/Sunken/Drowned Crew is a boss that appears in the Cove.
The Crew are a group of three undead smugglers chained to the wrecked ship aboard which they drowned, typically alongside a fourth crew member, a Drowned Anchorman. A primary mechanic of the battle is that the Anchorman will repeatedly attempt to anchor the hero in rank 1; and once anchored, a hero will continuously accumulate stress while healing the Crew at the same time.
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. 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.
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. Predictably, they increased their tariffs to counter my intense stipulations of secrecy. Such resources had long been exhausted, of course, and so I prepared an alternative payment.
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. At the witching hour, the anchor pulled with preternatural force, dragging craft and crew down into the depths. They must have cried out, but no sound escaped the swirling black waters.
Although they may appear to be individuals, the Crew are mechanically a single-target entity filling three ranks. The Drowned Anchorman is not part of the larger group and has his own HP, resistances, and set of abilities.
The Crew will start each round with "All Hands On Deck!", a free action which moves a hero to rank 1 and summons the Drowned Anchorman. The Anchorman can only use a single move, Heave to!, attempting to anchor the hero in rank 1.
An anchored hero is free to attack but is immobilised: they cannot move or be moved from rank 1. Furthermore, whenever anyone takes an action while a hero is anchored, the anchored hero will suffer 6 Stress while the Crew will heal 2.5%/3%/3.5% of their max health, making it fairly difficult to damage the Crew while someone is anchored.
An anchored hero will be released when their stress reaches 100 or 200, or when the Anchorman (or Crew) is killed. If the party retreats while a hero is anchored, the anchored hero will not retreat with them and will die instead.
Heave to! can fail to anchor a hero: the attack can be dodged, and Virtuous heroes will refuse to be anchored by "Heave to!", instead stress healing the rest of the party.
When summoned, the Anchorman has a buff that grants him +50% to PROT, Bleed Resist, and Blight Resist, as well as and +25% Stun Resist. Successfully anchoring a hero will cause the Anchorman to transfer these buffs to the Crew, and the buff is only removed when the anchored hero is released (or the Anchorman is killed, thereby releasing them).
Successfully anchoring a hero will also fully heal the Anchorman, so any damage previously dealt will be wasted.
While a hero is anchored, the Anchorman will not take any actions, making him effectively immune to Blight and Bleed. Blight and bleed can still damage (and kill) him, however, if applied before the Anchorman uses "Heave to!".
The Crew will not use "All Hands on Deck!" if a hero is anchored.
Strategy
The Crew themselves are not too threatening, with low DODGE, low Blight resist, no PROT, and low-damage attacks. Since they takes up three ranks, every hero is able to target them in some way. The main threat in the fight comes from the Anchorman, since being anchored continuously deals stress to a hero and heals the Crew, making it extremely difficult to damage them. Ideally a party should have:
A fast damage dealer who can burst down rank 1. The Anchorman is very slow and will likely act last, after the rest of the party. A fast damage dealer can then kill the Anchorman at the beginning of the next round, before too many turns elapse.
Rank-flexibility. The Crew will constantly pull heroes to rank 1, disrupting the entire party's positioning.
One powerful strategy is to stun the Anchorman before it uses "Heave to!", as this allows the team to ignore him for one round and focus on damaging the Crew. Note that the Anchorman's buff gives him very high Stun resistance (95% on Champion), so stunners must be equipped with strong stun trinkets to be effective against him. Note additionally that if a hero is already anchored, stunning the Anchorman will not release the anchored hero.
If the party manages to control the Anchorman by stunning him before he acts, or killing him quickly afterwards, then his threat is largely mitigated. This allows the party to focus the rest of their attacks on the Crew, which should die quickly.
An alternative strategy is to invest heavily in DODGE since Heave to! can be dodged. With this strategy, a high-DODGE hero will try to make sure that they are always in position 1. With enough DODGE, Heave to! will very rarely hit, negating the Crew's most powerful mechanic and trivialising the fight.
While it is possible in theory to block "Heave to!" with Virtues, this approach is not recommended as it is highly inconsistent. Even at max virtue chance a hero is not guaranteed to become Virtuous, and even if they do become Virtuous, the Crew are likely to pull other heroes to the front.
Team Selection
Recommended Heroes
Abomination - High SPD. With two strong stun trinkets, "Manacles" is one of the best stuns in the game, although it cannot be used if the Abomination is pulled to rank 1. When transformed, the Abomination can deal heavy damage to both the Crew and the Anchorman, as well as reposition himself.
Bounty Hunter - Huge burst damage with Mark. His Camp skill "Planned Takedown" gives him great damage boost against the Crew. Also very flexible with positioning, as most of his skills work from ranks 1-3.
Crusader - Paralyzer's Crest allows him to stun the Anchorman. Holy Lance deals heavy damage to the Crew while repositioning the Crusader. Both Holy Lance and Smite additionally deal bonus damage to Unholy.
Grave Robber - High SPD and burst damage with the classic Shadow Fade/Lunge combo. Having Shadow Fade available means that she can always Lunge the Anchorman at the beginning of the next turn, allowing the party to consistently kill the Anchorman every time it is summoned. In fact, being pulled to the front can actually be beneficial, as it enables her to use "Shadow Fade" for free. Her ability to dance backwards also enables other heroes that prefer to be in the front ranks.
Highwayman - A fast, powerful damage dealer. When built correctly, can potentially one-shot the Anchorman with "Point Blank Shot". Can reposition himself with "Duelist's Advance".
Houndmaster - Can completely negate "Heave to!" by stacking DODGE trinkets and guarding the hero in rank 1. Alternatively he can serve as a stunner (with Cudgel Weight, Blackjack has a very high stun chance), apply Mark for other heroes, or deal damage himself with Dog Treats.
Jester - Another great DODGE tank. Solo is the single largest DODGE buff in the game and allows the party to more or less ignore the Anchorman for four turns—often enough time to kill the Crew. The Jester can always move himself forward with Dirk Stab to ensure that he gets targeted by Heave to!.
Man-at-Arms — With Bolster and Tactics, functions extremely well in a DODGE party. Rampart enables him to reposition himself, with Rampart Shield also greatly boosting the skill's stun chance.
Occultist - Hands from the Abyss is an incredible stun with Demon's Cauldron. Can also boost teammates' damage with Mark.
Plague Doctor - Her Blight skills deal great damage to the Crew. Emboldening Vapours can enable a hero to one-shot the Anchorman. Not to mention, the Plague Doctor is generally a strong hero in the Cove.
Shieldbreaker - While she doesn't deal as much damage as other damage dealers, she has very flexible positioning and is generally a decent hero for Cove expeditions.
Reasonable Choices
Arbalest - Very strong Mark synergy. However, she is very weak to being repositioned.
Hellion - Can deal very good damage but relies on being in the front ranks and cannot reposition herself efficiently.
Leper - As with the others, can deal massive damage but is vulnerable to being repositioned. In theory he can burst down the Anchorman with his high damage, but his slow speed means that several turns will have elapsed, healing the Crew and inflicting stress on him.
Discouraged Heroes
Flagellant - Cove enemies, including the Crew and Anchorman, are resistant to Bleed.
Vestal - Her stun is fairly weak and she becomes largely useless when Pulled.
Trophy
After completing the Drowned Crew's champion quest, the captain will drop his bell as a Trophy.
Prior to build 24121, the Crew's move resistances were 100/120/145% respectively. As neither the Crew nor the Anchorman had means to move back into position, shuffling either would put the Anchorman at the far back rank where he is unable to immobilize your heroes, thus bypassing the main gimmick of the fight. This tactic is no longer possible due to the crew having a much higher move resistance.
The attack "Drink With The Dead" is a reference to the song "Drink With The Living Dead" by Ghoultown.