I certainly agree that the improv elements are some of the best in the game, but 4 hours to describe a "sea voyage"?! Hell, my players won't even go near boats with me anymore because they think that a kraken or leviathan is going to capsize it and start an 'adventure' (okay, I play a lot of Final Fantasy).
Anyways, I have no idea how you managed 4 hours. Skill challenges making new friends and running things on board? Fighting off mermen? Drunken brawls? Saving throws against sea sickness?
Well, first the rogue decided that it would be a good idea to see what kind of booty was in the ship's hold (though were he was going to hide it once he stole it was something I don't think he considered). That lead to the party trying to figure out how to get into the hold, steal everything, and get back out without getting caught. (They were not successful, though they weren't exactly caught and punished either....long story)
Then the weretiger monk decided to challenge a minotaur to a boxing match (his humanoid form was a 5'2'' elf, while he was over 6'6" in his hybrid form, so the mintaur thought it would be a cake walk). Then the other players decided they had to take bets and basically set themselves up as bookies.
Once the elf-weretiger beat the crap out of the minotaur, the other PCs decided that they'd use various forms of illusion or shapechanging to make themselves all look like the elf. They then walked around the ship, freaking everyone out, since it looked like the elf was everywhere at once.
Then the minotaur tried to get revenge on the elf, yadda yadda yadda. Before I knew it, 4 hours had gone by and we hadn't even started the *real* part of the campaign.
(Note: This was a high powered, non-good, loose-ruled game. In other words, I let the PCs get away with crazy nonsense and bend, if not outright break, half the rules of the game just for





and giggles.)