babark: With greetings done, he searches the bodies that he fell for any clues or useful items, and then follows the scent of the first mate to find his cabin (or any other interesting places), keeping an eye and a nose out for anything interesting.
Captain Baldbeard, in the first mate's quarters you find some unfamiliar maps to places you have never seen before. They seem to be ship routes to hidden caverns and nodes in the Weirding Sea. These may be what you need to find the aboleth's and sea hag's hidden lairs, and where they may be taking the admiral! You also find a small pouch with a few more of those strange tokens, an old blackened key, and a very small lock of red-gold hair wrapped in a bit of cloth. The lock of hair is the source of the scent you have been tracing.
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Many days later the
Whyknot sails in to Monkey Island late in the morning. There is a large newer galleon sitting at anchor, apparently being salvaged by a party led by Count Karnstein, but there are no other ships to be seen. The Ship is gone, but the Crew seem to be on the dragon turtle's island.
Captain Baldbeard and
Durik, you see Aeshma waving at you as she comes down to the newly repaired Dragon Turtle Island pier.
Pharos, you hear the hoots of monkeys from a tropical island on your left, and see a large galleon anchored nearby. Just ahead is a large dragon turtle with an island on its back, and it looks like the Crew members are currently staying on it. However you see no sign of the mysterious Ship you've heard of. At the pier, you see a fiery red haired Aasimir with feathers in her hair, of an indeterminate age, not young but not old either, approximately 5' tall, with golden toned skin and silvery blue eyes. She fondly hugs
Captain Baldbeard and
Durik. Then she turns and smiles at you, introducing herself as Aeshma, Crew healer-witch. She informs you all that Devin and Cap'n Rummyfangs stole off with the Ship to track a lead on Cliodhna, their missing admiral, and to keep the Ship from being taken over by the High Council. She says Aylar has left pursuing alliances and leads of his own, but should be back soon now. In the meantime the Crew is to stay safe on the island.
Count Karnstein, after Aeshma got over the shock of you thinking you could just take a Council Envoy and mage hostage, and the fact you actually survived it, she checked you over thoroughly to make sure you were fine while muttering something about the uncanny luck of fog-brained fools, and gives you a newly made batch of sunscreen to maintain your noble complexion. Your idea to salvage the galleon turns up a lot of paperwork, well scrolls actually and they mostly seem to be written in Elvish. Maybe Aylar can make heads or tails of these archaic squiggles when he gets back. (roll dice) While looking over items in what must have been the Envoy's cabin, some glow, and some move on their own. (roll dice) One item zaps you for even coming in, leaving the hand you threw up numb for half of the morning. At least the ship is in good shape and you should either be able to have it hauled and sold, or stash it somewhere for use later. As you return to the deck you see another ship entering the area and realize Captain Baldbeard has returned, with Durik and someone new, a tall but emaciated human-dragonish male with obsidian colored scales.
That evening the Crew is able to get to know the new Crew member, Pharos, and to hear of each other's adventures, while also raising their tankards of Argy's grog to Pugwash, mourning his loss.
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Most of the Crew (except Aylar, Devin, Rummyfangs and Captain BenKii) are back together on Dragon Turtle Island and can greet and get to know Pharos.