Captain Stormwind brings the Sea Ghost into harbour at Seaton but must sail like a salmon swimming upstream as the other ships are all travelling in the opposite direction. You arrive in port and are grateful to watch Valaria skillfully avoid the usual interactions with the local customs officers. As it happens, there is such a panic for everybody to leave town, the Sea Ghost is welcomed openly, gladly and without any inspection.
It takes very little effort to find a new crew. Valaria even has to turn down applications from the customs officers whose job it is to inspect the ship. All the seaworthy locals are easily found on the shore and in the wharf’s pubs.
It is agreed before you begin searching that all new crew members must be approved by group vote of the “officers”, as you have decided to call yourselves. With only those ground rules laid, you spread out into the panic and desperation of Seaton to find a new crew.
Within three nights you are fully staffed.
Zymaan finds two officers in pursuit of Ghak the Orc, a known acquaintance of Icky Borbuz. They are righteous, which Zymaan seems to perversely enjoy, and they are ready to set sail immediately.
Janaar finds a gnome cook (Boddyson Biddledim) and proclaims that proper meals while at sea are very important.
Grim returns with a gaggle of new crew members. He finds Reffer Kol Tabaxi Ne’er Do-Well, Lacey Undertow (your new pilot), Danny Boye (your new tiefling carpenter) and Polo Van DorsTopp (a virile seaman).
Ash finds a capable striker for the ship in Bootstrap McGillicutty, whose knowledge of ocean wildlife is encyclopedic.
Valaria returns late on the third day and you suddenly realize you have lost track of where she has been. She has not been sleeping on the ship and her hair is absolutely perfect despite less than perfect conditions outside. She has recently restyled it… The reason why strides in confidently behind her. Valaria introduces Finn MacLeod and it is clear her claws are deeply into the bright smiling man who for the moment has captured her full attention.
Even closer to the final departure time comes Nyneve who, under disguise, has been wandering the streets of Seaton alone despite the great danger this presents. She returns with a questionable looking fellow with a prior career in execution. She laughs at his jokes and calls him Chuckles, but only she can seem to hear him. The rest of you are unsettled by him but ultimately raise no objections.
When you return to the ship, three additional new crew members await. Kildrak has sourced some sort of rogue who cannot cease speaking (Rowan Atkinson), Ryparin has a second pilot (Rhyan Blackthorne) and Zymaan has locked some woman in his cabin about whom he does not wish to speak (Rayne).
[See new Crew of the Sea Ghost].
[Private update to Valaria on her enterprises in Seaton]
It feels to be not a moment too soon when you finally leave Seaton and set sail for the deep blue sea. Bone birds begin to fill the sky and you can hear the thunder of the lizardfolk armies approaching before you have finally loaded your last supplies for the long journey ahead.
With your work in Seaton done, you sail east. Nyneve installs herself at the prow of the ship and sits in the lotus position. She removes the magical sextant she recovered from the mechanical beast in The Keep on the Shadowfell, and she holds it carefully in her hands.
She stills her mind and focuses her thoughts. Then she sets the sextant in motion and it begins to hover and spin magically before her.