By now you have all searched every space available in the boat.
The main cargo hold where you initially dropped down to find the empty shelving, and floor covered in straw. The crew cabin at the fore. The dry storage closet. And now the captains cabin.
It's pretty apparent why the boat was left in the bay with no crew. There is nothing of real value here, aside from the ship itself, and the sailing supplies that were left behind. And that was all guarded by the ghost, which presumably would have either killed or dissuaded all but the most capable and determined thieves.
The nautical chart, as is being speculated, does seem to have some sort of significance, beyond it's use as a navigational tool. As evidenced by the user-made markings.
As has been pointed out, the markings denote places where not only Lady Blackridge's agents have been on their investigation, but also locations that it just so happens you all have passed through now. With the exception of the mark in the Andrast mountains just to the west of you...
That mark however, is vague, and the nautical chart designed for navigating waters, not land, and so is of little use other than to indicate a general area where...
something might be.
OOC:
@Thunder_Lungz Insight is more for knowing about people/it's largely a social skill. But I will apply that roll (17) as a Lore if that's okay with you, as I would have been able to tell you that in advance in a normal play setting? And Survival will tell you some things too.
Turil knows quite a bit about the Andrast peninsula and it's mountains.
It is what he would consider a truly wild land. It has never been permanently inhabited by the Men of the West, nor the Elves, nor any "civilized" folk. And it's only major temporary settlement was on the Cape of Andrast at the southern most tip of the peninsula. A Gondorian naval outpost, defunct for well over 1,000 years now.
Andrast is considered by the Elves as a terrible, potential breeding ground for the Shadow for that reason. And although a horde of orcs or goblins may periodically work it's way into it's vast wilderness from the White Mountains and gain a foothold, they never seem to be able to remain for long. The last such incursion was almost 200 years ago.
And that is all a credit, as the Elves see it, to the
Druedain. The ancient Wild Men of Woods. A race of people who lived on the lands long before the Numenoreans arrived on their ships from the West. Dwelling in caves or temporary structures built of raw timbers and earth or animal hides.
And although the Druedain are apparent enemies of the Shadow, they are not considered as friends to most of the Free Folk. Being highly insular and protective of the lands they inhabit.
In regards to the general types of threats of the area, the general remoteness and wildness of the land is both a bane and boon. A bane because there is no help, no roads, no comfort once you're out there, you're on your own. But a boon because it is so untouched that natural resources are generally still abundant.
Additionally, there are...
other things... out there in the primal wilderness of Andrast. Yes, there are the normal animals of such a great wilderness, and the Druedain, but because it is so undisturbed and still so connected to the original forces which shaped all of Arda, there are also... what Turil can only refer to as '
spirits... out there. Not ghosts, but creatures or beings so connected to the wilderness through the ancient formative bonds of nature, that they are things of the land and water and air itself, made flesh.
And such timeless spirits often do not understand nor welcome the intrusion of mortals.
OOC:
That's the Survival.