To the faint glow! Scout it out first and then return to the group - if important, return to group once importance is acknowledged and tell my findings.
You head up the path, and find a strange figure in the crater the glow is coming from. You head closer, and it rushes towards you, and... It disappears as it touches you. Suddenly, memories that are definitely not yours flash before you: A dark landscape, in which a cloaked figure with a lantern walks, causing many monsters to flee, except for a massive serpent, which strikes at the figure. A glimpse at the sun dawning on the world.
Uriel will attempt to find any alcoholic bevarages, because even slavers get thirsty at sea.
If he finds any crafting materials, he will impulsively attempt to build whatever contraption comes to mind almost immediately.
You and Rosewind find a cask of beer, but you find that it is salty and watered down.
Scavenge the wreckage looking for my battle axe.
!6!: You find a large battle axe, along with your boots!
Check self for personal items.
!6!: As Luck would have it, All your items are with you, and you even found several silver pieces.
+3 silver, +Cards, +shortsword Follow Tiruin and Liquefy the metal into a flying ball of metal goo.
You follow, and watch the strange being disappear. You can see the structure more easily, and it appears to be a weathered citadel, up on top of a mountain. You now have a liquified ball of metal.
The sky is clear, the ocean is calm.
The path Talari and Mara are on lead up to the citadel.
(( the dice gods favored you this turn, with two sixes and a four.
EDIT: removed the spoilers.))