The fox has taken Pelle's rabbit Jocke. And at the same time, so have some sheep's been torn - and it is believed (for some strange reason), that it is Båtsman who has done it. So now he is really bad.
Malin's bewitched prince, Peter, wants to buy Tjorven's seal cub. So Westerman wants Moses back from Pelle. As the money is alluring. And thereby are Tjorven, Pelle and Stina hiding Moses in an old boathouse.
It doesn't take long until Skrållan's hem-lies Ruskprick and Knorrhane appear and are exposed by Tjorven, Pelle, Stina and Boatman. They are smugglers - but quite kind - and afraid of dogs.
It's not easy to keep track of Skrållan - especially not when she's met something as fun as fox cubs and a raft. It must be Skrållan to sail out on the open sea together with a fox.
Malin and Peter have gone to Norrtälje, and Melker has to keep order at Skrållan, who only runs away every now and then. One day she finds a fox den with a litter of abandoned fox cubs.
Vesterman is not always so popular with the children - they do not like his rifle, which means danger to the little fox cubs. So one night they sneak into Vesterman's house, take his rifle and hide it.
What does it do if somewhere on earth there is a small patch where you still have the game knowledge left? That's roughly what Melker asks, and everyone starts a pirate game.