While Wyrd and Vedrir inspect the surrounds, Puzzle opens a comm channel to the ACN-1. "ALICE, begin voice recording," the android commands. They then attempt to pronounce the phrase the elementals were repeating. "End voice recording. Please transfer recording to the Station for translation."
** spoiler omitted **
Vedrir looking at the small elementals asks Puzzle:
"Are you sure they didn't say: Fries or salad?"
After a moment:
"I think I am hungry."
Nomyra looks a little bit sheepish with no one-liners to add.. "I didn't watch any holo-vids growing up. We didn't have a entertainment system. My parents don't trust technology."
|Kiztak "Kit" Basher|
Kit pauses on his way over to the alarm system at Nomyra's recollection. "I unnerstand. I no trust some technology either." He tries to glare at his own head, before continuing on toward his destination.
Engineering to examine/shut off buzzing alarm: 1d20 + 12 ⇒ (9) + 12 = 21
Lots of things happened since my last post - let me know if I missed anything.
Vedrir, these fire elementals likely were not created by the portal. As the Breath of Embers arrived from the plane of fire, they likely arrived with it.
Wyrd, you do not detect any magic or see anything else that you didn't see before.
After a few moments, A.L.I.C.E. transmits that the elementals were likely shouting "cook!" in Ignan, according to the station.
Kit, based on your engineering check you find that the alarm has been damaged. The alarm is trying to convey that the room beyond the door is depressurized, but due to damage (probably from the same thing that caused the alarm itself to be damaged) it is unable to actually emit an alarm.
Wyrd tries to pronounce the word himself a few times, then takes out his datapad and walks back to the room with the lockers which contained the weapons and takes a snapshot of the words written there and studies those for a few seconds as he pulls up the translations we received of those as well as the words on the outer hull of this ship along with it's translation as well and then doing a search on his computer on similar words and their meanings
Flavor, I'm thinking about putting a rank in culture next level so I can speak this language. Seems like it would be useful down the line
Wyrd then looks up and glances around at the rest of the party as he got lost in his study before putting away his datapad once more.
'Ready to move on? That depressurized part sounds dangerous. Let's try the door on the other side of the ship first? "
Wyrd makes sure his armors environmental protections are up and running just in case
"Cook." Puzzle tests the word in Ignan several times to see how it sounds. "Thank you, ALICE." The android logs another entry on their comm unit.
The more the merrier, I say! Puzzle will also be picking up Ignan should they live to 2nd level.
"There are two doors leading from this room. Do they both lead to the depressurised area? Perhaps that fore-most one?"
Otherwise more than happy to return to the starboard side.
"Hey A.L.I.C.E. would you be able to learn Ignan language? That could be very useful for us."
Says Vedrir after looking at the tiny elementals.
"If we turn on the environmental protection, which I believe we did before entering this ship, we should be fine in a depressurized area right? I am fine with us checking these doors here."
The party elects to open the still-pressurized door going the fore on this side of the ship, skipping the door with the broken alarm leading port.
Vedrir Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Puzzle Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Wyrd Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Nomyra Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Kit Perception: 1d20 + 4 ⇒ (9) + 4 = 13
You enter an elegant stateroom appointed with brass and basalt, with a huge one-way window taking up half of the room's curved exterior wall and rising to form a clear dome above, giving the effect of standing on a balcony in open space. A large desk and bed match elegant cabinets, several of which hang open, and the carpet bears a blazing sun pattern. A door closes off the aft part of the room, and the main door (from which you came) also leads aft.
You notice the cabinets here have latches to secure them in the event of starship maneuvering. There are still some articles of clothing inside.
|Kiztak "Kit" Basher|
"It mean someone came through here too. Yoohoo! Who here?" Kit moves in beside Vedrir and starts looking around for creatures hiding in the room.
Vedrir and Kit begin looking through the closet. They find the following inside the closet.
Kit Perception: 1d20 + 4 ⇒ (2) + 4 = 6
-An elegant, Medium-sized uniform of brass and black, the same crimson sun symbol on the floor emblazened on the chest. (Counts as Medium casual stationware).
-Hanging behind it is a belt with two static arc pistols in matching holsters.
They also look through the desk.
One desk drawer contains a small holographic portrait projector that appears to show two shirrens. See slides. Vedrir notices one of the shirrens is an ifrit. These people wave toward the viewer. Vedrir also notices a hidden compartment at the bottom of the portrait projector, containing:
-a dose of rapture dust (Armory pg. 132)
Another desk drawer contains an ornate card box of flexible metal, containing a harrowing deck (divining cards) also made of metal (in total worth ~300 credits).
Also, the small room to the aft of the dresser is a restroom.
Vedrir Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Puzzle Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Wyrd Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Nomyra Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Kit Perception: 1d20 + 4 ⇒ (12) + 4 = 16
The restroom appears unused; there's nothing out of the ordinary inside.
Likewise, after going through the cabinets and desk in the first room, there doesn't seem to be anything else of of note.
|Kiztak "Kit" Basher|
Kit picks up one of the holstered guns, strapping the holster belt across his chest like a bandolier. "Neat! Let's keep going!" With that, he does an awkward somersault and ends up with teh pistol in his hand, like something from a bad action movie. Re-holstering his gun, he picks up his rifle and heads for the other door leading out of the last room the group was in.
Kit will take one of these static arc pistols if no one else wants it (but will quickly lose interest and hand it over if someone else would like it).
"Still no key? Hmm, let us takes the artifacts to investigate them and keep moving. There are doors from the kitchen. "
Says Kasatha walking out of the room... Then he stops and looks at Puzle.
"Puzle, Wyrd, how good are you with disguises? Can you wear the captains clothes and characterize yourself as that Shirren? " He points at the picture.
Wyrd casts detects magic as the others go through the room(s) and then indicates his interest in one of the found static arc pistols
I think it's time I upgrade to a ranged option other then my one spell
At Vedrir's question Wyrd considers if he is good at disguises...
"To be honest, I think my chances of looking like a shirren right now are only a bit better then your chances to look like one"
No spells that help me with that (right now), no disguise kit. I have a somewhat decent bluff skill but that's it.
"I highly doubt I'd look like one, but maybe I'd be able to convince people I think I am one even when I don't look the part
'Or we cover my face in bandages from the medical area and claim I (the captain) suffered horrible burns and I suffered from smoke inhalation so my voice sounds different as well "
As a reminder for where you'd like to go next, the only remaining door from the kitchen is the one that had the failed alarm above it. Kit determined that the alarm meant that the area beyond the door was depressurized; at the very least having armor environmental protections active would be a good idea, and the initial rush of air out of the door would probably be rather violent as well.
"I don't know that I can stand a depressurized environment right now; all those fights took a lot out of me."
|Kiztak "Kit" Basher|
"Shut up, Nofun! I know! And don't call me that!" He smacks himself on the side of the head, then turns to the rest of you. "OK, back to other door then?"
Next closest door is the big double door in the middle.
"I have little aptitude for disguises," Puzzle replies to Vedrir. "Such things were not a requirement of my previous vocations and I have had no need for any in the time since." The android looks thoughtful for a moment. "There is a non-zero probability of such a skill being useful at some point. I will consider investigating it in the future."
"We are none of us at our best. Let us leave the depressurised room for the moment," Puzzle agrees.
Another vote for central double doors.
Way back on page 4, post numbers 183-184 or so, the party investigated both double doors in the middle of the ship and found them locked; Kit wasn't able to open them. After a quick check that reveals that situation hasn't changed, the party continues on to the next forward starboard door (which is actually an airlock).
I can also have that you took the uniform from the previous room, but without a disguise kit (maybe even with one) it'll be very difficult for any current member of the party to pass as a shirren, whether an ifrit shirren or a "normal" one).
Stepping past Koshnar's body, the party approaches the airlock out of which she came when she first met them in the armory. The airlock opens normally.
Vedrir Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Puzzle Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Wyrd Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Nomyra Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Kit Perception: 1d20 + 4 ⇒ (13) + 4 = 17
You enter a stateroom appointed in blackened metal and shimmering crimson banners. A huge one-way viewing window takes up half of the room's curved exterior wall and rises to form a clear dome above, giving the impression of being on a balcony in open space (much like the room you recently left). A black desk and cabinets compliment a wrought iron bed frame; unlike in the last room, the desk and cabinets in this room are closed. The carpet on the floor is black with a crimson sun pattern.
Looking around the room, Puzzle remarks, "This appears to be almost the exact opposite of the room we just left, in every manner - a reflection architecturally, dark with a red sun where the other was light with a golden, everything in place where the other had signs of recent use."
Is there/would Puzzle recognise any link between the colour or motifs of Koshnar's armour and the state room?
"Also," the android adds, finishing their scan of the room. "There appears to be a secret panel, there, just above the door." They point to a spot just over 10 ft from the floor.
Puzzle walks over to the desk and, after running a precautionary eye over it, tries opening the drawers.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Wyrd joins Puzzle and Kit in their exploration and tries his best to add something only he can contribute to the search
Casting detect magic then also look around
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Looking up at the panel Puzzle indicated Wyrd wonders
"How are we going to get up there?
as he continues his scan of the room he tries to find out of the furniture here could be easily moved and made into an improvised stair case
Vedrir walks into the room, looking with interest at the room decor.
"That is some nice design here, I wonder who that Koshnar was on this ship. Kit can you open those lockers?"
Asks interested kasatha. He walks closer to the viewing window.
"The desk drawers are locked," Puzzle announces to the group. "Kit, something to play with."
"Lacking something to climb, if we could momentarily deactivate the gravity generation system it might achieve the same ends," the android replies to Wyrd.
Puzzle nods agreement with Vedrir as they cross the room. "Koshnar must have a position of some significance, if these were indeed her quarters. I had expected to find signs of the traitor, Tash, she mentioned, beyond that airlock. Not this." Reaching the cupboards, the android attempts to open them.
|Kiztak "Kit" Basher|
Sorry, I should have remembered we already tried those double doors.
Kit is distracted from staring at the panel that Puzzle pointed out when the android mentions the locked drawers. "I c'n open 'em! How not-broken do they need to be?" Without waiting for an answer, he sets about trying to jimmy the drawers open.
Engineering: 1d20 + 12 ⇒ (5) + 12 = 17
Nomyra drags the chair from the desk over to the door and stands on it.
She reaches for the panel. If it's still beyond her grasp, she'll call to Kit,
"Hey, want to stand on my shoulders?"
Wyrd doesn't detect any magic in the room, but he notices a switch under the desk.
Should you choose to flip the switch
Puzzle opens the cupboard but finds it empty.
Kit manages to unlock the drawers. Inside there is a metal envelope with two short sentences written on it in another language.
Should you choose to open the envelope
You find a copper master keycard
You discern this chamber has independent life-support systems and is designed to detach from the rest of the ship to function as a specialized escape pod.
Nomyra manages to reach the panel.
Should you activate it
Part of the wall transforms into a one-way viewing window into the adjacent room. The adjacent room appears to be a cell, lined with restraints designed for a variety of physiologies.
Deciding to flip the switch Wyrd does so
Another panel opens in the wall, displaying a rudimentary control system for a spacecraft or escape pod.
"This is unusual, as we aren't on the ship's bridge....why would someone want to control the ships functions from their bedroom? ..unusually lazy nature?"
Nomyra presses the panel with an outstretched hand.
"Oh, my blighted eyes. There's a cell in there. I don't see a prisoner."
"That is odd indeed." Comments Wyrds remark.
"Could be some safety mechanism, but what do I know about alien starship design."
He walks to where Nomyra:
"Let us check the prison cell, the fact that we can't see anyone does not mean that there is no prisoner."
Wyrd notices one thing missing form the rudimentry controls is a means of steering. These could be the controls for an escape pod, as many generally lack independent propulsion.
Nomyra and Vedrir leave the room via airlock to enter the brig/cell via a separate airlock (this is also highly unusual for a conventional ship's design).
Vedrir Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Nomyra Perception: 1d20 - 1 ⇒ (6) - 1 = 5
A quick search reveals no prisoners or anything of interest in the room; in fact, it seems like it's never been used.
"So someone build a prison cell next to their bed room...and then never used it?"
Wyrd scratches the top of his helmet as he forgot he's enabled his environmental protections and tries to scratch the top of his head.
"Does this strike someone else as ...odd?"
"What's in that envelop you found? And there's writing on it?"
"Alice. I'm sending over an image with some words, can you link to Farportal station and ask for a translation? Thank you."
"Receiving image Wyrd. I'll let you know when they contact me with the translation. Happy to be of assistance." Alice responds with a chipper tone of voice
as the communication channel goes silent again you can just barely make out Alice mutter something
"..I hope all this work earns me a rather nice souvenir when they get back aboard the ACN-1.."
"Is there anything to indicate whether the escape pod has been launched?" Puzzle asks Wyrd. "Given their status when they arrived through the portal, could someone have jettisoned the pod?"
Seeing what was revealed by the activation of the hidden panel they had discovered, the android follows Nomyra and Vedrir to the prison cell for a closer look. "What did yoy find?"
"Is there anything to indicate whether the escape pod has been launched?" Puzzle asks Wyrd. "Given their status when they arrived through the portal, could someone have jettisoned the pod?
"I think that the room is the pod. But I might be mistaken. The cell looks empty, we couldn't find anything in there."
Says Kasatha. He is glad to be able to get on this ship, the number of aliens met is exciting. He wonders what they will meet at the bridge.
|Kiztak "Kit" Basher|
After a few minutes looking around in both the stateroom and brig, and connecting the dots with the airlock doors and control panel, you indeed discern these chambers are meant to function as a specialized escape pod. Using the panel as a guide, you find that the stateroom and brig have independent life support systems installed, which could support up to six Medium sized creatures for seven days. The pod currently has no supplies, but the life support systems are capable of producing drinking water. In addition, the pod has a distress beacon and ample heat shielding, but no propulsion. Further, the bed and chair in the stateroom can act as proper protection for atmospheric reentry for three Medium creatures; three deployable crash couches well integrated into the brig's bulkhead walls could provide similar protections for three additional Medium creatures.
"So we have the key-card right? How do you feel about paying a visit to the locked room, probably bridge? Everyone feeling ok?"
Puzle I think I healed your HP damage: https://paizo.com/campaigns/v5748p75ivkr7/gameplay&page=8#369
Nomyra you have your last RP to heal stamina if you want to go in without the 8 h rest
The rest looked fine, We could rest 8 hours to regain the RP especially that we still have the decompressed space to visit.
Thanks, Vedrir; I'd missed that.
"I had not anticipated that," Puzzle admits in relation to the rooms being the escape pod. "So strange. These beings enforce matters of rank or protocol with potentially lethal consequences, yet it appears the vessel's executives are not expected to go down with the ship."
I don't think anyone actually opened the envelope, Wyrd just looked at it..so let's do that now
After receiving the translation of what's written on the envelop Wyrd looks at his companions as if he's hesitant to open it himself but then notes there's something inside it.
Sighing he opens the envelop muttering something about
"..well there's nobody left, so I guess one of us _is_ the Ship's Commissar now..."
before shaking out a copper master keycard
Holding it up to show the others Wyrd comments
"Who wants to bet this is what we need to get past that locked door?"
Eight hours of rest would be great if folks think we can afford the delay. If not, Nomyra will continue as-is; I don't want to risk going down with 0 RP.
|Kiztak "Kit" Basher|
I don't think we've seen anything so far that indicates any real hurry. I think we should go back to our ship and rest, then return.