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Yeap, you got interrupted last time
Sefel heads back to see what more he can learn from the computer. Digging further you discover a flight plan, very similar to your own one. It left from Absalom station roughly five years ago. Other records include scan data and video of their entry into the star system, ending with an abrupt attack, and a subsequent series of voice logs by the ship’s Security Officer.
See maps for the voice logs. Also, there might still be more you can discover with another computer check..

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Sefel squints reading the flight plan and log off of the screen to the rest of the team.
They set out from Absalom station five years ago... and landed here after an abrupt attack. There are some captain log entries here. They were dealing with malfunctioning systems and trying to work up a distress signal over three days. It seems they were "haunted" by some mysterious blue lights, and the final entry sees another small ship approaching...
He uses his fingers for air-quotes around "haunted."

Bluuuuu |

Sad and unfortunate. Bluuuuu says as he moves over to read the logs. But it seems as though they were looking for Rasheen's beacon too.
He looks towards the techmage. Are there any records or coordinates about where the other two crew members set out for towards the beacon device?

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Still one more possible computer check for more information from the flight computers, but at the moment you don't have the exact beacon location. Also can I get a mysticism check from Sefel and anyone else who has been helping with removal of bits of pieces from the dead crewman.
After reading the logs you notice the armor you removed from the dead man had the name "Hinji" emblazoned on it. The logs you were reading were in the same name.

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Sefel goes back to the logs to figure out if he can find a specific location they were targeting. Did they have a lock on it though, or were they just following clues like we are?
Computers: 1d20 + 17 ⇒ (9) + 17 = 26
Mysticism: 1d20 + 12 ⇒ (3) + 12 = 15

Bluuuuu |

It is very difficult to tell if a barathu is furrowing their brow (the lack of a brow is the first problem), but Bluuuuu thinks hard at Sefel's counter.
The logs seemed to imply there was a beacon away from the ship they were implanting an SOS into. If two crew memebrs went out to it, I would guess they knew where it was. But maybe it is a different beacon than the one we are thinking of. Or they were desperate enough to wander guessing. I may have assumed too much.

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Indeed. We may as well exhaust the info in the computers first. Then we can test your intuition (which may be right).
Sefel says calmly while punching away commands into the console, querying different databases and stringing together data from different sources.

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{Let Bugface take a look.}
Since this seems important I'll use Communalism.
Computers: 1d20 + 17 ⇒ (7) + 17 = 24
Computers: 1d20 + 17 ⇒ (4) + 17 = 21
Good thing I did...

Bluuuuu |

There is still a size able chunk of the ship to explore. Bluuuuu says, editing towards the door. We should make sure nothing else has risen.

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To make this easier I'll uncover the map, and put letters in various areas, to make it easier to discuss where you want to explore.
From the pilots console you pick up a quick schematic of the ship and a broad description of the various areas.
A: Port Cargo hold
B: Port Crew quarters
C: Central Crew quarters
D: Starboard Crew quarters
E: Engineering
F: Starboard Cargo hold

Bluuuuu |

I know that it was my idea Bluuuuu admits sheepishly But perhaps instead of moving quickly through the ship to one place or another we should sweep it more methodically?
To follow his own advice (again), the barathu floats to the port-side crew quarters (B)

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Why don't we start in the crew quarters? Perhaps there are some personal notes there that will shed light.
Sefel sugguests, heading first to central quarters. He scans the room visually first, not really disturbing anything.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

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The port crew quarters are currently in a state of complete disorder, with items strewn across the room as though the artificial gravity was disrupted and no one cleaned up afterwards. The rods that supported curtains dividing the bunks from each other have collapsed, leaving lengths of green fabric on the floor. All the chests lie open.
You spot the presence of heavy boot marks in the frost here.
Please also provide a survival check.

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Donovan goes with the others to the crew quarters. He keeps a vigilant eye out for any more enemies.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Or maybe not

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Perception: 1d20 + 15 ⇒ (6) + 15 = 21
Bugface is still wondering what happened to their courage earlier and doesn't notice anything.

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After apparently not spotting anything in the central quarters, Sefel joins his team in the Port quarters.
Hmm, they sure left a mess here.
He scans the floor at length for several minutes.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 also nope

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Those party animals...
Others can chime in with a perception check back there, but this is PBP, so rather than wait for everyone, what is your next stop?

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Next Sefel shuffles of to the Starboard Crew quarters (D), still hoping to find any clarifying personal notes or effects.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

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Starboard crew quarters
Hanging blue curtains cover two of the bunks in this section of crew quarters. The remaining bunk has been converted into a couch. A shelf opposite the bunks contains several meticulously organized, old-fashioned physical books. An archaic set of swords rests above the couch. Everything appears neat and orderly, though dried blood covers the shower’s floor.
Sefel discovers nothing of interest. Nothing to stop others looking though.

Bluuuuu |

Perception: 1d20 + 2 ⇒ (17) + 2 = 19
The barathu drifts about the port-side room before joining Sefel across the ship. This crew seemed to love quite austerely. Or everything of value may have been salvaged to try and survive. Perhaps the Engine room may tell another story?
Starboard crew Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Chivix Velloro |

CHivix stared around at the port crew quarters, admiring the great party that occurred here.
perception: 1d20 + 11 ⇒ (4) + 11 = 15
When they arrived at the other rooms, he checked around there as well.
"Books! Well, I guess we know where the fun crew lives, and where the rest hang out. Of course, the blood on the floor there says a slightly different story."
Chivix looked more closely around the room, especially at the swords, for other signs of blood or violence, or anything really.
perception: 1d20 + 11 ⇒ (12) + 11 = 23

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A shelf opposite the bunks contains several meticulously organized, old-fashioned physical books.
The lashunta marvels at the collection on the shelf. Wow! 3D-printings of holo-books!

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Chivix's keen eyes in the second crew compartment finds a small personal datapad tangled in the curtains..
Who knows what a computer check might reveal
Yes, if you wish to do a through search, you may take 20 on it, but that will end up taking you a couple of minutes per square. Let me know if that is you preferred tactic.

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While Sefel admires the "books" he notices that Chivix found a datapad.
Good find! Do you mind if I...?
He offers his hand, ready to go to work on it like the ship's consoles from earlier.
Computers: 1d20 + 17 ⇒ (9) + 17 = 26

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perception check from spoiler: 1d20 + 3 ⇒ (14) + 3 = 17
perception check for the room I'm in with the rest of the team, room B: 1d20 + 3 ⇒ (8) + 3 = 11

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Sefel takes the datapad and starts to play with it. A quick scan of the screen shows where the most common keypresses are and he quickly breaks in. The datapad contains a number of counterintelligence manuals, and some e-books on gardening.
A second computer check may reveal more... or maybe not. Who can tell?
Maybe Sefel?

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Okay, I'm in... let's see where they keep the good stuff...
Computers: 1d20 + 17 ⇒ (3) + 17 = 20 these rolls...

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Sefel tries a couple of tricks, but doens't think there is anything left to be found in it.

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Anybody else want to have a look? Sefel passes the datapad around, in it's already-logged-in state.

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The others don't seem to want to, so Donovan will just flail around in the darkness.
Help to search the room.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Donovan accepts the datapad from Sefel. "I'll give it a scan if you'd like"
Computers: 1d20 + 9 ⇒ (16) + 9 = 25

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Donovan finds nothing else in the room, but the datapad is another story entirely.
One of the Gardening volumes "The hidden garden" has some trapdoor routines built into it. Suspicious! There is likely a module hidden by the firewall.
Which would be yet another computers check to breath though

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I'll not press my luck with this stupid dice roller.
"Look at this." Donovan shows Sefel what he found. He'll Aid Sefel in breaking through the firewall.
Aid Computers: 1d20 + 9 ⇒ (2) + 9 = 11

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Perception: 1d20 + 15 ⇒ (16) + 15 = 31
Perception: 1d20 + 15 ⇒ (11) + 15 = 26
Perception: 1d20 + 15 ⇒ (3) + 15 = 18
I think we've covered three rooms.
Bugface lumbers through the ship, head on a swivel.
{Oooh, a data pad. May Bugface try?}
Computers: 1d20 + 17 ⇒ (10) + 17 = 27

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Bugface has a go at the firewall, and with the help of Donovan is able to quickly get past it. Looks like there was some type of secure wipe set to go off if it detected you, so that was close.
The data behind the firewall contains surveillance footage of an unknown location at Absalom Station, accompanied by cryptic notes about a rival security officer’s movements, and a series of messages between Hinji and Qinhu as they attempt to arrange meetings between Hinji’s training and Qinhu’s required duties as the house’s technomancer. It appears that the young scion Hinji was carrying on an affair with the hacker.
Members of high-ranking merchant families, legal or not, are expected to cement alliances with other families via marriage, not become romantically entangled with retainers, which would account for the secrecy.

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Sefel's eyes light up as the datapad yields its secrets.
Good job Bugface! Computer security is no match for this team!
He then gets a slightly confused look as they watch the video.
Hrm... young lovers meeting each other in the corridor? Whose datapad is this again?

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Culture w/Expertise: 1d20 + 8 + 1d6 + 1 ⇒ (18) + 8 + (4) + 1 = 31
"Now this is stuff I understand. You see, members of noble families, even crime families, don't marry for love, but for alliance. If found out, this tryst could have meant hurt feelings and, in this case, dead bodies all over the place."

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"Maybe not right now, but perhaps later it will." There's video footage of these two people right? Do either of them look like the pair we just fought?

Bluuuuu |

Better to not be part of nobility then. Bluuuuu follows Chivix to the Central space ? Think C we haven't looked into yet, yes? If we have, probably E then

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The team starts to search the central crew quarters.
This center compartment is quite neat, with the exception of a few papers displaced from the desk. An antique star map is framed above the entertainment screen, and a small stone statue of an upright rat with an incense burner is affixed to one desk. Curtains hide the contents of two bunks with tasteful hangings in red and gold, and the remaining bunks appear to have been converted to couches with the addition of many small cushions matching the curtains. Several decorative scrolls hang from the walls above these seats. A single bloody humanoid handprint mars the inside of the door.
The framed map on the wall is a stylized version of Radaszam’s map. It shows the gas giant Aratros as well as orbiting Aratrosim both filigreed with angelic cherubs and golden light.
And to keep things moving
The team then move on to engineering.
And a perception check before we get into there please

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In the central crew quarters...
Wow, they really made this one homey. I wonder why the other quarters aren't similarly given the nesting treatment.
He looks closer at the handprint.
Curious, and yet no body. He looks around for drag marks or anything else linking the handprint to an eventual demise.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
In engineering...
Now this is where more of the interesting things happen. If personal journals weren't useful to us, surely something here...
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

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Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Bugface notices the handprint but doesn't think anything of it. With undead things roaming around it's not really all that out of place. Bugface continues with the others to engineering.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30

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piloting: 18 + 1d20 ⇒ 18 + (19) = 37
perception: 1d20 + 3 ⇒ (9) + 3 = 12 before I go in there.
Well drawn and accurate. Is there a PDF picture of it? If not I'm confident you can draw one for us and make up what you picture.

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Sefel doesn't notice much more about the handprint, but as you approach Engineering his keen sense put up... an oddity on the doors. There is some type of mystical runes on the door! Looks like they would trigger if you go in.
It would be a mysticism check to try and disable them without activating it.