
Zelvin Baine |

Zelvin tries all the languages that he knows (Aklo, Common, Elven, Hallit, Undercommon). "Do you understand me? Drop your hammer and we will stop attacking."
I didn't take Androffan because that was sort of Hekau's specialty. I'll take it when we level up-- presumably Zelvin has learned some of the language from Khonnir Baine.

GM Violant |

Once you start speaking in Undercommon, he goes and gathers up the weapons the, now-slain, vegepygmies had been using, as well as his own, and then he kneels, a non-linguistic means of showing submission. He taps one final sequence against his warhammer, and then drops the weapons at your feet, showing that he does not wish to die fighting.
He, most of all, does not want to die. Knowing these are fungal-born creatures, you can perhaps surmise that he doesn't want his spores to die with him.
Combat over. Level up to level 4! Only one deck left and then this book is over!

Khoran of the Bone Bears |

"Welp, I guess he's done fighting. Any ideas what to do with him? Also, how did these guys get in here anyhow? You think there's another swipe card to open doors in here, and these guys are smart enough to use it?"
Having asked questions to which he doesn't have answers, Khoran searches the room, while he waits for replies...
Perception: 1d20 + 3 + 3 + 4 + 1 + 1 ⇒ (12) + 3 + 3 + 4 + 1 + 1 = 24
3 rank +3 trained +4 wis +1 trait +1 guidance

Uwe von Roth |

"I think we take them out and send them on their way. If we can get them out of town anyway." Uwe suggests.

Zelvin Baine |

Zelvin conveys Khoran's question to the vegepygmies, indicating that they should tap once for yes and twice for no. "Do you have one of these special cards?" he asks. "We can show you how to get out of here, but it involves a lot of swimming. Plus, the people above ground aren't real kind to strangers. Can you sustain yourselves here? The lights are back on in the big area with the sand. If this is your home, I reckon maybe we don't have to make you leave if we can agree not to hurt each other."

Grezzag |

"There was a pit down deep near where the skulks were, if they can go down there they won't bother the people in the town. Deep down is where they speak undercommon, ain't it?" Grezzag suggests, as he looks over the collected weapons.
if there's any good weapons, keep them, otherwise we can give them a weapon or two once we send them on their way, I guess.

GM Violant |

The vegepygmy, still somewhat somber at the loss of those around him and their spores... reluctantly agrees. He makes a few tappings on his hammer, laid out on the ground, and then proceeds to go wherever the party may wish them to go. He, before heading out to wherever you are, points to what seems to be another access card, this one being white, so presumably a different level of access... and this one lets you access all the rooms in this floor of the deck.
Assuming this is the hole plan...
Once the transfer of the vegepygmy to the new location is complete, you can safely traverse the rest of the floor... aside from carefully avoid the hungry alien to avoid becoming a snack, that is. So, assuming you take whatever of the gear you wish, what will you do while you wait out the few days for the missing piece of metal to be finished?
I'll post the loot list of this floor in Discussions in a few hours, but you all can level up to level 4! Just the last deck to go before this book comes to a close.