Pipsy bangs on a couple of the STEEL crates with the end of his pole, testing them for traps and seeing if they'll spill open.
Hitting a crate, it gives a solid thunk. It sounds like it's full. It appears to be a standard industrial style crate. Using the pole to flip off a loose crate cover reveals several blocks of glinting metal...apparently steel. You guesstimate each crate is about 1,000 lbs, and could fetch 50-100 gp each at a civilized outpost. There are more crates than could fit in Shame's 25-ton cargo hold.
Pipsy let's loose a "Whoop!" and then starts poking around the crates marked ORE...
The ORE containers are massive cargo containers, each weighing several tons. Giving them a good thwack, it sounds like they, too, are full. You'll only be able to fit a couple of these containers into the Shame's hold. You figure the ore is probably not worth as much as the refined steel bars, but you're not sure just how much.
Unfortunately, your ship does not have a forklift. There may be some kind of cargo lifting device somewhere in the bay, or elsewhere in the complex.
Just FYI, the landing bay is massive, so checking the perimeter means leaving the area illuminated by the Shame's lights (think of that area as an island of light in a sea of darkness). A quick check around the perimeter of the Shame's illumination reveals more machinery, but no forklifts or other loading equipment. Do you proceed deeper into the bay?
Willow of the Diviner tries to work out how the crew died.
As best as you can tell, the crew of this facility died violently, by a variety of means. However, all the trauma appears...primal. In other words, they weren't killed with guns or lasers, or even cut with sharp metal blades. More like beating, rending, tearing and biting.
Post by crusssdaddy on Aug 25, 2010 17:16:39 GMT -6
Pipsy heads directly out from the port side of the Pirate's Shame, dropping one of his 10 flares (-1 SP) as he goes, spacing them (every 50'?) so that there is a completely lit 'corridor' behind him. He stops when he finds something interesting, reaches a wall, or runs out of flares.
The flare sails into the darkness, landing on metal deck plates some distance away. The faint illumination shows more clumps of bodies.
Thinking about it a bit more, Willow comes to the realization that these people weren't killed by something else...it looks like they killed one another.
Detecting no imminent danger, you proceed with the plan, dropping off flares as you explore the dark bay.
You proceed about 200 feet into the bay (4 additional flares), spying light machinery and more bodies along the way(there must be hundreds in here), you finally reach one edge of the bay, a craggy rock wall. Not too far off you spot an ancient cargo lifter of some sort, a wheeled contraption that looks like it's been sitting there since the beginning of time.
[d100 = 63]
A quick inspection tells you you won't be able to get it moving quickly. You'll need some parts to get it up and running. At the very least, you'll need a new battery for it, maybe a new starter, too. It could probably do with a complete overhaul, but then again you shouldn't be using it for all that long.
[OOC: Could the ship analyse the air to see if there's anything unusual in it?]
Yes. The Shame already did a preliminary analysis of the atmosphere before you exited it and detected no harmful compounds. You could go back to the ship and do a more detailed analysis, but it would take at least an hour or so to complete.
Post by crusssdaddy on Aug 28, 2010 14:23:30 GMT -6
Pipsy: "I'm not a big fan of hanging out with these stiffs, but we'll be here forever trying to dump hundreds of bodies out the door. I'm all for getting these crates loaded ASAP, but it seems like we got a little more exploring to do befroe we can get that started. Any other suggestions?"
You can continue to search the dark landing bay, or check out the faintly illuminated passage to the 'north' you spotted previously from the Shame's viewports (or do something else entirely if you don't want to search).