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You are Henry McDermond. As a young man growing up in London to a wealthy merchant family, you always dreamed of adventure. After your studies and a stint in the Cadets, you became a member of the Royal Expeditionary Force. You and your friends from the Cadet Branch are aboard the HMS Chiron, bound for the Antarctic.

Its mission is to discover the nature of a mysterious Whirlpool that was spotted off the Horn of Africa.

>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Expedition%20Quest
>Use d100, Bo3 for rolls, Roll equal or under, with Bo3 being ignored for criticals. Crit range is 1-5, and 96+.

You survived the battle with the henchman, or should you say woman, of the Scarab. The Ibis, that mysterious figure, turned out to be the missing daughter of Mr. Nordvik, your captain. She was brainwashed by the Scarab, but you managed to save her. You know are steaming south, heading ever closer to the mysterious whirlpool, and perhaps, that fated land of Lemuria.
>>
>Current character sheet

Name: Henry McDermond

Age: 18

Health: 12/12
Heavy Scarring on the Right Arm (-5 to checks using that arm)

Statistics:
Brawn 40
Agility 48
Intellect 39
Charisma 64

Skills:
Speech 25
History 20
Poetry 20
Languages 20
Shooting 15
Fencing 10
Tactics 10

Languages: English, French, German, Latin

Equipped Items:
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Bowie Knife (2 damage)
Damascus Scimitar (3 damage, increased crit range)
Colt Navy x2 (6/6 rounds, 4 damage)
Pocketwatch (+10 to Navigation)

Inventory:
Colt Navy 1861 x2 (4 damage)
Four boxes of ammunition (16 rounds of paper cartridges)
Bowie Knife (2 damage)
Damascus scimitar (3 damage, increased crit range)
Pocketwatch (+10 to Navigation)
Maritime flare (Signals at a distant, lights dark environments)
Climbing gear (+20 to Climbing checks)
Flying Leathers (1 Armour)
Cold-Weather Clothing (+20 to Survival checks in cold weather)

Traits:
Gallic Charm (+5 when dealing with Frenchmen, women)
Rabble Rouser (+5 when speaking to large crowds)
>>
The though of putting John into some mechanical armature to protect him, given the burns he suffered, sits on your mind as you awake. But now, other pressing matters may be afoot. As you step outside, there is an urgency. Crew members rush here and there, and the sea is a choppy, grey-iron, rocking the Chiron.

Archie rushes up, still looking dapper despite the heavy wools. "Henry, there's been a sighting of something on the horizon. The watch says its a zeppelin of some sort. I'm going to the bow to get a better look!"

You
>Go along with Archie. You have to see whats in front.
>Head to the bridge. Mr. Nordvik and Mr. Hughes will be there, and you can get a sense of perspective.
>Zeppelin! That's the Scarab! Rush to the ornithopter and prepare to alight!
>write-in
>
>>
>>3820811
>>Head to the bridge. Mr. Nordvik and Mr. Hughes will be there, and you can get a sense of perspective.

Better view from there.
>>
>>3820811
>Head to the bridge. Mr. Nordvik and Mr. Hughes will be there, and you can get a sense of perspective.
>>
>>3820811
>Head to the bridge. Mr. Nordvik and Mr. Hughes will be there, and you can get a sense of perspective.
>>
>>3820811
>Head to the bridge. Mr. Nordvik and Mr. Hughes will be there, and you can get a sense of perspective.
>>
>>3822009
>>3821866
>>3821855
>>3821486
>Head to the bridge. Mr. Nordvik and Mr. Hughes will be there, and you can get a sense of perspective.

Heading up the stairs, past the swirls of swearing crew, you suddenly find yourself in a centre of calm. Mr. Nordvik paces slowly, giving small orders here and there to the other three crewmen. Mr. Hughes stands near the back, engrossed in a book. The sea stretches out before you, restless steel for miles and miles mirrored by the clouds above. You sidle up to Mr. Hughes.
"What's the word?"
"Not much. A watchman reported a large object in the clouds, that disappeared after several minutes. Now, we follow its trail. But tell me, your eyes are sharper than mine, do you see something on the horizon?"

You peer outwards, and suddenly you catch it. A flash of green (or was it blue?). You turn sharply. Mr. Hughes eyes glint with a avarice you did not expect, and he whispers,
"Yes, the object of our expedition nears."

Turning back to the bridge, you hear Mr. Nordvik utter a curse.
"Debris. We'll need to investigate." Yes, he is correct. You can see a swarm of wood and other detritus on the swells, off the port bow.
Mr. Hughes comes to his feet and says, "I really must protest Captain. We are so close to our goal, and the Scarab has been seen. Damn the debris, and press on!"

Mr. Nordvik turns back to him, coolly, and says, "It would not be proper, and I am captain of this vessel,"

You
>Side with Mr. Hughes. The goal is so close!
>Side with Mr. Nordvik. He knows these waters well, and the whirlpool isn't going anywhere.
>>
>>3822131
>>Side with Mr. Nordvik. He knows these waters well, and the whirlpool isn't going anywhere.
It could be our Frenchie pals, in any case if there are any survivors we simply cannot leave them to die.
>>
>>3822131
This >>3822182
If the Scarab still loiters around here, it means something is delaying him. It sure isn't the whirlpool if it is a recurring event. He can wait with the rest of us for all we care! We have a wreckage to check!
>>
>>3822357
>>3822182

"It might be La Gloire," you say, "We should help them. Besides, nautical law states tha..." "Yes, yes," Mr. Hughes interrupts, "Don't quote me laws, boy. It's just...well, we're so close!"
Mr. Nordvik's tone brooked no arguing, "We go to see the debris. I will launch a skiff, and the ornithopter to scout out the area. Henry, I assume you will go along?"

Yes, you will
>Alight in the ornithopter. That marvel will command a superior vantage point for spotting trouble
>Head out on the skiff. Best to be in the thick of it, and helping rescue any who may still be out there
>write-in
>>
>>3822999
>Head out on the skiff. Best to be in the thick of it, and helping rescue any who may still be out there
If things go wrong and the orni crashes, we can also help them or any others in distress! Let's move!
>>
>>3822999
>>Head out on the skiff. Best to be in the thick of it, and helping rescue any who may still be out there
>>
>>3822999
>Head out on the skiff. Best to be in the thick of it, and helping rescue any who may still be out there
>>
>>3823312
>>3823253
>>3823202
>Head out on the skiff. Best to be in the thick of it, and helping rescue any who may still be out there.

You make your way to the portside, where the launch is being prepared. Along with is William, and Mr. Nordvik, with three extra crew. The skiff is powered by a small steam engine of ingenious design. Once again, you are struck with how much money Mr. Hughes must have put into this expedition. He clearly is determined to succeed.

The skiff, though sturdily built, bobs like a cork on the rough waves. You head out, and watch as the ornithopter rises to the sky, its metallic armature almost invisible against the grey skies.

To get to the debris takes several minutes, and you see that it is mostly composed of wood and detritus. Strangely, the wood seems to be that of a fine dining room, not the hull of a ship. A lounge chair of distinctly Parisian style floats by. Mr. Nordvik turns to you, "Mr. McDermond, does this look familiar? You were friends with the Frenchmen. Did La Gloire sink here?"

You stare about, and remember what Richarde had said about La Gloire. "It was supposed to move like a fish, whatever that means." Mr. Nordvik nods, "I had some suspicion that the French had achieved it. A fully submersible sea-going vessel."
"But that would mean..."
"Yes, La Gloire is below us, and clearly damaged. Perhaps some people still live in that ship below, but it will be as a tomb."
You pause. Clearly a sombre thought. Richarde was a good soul, and you wished him no harm. La Gloire was sunk, that much was clear.

Will nudges you, and points towards the ornithopter. The pilot is signalling towards the whirlpool. In the distance, some 5 miles or more, you can see a vast shape descend from the clouds, heading ever so certainly towards that glow.

Mr. Nordvik says, blithely, "Your choice, Henry. The French were your friends, but we have done our due diligence in searching for them."
Will angrily interrupts, "We can't just leave 'em down there! We have a bathy-whatchit, we could go down, and make sure that they are alive!"
"Or dead," responds Mr. Nordvik calmly.

You
>Push for taking the bathysphere down to the wreckage of La Gloire. Perhaps there still remains some survivors trapped at that depth. This would mean giving up the chase of the Scarab
>Head back to the Chiron, and push full steam towards the whirlpool. Can't let the Scarab get away this time!
>write-in
>>
>>3823408
>Push for taking the bathysphere down to the wreckage of La Gloire. Perhaps there still remains some survivors trapped at that depth. This would mean giving up the chase of the Scarab.
>Point out that the whirlpool keeps appearing in this general area no matter what. If the Scarab had a nefarious plan in store, then he would have long since gone into the whirlpool to Lemuria and executed it a month or more ago. No, there must be something else significant thwarting his efforts, delaying him to the extent that he takes his frustrations out on the innocent populace of Cape Town. The Scarab can keep waiting - we have lives to save!
THE TRUE EXPEDITION WAS THE FRIENDS WE MADE ALONG THE WAY, MOTHERFUCKER
>>
>>3823740
Precisely
>>
>>3823408
>Push for taking the bathysphere down to the wreckage of La Gloire. Perhaps there still remains some survivors trapped at that depth. This would mean giving up the chase of the Scarab
>>3823740
Scarab probably never went there by himself but I would imagine he shove there many of his servants
>>
>>3823408
>Push for taking the bathysphere down to the wreckage of La Gloire. Perhaps there still remains some survivors trapped at that depth. This would mean giving up the chase of the Scarab

We're not just giving up on Richarde like that
>>
>>3824206
>>3824114
>>3824107
>>3823740

"If the Scarab had a nefarious plan in store, then he would have long since gone into the whirlpool to Lemuria and executed it a month or more ago. No, there must be something else significant thwarting his efforts, delaying him to the extent that he takes his frustrations out on the innocent populace of Cape Town. The Scarab can keep waiting - we have lives to save!" Your speech has Will nodding. Mr. Nordvik grunts in agreement. Waving the ornithopter back, you return in the skiff to the Chiron. There, with much speed, you and the crew prepare the bathysphere. It's a steel, iron and bronze lozenge, with a thick quartz-glass viewport at the front. Mr. Hughes had hired the pilot and inventor, who you see dismounting from the ornithopter.

Having never met the fellow, him being squirrelled away with John and the other engineers during the voyage, you are curious to meet him. A beanpole of a man, with absolute shocking amount of red hair. His nose, rather like that of an anteater, is topped with a set of spectacles. He blinks owlishly at you when you offer you hand and name, but then seizes it with surprising strength
"Capital meeting you, Harry. James has told me much about you. Tell me, are we ever going to see that young Russian fellow out of the brig. He has some excellent ideas. Runcibald Reeve, at you service. Charmed, charmed." His torrent of words, inflected with a soft lisp, stops suddenly, as he looks around wildly, before starting again with increased speed, "But you, of course, must come along. A sacred number then. Climb aboard, and be sure to bring two more of your friends." With that, he launches himself sideways, towards the side of the bathysphere.

Shaking your head, you turn to consider the situation. Two more. Who to pick?

>Of your available companions, pick two for the journey below
>Edward, Archie, Will, Kumari
>>
>>3824794
Edward and Will
>>
>>3824794
what >>3824811 said
>>
>>3824834
>>3824811

Turning to Will, who still stands beside you, you motion towards the bathysphere. He grins, "What the hell, I've seen worse ways to die."

You move off to find Edward. He stands overlooking the scene, clutching a valise in his hands. As you approach, he turns. "I expected this, which is why I took a precaution to pack my things. We are to descend into the depths? Very well." With considerable aplomb, Edward heads down as well, with you following behind. The bathysphere is now being craned into position. A crewman approaches you, and asks gruffly to take a look at some of the supplies Mr. Reeve had left out for your perusal. The crewman mentions that you could probably fit about three things inside that machine, or as he puts it, a, "cramped, hellish space, Lord 'ave mercy on ye,"

The sturdy boxes reveal
>A harpoon gun, pneumatically fired
>Portable arc-lights
>Maritime flares
>Experimental dioxide pills, for "rapid oxygenation", as shouted by Mr. Reeve upon inspection.
>A welding torch
>A large box of guncotton

Your current equipped items are
Cold-Weather Clothing (+20 to Survival checks in cold weather)
Bowie Knife (2 damage)
Damascus Scimitar (3 damage, increased crit range)
Colt Navy x2 (6/6 rounds, 4 damage)
Pocketwatch (+10 to Navigation)

>Let me know what you want to take (3 things), or if you want to change or drop any equipped items.
>>
>>3824943
>Experimental dioxide pills, for "rapid oxygenation", as shouted by Mr. Reeve upon inspection.
I know from Space Station 13 that oxyloss is BAD. This is mandatory to not only help us but others as well if distressing conditions arise.
>A welding torch
To weld leaks and shit with, which in a submarine can be crucial.
>Portable arc-lights
Assuming there is no electricity or power down there if their sub is in that shitty of a condition, then we will need these to light rooms safely during exploration of it's innards. Remember, sudden atmosphere changes WILL kill people outright. If the situation can be made stable, a sustained effort to gradually evacuate all survivors from in there could be done, maybe?

As for leaving things behind
>Pocketwatch
We won't need it underwater or in the submarine.
>Damascus Scimitar
We cannot CANNOT afford to lose it, and we already almost lost it during the Ibis ambush at Kumari's shack. Fuck losing the 100% irreplaceable gift the based shah gave us.
>>
>>3824973
This
>>
>>3825241
>>3824973

The pills, some five in all, are a bone white. They come in a small silver case, which you exchange for your pocket watch. The arc lights are box-like affairs, along with the gas welding torch. Finally, you put away the Damascus sword. You have a great fondness for it, after so short a time, and would hate to lose it to the depths. Will is already inside, if the colourful words coming from the bathysphere are anything to go on. You and Edward clamber up the side, and slide in.

From the hatch you enter a long hallway of sorts, lined with tubes and dials. Towards the stern you can see the bulk of a benzine engine, along with some curious device beside it. At the mid point, where you are, lies the hatch above, and a hatch below, seemingly with two doors. No doubt, this is the point where diving suits could be used.

The bow is another story. A quartz-glass window, latticed into eight separate pieces. Five chairs, leather-backed and sprung, line the sides, with one in the middle. Runcibald already sits in the middle, where several large columns emerge. With his hair, he looks like some demented Jack-in-the-Box. Will, sitting in the back left chair, grins wanly. "Man seems mental to me, but a right laugh as well,"

Mr. Reeves spins the chair in place, and you give a small jump. His eyes are covered with large goggles, which give the effect of magnifying them to enormous size. "Sit, sit, sit. We go now, dear boys, into the deep."

The bathysphere begins to swing alarmingly, as the crane begins to lower the ship into the water. You lower yourself into a seat, and prepare yourself.

The waves meet the ship with a great splash! It bobs, once, twice, and then begins to sink, slowly. The waters swirls around you, and below you yawns an abyss of darkness. Runcibald pulls a lever, and a powerful arc-light stabs forward. A thought occurs to you.
"Mr. Reeve, does this vessel have a name?"
"Name, no. I am much to busy. Besides, it's a piece of machinery, Harold. What good would a name do?"
"We'll have to give it one," you say, more to your companions than to the pilot.

The initial terror of the descent soon wears, and you, Edward and Will descend into solemn silence. The darkness of the water increases, and soon all you have is the light.

>1/2
>>
>2/2

Suddenly, from the gloming, rises a wall. The sudden appearance draws a gasp from you. It is made of steel, and you can see the dancing of broken glass along the sea mud floor. Small fish dart here and there, and as the ship begins to turn slowly, you see the extent of the problem.
"That's La Gloire," murmurs Edward.

La Gloire, some 300 feet in length, lies on its side. Where the bridge would be, of what you remember, nothing remains. It is fused, as if subjected to some great heat. There are several rents in the hull, but you can also see a steady stream of small bubbles, perhaps indicating air still trapped inside. Runcibald settles the bathysphere after completing the tour. Turning to the three of you, he says, "I must stay with the vessel, to ensure it's safety. However, there are three diving suits stored. At least, they should be. I never check, unless I have to. I think your best bet would be to go through the melted-top bit. Seems to be the most open."
Edward says, "I disagree. The rents in the side could give as a broader access to other areas of the ship."

You decide to go for
>The bridge. Runcibald is right. A lot of open areas.
>The holes in the side. It could give you more access to other parts of the ship.
>Find a airlock. It would take more time, but be the safest way in.
>write-in
>>
>>3825298
>The holes in the side. It could give you more access to other parts of the ship.
The bridge is fucked, but survivors must still be around in some air pockets inside. Our job should be to locate them and recover them... somehow? Do they have diving suits stocked in La Glorie? Bringing people up/down in the bathysphere doesn't require pressurizing or depressurizing? Is this the magic of the times at work in the quest or what?
>>
>>3825468
Supporting rents
>>
>>3825468

Your own bathysphere has a pressure lock, but depressurization would be an issue. For narrative sake's, should you be successful in rescuing people, I would timeskip the long process of up and down and whatnot for depressurization.

It would be safe to assume that La Gloire has diving suits.

>>3825572
>>3825468
>Also, locking choice

The process of putting on the diving suits, now with the task decided, is a long one. You, Edward, and Will don the stiffened canvas and fabric, and attach the cast helmet. Lines are hooked, air hisses, and through it all Runcibald chatters. The process of using the lock takes about a minute, as the cold water rushed around you and your weighted shoes. As you step down into the darkness below the bathysphere, your feet meet the sea floor. It is at this moment that you are struck, again, with the strangeness of the situation. You stand upon a vast plain of gray and dark blue, light only by the arc lights in your hands, and the ship above. Will and Edward soon stand next to you. Your breathing hose stretches behind you to the bathysphere, and before you lies the bulk of La Gloire. Your walk is slow, but determined. Curious fish swim by your helm, and after the initial feelings of trepidation, you feel more relaxed by the time you reach the rents. Upon this close inspection, they look like a series of claws from some great beast. A small stream of bubble comes from towards the bow.

Stepping through the largest one, you see it is the mess hall. Corpses float gently, barely disturbed by the current. You suppress a shudder.

You see two options for continuing. Towards your left, a hallway, gentling sloping upwards towards the bow. Towards your right, another passage outwards. This would head to the stern, where there seems to be less damage to the hull. Then again, there were bubbles of air leaving the bow of the ship, to the left.

You gesture towards
>The left. Best to check the bow first. We know there is air
>The right. The stern remains undamaged, and has a high chance of containing someone
>Damn the passages, use the welding tool to cut a way through the mess hall
>Go back outside, and find another path
>write-in
>>
>>3825677
>>The left. Best to check the bow first. We know there is air
>>
>>3825677
>The left. Best to check the bow first. We know there is air
Where there's air...
>>
>>3826605
>>3825774
>The left. Best to check the bow first. We know there is air.

Heading slowly and carefully, you lead Edward and Will down the corridor. It's eerie, as the corridor is turn at a 90 degree angle, and filled with water. The sumptuous carpet sits at head level to your left, and you have to be careful of cracked portholes. As the corridor curves towards the bow, the water level drops suddenly. You emerge into a pocket of air. Your arc light stabs a pure beam of white, illuminating dripping wall scones and a thick steel door.

Turning to your companions, you motion towards the door

>Use the welding torch to cut your way through. Time is of the essence.
>Knock of the door. See if you get any response. Can't be too careful.
>write-in
>>
>>3826831
>Knock of the door. See if you get any response. Can't be too careful.
>>
>>3826831
>>Knock of the door. See if you get any response. Can't be too careful.
>>
>>3826831
>Knock on the door. See if you get any response. Can't be too careful.
But in a rhythmic pattern anybody could recognize as from somebody human. Shave and a haircut, maybe?
>>
>>3827332
>>3827075
>>3826940

You reached out a leather gloved hand, and rap out a series of beats. You wait but a moment before you hear a furious banging on the other side, including some muffled shouting. It sounds French! Moving fast, you and Will begin cutting through the door. The welding light flashes bright and blue in the dim interior, with only your harsh breath as companion inside the helmet. Ten minutes past, and then the door opens. It swings inwards, opening to a terrible scene. A huddled mass of men are standing on the other side. Their faces are haggard, with eyes full of terror. With appealing arms, they reach towards you. Seeing beyond them, you can see the room is full of bodies, and that the corridor continues to another door, sealed and locked. The bodies are covered in bandages,

The nearest Frenchman is grasping at you, "Monsieur, monsieur...c'est terrible...mort, mort..." he fades away. Edward has removed his helmet, and turns to you, "The air is very foul. We must move them, immediately,"

You say
>Let us go forward then, open up more of the doors. Let more of the air out from behind the sealed doors.
>We must begin ferrying them back to the bathysphere. Each round trip would take, around one hour, taking a maximum of three per trip. There are 20 men in all, including you and your companions.
>Abandoned the weakest. It will be much too difficult to save them all.
>write-in
>>
>>3828228
>Let us go forward then, open up more of the doors. Let more of the air out from behind the sealed doors.
Air is limited. The more air we can circulate around total, the better it should be.
>Speak French to them. Tell them what ship we're from and ask them what happened to the place. Basically ask for a clear concise sitrep, because holy shit things are dire down here.
>>
>>3828228
>>3828266
This
>>
>>3829097
>>3828266

Tasking Will with the task of opening the doors, and Edward already treating the wounded, you turn to the man nearest you. His arm-band would give him the rank of sergeant. Removing your helmet fills your nostrils with the foulness of the air, but you push on. Given your natural skill with French, it is easy enough to talk with him. Pressing him for details, he states that La Gloire had been searching in this area for three days, most travelling on the surface.

Just before dawn, on the fourth, a terrible vision appeared. A massive zeppelin emerged from the clouds, spitting invisible death. It had two guns only, but they emitted beams of terrible heat. The captain, navigator, and most of the watch were killed in the first attack. Mercifully, it seems like the weapons take some time to fire. However, the damage was enough. The zeppelin then descended with strange cables and claws, which soldiers from the zeppelin tried to attach to La Gloire. Men from La Gloire repulsed them, however, and the rents in the hull were created as the zeppelin pulled away. It then headed south, but La Gloire was already sinking at that point. There was no time to escape. The power failed, and they drifted down. It had now been more than a day, by his estimate, since the attack.

Will, in the background, cries success, and you feel a rush of sweet air. He motions forward that he will keep going, and open more doors.

The Frenchman, by the name of Louis, says that there are escape pods, but they are located in the stern. Men tried to swim, but were killed by the dark or sharks. It's hard to tell. The group here retreated to safety, and waited death.

This sorry story is heartbreaking to hear, especially given the concern Louis so clearly feels for his fellows

You
>Press him for more details. Are there other survivors? Where is Richarde? What else does he remember of the zeppelin
>Go forward and help William. The faster you get air, the better
>Help Edward. Many of these men are badly wounded
>write-in
>>
>>3829187
>Go forward and help William. The faster you get air, the better
Air > everything else at this point.
>>
>>3829187
Ask >Where is Richarde?
before we head off to >Go forward and help William. The faster you get air, the better
>>
>>3829187
>>Go forward and help William. The faster you get air, the better
>>
>>3829187
>Go forward and help William. The faster you get air, the better
AIR FIRST
RESCUE LATER
also make sure to knock on doors and sense for odd vibration, signifying the other side is flooded, because we do NOT want to compromise the safe area
>>
File: La Gloire - Deck Plan.png (10 KB, 608x597)
10 KB
10 KB PNG
>>3829480
>>3829455
>>3829381
>>3829304

You ask Louis about Richarde, and he lowers his head. "He was in the stern, monsieur, as was his wont. He played cards with the engineers. I do not know if he is still alive," With this dire news, you head forward to Will. The hallway he is now in has five sealed chambers alongside the inside wall. At the end lies another door, leading to the forward batteries. Will turns to you, "Could be some useful things still in there, plus we need the air."

You caution him to knock on the doors, to check for vibrations, and then decide on your own course, which is too

>William will pick the safest-looking door, after your choice

>Open the battery door.
>Open the first room.
>Open the second room. This one is slightly warped, but does not sound like there is anything behind it
>Open the third room.
>Open the fourth room. It has water running from underneath the seam, just a trickle.
>Open the fifth room. It is slightly hot to the touch.
>Head back, and go for the stern doors
>write-in
>>
>>3830714
>write-in
Bang on the 4th door. If the room behind is full of water, it should be very obvious by the sound it makes (a dull thud as opposed to a hollow knocking). If it sounds dry, open that.
>>
>>3830714
>Open the third room.

Need to avoid number 4 and 5 like the plague, 5 seems like something is burning behind it which will gobble up our oxygen in no time should we open it, and we don't know how much water is being held back by 4 so we shouldn't risk it.

We also don't know what warped door 2, so we should probably avoid that one too lest it be sinister. Hopefully William picks door 1 and then we can press on.
>>
>>3830714
backing >>3831362; room 4 and 5 sound like traps to me based on the short snippets.
>>
Oh, also I think we should try and find a path to the stern. Not only is Richarde and likely a number of other people down there, but shuttling everyone out via the bathyscape will be a long and laborious process - if we can guide them to the escape pods instead we could just pick them up topside.
>>
>>3831389
>>3831362

You move to the third room, while Will moves towards the first room, near the battery. The welding of yours and Will fills the corridor with an acrid smell. With a sharp clang, the door pops open, releasing a foul stench. Peering inside, you can see that it is a larder, filled with semi-rotting food, and broken debris. Will gives a shout as his opens. From around the bend, you can hear a panicked yell, and the sound of a scuffle.

Running as fast as you can, you see Will on the ground, struggling with a man clad in a red uniform.

You
>Tackle the man to the ground
>Hit him with your welder
>Yell at him, trying to distract him
>write-in
>>
>>3833094
>Yell at him, trying to distract him
It should be something anybody would be jumping at in a place like this, like how you yell "SHARK!" at a beach. This plays to Henry's Charisma stat too, I hope.
>>
>>3833094
>Yell at him, trying to distract him
Do we recognise the uniform?
>>
>>3833094
>Yell at him, trying to distract him
Can we throw some of the rotting food at him for that extra distraction?
>>
>>3833673
A rotten tomato would suit his uniform and pisspoor acting.
>>
>>3833673
>>3833467
>>3833127

Thinking quickly, you reach inside the pantry room, grab a tomato, and hurl it at the man on top of Will. It hits with a solid thwack, while you shout out, "Shark!". The combination of tomato and loud voice turns the man's attention to you. His uniform, a dull red, is laced with several bronze looking devices. His expression is one of wild abandon. He begins to run at you, while talking in a strange tongue that sounds like a mix of Latin & Greek.

You
>Fight back. Give him a taste of the Queensberry rules
>Tackle him to the ground. Your diving suit should hold him down
>Run away. This man is clearly mad and dangerous
>Try to reason with him. Say something in Latin
>write-in
>>
>>3834442
>Try to reason with him. Say something in Latin
>Tackle him to the ground. Your diving suit should hold him down

Shout some standard things at him in Latin and see if he responds. If he doesn't, deck him.
>>
>>3834442
this >>3834451
>>
>>3834840
>>3834451

>Give me a Charisma (64) + Languages (20) - Circumstances (-15) - Language Barrier (-10) roll, d100, Bo3
>>
Rolled 42 (1d100)

>>3834914
>>
Rolled 83 (1d100)

>>3834914
>>
Rolled 97 (1d100)

>>3834914
>>
>>3835126
>97 vs 59, Critical fail!

>Roll d10 for intensity
>>
Rolled 4 (1d10)

>>3835466
Cock, I was all happy until I realised high = bad
>>
Rolled 8 (1d10)

>>3835466
Dash it all old boy!
>>
>>3835476
>4

"Pax, frater, pax!" You yell. The man stops, scowls, and says something back in his strange tongue. You repeat yourself. The man reaches for one of his bronze devices. They look like the ones Kumari has! He points it at you, and a bright lance of light flares. You dive for cover, and the beam hit the fourth room. The trickle of water becomes a veritable deluge as the door begins to buckle and crack. The man scowls again, and dashes towards the main battery, past Will.

You
>Follow the strange man! The battery will be a solid, well-built place.
>Rush back to the Frenchmen, and seal the door behind you. This place is flooding
>Try to repair the broken door, and stop the flooding
>write-in
>>
>>3835783
>Rush back to the Frenchmen, and seal the door behind you. This place is flooding
We've got nothing to fix the door with and if we get cut off, we've had it. He can die down here for all we care.
>>
>>3835783
>Rush back to the Frenchmen, and seal the door behind you. This place is flooding
FUCK REEEEEEEEEEEE TIME TO TRY ANOTHER FUCKING DOOR AAAAAAAAAAAAAAA
>>
>>3835783
>Rush back to the Frenchmen, and seal the door behind you. This place is flooding
Repairing seems like a lost cause
>>
Rolled 70 (1d100)

>>3836245
>>3835910
>>3835796

"Damn it all! Run, Will!" you yell, as you rush to the safety of the first corridor. Will is hot on your heels. Working together, you manage to shut the door, and quickly seal the door with your welding tools. But your frantic activities draw the attention of Louis and Edward, who come by your side.
>>
>>3837577

You have some choices to make, especially when you hear the roar of water behind the sealed door. You thankfully only hear a few creaks and groans.

You could
>Try to cut deeper into La Gloire. Dangerous, but there could be more deeper.
>Begin the slow process of walking the Frenchmen out to the bathysphere and up. This would take a total of 24 hours.
>Head to the stern, and explore that section. There are escape pods, supposedly.
>>
>>3837582
>Head to the stern, and explore that section
Consider it a time investment compared to how long the other method of escape will take - remember the airship is still in the area so the longer we stay here the more the Chiron itself is in danger and 24h is an unacceptable risk. And we might find Richarde & Co.
>>
>>3837582
this >>3837717
at least try to find the pods
>>
>>3837582
>>3837717
Yep going with this
>>
>>3838214
>>3837817
>>3837717

>Family stuff has arrived. Unlikely to get to this thread at the moment. Will continue in a week or so. Thank you for playing
>>
>>3840458
Damn. Hope things work out, whatever it is. See you there.
>>
>>3840458
>>3840467
REMEMBER TO ARCHIVE IT LIKE THE OTHERS
>>
>>3841025
Whoops, I was in the middle of doing that this afternoon and then wandered off and forgot about it. Looks like someone else already did it.



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