S A L V A G E GUNNERY | SEPTEMBER 12 Progress into the ship after the recent jump will find it sounding more unstable than previously, metal groaning and creaking near constantly in the pitch darkness - however, this will also have caused some other internal changes. Entering through medical and the empty elevator shafts, characters will this time find that the first set of doors encountered will open. The corridor behind will be collapsed inwards in places, but have space for characters to squeeze past, climb over or under obstacles, and show no signs of instability.
Progress in this manner will be slow going, but after having travelled the majority of the corridor, one pile of debris will noticeably include several of the larger machine guns previously housed in the armoury. These will be damaged, but more importantly indicate characters' location. Travelling a little further down the corridor will find the source, with a larger hole taking up the ceiling (now wall, with the ship being on its side) and the room adjacent, leading directly into the armoury.
The collapse that's occurred on one side of both levels here will mean that a large amount of time will be necessary to sort through the debris to find the weapons and ammunition. Many will be damaged, and ammunition will prove trickier to find. However, the longer they take, the louder and closer the structural groaning will become, eventually seeming to be near enough to be the room around them.
Characters will be able to return back the way they came, though the narrowness of the passage past cave-ins will not make transport of larger items easy, and it may be slower going if characters choose to retrieve anything of that size. The return journey will be otherwise straightforward, though still surrounded by the threateningly close sounds of structural disturbance.
A few minutes after entering the elevator shaft, there will be a distant, loud crack, following by a screeching of metal against metal that will grow louder and louder. The remains of the elevator, along with a large amount of debris, will roll down the shaft at increasing speed, and characters will need to move quickly to avoid being crushed by it. A few minutes after it passes, there will be a large crash as it meets the bottom of the shaft further down in the darkness.
NOTES: this salvage attempt should take approximately a day in total. Characters will be able to retrieve a maximum of 26 handguns, 19 electroshock guns, 8 rifles, and 1 machine gun, though the last will be incredibly difficult to bring out and slow their travel significantly. There will be approximately half of the ammunition needed for all weapons.
Please don't hesitate to contact us should you have any further questions about any of this information, specific interactions with the environment, or need anything clarified!
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GUNNERY | SEPTEMBER 12
Progress into the ship after the recent jump will find it sounding more unstable than previously, metal groaning and creaking near constantly in the pitch darkness - however, this will also have caused some other internal changes. Entering through medical and the empty elevator shafts, characters will this time find that the first set of doors encountered will open. The corridor behind will be collapsed inwards in places, but have space for characters to squeeze past, climb over or under obstacles, and show no signs of instability.
Progress in this manner will be slow going, but after having travelled the majority of the corridor, one pile of debris will noticeably include several of the larger machine guns previously housed in the armoury. These will be damaged, but more importantly indicate characters' location. Travelling a little further down the corridor will find the source, with a larger hole taking up the ceiling (now wall, with the ship being on its side) and the room adjacent, leading directly into the armoury.
The collapse that's occurred on one side of both levels here will mean that a large amount of time will be necessary to sort through the debris to find the weapons and ammunition. Many will be damaged, and ammunition will prove trickier to find. However, the longer they take, the louder and closer the structural groaning will become, eventually seeming to be near enough to be the room around them.
Characters will be able to return back the way they came, though the narrowness of the passage past cave-ins will not make transport of larger items easy, and it may be slower going if characters choose to retrieve anything of that size. The return journey will be otherwise straightforward, though still surrounded by the threateningly close sounds of structural disturbance.
A few minutes after entering the elevator shaft, there will be a distant, loud crack, following by a screeching of metal against metal that will grow louder and louder. The remains of the elevator, along with a large amount of debris, will roll down the shaft at increasing speed, and characters will need to move quickly to avoid being crushed by it. A few minutes after it passes, there will be a large crash as it meets the bottom of the shaft further down in the darkness.
NOTES: this salvage attempt should take approximately a day in total. Characters will be able to retrieve a maximum of 26 handguns, 19 electroshock guns, 8 rifles, and 1 machine gun, though the last will be incredibly difficult to bring out and slow their travel significantly. There will be approximately half of the ammunition needed for all weapons.
Please don't hesitate to contact us should you have any further questions about any of this information, specific interactions with the environment, or need anything clarified!