The Gang Sets Off on a New Adventure
Samar gives the gang a thumbs up and descends back into the submarine. There's a few clangs, shudders, and for a moment the turbines start spinning. You hear Samar mutter something and the submarine stops moving once more. She pops back out of the top and says, "All right, she's ready for her crew!"
As you all clamor into the small submerisble you take in the interior. It's very utilitarian, many pipes and wires are exposed to the interior. Your feet clang on the metal grate floor and you have to bend down slightly to avoid hitting your head on the roof. Each side of the sub is lined with several seats, enough for the gang to sit in relative comfort and safety. The front of the submarine sports a large seat with a complex harness laid over it. In front of it, there sits a U shaped steering wheel and a large yellow lever. Dials and gauges surround the steering column. Above it is a control board filled with switches and buttons, along with one big red button off to the right. On each side of the pilot's seat are a number of monitors that show various camera feeds of the exterior of the submarine. Pimblokto is seated comfortably in the chair already and turns to face the crew. He waves cordially, and you notice his helmet has been replaced with the old brass helmet you saw on the diving suit in the hall. In addition, the spaces between his armor plates have been covered with some stretchy, presumably waterproof plastic.
Samar points to the controls at the front of the submarine. "Pimblokto will be steering because he knows what all those buttons do. But in the case that he's not able to, the wheel controls the direction of the sub and the lever controls the speed. In an emergency, you won't really have time to worry about those switches so don't worry about them now. The big red button is the emergency eject. All the seats are rigged so that when you press that button they will be launched out of the sides of the sub and packs in the back of them will inflate and pull you to the surface. I recommend you hold your breath whe- if that happens."
She points up to the entrance in the ceiling. "Maria and I will take the speeder around the cliffside and meet you on the ocean. The submarine has its own way of getting down, and I think you'll like it."
She starts climbing the ladder but stops halfway. "Or you might not. In any case, buckle up."
Without any further explanation she pulls herself out of the sub and you can see her climb down its side and exit the workshop.
You all get into your seats and make sure your straps are tight before Pimblokto flips a switch and you hear a loud, metallic CLUNK as something underneath the sub moves. On the monitors you see the room suddenly move up as you start to feel weightless. The submarine is falling through a trap door in the floor! Pimblokto doesn't say a thing as the camera feeds are enveloped in darkness and you hear the wind whipping past the sub. Then, something clinks against the hull of the sub and you feel gravity return quickly as an unseen winch screeches and whines as it slows the sub. Finally, you hear it splash down into some water and Pimblokto throws the lever. The hum of the turbines starts up and you move through the dark water and out through a hole in the rocky cliff face.
The refurbished speeder pulls around as the Ophelia exits the cave. The radios crackle as Maria's voice comes over the channel. "Alright! You guys made it out okay."
You hear Samar say in the background, "Of course they made it, I personally triple checked the deceleration calculations."
There's a short pause, then Maria continues, "It's gonna be a little bit of a ride, but lucky for you guys I managed to pull some blueprints of the ship we're headed to. I'm sending them to your screens now."
One of the leftmost screens flips over to a heavily annotated image of a ship."That's what the Cat's Paw looks like on the inside. The labels are rough translations, but the important thing are those green dots. That's the water level. Anywhere below that and you'll need your SCUBA gear to breath. The red circles are the most interesting part, though. Those are possible entry points for you guys. One and two are just doors that came on the blueprint, but three is something new we found through sonar imaging. Apparently there was a hole blown in the side of the ship, which is why it has sunk so low this far. It might be worth checking out, assuming it's safe to do so. There's a lot of unknowns."
Samar's voice now comes over the radio, more clearly than before. "We will leave it to your team to decide where to go. Pimblokto can take you to any of them using the Ophelia. We'll hang back and monitor the ship as well as your progress."
Your crew can decide to enter the ship through entry 1, the door above water
, entry 2, the door underwater,
or entry 3, the hull breach
. Or you could try something else.