Re: The Scout Ship
You begin exploring the room, the strange runes, and getting prepared.
Vadim, Bartja, Gregor and Orvo begin studying the runes and sharing their thoughts.
Meanwhile, Desi is sending over what specs she can of the robots and weapons and documenting on video everything in the room. On the north side of the airlock (this would be facing south toward #2), Desi finds a touchpad that has the Sathar words "Enter Personal Code" written on it. From appearances, it appears to be a small safe (about 0.5 meters x 0.5 meters) that is locked. The code appears to require 3 numbers.
You discover the following:
Orvo: Using his communication skills, which are the most superior of the group, Orvo reasons the following: The runes are the left are the Sathar's version of codes to prevent unauthorized meddling with onboard systems by hackers or other intrusions. Each appears to correspond to some sort of system, representing one word or phrase per line. The numbers to the right can be manipulated to normal numbers like a combination lock. Different numbers will have different results. The runes themselves are like kanji or cuneiform, in that each symbol represents an idea or concept, and when put together will create a word or phrase.
Desi: Desi notes that the top combination of runes matches a marking over the northern door. The middle combination matches a marking over the southern door. She does not see anything offhand that matches the bottom markings.
Deciphering: Between everyone's rolls pooled together, you somewhat decipher the meaning of the following:
FIRST ROW (7 characters): successful on 1, 2, 3, 4, 6, 7
1-Main
2-Control
3-Crew
4-Bridge
6-Entry
7-Portal/Gate
SECOND ROW (6 characters): success on 1, 4, 5, 6
1-Secondary
4-Quarters
5-Storage
6-Ingress/Egress
THIRD ROW (7 characters): success on 1, 3
1- Klaxon
3- Amber
Let me know if I missed anything in the posts.
This message was last edited by the GM at 01:39, Tue 15 June 2021.