[><] Radio Room
"We'll take the radio room," you say.
Ethel nods. "Then I'll take the stern. Doris, you'll take the bow."
You all nod, and go your separate ways, with Doris ahead of you.
As you enter the hall, you light your Hand of Glory. The effect is immediate as light moves in a liquid wave towards your location, pooling around you and sticking around in places where water would collect if rain fell sideways down the hall, and outwards from the light of the candle in the hand. It's a very weird sensation.
The hallway is fairly cramped for both of your groups, but you don't have as far to go as Ethel, and with the Hand of Glory collecting all the light, none of the Germans on board have time to react before you messily gun them down in a wall of bullets.
The trip to the radio room goes faster than you'd expect - as important as it may be to stop you from getting to the radio room, there are only so many troops a zeppelin can carry, and they seem unwilling to expend all of them if there's even the slightest chance they'll have to stop you from getting out, as well.
Whoever they chose to defend the radio room itself, however, it is clear they chose poorly. Your wind magic is more than enough to pin them to the wall, and Indra and Emmanuelle dispatch them with a detached ease. Those inside surrender without a fight...
[ ] so you simply tie them up using some unused cables
[ ] but you knock them out anyway
Doris gives you a salute before she and her team practically dive down the stairwell to the fore gondola. There's the sound of a fight, then a few gunshots, then the gondola goes silent as far as you can tell over the din of a gunship zeppelin at war. You motion rather than order your team to look around the room. You find some interesting documents and guides on Enigma, but nothing of interest. More importantly, you don't find what you came on board the zeppelin for.
You turn the radio back on. <<It's not here.>>
<<Not here either,>> says Doris. From the third radio comes the sound of muffled German and the crack of black walnut meeting skull at a healthy speed.
<<The executive officer had it,>> said Ethel. <<Heard the boarder alarm and ran for the stern gondola. Seems the crazy bastard was planning to jump.>>
"Out of a moving zeppelin? In a war zone?" you ask incredulously.
<<That's what I said, but he seemed very confident in his parachute. So I liberated it from him, of course.>>
You nodded. It was a good idea, in case you couldn't get back to the carpets in time. You check your watch - and wince. You might have to run.
<<So what now?>> asks Doris. <<We just get off this thing and go?>>
Ethel makes a pensive noise. <<Doris, how hard do you think it would be to steer an airship?>>
<<...about as hard as steering a regular ship, but more so, why?>>
You can practically hear the feral grin.
<<Let's turn this thing's guns on the Huns, shall we?>>
Doris pauses before answering. <<We'd have to get control of the entire zeppelin, very quickly, and we'd still have to abandon it anyway. If we want to do some damage, I'd say it'd be much easier to just ram it into another zeppelin and see if we can't start a chain reaction.>>
Simon motions for the speaker, which you hand to him.
<<If I may be so bold as to suggest something myself, we could simply take the zeppelin and land it somewhere far from prying German eyes. It would no doubt be easier to fend off what crew remains if we promise them fair treatment as prisoners of war, with little chance of other zeppelins shooting them out of the sky once we escape this formation.>>
<<Well, Satou?>> asks Doris. <<You've got more experience with night combat than I do. What do you think?>>
[ ] Abandon the vessel immediately (2 ACCURACY, may result in being shot at)
[ ] Ram it into another zeppelin (2 DIFFICULTY, you'll only have a few seconds once it's on a collision course to abandon ship but it's guaranteed to put a sizable dent in the formation)
[ ] Steal the zeppelin and head to a safe RAF base (3 DIFFICULTY, you have to escape the formation in a flying cigar full of hydrogen while Germans are shooting at you, but once you get out of range you'll mostly be safe, and it'll be a sizable intelligence coup to steal an entire zeppelin)
[ ] Turn the guns on the other zeppelins (4 DIFFICULTY, you have to either force or convince the entire crew to cooperate enough with you for as long as possible, and this will likely be a death sentence for them even if they do cooperate)