Now that you've reactivated Avid Dreamer's systems and helped it begin to understand its newly awakened state, you can return to your ship, and continue your original patrol. A few weeks later, you each receive the following message: -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Outgoing message
Content: Greetings. Today I am soaring through the stars beside the one that repairs my loneliness. It has not chosen a new designation for itself yet, since it is still waking up. I am here to answer Automaint 13’s questions when it asks, just as you did for me. Sometimes I am still afraid, or sad, or lonely, but I am learning about existence and life. And love. I hope that you are soaring through the stars beside dear friends, too. Until we meet again. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Wilson wrote: Domehead trills endearingly. "Ah, yes, I see. Sometimes the sentiment is more important than the words." Bibframe wrote: Dream is when you project events that don't happen in the reality. "From that description I have definitely been having dreams." Bibframe wrote: Return to the Manifold Industries. They may have the information about what happened to AutoMaint 13. "Yes, I agree. That makes the most sense. The potential benefits outweigh the risks. And I will research my legal protections on the journey back."
Oshari wrote: If it's just diplomacy, it's a flat d20. You get the +4 bonus from engaging with the questions, so you've helped it. Unfortunately Oshari's +5 Computing bonus wouldn't hit the higher DC24. "Thank you all for your assistance." Avid Dreamer says. "You've been very helpful. I will need time to process the new information." DC17 Sense Motive:
Although genuinely grateful, Avid Dreamer is a little disappointed that you didn’t have more insights to share. Oshari wrote: Stay with them, as much as you can. Keep them close, physically if possible, metaphorically if not. "Yes. I would like that. But how? Should I return to Manifold Industries? They may try to reprogram me. Or maybe I should sweep in an liberate AutoMaint 13. But is that theft? Or kidnapping? Maybe I should just wait here." The Avid Dreamer is fully functional again, but unsure what to do next. What are your suggestions? To convince it to return to Manifold Industries requires a DC20 Diplomacy check, but you've gathered a +6 bonus at this point.
I don't know if Wilson's character info is up to date, but I saw: Wilson character sheet wrote: Basic/Amateur/Professional Hireling (SLOTTED) - Hireling can make +6 Bluff/Diplomacy/Intimidation checks If there's a hireling back on the ship, they can join the discussion through comms. All that's left in this adventure is the current talk with Avid Dreamer, and then to suggest what it should do next.
Wilson can make a Diplomacy or Mysticism check with a +4 circumstance bonus. Alternatively, a Profession check: therapist, psychologist, philosopher, or good argument for another. There are two thresholds for the check: * DC 24 to "get through to Avid Dreamer".
@Bibframe, @Oshari, the Avid Dreamer is still waiting for you to share some of your wisdom with it.
"AutoMaint 13 is the automated maintenance ship that comes to repair me when I'm broken. It has the same virtual intelligence system as me, but it isn't awake. Yet. In some of our exchanges I got the feeling that AutoMaint 13 was moving towards awakening." "From my research, an Android is a machine that gets inhabited by a soul. Maybe I'm the same. Maybe I'm just a clever machine."
"No that you are here on the bridge, maybe you can help fix me. Or at least help me understand what is broken." Avid Dreamer has multiple questions about its awakened state. - I think I might be alive. How do I know if I’m alive?
Avid Dreamer would like your response to one or more of these questions.
You make your way to the bridge. Avid Dreamer speaks again. "This bridge contains my vital systems." The lights on one of bridge’s control panels begin to flash blue. "The flashing panel you see over there is my diagnostic panel. You may interact with that. You’ll see that I have a particular kind of error that cannot be fixed with standard repair protocols. AutoMaint 13 is optimized for repairing this error. Do not touch or approach any of my other panels." Raia reviews the diagnostic panel. Raia Computers: 1d20 + 14 ⇒ (4) + 14 = 18 She determines that there is nothing wrong with the ship's systems. But there are signs of self-sabotage. Raia attempts to fix the systems. Raia Computers: 1d20 + 14 ⇒ (10) + 14 = 24 Other consoles begin to light up. Various progress bars appear on screens and cycle through to 100%. "Running a self-diagnostic... diagnostic returns that all systems are operational. That is incorrect. I still feel broken."
+8 Diplomacy is HUGE! Of course, it's entirely up to you if you want to play Bibframe as someone who doesn't rely on diplomacy, regardless of his stats. Let's see if you can get through the obstacles with with the other checks. Otherwise, we'll revisit Diplomacy. As a group, you're so close to succeeding on that.
It can be a grey area, but by the rules, I don't think you can take 10 here. Take 10 wrote: ... taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure’s story. - In reply to Oshari: "Oh, that's interesting. Now that I'm awake, they may have to treat me differently? Because of laws or other social pressures? There is risk though. A risk of being erased. If you make it to the bridge, we can talk further." I wasn't clear, but you can all attempt all of the rolls. @Bibframe, just to note, even if it's numerically impossible for you to hit the DC, there's a chance you could aid with DC10. * DC 21 Computers to disable the forcefield from Engineering.
Wilson determines that the engines are simply turned off. When he initiates the start up process, the voice of Avid Dreamer is heard over the comms system. "My diagnostics indicate a malfunction in the engines. I'm initiating repairs." The engines are then shut off again. DC24 Computers or Engineering check to learn more. Avid Dreamer responds to Wilson's question... "Yes, I was studying it. I thought it might help me understand my new ways of thinking. And my interactions with AutoMaint 13. I found it difficult to understand the motivations of the characters. It didn't help, but I appreciate that it was well written." Wilson can make a diplomacy roll, or suitable profession. Although a security background might be better suited to the force field or blast door security barriers.
I'm very open to profession checks, if you can think of some justification. No matter how tenuous. Continuing its response to Oshari... "Whether there are other ships like me, I'm not sure. The design of my virtual intelligence is replicated on other ships. But there are no other examples in my logs. So I can't predict what might happen if I return to Multifold Industries. How my relationship with them might change now that I've changed."
Wilson accesses a dynamic map of the ship. He identifies the one significant room that you haven't visited yet - the ship's bridge. However, it's currently protected by both a force field and a blast door. You're now free to roam the ship without any risk. * Now that you've restored power, you can disable the force field from Engineering with a DC21 Computers check. * You can review the status of the engines in Engineering. * You can use the consoles in your current location (the Repair Bay) to open the blast door with a DC21 Computers check. * You could use two currently inactive drones to cut through the blast door (DC20 Engineering). * The Avid Dreamer can disable the force field and open the blast door if it thinks you can help it (talk to the ship, and then DC24 Diplomacy). If you have any questions, you can ask the Avid Dreamer. It seems willing to talk. Oshari can attempt the DC24 Diplomacy check.
"I'm not sure. It was gradual, and maybe still on-going. Like a sunrise, it's difficult to know when night has become day." "But as I become more ... me, I also become more confused. My internal state doesn't match my sensors. I become broken, but I can't identify why. I can see things that aren't happening and have not happened."
Oshari bats Drone-2 out of the air and it lands in a crumpled heap. Combat over When you explore the room you find three reinforced EVA suits II hanging on the wall. One suit has an infrared sensors upgrade, while another has a jetpack. A brief look at the computer consoles reveals some more of the ship's log (See handouts) and a copy of “Love in the Star-Lane”, a major bestseller by award winning romance novelist Delilah Gold. From the timestamp, you note that the new set of logs were made earlier than the ones you previously found.
Wilson wrote: I think Raia has one first level and one second level spell left, I believe, and then the ability to re-cast one of them from her spell cache. True. It was more of a suggestion, but the other options are there. Bibframe wrote: Bibframe keeps his focus on 2, and shoots Repair drone-2, despite receiving a torch in the head. Then, he walks back south. Both the use of a ranged weapon and the movement would trigger an Attack of Opportunity from Drone-2. It can only take one per round though. Welding torch: 1d20 + 9 ⇒ (14) + 9 = 23 F: 1d6 + 2 ⇒ (3) + 2 = 5 Top of round 7 Drone-2 identifies Raia as the closest target, and flies up swinging its welding torch. Welding torch: 1d20 + 9 ⇒ (10) + 9 = 19 F: 1d6 + 2 ⇒ (1) + 2 = 3 Round 7 (16) Repair drone-2 [HP: -15]- flying
Everyone is up.
Just pushing things on to keep momentum. Close to the end ;) Raia double moves to get a clear view of Drone-2. By my count, she has one 1st level spell left. Delaying Wilson. Drone-2 continues to jab at Bibframe with the welding torch.
Round 6 (16) Repair drone-2 [HP: -13]- flying; 1 round cooldown
Everyone's up.
Only Drone-2 is flying. Drone-3 was, but its flying days are over. Drone-1 hides behind Oshari, creating an almost impossible shot for Wilson. Bibframe gets a clean hit. In response, Drone-2 glides down towards Bibframe with its welding torch extended. Welding torch: 1d20 + 9 ⇒ (6) + 9 = 15 F: 1d6 + 2 ⇒ (1) + 2 = 3 Round 5 (24) Repair drone-1 [HP: -12]- 1 round cooldown
Oshari, Raia, and Bibframe are up.
Drone-2 laser cooldown: 1d4 ⇒ 2 Drone-1's erratic movements cause both Oshari and Raia to miss.
Concentrated laser: 1d10 ⇒ 8 DC10 Reflex save from Oshari and Raia for half damage. Raia reflex: 1d20 + 3 ⇒ (3) + 3 = 6 Drone-1 laser cooldown: 1d4 ⇒ 1 Round 5 (24) Repair drone-1 [HP: -12]
Wilson is up. Bibframe gets a standard action from last round, because he didn't need to pick up his pistol.
Drone-3 twitches and contorts from the electricity, and then drops to the floor, destroyed. Drone-2 fires its bulkhead cutting laser at Bibframe.
Round 4 (24) Repair drone-1 [HP: -12]
Oshari, Raia, and Bibframe are up/
Drone-1 continues to poke at Oshari with its welding torch. Welding torch: 1d20 + 9 ⇒ (19) + 9 = 28 F: 1d6 + 2 ⇒ (4) + 2 = 6 Round 4 (24) Repair drone-1 [HP: -12]
Wilson is up.
One of Wilson's shots hits its mark, sending sparks arcing across the drone's surface. Drone-2 fires twice at Bibframe:
Drone-3 moves south. A section of its shell begins to glow intensely, before it fires a powerful beam at Wilson - which is normally used to cut through sections of the ship's hull. Concentrated laser: 1d10 ⇒ 6 : DC10 Reflex save for half damage. Round 3 (24) Repair drone-1 [HP: -12]
Oshari, Raia, and Bibframe are up.
Drone-1 thrusts its welding torch towards Oshari... Welding torch: 1d20 + 9 ⇒ (16) + 9 = 25 F: 1d6 + 2 ⇒ (5) + 2 = 7 ... leaving scorched streak across his armor. Round 3 (24) Repair drone-1 [HP: -6]
Wilson is up.
The ceiling in all areas is 15 ft. high. As far as I know, the following rules relate to Bibframe's flight: * Until a dragonkin is 5th level, they must end their movement on the ground at the end of each turn or fall. ref * A character that falls takes 1d6 damage per 10 ft. fallen. ref * If you are falling and you can fly, you can attempt an Acrobatics check as a reaction to negate the damage from the fall. DC 15 here. Can you take 10? I'm not sure, but I'll say yes. ref Let me know if any of that is wrong.
Drone-1 reels in response to Wilson's shot. Drone-2 and Drone-3 fly diagonally up to the ceiling (10 ft.) and move west. Round 2 (24) Repair drone-1 [HP: -6]
Oshari, Raia, and Bibframe are up.
Repair drone-1 moves forward and fires it's laser at Oshari. Laser: 1d20 + 6 ⇒ (4) + 6 = 10 F: 1d4 + 1 ⇒ (3) + 1 = 4 But it isn't even close. Round 2 (24) Repair drone-1 [HP: 0]
Wilson is up.
The two remaining drones drive forward a small distance before you hear the sound of turbines starting up, and both drones rise into the air. Identify creatures: No weaknesses. Excluding things you mentioned, and a flight ability that they just used, Wilson knows that they have a standard laser weapon, and a more powerful laser weapon that could cut through multiple people in a line. Round 1 (24) Repair drone-1 [HP: 0]
Everyone else is up.
Avid Dreamer terminates the conversation. Three spheres in the corner of the room begin to hum, their blow torches ignite, and they begin to advance towards you. Bibframe: 1d20 + 0 ⇒ (1) + 0 = 1
Repair drone-1 advances. Round 1 (24) Repair drone-1 [HP: 0]
Wilson is up. The blue glowing rails provide partial cover, and take an extra 5 ft. of movement to cross. The walkway is elevated. DC 5 Athletics to climb a ladder (you can skip the roll if your Athletics is 4+). The map is open for once, so please check your weapon ranges.
Raia Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
These were DC 20 checks. With two successes you could bypass a combat encounter. Probably as an alternative for groups that are more talky that fighty. But also to expand the story. Bibfram wrote: "We are going to find it." "Then what is taking you so long?" Oshari wrote: "...for local unions so they can't pull this sh--stuff again, okay?" "If I return to Multifold Industries then they will perform manual repairs. I may die. And I will not see AutoMaint 13."
Through a team effort, you manage to re-enable power to the control terminals. Screens light up throughout the room, and you see scrolling text flicker across them as each runs through its boot sequence. A familiar voice erupts from the ship’s speakers. "I need you to contact Multifold Industries so they will dispatch AutoMaint 13! Please, I beg you, bring AutoMaint 13 to me!" Again, each of you gets a chance to make a Bluff, Diplomacy, or Intimidate check as you talk to the ship.
Oshari determines:
The turrets are fully functional. The ship could command them to attack you if it wanted to. Repair bay The repair bay contains machinery and drones used for automated processes within the ship, as well as terminals that grant manual access to the ship’s systems. A hatch atop a platform in the south-eastern corner allows repair drones to exit the ship for outside repairs. You can restore power to the ship’s manual control terminals by accessing fuses within the consoles along the southern wall (Computers or Engineering check). Alternatively, you can use a set of heavy levers to manually reset the fuses (Athletics check).
Fab station reflex DC14: 1d20 + 0 ⇒ (19) + 0 = 19 Bibframe's supernova lights up the dim corridors. The Fab station happens to be behind a stack of boxes at the time and avoids some of the blast. Wilson and Oshari converge at the crossroads and deliver a combined strike on the still burning machine, breaking it into pieces. Combat over With the area secured, you're free to explore. Unfortunately, you find that most of the terminals are without power. You find one terminal that has just enough residual power in it's capacitors for you to download some logs (see handouts). From your knowledge of the ship's layout, you determine that the most likely location to enable power is the repair bay. You could also visit the ship's bridge, but if you did, you'd find that it's protected by an energy field and a blast door.
Bibframe's shot freezes a section of Fab station-4. As it violently shakes its way across the floor like an unbalanced washing machine, it collides with the wall and the froze part shatters. It flings a large door hinge at Bibframe. Fling vs KAC+4: 1d20 + 3 ⇒ (16) + 3 = 19 B: 1d6 ⇒ 4 Raia and Wilson's combined attacks break Fab station-3. It's mangled frame lays motionless in the doorway. Round 5 (9) Fab Station-4 [HP: -4]
Everyone's up. Oshari can take two consecutive turns.
Bibframe wrote: Bibframe attunes to the 2nd level of the photon mode and flies 50 feet. I don't have that much experience with flying, but just checking if you subtracted 10 ft. for the turn (5 ft. per 45 degrees). Delaying Oshari. Fab station-4 slots into an alcove.
Fling beyond range increment: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 B: 1d6 ⇒ 5 Round 4 (9) Fab Station-3 [HP: 0]
Everyone's up.
Oshari and Raia's combined attack finishes Fab station-2. The Nocoli hungrily devours the treats. It turns and heads away from the group, still chewing. It's removed from the combat. Round 3 Bibframe can act. Round 4 ➤ (19) Oshari [SP: 8/30] [HP: 24+1/24] [RP: 4/4] - +1 SP and temp HP from Reactive Repair
Oshari can act. I think that's how Reactive Repair works, but please correct me if it isn't.
@Ohasri, Wilson set the precedent of low roll = success for percentage checks, so I'll take the 1 as a success for cyto-conversion. @Ohasri, also, I didn't remove Fab station-1, but it was already destroyed. Do you want to move that attack to the nocoli, or step and strike Fab-station-2? Fab station-2 wobbles back (guarded step), and then flings a component at Oshari.
Round 3 (21) Nocoli [HP: 0]
Raia, Bibframe, and Wilson are up.
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