Under Skolldir's expert hands, the interface of the bomb was soon evident. Unfortunately, the mechanics of it made no sense, with wires going nowhere, electricity flowing through highly resistive materials, and a generally nonsensical setup. Fortunately, the interface is very interactive, apparently consisting of a series of trivia and other challenges. Everyone had their forte to cover, from Hope having to identify and replicate the notes of an Italian aria to Tough Stuff having to answer obscure bits of baseball lore to Replica being asked about material properties to Earth Science questions for Titaness. And after the first round of trivia, the questions get weird, becoming more personal, almost Truth or Dare, although for anyone other than the answerer, it's anyone's guess as to whether or not truthfulness of answers mattered.
The last question is answered with the timer stuck at 0:01 on the display. There's a brief fanfare
, and then Quirk appears in mid-air over the bomb.
“That was awesome,” Quirk crows, pumping his fist in the air. “You guys are a lot more fun than grumpy old Captain Thunder! We’re gonna have lots of fun together. I gotta run, but I’ll be back soon.”
A blinding flash of light fades to reveal the damaged interior of the server room of the Fun-Time Toys R&D labs, but Quirk and Toy Boy are
nowhere to be found.
Making your way back to campus imposes little more difficulty than it did getting to the Fun-Time building, for those who arrived intentionally. Unfortunately, no matter how sneakily you try to enter the campus, together or apart, you are met by an irate Duncan Summers, who refuses to listen to explanations at this time, but does insist on a full and complete action report the next morning. Skolldir and Hope are not spared his acidic wit as he assumes they made their own decisions to attend this outing.
Speaking with your classmates, or looking it up online, you find that the ghost pirates that the heroes of the city were engaged vanished very suddenly and anti-climatically mid-fight. A bit of mental math adds up that they vanished about the time you defused the bomb. Strange coincidence, that...
OOC wrote:Under the module's description, all that's involved to disable the bomb is a DC 25 check, Disable Device in 2E, which would be Technology in 3E. I thought about stringing things out, having the bomb require skill checks from each person in the team (Earth Science questions for Titaness, Baseball trivia for Tough Stuff, etc), but not everyone had skill ranks invested, and it felt like it just added one more die roll to the game.