
Meranthi |

Iseph steps out of the shadows and catches Yellow staring at Tuirk with anticipation of dinner. T'Krunch's injects something into Red, which will hopefully make the rat more edible. Tuirk is surprised when Yellow tries to gnaw on his ankle and his shot at Red goes wide.
The rat nibbles at Tuirk (AO)... Bite: 1d20 + 7 ⇒ (8) + 7 = 15 for piercing+Fort save: 1d6 + 2 ⇒ (2) + 2 = 4 ...but misses as Tuirk jerks out of the way at the last second.
It tries again... Bite: 1d20 + 7 ⇒ (3) + 7 = 10 for piercing+Fort save: 1d6 + 2 ⇒ (1) + 2 = 3 ...with even less success.
★★★
Rat’s Nest! Round 1
Party Conditions: Difficult Terrain
Battlemap
──────────
BOLD IS UP!:
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Iseph (6/6 SP; 10/10 HP)
Tuirk (9/9 SP; 9/9 HP)
T'Krunch (7/7 SP; 10/10 HP)
Yellow Rat (-6 HP)
Glaukos (6/6 SP; 10/10 HP)
Korth (6/6 SP; 8/8 HP)
Kalhoun (7/7 SP; 11/11 HP)
Red Rat (-10 HP)

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Life Science to ID: 1d20 + 7 ⇒ (7) + 7 = 14
Glaukos steps up to the doorway, and takes a shot at the rat he can see more clearly (Red).
Tactical Semi-Auto Pistol: 1d20 + 1 ⇒ (13) + 1 = 14; Damage (P): 1d6 ⇒ 6 (range 30 ft)

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Kalhoun rushes in and fires at Red.
Pulsecaster Pistol: 1d20 + 5 ⇒ (7) + 5 = 12 vs. EAC
Nonlethal Electricity: 1d4 ⇒ 2

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Korth moves Gaulendor into the room and has him strike out with his tail at yellow. He then fires his pistol at yellow.
Taclash Tail Strike with 10' Reach vs KAC: 1d20 + 4 ⇒ (13) + 4 = 17
Nonlethal Slashing Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Azimuth Laser Pistol vs EAC: 1d20 + 2 ⇒ (20) + 2 = 22
Fire Dmg: 1d4 ⇒ 3
Edit: It then starts to Burn. Crit Burn: 1d4 ⇒ 3

Meranthi |

Glaukos recognizes the creatures as scrap rats. Similar to the kind on Absalom Station, they collect bits and pieces of scrap and this is obviously their nest. Their bites carry disease, so you should avoid getting nibbled.
Glaukos and Kalhoun both shoot at Red. It squeals in pain and dodges back into the piles of stuff scattered around. You catch a glimpse of its tail as it flees out of the room.
Korth rides Gaulendor into the room, striking Yellow and injuring it badly.
★★★
Rat’s Nest! Round 2
Party Conditions: Difficult Terrain
Battlemap
──────────
BOLD IS UP!:
──────────
Iseph (6/6 SP; 10/10 HP)
Tuirk (9/9 SP; 9/9 HP)
T'Krunch (7/7 SP; 10/10 HP)
Yellow Rat (-17 HP)
Glaukos (6/6 SP; 10/10 HP)
Korth (6/6 SP; 8/8 HP)
Kalhoun (7/7 SP; 11/11 HP)
Red Rat (-18 HP)

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I rolled the critical effect and forgot to roll the extra critical damage for just the weapon. There should be an extra 1d4 on top of the Burn effect.
Weapon Crit F Dmg on Yellow: 1d4 ⇒ 1

Iseph 20220831 |

Iseph keeps themself low again and shoots Yellow again.
DC 20 + Yellow's CR, Stealth, Trick Attack: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Tactical Semi-Auto Pistol vs Yellow: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 1 P damage plus 1d4 ⇒ 4 additional if target is FF

Meranthi |

Yellow doesn't see the shot from Iseph and hisses as it cracks into the floor nearby, but just misses the rat itself.
★★★
Rat’s Nest! Round 2
Party Conditions: Difficult Terrain
Battlemap
──────────
BOLD IS UP!:
──────────
Iseph (6/6 SP; 10/10 HP)
Tuirk (9/9 SP; 9/9 HP)
T'Krunch (7/7 SP; 10/10 HP)
Yellow Rat (-18 HP)
Glaukos (6/6 SP; 10/10 HP)
Korth (6/6 SP; 8/8 HP)
Kalhoun (7/7 SP; 11/11 HP)
Red Rat (-18 HP)

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"Aw, our food just scurried away," huffs T'Krunch. "Still a morsel left."
He moves for a better shot as he again spins the cylinder on his needler pistol to a needle marked, Tenderizer and fires at the remaining rat.
Move
Ranged (tactical needler pistol) v yellow: 1d20 + 2 ⇒ (7) + 2 = 9
Damage (P) with biohack: 1d4 ⇒ 3
Basic Inhibitors (Tenderizer): The target takes a –2 penalty to AC.

Meranthi |

As Tuirk steps away, his final shot brings down the rat.
No damage to anyone except the rats.
You search the nests of the scrap rats and find a mk 1 serum of healing and a control rod.

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Very efficiently handled, everyone, Glaukos says, pleased, as he returns his pistol and baton to their holsters. He is even more pleased when the team finds the control rod, as it seems to confirm his theory about the parts they need being available on site.

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"Efficient indeed. Let's search the rest of the facility systematically." If allowed to do so, Kalhoun will create a search matrix and assign Starfinders to separate areas to minimize the time spent looking.

Meranthi |

There are several sets of double doors out of the room you are currently in, one to the east and one to the west. You think the west one will connect up with the hall you saw from the entryway.
There are also the two northern passages out of the reactor room which you have not explored beyond noting that there are double doors at the ends of those hallways, too.

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T'Krunch samples a bit of the rat corpse, before concluding, "Nothing special."
Disappointed and looking for more a main course, he heads to the door to east.
Perception for traps: 1d20 + 9 ⇒ (6) + 9 = 15
Assuming it looks safe...
He opens it.
Engineering if door is locked or trap needs disabled: 1d20 + 6 ⇒ (6) + 6 = 12

Meranthi |

Not seeing any traps, T'Krunch opens the doors, and then the set at the end of the hall. This room appears to have been a supply room at one time. Now it is filled with electrical components and tools in complete disarray.
Taking a few minutes to search, you find an engineering specialty tool kit, numerous containers and buckets, and a something which might be a replacement control module. At least, it looks like the one in the reactor which was damaged.

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"Looks like we can get this place back up and running," suggest T'Krunch. "If the fey allows."

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Glaukos follows T'Krunch with some trepidation, but the need to locate the missing components outweighs his nervousness about the ikeshti or other predators infesting the plant.
Good work, he projects when the biohacker finds another part they need. Perhaps I should get started on repairs while the rest of you finish exploring?
Does the scenario say what specialty the toolkit gives a bonus to? (Armorcraft, weaponsmith, or something else?) Or did they neglect to specify that? I've seen other scenarios where the writers forget that item needs a specialty. ETA: Maybe it's power plant repair tools. ;)

Iseph 20220831 |

Iseph keeps looking around, slightly kicking mundane and useless things that is littering the area. Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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Kalhoun tries one set of the doors to the north.
Perception: 1d20 ⇒ 9
Satisfied that there are no threats, he opens them.

Meranthi |

Satisfied that there is nothing else to find here, Kalhoun heads to the northern set of doors to try his luck there. As he opens the doors, he is almost blinded by the light shining through the glass ceiling. There are solar panels everywhere, some with potted plants which have been placed carefully in the most light.
Glaukos: 1d20 + 6 ⇒ (20) + 6 = 26
Iseph: 1d20 + 5 ⇒ (3) + 5 = 8
Kalhoun: 1d20 ⇒ 7
T’Krunch: 1d20 + 9 ⇒ (8) + 9 = 17
Tuirk Ra: 1d20 + 0 ⇒ (2) + 0 = 2
Korth: 1d20 + 6 ⇒ (16) + 6 = 22
Glaukos, T'Krunch, and Korth notice soil-dusted footprints moving to and from the plants. They look to be the same size as the woman you met earlier. Iseph finds a bundle of heavy‑duty wiring discarded on the floor behind one of the panels.

Iseph 20220831 |

"Do we need this?" Iseph tells the others after they pick up the bundle of heavy-duty wiring on the floor behind one of the panels.

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"Do we need this?" Iseph tells the others after they pick up the bundle of heavy-duty wiring on the floor behind one of the panels.
"One never knows, but you can probably leave it there for now," notes T'Krunch. "We can come back for it if we need to."
Having searched the room, he tries the door to the north.
Perception for traps: 1d20 + 9 ⇒ (20) + 9 = 29
Assuming it looks safe...
He opens it.
Engineering if door is locked or trap needs disabled: 1d20 + 6 ⇒ (2) + 6 = 8

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Please bring that wiring along. We'll need it to connect the replacement control module and control rod, Glaukos tells Iseph, sounding very pleased about their progress. All we need now is oil calibrated for use in the reactor, then we can get started on the repairs!

Meranthi |

T'Krunch opens the door to the hallway, then strides boldly through the doors at the end.
Despite being an automated plant, Station Green contains a few small bunk rooms for maintenance and diagnostics teams. Now, however, each bunk is overflowing with greenery and flowers growing in lush bunches from soil stuffed inside the cut‑open mattresses.
Though you search each room, you don't find any oil hiding in there.

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"How much oil do we need? Is it possible we could collect some of the oil from the lobby and use that?"

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Either that, or find where it leaked from, Glaukos replies. I hope we can find a source that isn't too contaminated. I hate working with compromised materials.
The stellifera returns to the front lobby to reexamine the puddles of oil there, and try to determine where they came from.

Meranthi |

You don't see any place the oil leaked from, but you think you can gather enough clean oil, once you find something to put it in. You remember there were some spare barrels in the supply room and you collect enough oil for your purposes.
Returning to the reactor room with your scavenged replacements, it takes only a few minutes to replace the wiring, control rod, and control module. As you fill up the oil repository again, the reactor automatically restarts and resumes functionality.
You return to Thamal to find Councilor Kirslin overjoyed that you solved the mystery of the reactor shut downs. She is honestly delighted with the terms the green woman demanded and is already deep in plans to turn the eco‑conscious regulations to the city’s advantage, hopefully increasing Thamal’s appeal as a green destination. She pays you a handsome fee for your work and sends you off to your regularly scheduled duties.
Fin!
Thank you everyone for playing, especially since this was my first attempt at a PbP game. I hope you had fun! If you have any suggestions for ways I can improve my methods, I would be happy to hear them.
I'll send out chronicle sheets as soon as I can. Let me know if you need any updates.

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"Excellent work, team. I will recommend that the Stewards include a commendation for each of you in my official report."

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Successfully restarting the reactor puts Glaukos in good spirits when the team reports back to Councilor Kirslin. The verthani's reception of the green woman's terms pleases him, and he silently vows to return to Thamal again someday to see what comes of this new arrangement.
As the team goes their separate ways, he expresses his hopes that they may work together again someday. It's a measure of his pride in a task well done that even his parting words with T'Krunch are surprisingly cordial--though unsurprisingly, not as effusive as those the other Starfinders receive.

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T'Krunch is disappointed that no food is served upon his return, but he does turn down a credstick.
As the team goes their separate ways, he expresses his hopes that they may work together again someday. It's a measure of his pride in a task well done that even his parting words with T'Krunch are surprisingly cordial--though unsurprisingly, not as effusive as those the other Starfinders receive.
"We should do lunch," T'Krunch suggests to party, before aying an eye on the stellifera. Similarly, his thoughts turn to things well done and even the parting words make him think--though unsurprisingly, of cherry cordial.
Thanks all for putting up with T'Krunch. This was a lot of fun.
Thank you GM Meranthi for a fun run. Good job and I hope you will be running more games here in the future. I had some concern near the beginning that the game might run out of momentum, which unfortunately can kill some PbP games, but you did a fine job of keeping us moving.

Meranthi |

Yeah. Figuring out tempo is definitely a thing. Trying to make sure we keep moving, but still giving everyone a chance to respond... Glad you had fun.
I've sent out the chronicles, but if you don't see them (might get stuck in spam), you can find them here.