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Jax will move up to her and act like he is doing a magic trick, but actually attempt to pick her pocket to steal any weapons she might have that can hurt us, or magic items that can hurt us sleight of hand: 1d20 + 7 ⇒ (13) + 7 = 20

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903 Ck-Chk-Ckt strides into the room and looks around before focusing on the green skinned woman. Her works her mouth parts for a few moments, nothing but clicks and buzzes coming out before she adjusts properly to humanoid speech.
"You will cease your activities or there will be consequences."
She is simply stating fact, but given her imposing appearance and odd way of talking, it comes out as a threat.
Intimidation: 1d20 + 6 ⇒ (10) + 6 = 16

GM Valen |

Jax will move up to her and act like he is doing a magic trick, but actually attempt to pick her pocket to steal any weapons she might have that can hurt us, or magic items that can hurt us
Woman, Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Distracted by the others' words, the woman is unaware of the urog's efforts. However, the woman is not carrying any equipment or items beyond her necklace, which seems fabricated from mechanical scraps and burnt out circuit chips.
"You will cease your activities or there will be consequences."
She is simply stating fact, but given her imposing appearance and odd way of talking, it comes out as a threat.
A success! However, moore are needed to fully trick, convince, or coerce her to stop her plans.
"'Consequences'?" replies the woman, a look of concern over taking her face. "What do you mean by 'consequences'? I readily admit that I brought the plants and sleeper moss here to Station Green where they have been growing quite well, I think you'd agree. Are you threatening to destroy them? Or the plant-life beyond this place, as the developers of Thamal have been doing?"

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"This is a power plant," says Chip, an eyebrow raised, "it does create something. And you've been destroying things, and seem to be trying to destroy this whole place. Plants do better outside anyway!"
He moves tentatively into the room Checker following close. "So what's really going on? You're angry about something? Can you be a little more... specific about your grievance? Or explain why shutting down power to the city addresses it?"
Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21

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Trurl enters the area and circles around to his left, settling next to Anock.
physical science: 1d20 + 7 ⇒ (12) + 7 = 19
Trurl's head snaps back and forth, taking in his surroundings, and examining the flora that this woman has brought into the power plant. As he listens to her words, he considers the science and consequences of making up for this currently out of commission power plant if this problem isn't rectified. "You understand, of course, that the municipal government must make up for this lack of power output in some way. By insisting that this site become some sort of nature preserve you may actually be causing more harm than good. It's my belief that you are choosing your battles poorly. Perhaps you should put your otherwise admirable beliefs to better use by advocating for more parkland and other green spaces in other parts of the city."

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DC 18 Mysticism: 1d20 + 9 ⇒ (14) + 9 = 23
Luzviminda nods to the hesper as she makes her first statement to them. She recognizes her by sight. "You're a hesper." she tells her. "It gives." she adds, as if confirming that her identity confirms that statement she just opened to them. "I understand that beings like you are invested in change for change's sake. But I believe your intentions, while good, are misplaced. This building is built to bring energy to this place. I suggest that, if we recommend to the developers of the place to obtain energy in an environment-friendly way, you move to another place to the tending of the plants appropriately." she tells her suggestion to the hesper.
Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22

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Anock can tell that everyone else is handling this better than she did, and that irks her tremendously. Failing to handle this gracefully, she blurts bluntly: "What's sleeper moss? Does it make people go to sleep? And what toothy, claw-y thing ripped apart those machines out there? I'm assuming those were the repair drones." Grousing inwardly, she continues: And if you like change so much, you can *change* everything right back the way it was! This place is a mess!

GM Valen |

He moves tentatively into the room Checker following close. "So what's really going on? You're angry about something? Can you be a little more... specific about your grievance? Or explain why shutting down power to the city addresses it?"
"Yes, of course," The hesper replies. "Here is the list of my demands, which must be met by Thamal’s city council: the plants currently inside Station Green must be replanted outdoors; I, Qhibell, must be granted dominion over a new green space powered by the same reactor; and a portion of natural habitat in and around Thamal must be preserved from development."
Another success!
"You understand, of course, that the municipal government must make up for this lack of power output in some way. By insisting that this site become some sort of nature preserve you may actually be causing more harm than good. It's my belief that you are choosing your battles poorly. Perhaps you should put your otherwise admirable beliefs to better use by advocating for more parkland and other green spaces in other parts of the city."
Another success!
"I have been, I suppose, a bit aggressive in my approach," Quibell concedes. "I am willing to vacate Station Green, allow you to restart the reactor or whatever you wish to do, provided you agree to take my list of demands to the Thamal city council. If I receive no response, rest assured, then I will return here and resume my occupation of Station Green."
Luzviminda nods to the hesper as she makes her first statement to them. She recognizes her by sight. "You're a hesper." she tells her. "It gives." she adds, as if confirming that her identity confirms that statement she just opened to them. "I understand that beings like you are invested in change for change's sake. But I believe your intentions, while good, are misplaced. This building is built to bring energy to this place. I suggest that, if we recommend to the developers of the place to obtain energy in an environment-friendly way, you move to another place to the tending of the plants appropriately." she tells her suggestion to the hesper.
"Yes! You seem to understand me quite thoroughly!" Quibell exclaims with admiration.
Another success, though not needed.Anock can tell that everyone else is handling this better than she did, and that irks her tremendously. Failing to handle this gracefully, she blurts bluntly: "What's sleeper moss? Does it make people go to sleep? And what toothy, claw-y thing ripped apart those machines out there? I'm assuming those were the repair drones." Grousing inwardly, she continues: And if you like change so much, you can *change* everything right back the way it was! This place is a mess!
"Sleeper moss draws energy, whether from what you would refer to a technological devices or from living beings," Quibell explains. "The resulting drain causes most beings to become weary and, ultimately, sleep. It is both beautiful and useful."
"As for the 'toothy, clawy thing', you refer to," she continues. "You are, perhaps, referring to the scrap rats that have taken up residence here? You see, a well-maintained garden provides shelter and safety for a variety of wildlife."
Qhibell heads into the generator room and begins to carefully remove the gray sleeper moss that clings throughout the room. Due to her skill and affinity for the plants, her work is quick and it is not long before she is gone.
A PC who succeeds at a DC 14 Mysticism check or a DC 17 Computers or Engineering check flushes the magical energy from the reactor.
The four parts that need replacing are as follows: reactor oil, heavy‑duty wiring, control rod (area A4), and replacement control module.
Please place your tokens where you wish to be on the Map. I will then adjudicate accordingly.

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"Well, that went well. No one got hurt. Excellent. Now, if we can just get out of here before those scrap rats decide to treat us like a meal, it'll be just perky." Anock quips from just outside the doors of the generator room. She scans the areas all around her, looking for any sign of aggressive wildlife. "So, you know, hurry up with that inspection there, will you?"
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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903 Ck-Chk-Ckt chitters joyfully as they manage to deal with the main source of the plant's troubles without physical conflict, her mandible clacking together rapidly.
I suspect those who sent us here would not be happy if we did not also deal with the vermin. she beams to Anock, going back into the antechamber to be on the lookout for them.

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After the vesper leaves, Luzviminda approaches the generator. "Maybe someone could check this? The plants she had here might affect the generator. Maybe we can do something about it to restore the power." Luzviminda calls on the attention of others. Luzviminda has Computers +0.

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Trurl moves toward the malfunctioning generator and assesses it.
GM: not sure if the generator in question is in the first room, or in this area where we talked with the hesper. You may move Trurl's token as needed.
computers: 1d20 + 8 ⇒ (20) + 8 = 28
This is sort of embarrassing. That's like the third nat 20 I have rolled in this game. The dice gods have truly blessed this character.
"I can turn this apparatus back on, but it appears it will need a flush. There is residual magical energy within this machine that will need to be eliminated. I may be able to accomplish this, or perhaps those of you who have a greater understanding of mysticism may be able to perform the task."
Trurl goes to work at his attempt to flush the system.
engineering: 1d20 + 9 ⇒ (17) + 9 = 26
"Though the flushing operation was successful, there are parts we need to acquire. Perhaps spares can be found somewhere here in the building."
Everyone can read the full spoiler above. Looks like we need to do some searching for parts.

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After the mechanic's assessment, Luzviminda takes a mental of what they need to make the equipment fully functional: a reactor oil, heavy‑duty wiring, control rod, and replacement control module.
"Does the oil we found in the entrance the same oil needed for this equipment? That counts one for the parts we need to find."

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Chip moves over to take a look at the reactor, bringing Checker most of the way with him. Trurl seems to have a handle on it, but it doesn't hurt to look.
"Oh... it's probably not ideal to reuse oil off the floor, but I think that's the stuff we found in the other room. We can use it if we don't find anything better. Probably. In a pinch."

GM Valen |

Trurl moves toward the malfunctioning generator and assesses it.
GM: not sure if the generator in question is in the first room, or in this area where we talked with the hesper. You may move Trurl's token as needed.
Generator room now labeled on Map. However, I did not move your token as there is no further reason to remain there. I am asking players move their tokens to determine: 1) what area is being explored next, 2) whether the party is splitting up, and 3) where PCs are located should combat begin.
Chip moves over to take a look at the reactor, bringing Checker most of the way with him. Trurl seems to have a handle on it, but it doesn't hurt to look.
"Oh... it's probably not ideal to reuse oil off the floor, but I think that's the stuff we found in the other room. We can use it if we don't find anything better. Probably. In a pinch."
Chip previously determined that the fluid in the entryway is the type of oil used in power plant operations and that it can be collected from the puddles provided one has a container to hold the oil.

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903 Ck-Chk-Ckt follows Jax Kraven 2 down the hall he has gone down and then passes him. She checks the doors at the end then goes beyond, assuming she doesn't find anything dangerous.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

GM Valen |

903 Ck-Chk-Ckt follows Jax Kraven 2 down the hall he has gone down and then passes him. She checks the doors at the end then goes beyond, assuming she doesn't find anything dangerous.
Stealth, ? (red): 1d20 + 5 ⇒ (5) + 5 = 10
The door at the end of the hallway is open. Scrap and debris can be seen scattered across the room. Whatever the original purpose of this room may have been is no longer clear. A small structure composed from drone pieces is taking shape near the center of the room. Within two of the corners of the room, the formian spies a pair of
weasel‑like creatures with sharp metallic quills and clawed forehands.
These are scrap rats. They have dexterous forehands and carry filth fever.
Locations of creatures now on Map. Locations of PCs updated to reflect posted locations and marching order as best as possible.
Terrain Notes: The entire room is difficult terrain.
Initiative, Trurl: 1d20 + 0 ⇒ (11) + 0 = 11
Initiative, Luzviminda: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative, 903: 1d20 + 1 ⇒ (12) + 1 = 13
Initiative, Chip: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative, Anock: 1d20 + 2 ⇒ (11) + 2 = 13
initiative, Jax : 1d20 + 3 ⇒ (13) + 3 = 16
Initiative, ? (blue): 1d20 + 5 ⇒ (11) + 5 = 16
Initiative, ? (red): 1d20 + 5 ⇒ (10) + 5 = 15
One of the creatures (blue) lies coiled in the corner as if ready to spring.
A SCRAP IN THE RAT'S NEST! - Round One Begins!
PCs in bold may act
Creature (blue) (readied action)
Jax 2
Creature (red)
Anock
903 Ck-Chk-Ckt
Luzviminda
Trurl 1.0
Kaleb "Chip" Leafgleam

GM Valen |

Having a high init, but a low speed, Jax will delay, he doesn't want to block the melee, plus the enemies can walk to us.
As hairs, quills, and tensions rise, the other creature (red), likewise, coils in the corner as if ready to spring.
A SCRAP IN THE RAT'S NEST! - Round One Cont'd!
PCs in bold may act
Creature (blue) (readied action)
Jax 2 (Delay)
Creature (red) (readied action)
Anock
903 Ck-Chk-Ckt
Luzviminda
Trurl 1.0
Kaleb "Chip" Leafgleam

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"Oh, brother. Vermin. You know, I can't stand vectors of disease." Anock manipulates the nanites within her body to sheath her, protecting her from whatever those things seem intent on doing, pushing them into a surge of protective activity.
Activating Sheath Array with Nanite Surge: +1 to Reflex saves, +1 insight bonus to Acrobatics and Stealth checks; +1 Temp HP
She then draws her azimuth laser pistol and checks the battery. Ah. Good.

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"Move forward," Chip mutters to Checker, which lumbers into the room.
He draws his pistol and levels it at one of the creatures. "If they're gonna wait for us to approach, we can just shoot at 'em. Doubt they can match the range." He hesitates, "But if they're not attacking, maybe we don't have to?"
Checker moves, Chip draws, and ready an attack against blue if either of them take any hostile action.
Readied attack: 1d20 + 2 ⇒ (6) + 2 = 8 for fire damage: 1d4 ⇒ 2

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903-Ck-Chk-Ckt is ready to fight but when she sees that her opponents are not leaping to attack, she tries to determine why.
Survival: 1d20 + 6 ⇒ (18) + 6 = 24
She does keep her taclash ready, though. She's no fool.

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Luzviminda gets inside as well and magically flings an unattended stick in the room to Blue creature that looks like a rat to her.
Telekinetic Projectile Spell Attack vs: 1d20 + 2 ⇒ (16) + 2 = 18
Spell Damage: 1d6 ⇒ 1 bludgeoning damage
Stride, Telekinetic Projectile spell

GM Valen |

903-Ck-Chk-Ckt concludes that the creatures have it written within their DNA (or, at least, tactics) to attack if a threat gets within close proximity to them or disturbs their nest.
Luzviminda bonks one of the creatures on the head with a piece of junk.
903-Ck-Chk-Ckt concludes that the disturbance is enough to prompt the creatures' brains (or, at least, the GM) to change tactics!
One of the rat-like creatures (blue) skitters through the junk and chomps at Checker!
Melee (bite): 1d20 + 7 ⇒ (2) + 7 = 9
Damage (P): 1d6 + 2 ⇒ (3) + 2 = 5
The other approaches Jax 2 in order 2 do the same!
Melee (bite): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (P) plus filth fever: 1d6 + 2 ⇒ (6) + 2 = 8
Jax 2, please give me a Fort save
A SCRAP IN THE RAT'S NEST! - Round Two Begins!
PCs in bold may act
Creature (blue) -1 HP
Creature (red)
Anock
903 Ck-Chk-Ckt
Luzviminda
Trurl 1.0
Kaleb "Chip" Leafgleam
Jax 2 -7 SP | -1 HP (Fort save v. filth fever)

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"Hit it then, Checker!" says Chip, as he weaves his way around the others. A better shot requires risking exposure to the enemies, but hopefully Checker and Jax can keep them engaged.
As the drone swings its doshko, Chip takes a shot with his laser.
Checker attack: 1d20 + 4 ⇒ (19) + 4 = 23 for piercing damage: 1d12 + 2 ⇒ (6) + 2 = 8
Chip attack Blue: 1d20 + 2 ⇒ (20) + 2 = 22 for fire damage: 1d4 ⇒ 4 + crit damage: 1d4 ⇒ 1 and 1d4 burn on a crit

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fort: 1d20 + 1 ⇒ (2) + 1 = 3 Oouch
trick attack acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29 vs red
fire red plasma claw: 1d20 + 2 ⇒ (19) + 2 = 21 at red vs eac dmg: 1d4 ⇒ 4 electric and fire
trick dmg: 1d4 ⇒ 4

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They might have avoided trouble if they'd left the rats alone, but then they wouldn't have really completed their mission. Better to be the first to strike 903 Ck-Chk-Ckt thinks.
She move past Jax Kraven 2 and lashes out with her taclash at the bluish rat. But it is not the weapon that damages her target so much as her entropic energy channeled through the weapon.
Entropic Strike: 1d20 + 3 ⇒ (9) + 3 = 12
Acid: 1d3 + 4 ⇒ (1) + 4 = 5

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Everyone rushes into the room, leaving Anock in the hallway. She huffs indignantly, then squeezes into the room to fire at the rat she can see.
Azimuth laser pistol (F) vs. red: 1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 1

GM Valen |

A SCRAP IN THE RAT'S NEST! - Round Two Cont'd!
PCs in bold may act
Creature (blue) -7 HP
Creature (red) -21 HP
Anock
903 Ck-Chk-Ckt
Luzviminda
Trurl 1.0
Kaleb "Chip" Leafgleam
Jax 2 -7 SP | -1 HP (filth fever'd)

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Luzviminda keeps her focus on the rat (Blue) she just hit with a projectile magically, but this time she shoots it with her tactical semi-auto pistol.
Tactical Semi-Auto Pistol Full Attack vs Blue Creature: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Tactical Semi-Auto Pistol: 1d6 ⇒ 4 Piercing Damage
Tactical Semi-Auto Pistol Full Attack vs Blue Creature: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Tactical Semi-Auto Pistol: 1d6 ⇒ 2 Piercing Damage

GM Valen |

Neither Luzviminda nor Trurl connect.
With no clear route of escape and presented with a pair of targets, the creature elects to chomp at both.
Melee (bite), full-attack v. Checker: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Damage (P): 1d6 + 2 ⇒ (2) + 2 = 4
Melee (bite), full-attack v. Trurl: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Damage (P): 1d6 + 2 ⇒ (1) + 2 = 3
As it did with the maintenance drones, the creature rips into circuits and metal plating.
A SCRAP IN THE RAT'S NEST! - Round Three Begins!
PCs in bold may act
Creature (blue) -7 HP
Anock
903 Ck-Chk-Ckt
Luzviminda
Trurl 1.0 -3 SP
Kaleb "Chip" Leafgleam
Checker -3 HP
Jax 2 -7 SP | -1 HP (Filth fever'd)

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"I find this creature to be most irritating. I recently cleaned and polishing all of my coverings, and his violent outbursts are ruining my labor!"
With that, Trurl swings his wrench again.
to hit vs. KAC: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d4 + 2 ⇒ (4) + 2 = 6

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I believe it is only defending its territory. Unfortunately, it has improperly defined someone else's territory as its territory. 903 Ck-Chk-Ckt telepathically comments.
She gathers the entropic energy she's stored up and adds it to her next strike with her taclash.
Entropic Strike vs. EAC: 1d20 + 3 ⇒ (6) + 3 = 9
Acid: 1d3 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8

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Anock barely manages to keep her sarcastic retort to herself as she crosses the room to get line of sight on the remaining rat. Really? You think? "Well, they didn't call animal rights activists to handle this; they called some exterminators." She punctuates her remark with another shot from her pistol.
Azimuth laser pistol (F) vs. red: 1d20 + 3 ⇒ (20) + 3 = 231d4 ⇒ 4
Crit! extra damage: 1d4 ⇒ 2
Plus 1d4 Burn

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My allies got this, doublemove, oh right I can do a trick attack as part of my first move trick attack acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21

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Chip winces as the creature's teeth put gouges in Checker's surface. "I just got that looking nice after the last time!"
He feels a bit of a kinship with Trurl--although he reminds himself that taking hits so people don't have to is Checker's primary purpose while Trurl was talking about his own body.
Regardless. "Keep going!" and he continues firing.
Checker attack vs KAC: 1d20 + 4 ⇒ (2) + 4 = 6 for piercing damage: 1d12 + 2 ⇒ (12) + 2 = 14
Chip full attack vs EAC: 1d20 - 2 ⇒ (19) - 2 = 17 for fire damage: 1d4 ⇒ 1 and Chip full attack vs EAC: 1d20 - 2 ⇒ (1) - 2 = -1 for fire damage: 1d4 ⇒ 1

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Luzviminda still follows the same creature and shoots at it with her analog weapon.
Tactical Semi-Auto Pistol Full Attack vs Blue Creature: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15
Tactical Semi-Auto Pistol: 1d6 ⇒ 3 Piercing Damage
Tactical Semi-Auto Pistol Full Attack vs Blue Creature: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Tactical Semi-Auto Pistol: 1d6 ⇒ 6 Piercing Damage

GM Valen |

The "exterminators" earn the title. Anock gets in a solid shot as Chip chips away at a spine before Luzviminda finished the creature with a double tap.
COMBAT OVER
Where to next, Starfinders?

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903 Ck-Chk-Ckt is a member of a species that knows nothing should go to waste. She examines the bodies of the dead pests before going to investigate their nests.
This is something we need, yes? she says as she holds up a control rod.
This is something we always need, she continues, holding up a mk1 serum of healing in her other hand. She offers it to anyone who might want or need it before moving to the doors to the south to continue exploring the facility.

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"Ah! Excellent find, 903 Ck-Chk-Ckt. Now, can we please remove ourselves from this infested room?" Anock's pronunciation of 903 Ck-Chk-Ckt's name is somewhat worse than typical, though she doesn't seem to realize that. She bustles through the southern doors toward the room in the southwest corner of the building. Cracking the door open, she peers into the room.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

GM Valen |

"Ah! Excellent find, 903 Ck-Chk-Ckt. Now, can we please remove ourselves from this infested room?" Anock's pronunciation of 903 Ck-Chk-Ckt's name is somewhat worse than typical, though she doesn't seem to realize that. She bustles through the southern doors toward the room in the southwest corner of the building. Cracking the door open, she peers into the room.
The room to the south is ajar and easily opened all the way. Here stands a supply room is filled with electrical components and tools in complete disarray. The rat-like creatures undoubtedly scavenged material from this room for their nest, and, perhaps, even Qhibell had ransacked it for supplies to create her green spaces.
Searching the supply room, Anock locates an engineering specialty tool kit, numerous containers and buckets, and a replacement control module that would be used for something like the reactor of a power station.
I have labelled the rooms where the party has already explored with green letters on Map.
The two "Remaining Rooms' left to explore have now been marked with yellow letters on Map.
You enter a room with a glass ceiling and is filled with panels to collect solar power. Potted plants have been placed on several of the solar panels.
If you succeed at a DC 15 Perception check, you may open the spoiler below:
If you succeeded at the above check and at a DC 15 Mysticism check, you may open the spoiler below:
Within this solarium, you find a bundle of heavy‑duty wiring, the kind used to connect the solar panels, discarded on the floor. Such wiring could be used to repair the reactor.
Despite being an automated plant, you find that Station Green contains a few small bunkrooms, likely for maintenance and diagnostics teams. Each bunk, at current however, is sprouting!
Colorful flowers grow in lush bunches from soil stuffed inside the cut‑open mattresses. It would seem that Qhibell transformed each bunk into a flower bed,
The windows in this room are closed and locked, but can be easily opened from inside the room.
What do you wish to do?

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Chip checks the damage to Checker's chassis. "Two down. Though if we can find fluid that's not scoped off the floor while we're at it, that's probably better. "

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"Yeah, I don't want to be the one to have to 'harvest' that slop. Let's go check the other rooms. Come on, everyone." Anock bustles back through the rats' nest room, through the entry foyer (taking care not to slip), and tries the door to the room in the northeast corner of the station.
Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

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Folloiwng behind Anock (stopping to collect some of the oil on the way), Chip sighs and moves some of the plants so they aren't directly on the solar panels. "I guess sabotage doesn't have to be complicated, but this just feels stupid."
He absently picks up the wire and adds it to Checker's bag along with the fluid.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

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Because they may not have any other choice than scooping up spilled oil, 903 Ck-Chk-Ckt takes the largest container she can carry with her.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
It is fortunate the panels were only blocked and not damaged.

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“What else we haven't found yet?“ Luzviminda asks feeling that they have everything to fix the reactor. She then looks around to the next room (Room 1).
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
“Nothing unusual herr...Or maybe I just miss something?“