You exhale in disgust at the puddle of chemicals blocking your way forward. You wish you could simply detour into a side corridor, but this is the detour, so that isn't much of an option. You quickly explain to the party that no, it's probably not water, and no, you shouldn't just tromp on through it. You have no idea what the actual chemical is, just that it is generally corrosive.
Perception test at +20%: locate something that could help clean up the spill. Success: needed <51, got 13.
You quickly glance around, looking for something besides the mops you noticed earlier. Your search yields a non-standard fire-fighting locker: instead of the usual Cee Ohh Two anti-fire canisters, you find several canisters marked with 'Class D - NaX'. Attached is a note scrawled on a scrap of plaspaper: "canisters are for cogboys only. Just use the sand buckets instead frakwits!" You ponder this for a moment, searching your memory archives. You recall seeing NaX canisters around the metallurgy shrines on Gibil 2, so they probably have something to do with putting out metal fires. The sand buckets on the other hand may just help sop up the chemical spill.
Toughness test at +10%: clean the spill. Success: needed <44, got 24. Now need 1 Success to pass the obstacle
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You haul one of the sand buckets over to the spill and upend its contents on the liquid. The party looks on in confusion as the spill temporarily spreads as the sand splashes some of the liquid about, but it slowly clumps up into wet sand. You still don't want to touch it, even with gloved hands, because you have no idea what the liquid is. On the other hand, this should be easier to push about with a mop or broom. You fetch one of the mops and consider where to push the mess.
Toughness test at +10%: clean the spill. Success: needed <44, got 25. Spill cleaned with prejudice.
You decide to shove the bulk of the sand towards where the liquid apparently seeped into the corridor from. Satisfied with the pathway, you stack the half-empty sand bucket and mop next to the pile of contaminated sand as a marker. With a final warning to not step in the mess, you lead the party onwards.
You progress is impeded shortly thereafter by an airlock. The near side obediently opens with the familiar sussshing sound, but the panel to open the other side has a blinking red-text message on the display:
Warning: Atmospheric controls partially disabled. Repairs required. Warning: Atmosphere not breathable for sustained periods of time.
Clearly you need to repair this issue to progress, and just as clearly this is something that will be dangerous. You consider what rite of repair to use as the party shifts uncomfortably behind you. You ponder sending one of them, but your respirator implant will probably let you survive the longest in the atmosphere on the other side of the airlock.