So, you have insufficient rope on the "safe" side? No problem. You test rope physics. You try to throw the rope, and see what happens (the rocks are floating in space, after all). If you find the rope physics favorable, great! You give someone all the rope, plenty of food & water, and have them jump to the scout. If they can throw the rope back to the party, win!

Don't like rope physics? Have people stuck on the other side? No problem. Tie a long string to an arrow, launch over to the other side. Or strings or string loop. Repeat as needed. Tie rope to the string, pull back string. Now you have your rope bridge / rope to retrieve scout.

Didn't bring rope & string? C'mon, the GM even warned you to bring your A-game! But no problem. You've got plenty of jump pad thingies. Simply loot one, and bring it to the scout.

You can't loot/fix the tech? Yeah, fix that.

If you can't do any of that, you make sure that the scout has enough food & water (have a Cleric join them, perhaps?), & you go back to town & buy more rope.

You can't go back to town? Yeah, fix that.

Does that fix (at least that piece of) the module?