E075 Open Laboratory (takes 1 hour)
You find an open door to a laboratory area in the scientific complex. You may enter and spend another 1d6 hours looking
around. If you do, then roll a 1d6 for the results of your searches:
- 1: find nothing of obvious value
- 2: knock over a shelf of chemicals that explode, you clumsy oaf! roll 2d6, 2-7 is that many hits, 8-12 is disablement, with an additional roll for each additional person in your party — you then recover and escape
- 3: find valuable scientific plans, can be sold for 1,000 S base price (R229A) in any scientific area of any other star system
- 4: set off alarms, immediately roll for an entry encounter (R225A) complex with normal minus one (-1) to die roll for this area
- 5: find a file cabinet with useful information, may take file for any one piece of equipment — information allows a starship engineer to spend a day in RRR tinkering with that item to improve it by one tech level
- 6: accidentally activate a quantum discombobulator, immediately roll for breakdown (R218) of each item of equipment with your party, must escape immediately and thus abandon anything you cannot carry out immediately