Deck 11 - Science Labs

The science labs are a series of rooms each dedicated to a particular planetary science from geology to microbiology. The only lab of any interest is the one labelled 'Xenobiology - Doctor Kleinler.'

Xenobiology - Main Lab

The lab consists of three rooms, each with its own purpose: the main lab, the decontamination room and the clean room.

The main room of the lab contains lots of computer consoles and little else, but there is a long glass wall looking into another room. The area beyond is obviously a biochemical lab and on a central table, clearly in view is an alien. The small, scaled creature has been cut open and various dissection tools are scattered around. Next to it are two bell jars rigged up to pumps, each containing a small, dead alien.

At the far end of both rooms is a door labelled "Decon," clearly leading to some form of decontamination area.

The door to Decon shows a green light, indicating the seal is airtight and the door operational.
Various desk drawers have been pulled out as if hastily emptied.
A burnt patch and charred scraps of paper are in one corner.

The Consoles

The computer consoles have power but are not working.
The consoles have been wiped clean of data and operating systems.
Whoever wiped the computers spent a lot of effort ensuring that not a shred of data was left.
Decontamination (Decon)

The decontamination chamber ensures no unwanted biological material leaves the clean room. Only one door to the chamber can be open at once (as per an airlock) and the other door cannot be opened until the decontamination cycle has been run. This takes five minutes as everyone and everything in the room is subjected to various radioactive isotopes, anti-bacterial agents and UV lights. These are high security doors.

The Clean Room

The room is a typical biology / chemistry lab with ample supplies of equipment.

Notably, unlike almost everywhere else on the ship, there is none of the rust-brown dust.
A note pad in a lab coat hung by the door has CN-21 scribbled on it and lots of calculations.
The calculation appears to be the volume of the Leopold and how much of a liquid chemical would be needed if it was atomised through the life support system.


All three are dead; the one on the dissection table doubly so. Its anatomy appears to resemble Earth-origin mammals merged with an unknown biological source.
The first bell jar is labelled CN-21; the second is unlabelled.
The dissection is focused on the respiratory and nervous systems of the creature.
Chemical analysis of the unlabelled jar shows it to be normal ship's air with higher concentrations of CO2. Normal air is 360 parts per million (ppm) but the jar has 2000ppm. This is enough to make a human a bit drowsy and might lead to headaches but has no other effects.
The respiratory system is primitive or evolutionarily underdeveloped suggesting the creature is highly susceptible to changes in atmospheric conditions.


More commonly known by its branded name, Hazclr. It is a disinfectant used to clean spaceships which claims to be especially effective against xeno-biological contamination.
The product is a major brand owned by the IB-Taiwan Corporation, a fierce rival to the Wuland-Yelnani Corporation. Chemically it is a very simple and easily created mixture of common chemicals.

The alien in the second, unlabelled bell jar is not dead, as high levels of CO2 place the aliens into a stupor or hibernating state. Without close examination it is not possible to tell whether the creature is alive or dead. It is only a 1d6+0 Alien, Larva mook but it will wake up only at the most appropriate and dramatic time, pretty much ensuring whoever is nearby is surprised and unready for combat.

Gassing the Aliens

After this room, the characters have two ways of attacking the aliens. Using the life support system they can increase the CO2 levels in the ship and put the creatures into hibernation. One disadvantage to this approach is the need for access to the life support systems which the Kleinler A.I. currently controls. While it works quickly against alien mooks, larger creatures take 48 hours. Also, the once the CO2 level drops, the aliens regain consciousness very quickly.

CN-21 is a more practical solution. Large quantities of CN-21 can be made using the chemicals found in the cargo bay on deck 8. It is then a simple job to introduce it directly into the ship's ventilation system via main engineering on deck 9. It will kill unprotected life forms including the strange rust-brown biological matter, alien mooks and humans. Preparing the gas takes an hour, with another six hours for the gas to permeate the ship. After 24 hours CN-21 breaks down into harmless chemicals and leaves a faint smell of almonds.

There are two problems with either approach. Firstly, the larger aliens are not affected by CN-21 (something the characters will not know) and are only slowly affected by the CO2. The second problem is the Kleinler A.I. who will try everything to kill the characters once it becomes obvious what they are doing. Every alien on the ship will be steered towards the characters. Assume there are two Alien, Raptors per character plus the Hive Lord but Game Leaders can add or remove aliens to the ship as they see fit.

Recovery Epilogue

With all the aliens dead and the drives online, the team can take the Leopold home.

Taking station on the bridge, Assyl reports all systems are go. After piloting the frigate out of orbit and heading out into open space, the jump into Flux Space is made. Arrival at the Tau Ceti system will be in just three days.

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open/oneshots/quantumflux/deck_11_-_science_labs.txt · Last modified: 2013/12/10 15:46 by darth_tigger
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