Dive 2
After a short time back on Karum Station, Sid feels ready for another mission, almost compelled. Maybe he is becoming an adrenaline junkie - although he is not heading back to Lotebe 559923. Nightmares of the aberrations will keep him away for a wile yet. He has decided to go to another unknown site, bringing a bit more in terms of practical gear such as a Tool Kit and Climbing Kit. On his last mission he seems to have become a bit obsessed with being frugal and decides to take less rations, oxygen and ammo this time around.
Scene twist: No. Week 1: Random Event: 20%: No. Arrived: 40%: Yes. Planet.
After arriving after only one week, Sid curses himself for bringing too many oxygen tanks and rations for the journey. He will be sure to bring less next time in order to save even more credits. His ship touches down on the surface of a planet. Readings begin to scroll up on his viewscreen.
Designation: Ghozer 758392. Purpose: Vault. [Story: Became unstable.] Overall look: Partially operational (I will give a 50% chance doors throughout are locked to go with the Vault theme) and partially buried . Chasers: 1. (Clobber). Dominant Site Hazard: Toxic Atmosphere. Size: Huge: Resources: (48); Xenoanthropological finds: (44); Possible unique encounter total: 12.
Sid dons his Level B Hazmat suit and helmet before heading out into the toxic atmosphere. He’s geared up with his various kits bundled in his backpack and combat knife, pistol and Flameslinger holstered.
Surprise event: Yes. Hidden Knowledge. Spark table: Transform, Blood.
Just as Sid is about to open the airlock, another indicator beeps and more information starts to scroll on the viewscreen. It appears there has been a Deep Diver Crew here before and their ship is broadcasting a very weak signal. It is corrupted but he can make out Transform and something about Blood. This Arsaidh planet site has been visited, but the crew were not able to leave. Readings indicate it is another Circle ship, one person crew. It is close by, so Sid decides to make the other ship his first stop.
Oracle: Is it in ok shape? 50/50: No and... it looks virtually unusable.
He finds the ship in horrible shape, no telling if it crash landed or something else happened to it. It is emitting a weak signal - but is completely unusable. He checks for any possible supplies but cannot get at anything useful.
Perception check fail.
Sid turns to the expansive structure and can see that it has sunk into the ground. It looks more solid and square than the other Arsaidh site. Very thick and robust walls. He finds an entryway that will suit his needs and makes his way inside. It seems to have been a duct of some kind.
Area 1: Fixed event: Strange Fungi. Hazmat will protect Sid.
As Sid gets close to the end of the ductway, his shoulder mounted lights illuminate some strange looking tendrils of fungus. He gingerly steps over the tendrils and right into a large mass of the fungi as he exits the duct-way into the room. Some fungus pods burst open, showering the area with spores. It is not an issue for his hazmat suit. The rest of the room had some more sporadic fungi patches, mostly closer to the ductway entrance. The walls looked to be made of strong metal with long recessed and raised geometric patterns. Intermittent glowing panels seemed to indicate the half operational state of the site. Sid, nervous yet eager to explore, looked at the 3 possible doors and went to the one on the far left.
Door 1: Closed? Yes. Locked? Yes. Door 2: Locked? No.
The door opens onto a short hallway with one locked door at the end. Sid, not wanting to waste time lockpicking, decides to back track and try the other doors. Everything is locked up tight forcing him to break out his LKPK. Luckily, the door opens on his first attempt.
Area 2: Hazard manifestation: Creates a biohazardous danger.
The room he enters is so covered in fungi that it is almost impossible to walk without crushing fungi pods and releasing an excessive amount of spores. Sid clomps around in the fungi trying all 3 doors. All are locked.
Oracle: Do the excessive spore cloud affect his Hazmat suit? No and… visibility is ok.
He decides to unlock the first door. The first attempt fails and the second works and it leads to a short wide hall with a single door at the end.
Area 3: Automated security measures: Nanites.
Sid enters a plain dark room. Nothing in it except 3 doors leading out. From of the corner of his eye, Sid notices a dark cloud rising up and moving towards him. He backs away but it comes on too fast. He raises his arm in front of himself and notices small holes begin to appear on his Hazmat suit. Nanites!! Painful pinpricks along his arm began where the nanites were eating into his flesh. This was followed by a burning sensation caused by the toxic atmosphere. He began to panic but thoughts of his doomed mortality cut through, Nanites could be dealt with by, fire, extreme cold or even a good zap of electricity - he ran to a panel and took out his combat knife with his good arm and stumbled as the pain started to get into his side and chest.
Round 1: Nanites get through his protection. Round 2 they begin to eat away at him and cause 1 wound and the toxic atmosphere is beginning to affect him. Injury table: Infected wound (very in line with the environment).
Sid frantically pries open the panel cover and stabs the knife into the electrical wires and conduits, focusing on the alternating bypass conductor.
Round 3: Arsaidh tech check: 20 crit pass! No damage to Sid from the electrical current for the crit pass and d20 damage from the toxic atmosphere: 3. Sid’s Con is only 8 but he does not receive a second wound.
A sharp electrical current makes Sid’s body go rigidly stiff and arch backwards at an impossible angle before he collapses to the ground. Sid rolls over and pushes himself up to his knees while taking off his backpack, and barking out a bloody cough. The searing pinpricks have stopped, but his lungs and skin are taking damage from the toxins in the atmosphere along with the spores clouds.
Round 4: Suit sealant and d20 damage: 19. Wound number 2: Injury table: Trauma. Broken willpower -1 Wil. Time increases by 1. Time reset: Use one ration and oxygen. Activity check: none.
He takes out the emergency suit sealant and uses up the whole tube to seal the holes on his arm, side and chest. His skin feels like it is on fire. Sid’s breathing begins to return to normal. His suit is sealed and the effects of the spores and atmosphere slowly fades. That feeling of being eaten alive is gone but the trauma of it all breaks his willpower.
After a short period of time Sid collects himself and stumbles to his feet. He slowly makes his way back to the ship where he takes off his suit and examines the wounds on his right arm and side. It looks horrible, probably infected. He takes out the med kit and applies antibiotics and treats his wounds.
A despondent Sid decides the best course of action is to return to Karum Station, regroup, resupply to possibly return here once again.
Notes:
I started a brief playthrough with multiple characters and decided there was too much to track and changed back to solo this mission.
I completely forgot to generate the planet's surface which has its own exploration rules with a table that may allow the discovery of a site. Not a big deal at all - I can do that for another planet.
Initially when the nanites appeared in area 3, I thought Sid was completely doomed. I decided to go with an electrical charge and let the die rolls decide his fate. I think I played this out fairly - Sid is alive but beaten. Wil is an important skill for recovering during combat. The minus 1 Wil will prove difficult for him in the future.
Overall, this was a really fun session to run. Figuring out how to play the nanite scene was the best. The game is balanced well with limiting resources and choosing certain actions. For example: Using the LKPK, scavenging and moving in stealth all cost time which will deplete the resources. If I want to move in stealth to avoid security measures (such as nanites), I may not have enough time for scavenging or other actions. It’s fantastic.
Across a Thousand Dead Worlds is by Blackoath Entertainment.
For this and other Actual Plays check out my Table of Contents Page.
I like the frugality coping mechanism coming up and getting a bit stronger this episode. I can see multiple characters being a lot to keep track for this system, so I’m glad Sid pulled through!
I thought Sid was going to be a goner, too. I have started reading the rules to this game, but now I want to finish reading them. It seems like an interesting game.