Dive 3:
Back to the Vault Site Lotebe 559923. Sid knows it is a one week trip and decides to take even less extras for supplies this time.
Random event: 20%: No.
I am not going to worry about planet exploration and land Sid near the Vault Site.
Designation: Ghozer 758392. Purpose: Vault. [Story: Became unstable.] Overall look: Partially operational and partially buried (50% chance doors are locked). Chasers: 1. (Clobber) Dominant Site Hazard: Toxic Atmosphere. Size: Huge: Resources: (48) 39 ; Xenoanthropological finds: (44) 41; Possible unique encounter total: 12. Creature Table: 1: EO. 2: Arash Guardian. 3. Titan Guardian.
Sid enters the site the same way as his last visit and steers clear of the nanite trap room, heading in the opposite direction to begin his exploration. This Vault Site seems to be made of similar hallways and rooms - very little deviation. He is able to unlock the door leading into the hallway on the first try.
Door 2: Not locked. Area 4: Xenoanthropological Artifact: 3.
The next room is large and square in shape. One wall is lined with open square shaped mini vaults. He is able to find some Xenoanthropological Artifacts: A small glasslike sculpture with a constellation inside and 2 very small rubbery spheres. He scavenges and finds nothing else worth taking. Sid heads out the door on the left and gets the lock on the first try. At least he is not getting too bogged down with the time it takes to unlock the doors.
Area 5: Fixed event: If the characters remain here for longer than a minute, they must pass a CON check or take D10+5 damage and start bleeding from their ears. Door locked: 50%: No. +2 stress.
Sid begins to hear a subtle humming that slowly increases in intensity. Sid immediately runs for the door on the opposite side of the room, which opens without issue. He slams it shut and can hear the sound fading.
Area 6: Encounter: 4 small Aberrations: Name: EO +5 stress. Activity: Fighting another creature.
Sid opens a door to find 4 small aberrations fighting 2 large Arash Guardians. He immediately leaves, closing and hitting the locking mechanism before running back through the room with the strange humming sound that increases in intensity as he rushes through. He closes all doors behind him and hopes the creatures were too busy to take notice.
He goes for the second door in the room with the artifacts. It unlocks on the second try.
Area 7: Encounter: Easy Titan Guardian. Guardian wins initiative. Sid wins the Titan attack turn -5 stamina. Fire second grenade.
Sid enters a room lined with vaults. A small Titan Guardian notices Sid enter and turns towards him and runs straight at him. Sid is able to fend it off while pulling his combat knife. It attacks again and Sid stabs its head sending it down. He presses the attack and is able to kill it. He scavenges the room and finds nothing of value.
Area 8: Resources: 3 Data Crystals (150). 6 Alloy Cubes (450).
Sid hits the jackpot with 600 DC in Data Crystals and Alloy Cubes in the next area. He heads out the single doorway and up a short flight of stairs. Just a bit more treasure and he can head back out.
Area 9: Hazard manifestation: Assaulted with visions. +2 stress. Resolve fail: Hyperventilating uses up d4=1 oxygen pill before he gets it under control. Activity check: none.
Sid notices more of the fungal tendrils which reminds him of his last visit. He begins to worry about the infection he had and panics and he starts to hyperventilate. He stops and tries to control his breathing and soon gets it under control. He hears the subtle ping of another oxygen pellet being used. He checks his levels and feels like he still has time to explore. He takes a moment and finds some valuable Arsaidh salvage.
Area: 10: Security measures: Stasis field.
As Sid enters the next room a light snaps on around him… that is the last thing he remembers as his body and mind all stop to forever remain in stasis until a wandering creature or hopefully another Deep Diver come and find him.
Notes:
What a wild way to end Sid’s run! Solo character in a stasis field - done.
However, it plays nicely into other characters finding him there.
Across a Thousand Dead Worlds is by Blackoath Entertainment.
For this and other Actual Plays check out my Table of Contents Page.
When I saw this was a 3 minute read I had a bad feeling, but things were going so well! I suppose he isn’t dead, but how long will he be stuck there until someone finds him? Will you keep playing this one with a new character to dig him out or leave him to hang for a while? I guess no time is passing for him in a stasis field poor guy