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(+2)

Just finished running this as a two-shot last night and absolutely loved it!  In particular I think the Doom Tracker is hugely effective at pacing out the entire adventure by keeping things relatively slow at the start and ramping things up to a breakneck pace by the end. Additionally I think the module does a great job of delivering a Romulus like experience. It's familiar enough to be satisfying but offers enough difference to be an exciting scenario to explore in its own right.

I don't have much too much constructive feedback, but I'll pass on what I have in case it's useful!

  • I had trouble picturing and describing Sector 4. There has been a significant decompression event, which even allows the crew to enter the station from there, but the Cyrostorage is definitely described as still having atmo. Figuring out the logistics of how that all connected was a moment where my table had to pause and sort of talk through how exactly we were going to handle it. Oh on a related note, Sector 2 says the Cryofuel is in Sector 3, when the Cryofuel is actually in Sector 4, which I'm guessing is just a typo!
  • I think the module is mostly extremely good about how specific to be, allowing the Warden to twist and react without anything breaking too much. However I think the Hour 5 event is perhaps too specific. At the start I was like "I need to try and play this all out so that I can get a character in the right place at the right time" but that quickly wasn't feasible with the various moving pieces.
  • The NPC Drives were great, so I created some for the PCs and I think that really added to the experience. Maybe something to consider for similar modules in the future!

Overall, can't recommend the module enough, my table had an absolute blast.

Favorite moment: The crew being trapped in airlock with vacuum on one side, a Traveler on the other, and two infected crew members on the floor.

# of Characters Who Survived: 1/3 PCs, 3/4 NPCs

(+2)

Awesome report! Sounds like it fired on all cylinders, :)

For Sector 4, there is a very short line in the very start about blast doors closing off the depressurization that really ought to be repeated more clearly

It's funny you mention Hour 5 bc when I did the final proof pass (not sure I caught the 3/4 typo tho), I was waffling on cutting one or two, but erred on the side of, "Ok, GMs will know what they can/can't do, it's fine." I'm glad that gamble worked out, ha.

Thanks so much for the comment! Really makes mt day, :)