That's almost exactly what I was thinking. Start out at Vela's Table, you have access to north or south for two different styles of adventure! If you ever use it (or use parts of it) please let me know. In the meantime I have decided to expand it into a small zine so watch for updates!
Chaotic Goods
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That actually is mentioned during the Navigating the Maze section, but I will clarify the language so the two sections match.
I also feel that forcing them not to collaborate is not the greatest feeling. In practice though I found that the game was far to easy when all the players could just work together and it undercut the spirit of the mini-game. Maybe I will add something that chalks this rule up to how hard it can be to describe directions to someone else in real life (That's always been my experience).
Thanks for the feedback!
First entry! I am reading through it now. Some thoughts;
- I love adventures that have some random tables to help decide what is going on. Your table for who or what is behind the demise of the colony makes the adventure fun to replay for the DM.
- The dark secret for each PC is also a nice simple touch to set the mood!
- For the alternative start, maybe the players could be sentenced to Transportation for their crimes (And the players could make up what their crime was). Since you have some historical inspiration that might work well here.
- Good, simple ship combat system.
If you wanted to add more to the adventure, I would flesh out the search for what happened to the colony. Perhaps a few bullet points for what each of the four possible bad guys, and a small hex map or point crawl to explore.
I would run it!
Ludifex:
https://www.reddit.com/user/ludifex/
I have noticed him on there posting about Knave/Maze Rats/Questing Beast videos.