Link to image in DEAD ZONE.html goes to a local drive file.
Control panel is a great addition, and I love the HTML version! Very cool set of procedures.
I definitely missed a few important sentences in my quest to make everything fit into the pamphlet. You interpreted the floor dice correctly! And I should have the extra resources introduced and explained before I describe how they can ruin FIST's day. Two resources might be too many - I'll consider if they need to get trimmed down. I could simply have checkpoints between floors demand TOKENS, or something similar.
Most of my focus went into the layout, so I'm glad it's clean!
This is not OGL compliant and I love it. The replacement characters are very cool and on-brand.
Layout's pretty basic and could use some page breaks to keep things organized. I'd have appreciated a map or some procedure for moving from one area to another inside the temple. I think doubling down on the temple and its eldritch transformative nature would make this stronger, as cool as the Soviet antarctic base is. A table of intrusive fantasy adventure thoughts would've been cool - things for players to write down on their character sheet.
I've been deep in early D&D history lately and I think not having a fire hose hooked up to a tank of holy water at the entrance to the temple is a missed opportunity.
There's a lot of cool ideas in here! Traversing the remains of a wildfire and the ash-soaked mud while being hunted by a strange creature is an excellent hook. I love The Creature, it's powerful, intimidating, and smart.
Some reorganization would make the module a lot more clear - move all location information to the interior, put the Creature on the outer panel that's folded in so you can view it and the map at the same time, maybe add a diagram for the Tower.
Thanks for providing a printer friendly version!
Operation Broken Trident features a highly volatile situation with several layers of scheming colliding. Not only do the two major players have no idea what's actually going on, but FIST are right at the center, just in time to tip the scales. Plenty of details are provided - motivations and objectives for everyone involved. the contents of the ship, and numerous ways everything will react to FIST's presence. Time pressure from multiple sources also promises to keep tension high, and the ship itself isn't particularly sturdy.
The layout is a bit cramped due to the short line length and tight line spacing, and two full columns on most pages. Reorganization to minimize flipping between pages would make this a lot more usable as a game aid. Sections sometimes start on the last column of a spread and immediately go to the next page. The overall organization is good, with helpful headers and generous usage of bold text. I blanked on what was in the main cargo container and flipped back to remember "what is actually happening" and continue on. Some details are also repeated a few times.
The diagram of the ship is great! I can imagine additional locations other than the essential ones described, depending on the game's needs. I also really like the "useless" container contents table - I'm certain FIST will find they're actually quite useful.