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(+2)

This is a good one overall, probably in my top ten, although there's one thing that seems missing to me that I'd have to brainstorm a solution to if I was going to run it. I'll get to that in a moment.

It looks very nice. The cover art in particular is great, and the map and character portraits are both pretty good. I like the use of colour. Only complaint layout-wise is that there are a few places the text is right up against something... type needs to breathe, as my typography teacher used to say. Easy to fix though, just add some internal margin to your text boxes and external margin to the text wrap on your character portraits.

Like with a number of the other modules, I found myself wishing there was a single-paragraph Warden's summary on the flap before we get to the timeline and stuff. Reading everything else becomes easier once you know there's a bioweapon, a scientist who was experimenting on people, and a woman who rebelled and caused the tower to become flooded and the bioweapon to get loose.

(I've had some pushback on that feedback from a couple of people, so let me add a disclaimer and say this may just be because I'm a news editor and spend my days telling people to get to the point immediately, not to bury the lede. I feel that applies to modules too, but opinions seem to vary.)

Minor omission from the map: I guess that 42 and 43 are not flooded? I found myself wondering how Ophelia was alive and playing the piano underwater, but then noticed that there's a slight blue tint to everything except those areas. I would add that to the map key and maybe make the tint a little darker to be more obvious.

My bigger complaint about the structure of the story is that there seems like a lot of exploration without any threat other than taking too long and running out of oxygen, followed by a climax that might be over very quickly. I don't necessarily mind a lot of build-up, but the Homogen only shows up once all the doors are open and the characters have what they need, at which point I don't see anything that would stop the players from swimming straight up the elevator shaft to get away, which doesn't seem like a satisfying end. Unless they get cornered and have no choice but to fight, which also isn't ideal.

So, to run this I would have to come up with a way to force a more complex endgame, ideally one that would reward the players for having poked around and laid some groundwork during the relatively stress-free exploration phase of the scenario, rather than just speedrunning everything. A chase sequence that involves the elevator shaft somehow getting sealed might work, so e.g. if they've cut through the ships in the docking bay they have a better chance of making it.

I’m going through all the feedback during this rewriting period, so I finally have the time to thank you for your feedback.

As I said elsewhere, I’m not sure I’ll find the space for a proper summary in the flap, as the timeline and the homogen are very space hungry, so I might have to take the hit and live by that editing decision, despite liking the idea itself.

This is all very helpful. Thank you for your time and your diligence. Hopefully, v2 will be right up your alley!