There are some rough edges here and the plot is fairly standard Mothership fare, but I really appreciate all the thought you put into making this module Warden-friendly.
Things that you did well:
- Breaking up the information into digestible blocks, detailing the planet, the crew, the ship, the monster, etc. separately instead of in one big wall of text.
- Providing a clear three-act structure plus intro and suggestions for the aftermath, instead of focusing on just the action and leaving the rest for the Warden to figure out.
- Providing a decent amount of peripheral detail through very short sentences, rather than spending a lot of words on just the most important things.
- Highlighting the things you want the Warden to pay extra attention to.
The design and layout isn't too bad. It's not super slick, but for the most part it's functional. My main complaint about that is that there are too many transitions between light-on-dark and dark-on-light text, which is visually kind of overwhelming. It's okay to use reversed type for headers or maybe one box per page that you want to call attention to. But having a 50/50 mix scattered all over the page just makes it hard to know what to look at because you're eyes are being pulled all over the place.
When looking at the freighter map, I didn't immediately see where the location key was. If you're not going to put them on the same panel, try to do something to visually connect them, like make sure their tops are aligned, or have a box or line that stretches across the fold and connects them.
I don't know if I'll run this because there are so many other options within the niche of "respond to distress call, fight monsters, run away," but it's one that I might think of if I find myself in a situation where some people want to play Mothership right now and I have nothing prepared, because you've done all the things you need to do to make a module ready to go without any extra prep needed by the Warden.