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A powder-keg with potential, although the small text over that background was brutal on my eyes and brain! A sans background printer-friendly version would be appreciated. Agendas are neat and in a pitch a referee could turn them into adventure hooks. I would have divided the magic square into two parts: the handout itself (found elsewhere)  and then maybe a journal entry that states the code is the shape of the sign of jupiter, touching certain numbers.

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Thanks for the feedback!  Graphics aren't my thing, I was hoping it would feel like something arcane.  On the handout, I wanted the adventure to hinge on forcing the PCs to travel through the ship and expose them to the horror encounters as they find the literal and figurative keys to the adventure and their hidden agendas.  The structural design is intended to be less about piecing together clues than discovering the place you need to go and finding the 'key' that accesses it - all the while trying not get killed in the process, as each characet's agenda helps dictate opposing choices and builds tension.