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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.