If you wanted to grab a copy, the downloads are now fixed. Not sure why it took itch support so long to help, but it is what it is.
Dark Star Adventures
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Hey Simonides, thanks for the comment!
Great suggestions and thoughts, really appreciate it. I'll look into everything you said in regards to layout and design, especially around the colors. As for the encounters, there are actually 6 different encounters possibilities (three during Code Blue and three during Code Red) and 6 different item rewards as well. The adventure starts in Code Blue, and for every door opened, roll for a Code Blue encounter. Once you go Code Red, you continue to roll on every door open, but on the Code Red chart instead. There is also the first Rec Room and final Lab encounters, making the unique encounter count 8.
As for Vent Oxygen, you aren't wrong that it can be a total party wipe, but it is a bit easier than it appears at first glance. The math for a standard 4 person party (at first level) looks like this:
- An Expert hacker with Program+0 and INT +2 has a 42% chance to open the door on round one. They can reroll for free once per scene, and so they actually have a 66% chance on round one. If they have the hacker or specialist focus they get to roll 3d6 instead of 2d6 and drop the lowest, which raises their chances to 90% on round one (with reroll).
- Same with a someone that has Exert+0 and STR+2 (warrior, likely), they have a 42% chance to force the door on round one. If it's not a warrior, and is, say, a specialist athlete with exert, their chances go from 42% to 68% (and 90% if they have a reroll).
- If the hack and force both miss, each player has about a 35% chance to stay up from lack of oxygen and try again on round two.
- Round one is load bearing, but they have an 80%-90% chance of getting out that round. This also isn't taking into account that the other 2-3 PCs can be aiding the rolls, providing a +1 to each attempt, raising the probability even higher.
- If they survive one of these rooms, they should treat every "seemingly empty" room with suspicion now. If I were a PC, I'd be trying to block every door moving forward so it can't snap shut behind me. For a creative player, this is likely a one time obstacle. In addition, there are the emergency air packs in the Ready Room - if they find themselves in a Vent Oxygen situation after looting the Ready Room they'll have 20 minutes of breathable air as a get-out-of-jail-free card.
Hope that math all checks out for you, and thanks again for your thorough review, it's very appreciated!





