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lostlunarian

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A member registered Dec 19, 2025

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Ran this one for a small group, all fairly new to Mothership (myself included). The premise, themes and location are all very solid, peak cosmic horror, my players loved it.

That said, advice for newer Wardens like me: it takes a fair bit of prep (and filling in the blanks) to get it ready for actual play, specially for use in an ongoing campaign. That is probably true of any 2-page module, but still worth keeping in mind.

Fantastic value for money though, I'd say it's a classic.

I recently ran a lightly-edited version of this module for a small group (3 players, still quite new to Mothership).

It required a bit of clever prep to slot properly into our ongoing campaign, but the tension between the various forces and threats ended up being very engaging. The premise comes together really well.

From experience, some advice for Wardens looking to run it:

  • If not a oneshot, it's best if the players already have history with some of the factions. Mine had beef with both Blackshield and Healthtek.
  • The hybrids are absolutely brutal if played as written. Consider holding back a bit, at least initially. Otherwise they are likely to drop or fatally wound a PC every round.
  • Same with the infection damage. Consider having it "tick" every 10 minutes, instead of every round, as extra incentive to find Gennero.
  • As the situation deteriorates, consider rolling for Healthtek encounters anywhere on the station.

Overall: very solid, can 100% recommend.

Had a ton of fun with this one. It's incredibly clever and well laid out. After a quick read, I probably could have run it straight out of the book, though I did do some prep to make it smoother.

It took my group (me and 3 players, all new to Mothership) a very leisurely 2 and a half sessions to finish, about 8–9 hours total (they saved the ship). I ran it as advised, starting a day before the incident and using the full timeline.

It's an excellent module, especially for introducing people to the system. I intentionally went a bit easy on my players (they were already sweating), but for larger/more experienced groups I recommend shortening the timeline and making the rest of the ship's crew an active problem if not handled well, potentially violent.