From publisher blurb:
In the endless sprawl of Denarik, where the skies glow an artificial amber and the streets pulse with a chaotic rhythm, power is the only currency. Here, the corporations are gods, their towers like monoliths of old, casting shadows that stretch across the domed remnants of civilization. Beneath the polished exterior lies a world of treachery, espionage, and bloodshed, where the lives of the many are sacrificed to preserve the ambitions of the few. Amid this dystopian tableau, whispers of a dangerous breakthrough ripple through the fractured networks of rogue factions—a device capable of altering memory itself. This technological marvel, the brainchild of the notorious Eidra Corps, promises a horrifying reality: the ability to rewrite history, manipulate the masses, and secure corporate dominance for eternity. Yet in the seedy underbelly of Haven, resistance brews. The Glass Coalition, a network of operatives, hackers, and disillusioned insiders, has learned of this prototype. It is a prize too dangerous to ignore, a power too great to fall into corporate hands. For the Coalition, this mission is more than sabotage—it is survival. But success is far from guaranteed. Eidra Corps is a juggernaut, its research labs fortified by cutting-edge security and merciless operatives. For those who dare to challenge it, the risks are immense. Failure does not mean death alone; it means erasure. To lose against Eidra is to have your identity rewritten, your memories twisted into servitude, or worse, obliterated entirely. In a world where even your thoughts can be stolen, trust is fleeting, and betrayal is inevitable. Amid this tension, four individuals find themselves drawn into the shadows. A disgraced operative, a rogue hacker, a mercenary with little loyalty, and an alchemical infiltrator, each with their own reasons for joining the fight. Whether driven by revenge, redemption, profit, or pain, they converge on a singular goal: infiltrate Eidra’s bastion of control, extract the data, and destroy the device. The stakes are insurmountable, the risks catastrophic, yet the spark of rebellion persists. It is in the heart of this chaos that you find yourself, chosen or coerced, to join the desperate quest against an unfathomable foe. As the neon lights flicker and the weight of Haven’s dome presses down, the air hums with danger and opportunity. Will you rise to the challenge, or will you become just another lost memory in the annals of corporate dominion? In this web of lies and espionage, you must navigate the treacherous path of infiltration and subterfuge. The decisions you make will determine not only your fate but the future of Haven itself. The game has begun, and in Denarik, there are no second chances.
In this Solo Adventure you assume the role of a Character in a Dark Science Fantasy setting. You will require The Haven Fallen Core Rulebook (CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.
The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.
The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.
Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.
Once you have familiarised yourself with the following few pages, you are ready to begin.
THE BONUS DIE
When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.