From publisher blurb:
The universe is no stranger to conflict, but this war is different. It isn’t fought with politics, money, or even ideology. It’s fought against the unknown – an enemy that defies comprehension, lurking in the dark voids between stars. They call themselves The Devourers, a name whispered in dread among the few who’ve survived their encounters. They are not a species that can be reasoned with, nor an army that can be fought through conventional means. They move between dimensions, consume worlds, and leave nothing behind but echoes of terror. The Trinity Pact, an alliance of advanced civilizations, is on the verge of collapse as entire colonies vanish, planets are reduced to barren husks, and fear spreads like a virus. It isn’t just war anymore; it’s survival. And in this desperate hour, the Pact turns to a force unlike any other – a black-ops unit, trained to handle the galaxy's most dangerous threats. But this is no ordinary deployment. This mission has no clear objective beyond a singular, horrifying command: contain the threat at all costs. This is where you come in. The team has been dispatched to a remote fringe world, one of the last known locations where contact was made with a colony before everything went dark. You don’t know what you’re walking into – no one does. The briefing was a jigsaw of half-truths and incomplete intel. There’s something ancient and malevolent on this planet, something far beyond the scope of military tactics. The enemy isn’t just out there in the darkness; it’s in your mind, distorting your thoughts, preying on your deepest fears. The mission is simple: stop it, or die trying. But nothing ever goes according to plan. You step onto the surface of a desolate planet, your gear heavy on your back, the weight of expectation even heavier on your shoulders. The sky is overcast with swirling black clouds, the ground beneath your boots crackling with static energy. It feels wrong, as if reality itself is unstable, bending under the pressure of something incomprehensible. Your squad moves with the precision of seasoned soldiers, but there's an unspoken tension—each of you knows that you're walking into the jaws of the unknown. Your thoughts drift to the rumours. You've heard whispers of what this enemy does – how it gets inside your head, makes you see things that aren’t there, turns your own mind against you. You push the thought aside, but it lingers like a shadow you can’t escape.
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.