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Forgotten Ghosts Solo Adventure

Game ID: GID0132270
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Description

From publisher blurb:

The vast reaches of space are said to hold mysteries beyond comprehension—places so remote that they fade from memory and drift into myth. This outpost, Karesh IV, was one such place. Once a beacon of research and hope on the outer rim, it fell silent decades ago, consumed by forces that defied human knowledge. Its occupants vanished, leaving only echoes of their final, desperate transmissions, cut off mid-scream. Now the station lies dormant, its decaying corridors and blackened rooms a monument to what the galaxy has chosen to forget. But darkness is not so easily ignored; it has a way of calling the lost and the damned to its door. Your vessel trembles as you approach Karesh IV, its presence on your radar like a dead thing stirring from its grave. You stare out at the looming silhouette of the outpost, its jagged silhouette outlined against the pale light of a dying star. The crew is quiet, a silence heavy with the knowledge of what may await them. You’ve heard the rumours—stories of shadowed figures and incomprehensible sounds, whispers of those who never returned. And yet, something in you is drawn to this place, a pull that defies reason. For each of you, it is not just duty but an obsession, a need for answers to questions better left unasked. Among your team is Azarel Soth'quar, a cyberneticist haunted by voices from an experiment gone wrong. The whispers in his head promise secrets if he’s willing to descend into the outpost’s depths. Maera Leth'vash, a rogue mystic whose rituals bind her to powers she barely understands, hopes to find salvation—or perhaps, more power. Varrik Kel'thon, a warrior scarred by a strange infection, believes the outpost holds the cure he seeks. Ellara Neth'ruul, once an infiltrator for a powerful faction, sees Karesh IV as the key to vengeance on those who betrayed her. And finally, Saruun Vas’rael, a scholar touched by madness, hears the call of the void, whispering secrets only he can decipher. As you step into the station, the air feels wrong, heavy with an unnatural stillness that clings to you like a damp fog. Each footfall echoes down the corridor, swallowed by shadows that seem to move just beyond the edge of your vision. The walls are covered in symbols no one recognizes—fractured, half-finished inscriptions in an ancient language, left by hands that trembled with fear. The silence is punctuated only by the soft hum of dying machinery, and you can almost feel the station’s heartbeat, as if something within its depths stirs at your arrival. There is no map for this journey. Karesh IV will lead you where it chooses, and you, like the outpost’s previous inhabitants, are at the mercy of whatever sleeps within its decaying halls. The rooms twist into impossible shapes, corridors loop back upon themselves, and what once was an exit is now a wall. Shadows lengthen, and strange symbols etched in what looks suspiciously like blood begin to glow faintly, casting an eerie red hue. Some passages lead to storage bays lined with equipment still stained by whatever… or whoever… last touched them. Other hallways lead only into darkness, where faint whispers beckon you forward.

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.

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