From publisher blurb:
The galaxy is vast and dark, dotted with worlds that shimmer like rare jewels. But some gems are cursed, wrapped in shadows that warp flesh and break minds. One such world is Ereshim's Maw, a deathworld on the edge of known space where the air itself seems to bear the weight of ancient, brooding hunger. For centuries, it has been a place whispered about by traders and pirates, a place that devours ships like a monstrous animal dragging its prey into the deep. Those who come here do so because they must—driven by desperation, duty, or madness. Most never leave. You are among the damned few who have found themselves on this world, whether by accident or design. The jungle is a nightmare come alive, the air heavy with spores that burrow into your mind, making you see shapes in the shadows that aren't quite there—until they are. Creatures slink through the underbrush, their eyes like burning embers, their mouths dripping with acid venom. But the jungle is not the only thing that haunts Ereshim’s Maw. Your own squad—those you trusted—are turning against each other, the whispers in their minds urging them to spill blood before it is spilled on them. Every night, fewer voices respond in the darkness. Hope is a cruel mirage here. The sky is covered with a roiling sea of black clouds, lightning cracking like bones snapping in the dark. The trees are jagged, their bark crawling with creeping tendrils that seek warmth. But hidden somewhere in this dense maze is a beacon, a signal that might save you or at least grant you a death that is quick and final. You must make your way through the green hell of Ereshim’s Maw, facing terrors both ancient and new, and find the signal before the planet itself claims you—body and soul.
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.