From publisher blurb:
The winds of the wasteland sing a mournful hymn, an endless dirge that carries the memories of a world long lost. Beneath the scorched and fractured sky, Tor Hagaroth rises from the ruins like a blackened fang. Once a bastion of survival in the wake of the Trinity Collapse, the outpost now teeters on the brink of its own demise. Its spires, forged from scavenged alloys and shadowed technology, stand as a monument to humanity's resilience—and its hubris. The people here cling to existence with nails worn to the quick, their survival contingent on fragile alliances, ruthless ambition, and the constant battle against forces both internal and external. But hope is a fickle thing. In the labyrinthine depths of Tor Hagaroth’s mines, an ancient relic has been unearthed. Its surface pulses with an unearthly glow, its design beyond comprehension, as though it were not crafted but born. The artifact has no name, but its power is undeniable—a thing of whispers, of unspoken promises and unmeasured dread. Some claim it is a salvation, a key to rebuilding a world that has long since crumbled. Others warn it is a harbinger of doom, a tether to an ancient calamity waiting to be unleashed. Inside the outpost, the artifact has ignited chaos. The Eclipse Sect, a fanatical cult, declares it the will of a divine reckoning, urging its followers to hasten the end of the old world so that a new one might arise. Meanwhile, the Ironsunder Cartel, with its iron grip on the outpost's dwindling resources, sees in it an opportunity for unchecked power and profit. Between them, other factions and individuals weave their own conspiracies, their motives as murky as the toxic haze that shrouds the wastes. For the few who stand outside these machinations, the artifact is a puzzle that demands solving—a question of survival as much as a question of faith. To the scavengers, enforcers, prophets, and killers who roam the halls of Tor Hagaroth, its secrets may offer the promise of redemption, revenge, or ruin. But the sands are unforgiving, and time is as fleeting as the water they so desperately lack. Beyond the gates, the wasteland stirs. Shadows flit across the dunes, unnatural forms moving with sinister purpose. Something ancient and unspeakable has awoken, drawn by the artifact’s presence, and it is not bound by the frailty of human morality. The artifact’s true power is no longer a question of what, but who. The outpost's denizens are no longer merely survivors—they are players in a deadly game of ambition, faith, and destruction.
Tor Hagaroth waits, its walls echoing with whispers and screams.
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.