DESKATUR / ORIGINALS
An original solo fantasy adventure

Ash &
Lantern

The Hollow Beacon

Three nights. Three lights gone dark.
Beyond Greyhaven’s walls, the mist is moving against the wind. Take up your lantern. Find the missing keeper. Decide what deserves to burn.

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THE GREYHAVEN CHRONICLES / CHAPTER I
THREE CHARACTER PATHSTEN CONNECTED LOCATIONSTURN-BASED COMBATTHREE ENDINGS
A light worth carrying

The valley has kept
its secrets long enough.

The old watchlights protected Greyhaven for generations. Now their keeper is missing—and the records he left behind suggest the lights were never what they seemed.

01Follow your own trail

Search a drowned mill, brave the glass chapel, and earn a frightened engineer’s trust. Find evidence through strength, stealth, or understanding.

02Make every turn matter

Read an enemy’s next move. Strike, guard, use your signature ability, or retreat. Your lantern can illuminate a difficult choice—but its charges are limited.

03Bring someone home

A loyal dog waits in Briarwood. A missing keeper waits beyond the ridge. And something inside the beacon has been waiting far longer.

A lantern illuminates a fork in an ancient misty forest
Who will carry the lantern?

One valley. Three ways through.

Hold the line

Iron Warden

A blade, a battered coat, and the strength to stand between danger and those who cannot face it.

MIGHT +3 · SHIELDBREAKER

Find another way

Thorn Scout

Every locked door has another entrance. Every enemy leaves a blind spot. You know where to look.

GUILE +3 · THREAD THE NEEDLE

Carry a dangerous light

Ember Keeper

You speak the forgotten language of the lanterns. Their power answers—sometimes more loudly than you intended.

SPIRIT +3 · EMBER SURGE
The road begins at dusk

What will you leave alight?

A complete first adventure with exploration, equipment, progression, and three possible conclusions. Your journey saves on this browser.

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