Friday, October 23, 2026

TFA 2E Random Adventure: The Ghost Archive

For this second look at Techno-Fantasy Adventure 2E, I let the campaign-generation tables build the adventure. No carefully planted plot, no hand-picked enemy force - just the dice and a little interpretation.

The result is a tense raid aboard a dead ship, with forbidden plans, Imperial Questioners, and one very old security drone.

The rolls

  • Motivation: 24 - Excavation
  • Location: 4 - Ship Interior
  • Opposition: 1, then 3 - Law Enforcement: Questioner Agents
  • Encounter balance: 1 - add one PL 3 enemy
  • Subplot: 23 - Criminal
  • Weird Event: 63 - Animate Drone
  • Objective token: 4, then 2 - a lost data drive containing Necro-Station Plans

The Ghost Archive

A drifting survey vessel called the Vigilant Sorrow has been found in the debris belt beyond a forgotten moon. Its crew vanished generations ago, but its last data burst mentioned a “Necro-Station” - a sealed orbital archive built to preserve the minds, bodies, or perhaps souls of a dead civilization.

The crew has entered the wreck looking for the plans that reveal the station’s location. Unfortunately, the Imperium has sent Questioner Agents after the same prize.

Perhaps the plans identify forbidden ruins. Perhaps they contain names that should have remained buried. Or perhaps one of the crew recognizes the ship’s registry number from an old criminal job and knows exactly why the Questioners are so interested.

Setting the table

Use a 2' x 2' or 3' x 3' board as the interior of the *Vigilant Sorrow*. Place five distinct searchable locations:

  1. The shattered docking lock.
  2. A cargo hold full of sealed funerary containers.
  3. The bridge and its dead navigation consoles.
  4. A damaged reactor gallery crossed by a narrow gantry.
  5. The central archive chamber.

Add crates, bulkheads, loaders, terminals, cables, and broken service drones as scatter terrain. The crew begins in cover in one corner. The Questioners begin in cover in the opposite corner.

To locate the Necro-Station Plans, a character must enter a searchable location and make the required search attempt. Failed locations are crossed off. If every earlier location has been searched unsuccessfully, the final location contains the drive.

Once recovered, the data drive must be carried carefully; its bearer cannot make a Charge or Sprint. At the end of Round 6, a third force arrives - perhaps Imperial reinforcements, perhaps the ship’s awakening defense system - and the battle ends. The crew wins by holding the drive at that point.

The opposition

Use the Questioner Agents as the core force:

  • Head Interrogator - PL 4
  • Questioner Enforcer - PL 3
  • Two Questioner Agents - PL 2 each
  • A second Questioner Enforcer - the randomly generated PL 3 reinforcement

That is a serious force, which feels right: the Questioners are not here to investigate a minor theft. They know the archive matters.

If your crew is still new, keep the same premise but remove the bonus Enforcer. The dice produced the harder encounter; the campaign system is meant to be adjusted to the power of the actual crew.

The Criminal subplot

Before the battle, choose the crew member best suited to the Criminal subplot. Their check represents a contact, old piece of knowledge, forged access code, or remembered smuggling route through the ship.

A success gives the party a small pool of extra Luck for this battle. It is a simple mechanic, but it makes the crew’s backgrounds matter before anyone fires a shot.

Weird Event: Animate Drone

A dormant maintenance drone is hidden somewhere on the wreck.

Any character can try to wake it with a difficult INT check. If successful, the drone can be sent crashing into an enemy anywhere on the board - no line of sight required.

That creates a wonderful little choice: does the crew spend a precious action searching for the plans, fighting the Questioners, or trying to turn the ship itself into an ally?

Why this is a good TFA 2E adventure

A few dice created a complete situation:

  • a clear objective;
  • an evocative battlefield;
  • an enemy force with a reason to be there;
  • a personal hook for one character;
  • and an unpredictable element that neither side fully controls.

The Ghost Archive could be a one-off game, but it also makes an excellent first chapter in a campaign. If the crew escapes with the plans, the next adventure might be a race to reach the Necro-Station. If the Questioners take them, the crew may need to steal the information back - or learn why the Imperium feared it.

Foe Sheet



Techno-Fantasy Adventure 2nd Edition

Techno-Fantasy Adventure 2nd Edition (TDA 2E) is an RPG light table-top skirmish game.

There is something immediately appealing about a game that can put a demon-haunted colony ship, an ancient ruin, a gothic warband, and whichever miniatures happen to be on the shelf into the same adventure. TFA 2E is built for that territory. 

It supports solo, co-op, PvP, and RPG-style play, using a fast player-facing 3D6 system: choose a character, take an action, add the relevant bonus, and try to beat a target number. The Double Bonus rule gives exceptional rolls some extra drama, while the campaign rules give those individual battles consequences. 

The attraction, for me, is that it is a skirmish game with room for an ongoing story. Characters gain Bumps after surviving adventures, crews accumulate Story Points, and a campaign can be as short as six games or grow into something much longer. It is loose enough to use nearly any suitable fantasy or science-fiction miniatures, yet structured enough to give a warband history. 

As well as the PDF, I bought the spiral bound print on demand version from lulu.  I don't regret it.

The original character sheet is sound, but I wanted something that was form fillable. So I made a landscape, four-character party sheet. 

 It includes, for each character: 
  • All core stats, including Passive Perception Score
  • Name, Type, Role, Move, Health, and Luck 
  • Larger fields for Abilities and Gear 
  • A Battle grid with individual completion boxes 
  • An editable Track label and twelve click-to-toggle boxes, suitable for Health, ammunition, Heat, limited powers, or whatever the character needs to monitor 
  • The sheet is fillable on screen and prints cleanly if you prefer paper records. 
Download the fillable four-character TFA 2E party sheet. If you give it a try, I would be curious to know what you end up using the Track boxes for. The best campaign aids tend to become more useful once players start repurposing them for their own crews.




TFA 2E Random Adventure: The Ghost Archive

For this second look at Techno-Fantasy Adventure 2E , I let the campaign-generation tables build the adventure. No carefully planted plot, n...