Act 2: Objection Overruled

Includes 8 items

  • ×1
    Gray Matter
  • ×1
    Fettered Futures
  • ×1
    Desperation
  • ×1
    Hell or High Water
  • ×1
    Scavenging Hope

Episode V: Gray Matter

Adventure: Gray Matter by Nathan Heard
System:
5e

How does that make you feel? Deep within the clutches of Samorael’s iron empire, sometimes everyday living can feel like an insurmountable battle. Days are bleak, and nights dark as pitch. When existence feels like oblivion, can you find any glimmer of hope or purpose? Perhaps. Perhaps the answer lies within the beckoning cave.
Explore the Crania Caves in this surrealist dungeon crawl designed for D&D 5e (party level 2). Can you navigate the murky chambers where every decision seems to have no right answer?

Episode VI: Fettered Futures

Adventure: Fettered Futures by Roger Perkey III
System: 5e

“When looking to the future fails you, focus on the present”
On Samorael’s floating capital isle, rebellion is silenced before it ever begins. The Supremors' psychic enforcers, the Prehenders, hunt would-be traitors based on prophetic visions from the Eyes, three oracular women suspended in psionic stasis. As agents of the Hand, the party has delivered many future-rebels to their fate… until a discovery casts doubt on the truth behind these visions. Will they dismantle the system from within, or become its next predicted threat? A tense, cerebral adventure of surveillance, identity, and resistance in a world where even your intentions are criminal.

It’s a race against time, a race against the future, and every choice they have ever made, or ever will make, is being watched.

Short Story: Desperation by Daniel Trout
A Tale of Valiant Veil

A pair of friends walking home for the night pause to admire some alleyway wall art. To their dismay this act of admiration is considered treason. Here on Samoreal’s floating capital island, even the slightest sign of resistance is stomped out with extreme prejudice. Thus a single moment of carelessness can lead to a world of consequences. Galamay and Callum are suddenly learning this fact the hard way. Wills shatter as the two find themselves imprisoned. But even in the pits of despair, there may yet be a sliver of hope. A long-time inmate takes a shine to the newcomers. Through telling a tale he helps them find a measure of calm, and perhaps even a fraction of hope…however desperate it may be.
Desperation is a Tale of Valiant Veil and accompanies the Fettered Futures adventure module.

Episode VII: Hell or High Water

Adventure: Hell or High Water by Anna Everts
System: 5e

A weary traveller scans the burnt remains of civilization, only to find the hopeful eyes of a group of children staring back at them amidst the rubble. The traveller did not come here alone. The children are alone for the first time. Perhaps even in this desolate landscape, there is purpose to be found. While traversing a freshly burned landscape, a group of travellers comes across a ruined village. Looking for survivors, they find a group of children huddled together between the smouldering remains of a building with an unidentifiable purpose. They are the sole survivors of the fire and will rely on the travellers to make it across the soot-covered landscape to a safe place. This is a one-shot where players are responsible for these children and aim to bring them to a refugee camp where they can get the help they need. It’ll be designed as a one-shot but could potentially turn into a two-shot. Because of the quite common “harm to children” line in safety tools, an alternative will be provided where the children are instead animals or just wounded civilians.

In this D&D 5e one-shot, your party travels across a burnt Bishal while accompanying a group of orphaned children to a safer place. Includes alternatives to substitute the children for other kinds of vulnerable groups to aid.

Standalone Game: Scavenging Hope by Roger Perkey III
“Sometimes, in order to fight back… you have to get your hands dirty.”

In the shadow of collapse, survival demands risk. Scavenging Hope is a standalone, system-agnostic mini-game built for any TTRPG setting. Using only d6s and a d20, players venture hour by hour into ruinfields, fallen cities, or arcane wastelands, pressing deeper for rare salvage while threat levels rise with every step. Will your party extract priceless artifacts… or push too far and trigger deadly encounters? Perfect as a downtime mechanic, one-shot frame, or narrative interlude, this mini-game injects tension, strategy, and hard choices into every expedition

Episode VIII: Three Questions of River's Gate

Adventure: Three Questions of River’s Gate by A.J. Smith
System: 5e and MythCraft

Conquest is insidious.
Appeasement is surrender.
Keep the fire burning.

Three Questions of River’s Gate is a series of three adventures set in the Vadan region of Ancerra during the “Start the Fire” time period. While Samorael’s expansion has been halted at the Chasm for the moment, the greedy tyrant is still looking to conquer and increase his territory across the entire continent.
He has chosen the settlement of “River’s Gate” in northern Vadan as a target, though he currently lacks the resources for his usual methods of conquest. To that end, his followers are attempting a different method of annexation and control; a fully ‘lawful’ takeover based on public perception and tenuous legal arguments.
While River’s Gate is a smaller settlement, it sits at the largest confluence of navigable waterways in the continent’s southern delta and would thus provide a powerful foothold for securing the rest of the region.
The three adventures will see the players dealing with Samorael’s increasingly brazen attempts to exert his influence over Vadan, culminating in an all out assault in part 3.

Adventure: Res Judicata by Jehanne Bell
System: 5e and MythCraft

Seven decades into Samorael's march toward conquest, in the demon's own capital, hope that anyone could stop Samorael or his subordinates rarely brings everyday people courage. It's something whispered, an abandoned dream with injured wings. Courts where barristers can challenge Samorael's rule under the law are little more than theater the overlord uses for his own ends. That does not matter at the law firm of Derin Lammert, Esquire. As a new associate under the notorious Bridgemoor alumna, see if you have what it takes to face the stacked deck of Samorael's judicial House of Adherents…and win.

A battle of wits in the MythCraft or D&D 5e system for a small party, levels 5 to 15, that runs parallel to Three Questions of River's Gate over a protracted timeline. Use your social and investigative skills to search for evidence and question witnesses, then face your foes in court in a battle for justice. One spark of hope may be all this city needs to burn. But only time will tell if what you light is a candle or a powderkeg.

MythCraft Core Rulebook PDF

MythCraft is a new TTRPG d20 system created by QuasiReal Publishing. A full pdf copy is included for those that wish to try out adventures built for MythCraft. 

Act 2: Objection Overruled

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