Tales of Ephyra: Dead Signal | A Techno-Noir Western Thriller

Tales of Ephyra: Dead Signal | A Techno-Noir Western Thriller

A missing convoy. A buried secret. Somewhere in the Frontier wastes, the cargo is alive — and so is the truth someone powerful wants erased.

TYPE

One-Shot

LEVELS

10

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
4 NEEDED TO START
$15.00

/ Session

Details

Once / Sunday - 11:30 PM UTC

Apr 26

Session Duration / 2–4 hours

0 / 5 Seats Filled

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This game will begin once 4 players have joined
About the adventure

The Long Haul Concord runs cargo, not causes. But when a convoy goes silent in the Nerys Frontier wastes — no crash, no distress signal, just silence — the C.O.G. doesn't want the authorities involved. They want deniable contractors. They want you. Dead Signal is a techno-noir western one-shot set in the world of Ephyra. You'll track a missing convoy across semi-arid badlands, navigate the fractured loyalties of a ruined city, and come face-to-face with a woman who didn't steal anything — she recovered evidence. The cargo is sensitive. The people who hired you are hiding something. And the person you were sent to stop might be the only honest one in the room. This session is built for moral weight over moral clarity. There are multiple outcomes, no objectively correct answer — just the choice your characters make and what it says about who they are. Designed for narrative-first RPGs, it runs 3–5 hours and works as a standalone story with no prior knowledge of Ephyra required. Bring characters with dirt on their boots and a reason to care about the Frontier. Everything else will follow.

Game style

Theater of the Mind

Roleplay Heavy

Combat Lite

Meet the Game Master
Streamer
LGBTQ+
Black
Veteran

Less than a year on StartPlaying

Highly rated for: Storytelling, Sets the Mood, Inclusive

About me

I'm Makoto Mifune — a GM with years of experience running tabletop RPGs across multiple systems. I run multiple games a week and stream an original campaign on Twitch. I specialize in story-first games built around character and consequence. Whatever system we're playing, my focus is always the same: your character's choices matter, the world reacts, and the best moments come from who you are at the table, not just what you can do. I run games with emotional depth, political stakes, humor, and the kind of sessions you actually remember afterward. Found family dynamics, morally complex situations, and worlds that feel lived-in are my wheelhouse. Safety tools are used at every table. Session zero is always included. New players and new-to-system players are genuinely welcome — I'll meet you where you are. I'm building something long-term here. Players who show up with creativity and commitment tend to find themselves invited back.

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Character creation

Creating your character

Character creation happens together during our session zero, before the main adventure begins. You don't need to come with anything finalized — just a rough idea of who your character is and why they're working as a deniable contractor on the Frontier. System: Fabula Ultima — all rulebooks are provided in the Foundry module, so you don't need to own anything. Starting Level: 10 Classes: Any classes from any of the provided books are available — no restrictions. Character Concept: Your character should have some connection to the Frontier — former military, a trade guild outrider, a salvager, a fixer, whatever fits. The doc includes five optional character hooks (The Outrider, The Fixer, The Scrapper, The Medic, The Ghost) that you're welcome to use as a starting point or springboard. Stats & Build: We'll work through stats and abilities together in session zero. New to Fabula Ultima? No problem — I'll walk you through it.

What to expect

Preparing for the session

Before our session, you'll need a free Foundry VTT account and access to our server — I'll send you an invite link after booking. No special downloads required beyond a modern web browser. We'll kick off with a short session zero before the main adventure — this is where we'll build your characters together, talk through the tone of the game, and make sure everyone's on the same page about content and expectations. Come with a rough idea of who your character is and their connection to the Frontier, but nothing needs to be finalized beforehand. No prior knowledge of the world of Ephyra is required. Everything you need to know will be woven into the game naturally.

What MakotoMifuneGM brings to the table

I run narrative-focused, roleplay-heavy games where the story and characters come first. Expect distinct voices and personalities for every major NPC — the people you meet in this world feel real, and your choices matter to them. Every session is scored with curated ambient music to set the tone — from the dusty tension of the Frontier wastes to the eerie quiet of Old Haven at night. The atmosphere is part of the experience. All Fabula Ultima rulebooks are provided directly in the Foundry module — you do not need to own or purchase anything to play. Just show up ready to roll. I favor the Rule of Cool and lean into dramatic moments over strict rules enforcement. This is a one-shot built around a meaningful moral choice, so come ready to engage with the story and each other — not just the dice.

Equipment needed to play

Internet

Computer

Microphone

Safety

How MakotoMifuneGM creates a safe table

Player safety and comfort are a genuine priority at my table, not an afterthought. Here's how I handle it: Session Zero — Before we play, we'll go over Lines and Veils together as a group. Lines are hard stops — content we won't touch at all. Veils are content that can exist in the story but stays off-screen. Everyone's input shapes the table we build together. X-Card — Available throughout the entire session, digitally in chat or held up on video — whichever feels most comfortable for you. No explanation needed, no questions asked. If the X-Card is invoked, we edit, skip, or redirect immediately. Open Door Policy — If something comes up mid-game that you'd rather handle privately, my DMs are open. You can step away from the table at any time, no explanation required. Aftercare & Debrief — We close every session with a debrief. This is a space to decompress, talk about what landed, what didn't, and check in with each other as people — not just players. Dead Signal deals with themes of institutional betrayal and moral compromise, so taking a moment to land the plane together matters to me.

Content warnings

Safety tools used

Frequently asked questions