Tales of Ephyra: Broken Oath | A Prison Break One-Shot
The Flux storm opened the locks. The mountain is brutal. You have one night, four walls, and each other — assuming you can agree on who to trust.
$15.00
/ Session
Details
Once / Monday - 11:30 PM UTC
Apr 27
Session Duration / 3–4 hours
0 / 5 Seats Filled
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About the adventure
Rimfang Hold is carved three hundred meters into the Ironspine Peaks — a maximum-security Dominion prison where your crime is etched in runes above your cell door and your name lives in the Oath-Ledger forever. It is cold, remote, and inescapable. Until tonight. A Flux storm has knocked out the Aetherion lock grid. Six cell doors clicked open. The Deep Access Hatch — sealed for forty years — is swinging on its hinges. And a guard is standing in the corridor, holding his keys, not calling for backup. Broken Oath is a grim survival thriller built around a single question: are you actually guilty of the crime that put you here? Before the session begins, every player answers that question privately. The answer shapes everything — the weight you carry, the choices you make, and what it means to walk off that mountain. This is a narrative-first one-shot for players who enjoy moral complexity, character-driven tension, and stories without clean answers. The exit is not the ending. What you carry out is.
Game style
Combat Lite
Roleplay Heavy
Rule of Cool (RoC)
Theater of the Mind
Meet the Game Master
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.
View Profile →Character creation
Creating your character
Characters are built together at the start of our session — no prep needed beforehand. All books and materials are provided directly in Foundry, so you don't need to own anything in advance. We'll be playing at Level 10 using the core Fabula Ultima rulebook. Before we touch character sheets, we'll run a short Session Zero — five questions, answered privately, that define who your character is, what crime the Oath-Ledger says they committed, and why they're running. No two answers need to be the same, and the tension between them is half the story. Come with a rough idea of the kind of person you want to play — soldiers, pilots, engineers, oath-breakers, people caught in someone else's storm — but nothing needs to be locked in beforehand. We'll build together at the table. No prior knowledge of Ephyra or Fabula Ultima required. If you've never played the system before, you're welcome here — we'll get you up to speed and the rules will make sense in play.
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. This is a one-shot adventure with no ongoing commitment beyond our single session together. Come with a rough character concept in mind if you'd like, but nothing needs to be finalised beforehand. All books and setting materials are provided by the GM. 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 guards, the prisoners, and the people caught between them all feel like they have their own story running parallel to yours. Because they do. Every session is scored with curated ambient music to match the tone — the howl of the Ironspine winds, the flicker of failing Aetherion lights, the silence of a corridor you're not supposed to be in. The atmosphere is part of the experience. All Fabula Ultima rulebooks are provided directly in the Foundry module — you don't need to own or purchase anything to play. Just show up ready to answer some hard questions and run. I favour the Rule of Cool and lean into dramatic moments over strict rules enforcement. Broken Oath is built around character, moral weight, and a final confrontation that has no objectively correct answer — so come ready to engage with the story and each other, not just the dice. The mountain doesn't care if you're innocent. That's your problem to solve.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
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: Lines & Veils — Our Session Zero isn't just for character creation. We'll go over Lines and Veils together as a group before play begins. Lines are hard stops — content we won't touch at all. Veils are content that can exist in the story but stays off-screen. Broken Oath deals with themes of guilt, wrongful imprisonment, and institutional injustice — so getting everyone's boundaries on the table first matters. 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 short debrief to decompress, talk about what landed, and check in with each other as people. This one-shot asks heavy questions about guilt, justice, and complicity — taking a moment to land the plane together matters to me.
Content warnings
Safety tools used