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{ "item_title" : "Inherit the Defense A 5E Comedic Courtroom Adventure for 2 to 3 Players", "item_author" : [" Tim Mack "], "item_description" : "A D&D 5e One-Shot Adventure for Small Groups. Win the case. Convict the client. Bill by the hour. Your party signed a routine continuity bond at the law firm of Hadrian Pell, Esquire. The next morning the firm is a smoking ruin, the lead attorney is missing, and a crime lord's lieutenant is standing in the ashes informing them - with great courtesy - that the bond's small print has just made them counsel of record on a murder trial in 48 hours. Their client is innocent of the murder. He is also, as the party is about to discover, guilty of a much larger crime. The only way to win the case is to prove the alibi - and the alibi is a confession. A Comedic Courtroom Adventure With a Real Twist Inherit the Defense is a ready-to-run one-shot for two to three players at levels 2 or 3, designed to play in two to three hours. It opens on the smoking ruin of a vanished attorney's office, runs through a 2-of-4 branching investigation, includes an optional night-before-trial side quest, and climaxes in a fully mechanised courtroom showdown where spells matter, evidence breaks claims, and a charmed bailiff with a spear interrupts the closing arguments. The adventure is calibrated for small tables and small DM workloads. No prep required. What's Inside: A complete 2 to 3 hour one-shot adventure for 2 to 3 players, levels 2 to 3A four-act structure with a 2-of-4 branching investigation and an optional side questA full courtroom trial mechanic - three clocks, four prosecution claims, five rounds, mid-trial combatBattle maps for every keyed locationFull stat blocks for every named NPC and combat creatureFour pre-generated player characters at level 3 - Tiefling Bard, Mountain Dwarf Fighter, Halfling Rogue, Human PaladinFive alternative opening hooks for tables that want a different way inEdge case guidance for the most common ways a clever party can break a courtroom adventureThree verdict outcomes with branching consequences and sequel hooksPerfect For: - Busy DMs running small groups who want a complete adventure they can read on a Sunday afternoon and run that night- Two-player and three-player tables tired of adventures sized for parties of five- Groups looking for a comedic one-shot with real mechanical depth and a twist that lands- DMs who want to run a courtroom adventure in 5E without inventing the rules from scratch Why This Adventure Is Different Most one-shots ask the party to defeat a villain. Inherit the Defense asks them to defend one. The comedic engine is built into the trial mechanic itself: every piece of evidence that proves their client innocent of murder also proves him guilty of something worse. The party wins by losing - they walk out of court with a dismissed murder charge, a fresh smuggling indictment filed on the spot, and the quiet realisation that they have just dismantled an underworld empire while trying to save a crime lord. It is the kind of adventure that gives every build a moment, every spell a use, and every player a story to tell after. System Compatibility Built for Dungeons & Dragons 5E. Uses only Systems Reference Document 5.1 mechanics. Compatible with one-shot tables, drop-in sessions, and longer campaigns where the DM needs a self-contained interlude. Drops cleanly into any city setting via the generic-city framing. Ready to run tonight. Open the book, choose two leads, and let the party walk into the smoke.", "item_img_path" : "https://covers3.booksamillion.com/covers/bam/9/79/819/578/9798195780678_b.jpg", "price_data" : { "retail_price" : "12.99", "online_price" : "12.99", "our_price" : "12.99", "club_price" : "12.99", "savings_pct" : "0", "savings_amt" : "0.00", "club_savings_pct" : "0", "club_savings_amt" : "0.00", "discount_pct" : "10", "store_price" : "" } }
Inherit the Defense A 5E Comedic Courtroom Adventure for 2 to 3 Players|Tim Mack

Inherit the Defense A 5E Comedic Courtroom Adventure for 2 to 3 Players : A ready to run mystery investigation with maps and stat blocks

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Overview

A D&D 5e One-Shot Adventure for Small Groups. Win the case. Convict the client. Bill by the hour.

Your party signed a routine continuity bond at the law firm of Hadrian Pell, Esquire. The next morning the firm is a smoking ruin, the lead attorney is missing, and a crime lord's lieutenant is standing in the ashes informing them - with great courtesy - that the bond's small print has just made them counsel of record on a murder trial in 48 hours.

Their client is innocent of the murder. He is also, as the party is about to discover, guilty of a much larger crime. The only way to win the case is to prove the alibi - and the alibi is a confession.

A Comedic Courtroom Adventure With a Real Twist

Inherit the Defense is a ready-to-run one-shot for two to three players at levels 2 or 3, designed to play in two to three hours. It opens on the smoking ruin of a vanished attorney's office, runs through a 2-of-4 branching investigation, includes an optional night-before-trial side quest, and climaxes in a fully mechanised courtroom showdown where spells matter, evidence breaks claims, and a charmed bailiff with a spear interrupts the closing arguments. The adventure is calibrated for small tables and small DM workloads. No prep required.

What's Inside:

  • A complete 2 to 3 hour one-shot adventure for 2 to 3 players, levels 2 to 3
  • A four-act structure with a 2-of-4 branching investigation and an optional side quest
  • A full courtroom trial mechanic - three clocks, four prosecution claims, five rounds, mid-trial combat
  • Battle maps for every keyed location
  • Full stat blocks for every named NPC and combat creature
  • Four pre-generated player characters at level 3 - Tiefling Bard, Mountain Dwarf Fighter, Halfling Rogue, Human Paladin
  • Five alternative opening hooks for tables that want a different way in
  • Edge case guidance for the most common ways a clever party can break a courtroom adventure
  • Three verdict outcomes with branching consequences and sequel hooks
Perfect For:
- Busy DMs running small groups who want a complete adventure they can read on a Sunday afternoon and run that night
- Two-player and three-player tables tired of adventures sized for parties of five
- Groups looking for a comedic one-shot with real mechanical depth and a twist that lands
- DMs who want to run a courtroom adventure in 5E without inventing the rules from scratch

Why This Adventure Is Different

Most one-shots ask the party to defeat a villain. Inherit the Defense asks them to defend one. The comedic engine is built into the trial mechanic itself: every piece of evidence that proves their client innocent of murder also proves him guilty of something worse. The party wins by losing - they walk out of court with a dismissed murder charge, a fresh smuggling indictment filed on the spot, and the quiet realisation that they have just dismantled an underworld empire while trying to save a crime lord. It is the kind of adventure that gives every build a moment, every spell a use, and every player a story to tell after.

System Compatibility

Built for Dungeons & Dragons 5E. Uses only Systems Reference Document 5.1 mechanics. Compatible with one-shot tables, drop-in sessions, and longer campaigns where the DM needs a self-contained interlude. Drops cleanly into any city setting via the generic-city framing.

Ready to run tonight. Open the book, choose two leads, and let the party walk into the smoke.

This item is Non-Returnable

Details

  • ISBN-13: 9798195780678
  • ISBN-10: 9798195780678
  • Publisher: Independently Published
  • Publish Date: May 2026
  • Dimensions: 9 x 6 x 0.19 inches
  • Shipping Weight: 0.3 pounds
  • Page Count: 94

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