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Agents of the Empire: Season 5 Overview

Agents of the Empire is a six-episode campaign where heroes confront various threats to the Karelagne Empire, starting with thwarting a rebel group's plan to steal a submarine. Each episode features unique challenges, including uncovering a shadowy organization, dealing with deception, and preventing a world-altering disaster. The campaign combines elements of intrigue, mystery, and high-stakes action in a fantasy setting infused with magical technology.

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0% found this document useful (0 votes)
34 views98 pages

Agents of the Empire: Season 5 Overview

Agents of the Empire is a six-episode campaign where heroes confront various threats to the Karelagne Empire, starting with thwarting a rebel group's plan to steal a submarine. Each episode features unique challenges, including uncovering a shadowy organization, dealing with deception, and preventing a world-altering disaster. The campaign combines elements of intrigue, mystery, and high-stakes action in a fantasy setting infused with magical technology.

Uploaded by

bamfroyal
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

AGENTS OF THE EMPIRE

EPISODE 1

RAZORFIN
5E
COMPATABLE
3
SEASON
AGENTS OF THE EMPIRE
This is a brief summary of the six episodes of this Fable.

Episode 1: Razorfin
The heroes thwart a rebel group's ill-conceived plans to
steal an aetherium-powered submarine.

Episode 2: Killing Aetherium


Magitech malfunctions in Talavi draw the heroes into
an investigation where they discover a mysterious figure
looking to disrupt the Empire.

Episode 3: The Smoking Coils


The heroes prevent several plots against the Empire and
learn they were all coordinated by Brimstone, a shadowy,
world-spanning organization.

Episode 4: Trace of Deception

3
Brimstone now recognizes the heroes as a threat and use
moles within the Agency to frame the characters and turn
the Empire against them.

Episode 5: My Enemy’s Enemy


Following the trail of a dirty bomb, the heroes uncover a
secret imperial project, and they must fight to stop a poten-
tially world-altering disaster.

Episode 6: Planebreaker
SEASON

With a potential doomsday approaching, the heroes must


infiltrate the Agency itself to uncover the fiendish plans that
could destroy the Empire. But information isn’t enough –
they’ll need to find allies, stay ahead of a trained killer, and
race against the clock to stop a world-wide catastrophe.

Season Overview
AGENTS OF THE EMPIRE 1/6

CONTENTS
Editor's message......................................5 Appendix A: New Monsters................... 54
New Creature Listing...........................................54
Welcome to Fables!.................................6 AetheriumResearcher...........................................55
You are a Game Master..........................................6 Automaton...........................................................56
Running this Fable..................................................6 AU-M057.............................................................57
Buucahb...............................................................58
Fabled Follies..........................................8 Rita Ken...............................................................59

This Fable’s Story....................................9 Appendix B: New Vehicles..................... 60


Reacher Zeppelin.................................................60
Introduction......................................... 10 Spinebreaker........................................................62
Session Zero.........................................................10 Mishap Checks.....................................................63
Episode 1 Overview..............................................13
Appendix C:
Chapter 1: Extraction............................ 15 New Equipment and Magic Items.......... 64
Mission Brief........................................................16
Mission Background.............................................16 Appendix D: Introductory Encounters.... 66
Getting Into the Action!........................................18 Getting Started.....................................................66
Debrief.................................................................23 The Assignments..................................................67
Character Advancement.......................................23 1. Protect Delegate................................................68
2. Extract Information..........................................70
Chapter 2: Gathering Intelligence.......... 25 3. Retrieve Asset...................................................72
Mission Brief........................................................26 4. Capture Gang Boss...........................................74
Running this Chapter...........................................26
Follow the Leads...................................................26
Appendix E:
Kitchek Encounters..............................................35 Player Characters - Level 3..................... 76
Putting it Together................................................39 Agent Advancement Rules....................................76
Debrief.................................................................39 Pre Gen Characters..............................................77
Character Advancement.......................................39 Dach....................................................................78
Fej........................................................................80
Chapter 3: Against the Reachers............ 40 Hajuso..................................................................82
Mission Brief........................................................42 Jehpso..................................................................84
Running This Chapter..........................................42 Larc.....................................................................86
Reacher Headquarters..........................................43 Olen.....................................................................88
Launching the Zeppelin........................................49 Omair..................................................................90
Rein.....................................................................92
The Aftermath......................................................53
Debrief.................................................................53 Appendix F: Pronunciation Guide.......... 94
Character Advancement.......................................53
The Story Continues.............................................53 Open Game License............................... 96
FABLES
Episode 1:Razorfin
Written by: JVC Parry
Head of Fables: Joe Raso
Story Design: Joe Raso
Art Director: Marius Bota
Agents of the Empire Writing Team: Leon Barillaro,
Chad M. Lensch, JVC Parry, Joe Raso, Erin Roberts,
Carl Sibley, Jeff C. Stevens
Managing Editor: Joe Raso
Editors: Matt Click, Shawn Merwin, Christopher Walz
Graphic Design: Martin Hughes
Cover Design: Martin Hughes
Interior Illustrators: Isabeau Backhaus, Zoe Badini,
Ivo Campelo da Silva, Brent Hollowell, Katariina Sofia Kemi,
Diana Khomutina, John Derek Murphy, Laura Marie Neal,
Mihai Radu
Cartographers: Kristian Agerkvist, Andrei Iacob,
Damien Mammoloti
Comic: Brian Patterson
VTT Asset Design: Joshua Orchard

GHOSTFIRE GAMING
TTRPG TEAM
General Manager, TTRPG: Phil Beckwith
Communications and PR: Hannah Peart, Kathryn Griggs
Products Design: Simon Sherry, Josh Orchard
Game Designers: Shawn Merwin, James J. Haeck, Joe Raso
Art Direction: Suzanne Helmigh, Marius Bota, Ona Kristensen,
Kerstin Evans, Matt DeMino
Graphic Design: Martin Hughes
Media Team: Bern Byrne, Dante Szabo
Ghostfire Gaming Discord Community Managers:
Ian “Butters” Gratton, Nelson “Deathven” Di Carlo,
Tom “Viking Walrus” Garland, Caleb “Connendarf” Englehart,
Cameron “C4Burgers” Brechin

Special thanks to the creative wizards at Wizards of the Coast for


CREDITS

being the caring stewards of this game we love.

Special thanks to our playtesters and every one of the passionate


roleplayers of the Ghostfire Gaming community. Your feedback and
your love of storytelling and monster-slaying is what drives us to
create games.

Credits
EDITOR'S MESSAGE
Welcome to the first episode of Agents of the Empire, our You’ll still get a thrilling new episode from a six-part
new Fables Season 3 campaign! adventure series, but we’ll also include articles targeting
This six-part adventure grew from James Haeck’s one- both GMs and players.
page story pitch, whose first lines read: We’ll explore the many gaming worlds Ghostfire Gaming
has to offer. We’ll touch on our wildly popular Grim
“Tuxedo. Concealed wand of magic missiles. Hollow setting, the magical seas of the Aetherial Expanse
Vodka martini – shaken, not stirred.” from Fables Season 2, and our upcoming apocalyptic
Realms of Arora campaign setting. We intend to publish
This campaign represents many months of furious engaging content you can use at your table, regardless of
creativity that sprang from James’ super-spy-themed your favorite setting.
idea. During that time, we built a new fantasy world and These articles will cover a gamut of subjects, including
a thrilling story we hope embodies the excitement of the player options, monsters, lore, and an occasional stand-
action films that inspired it. alone adventure that fits into any fantasy setting.
So, what can you expect from this new campaign? How In the meantime, starting with this issue, we’re adding
about over-the-top villains with world-threatening plots in new elements we hope you’ll enjoy. You’ll discover a set
a fantasy world filled with magically infused technology? of pre-generated characters built specifically for this
Included with each issue of this Fable is our Agents campaign and which level with each episode.
of the Empire Setting Guide. This guide provides a lush There’s also a comic by Brian Patterson of d20
background for your adventures, including a world Monkey fame. We’re hoping his light-hearted look at
gazetteer, new agent advancement character options, and our adventures, and gaming culture in general, will
rules to add thrilling chase encounters with wondrous resonate with you.
magitech vehicles to your games. Phew! We’ve been busy!
Long-time subscribers may also notice our updated On a personal note, I’d like thank Phil Beckwith and
layout. This redesign is part of our rethink of Fables: we the entire Ghostfire team for welcoming me on board and
used insights from a recent subscriber survey where we trusting me to shepherd Fables. Stepping
asked what you liked and disliked and what content you into James Haeck’s mighty shoes has
wanted to see in an ongoing subscription. been thrilling, challenging, and at
For the most part, your feedback was exceedingly times overwhelming, but certainly a
positive. Thank you! It’s nice to hear that our hard work joy to do.
meets many of your expectations. However, that doesn’t So stay tuned! I can’t wait to
mean there isn’t room for improvement. show you what’s next!
As the new head of Fables, one of my objectives is to
ensure we deliver a product that keeps you coming back
for more. However, keeping everyone happy can be
difficult when we have a single storyline and a multitude of
subscribers to please.
So, starting with Fables Season 4 (arriving July 2023), Joe Raso
we will expand the content you get with each issue. Fables Editor

Editor's message 5
WELCOME TO FABLES!
You hold in your hands the first episode of Agents of at your table are storytellers in their own right. Though
the Empire, a story of intrigue and excitement evoking they embody a single character each while you embody
thrilling super-spy adventures but set in a fantasy setting. many, the players have the power to make decisions
Each episode of this Fable contains about four game that will change the world forever. The best GMs are
sessions’ worth of thrilling fifth edition adventure, enough willing to improvise, even ignoring the text of a Fable
to entertain a weekly group of roleplaying game (RPG) when necessary, to ensure the characters’ actions have
players until the next episode arrives a month later. consequences — for both good and ill.
If you don’t plan to run this Fable, stop reading now.

YOU ARE A GAME MASTER


What follows is for the Game Master’s eyes only.

As Game Master (GM) of a Fable, you have the power of


a storyteller, spinning tales of heroism and adventure to a
RUNNING THIS FABLE
rapt audience. Imagine yourself dressed in the clothes of a Fables is an episodic adventure series using the fifth edition
traveling bard, your face cast in glowing firelight as you weave of the world’s oldest roleplaying game. To play, you need
a tapestry of words. Your words draw those who sit around the free fifth edition System Reference Document, or the
the fire with you into another world — but they aren’t just the books that make up the fifth edition core rules.
audience of these tales, but actors and storytellers themselves. This Fable takes place in Tholus, the home world of the
The GM’s role is to establish the setting of each scene in Karelagne Empire. Less than a century ago, the city-state
this Fable, introduce and portray its nonplayer characters of Karel established a stable portal to the Astral Plane,
(NPCs), and play monsters and villains who long to from which they brought back aetherium, a rare and
bring a swift end to the heroes’ adventures. The players extremely valuable magical crystal.

6 Welcome to Fables
Access to aetherium rocketed Karel’s magical technology
ahead centuries. Their magitech advancements allowed Running a Fantasy
Super Spy Campaign
Karel to conquer its rivals, ending centuries of bloody
conflict, and creating the Karelagne Empire that now
effectively governs most of its homeworld.
Agents of the Empire is a story about daring super-spies
This new setting is described in the Agents of the Empire
working to protect the Empire from shadowy organizations
Setting Guide, included with each episode of this Fable.
threatening to destroy it. The villains use nefarious plans
Before beginning this Fable, familiarize yourself with the
to achieve their ends, and the heroes are often the only
locations, NPCs, and lore of the setting, as well as some
ones who stand in their way, often in seemingly impossible
new super-spy themed rules found in the setting guide.
situations. Only through their daring and determination
Additionally, the following information will help you run
can the heroes save the day.
this Fable as GM.
As the GM, consider it your role to communicate the

Episodes and Chapters


tone of this campaign to your players. Because this is an
RPG campaign, you don’t need to be tonally consistent the
way a book or a movie is, but playing this story as a dark
A Fable is a complete story, released in six monthly
fantasy dirge when its tone is high-stakes heroic action
episodes. Each episode is an arc of this overall story. An
might make players feel awkward or confused.
episode is designed for a specific range of levels. As the
Three major elements in this story inform its tone, and
GM, you’re empowered to run an episode for characters of
you and your players will probably have more fun if you
a higher or lower level than recommended, but be prepared
keep these elements in mind while prepping and running
for a more challenging or easier session unless you alter the
each chapter of this Fable:
challenges and monsters the characters face.
Each episode presents a self-contained adventure, typically Heroic Agents. The characters are heroic agents tasked
organized in three or four chapters. Some episodes provide a with protecting the Empire and its people. Regardless
linear series of encounters that drive the plot forward, while of the characters’ individual views on the Karelagne
others present more of a sandbox approach allowing the Empire, the shadowy threats they face jeopardize the
players to weave their way through the story. well-being of everyone. Often the characters are the only
ones capable of stopping this evil.

Monsters, Magic, and More


Mystery and Intrigue. The heroes work for the Agency,
a well-kept secret of the Empire. It was founded to
When you see text in bold, that’s the Fable’s way of telling discretely counteract dangers that military force alone
you a scene or location contains a monster or NPC that’s could not. When the heroes are sent on a mission, they
ready to fight. New monsters and NPCs in Fables are often must uncover clues that lead to the true threats
usually found in appendix A of the episode in which they endangering the Empire.
appear. If a monster’s name appears in bold but isn’t Dynamic Action. This Fable’s story was inspired by
followed by “(see appendix A)” or a similar pointer, then super-spy action-adventure films. These tales are filled
that monster’s game statistics are found in the fifth edition with over-the-top villains, outlandish world-threatening
core rules. plots, and thrilling high-stakes drama. The characters
When you see text in italics, that’s the Fable’s way of are remarkable heroes who must somehow find ways to
telling you that you’re looking at the name of a spell (like narrowly escape seemingly impossible situations. As a
hideous laughter) or a magic item (like winged boots). GM, try to evoke the death-defying actions of the char-
Most spells and magic items are found in the fifth edition acters and find ways to say yes to their outrageous plans.
core rules. New spells and magic items are described in an
episode’s appendixes as well, indicated by a “(see appendix
B)” pointer.

When you see boxed text like this, the characters have likely
This Fable’s story was inspired
entered a new area or triggered an event such as an NPC by super-spy action-adventure
entering the scene. This text is meant for the GM to read or
paraphrase aloud to the players to set the scene. films. These tales are filled with
over-the-top villains, outlandish
world-threatening plots, and
thrilling high-stakes drama.

Welcome to Fables 7
FABLED FOLLIES
BY BRIAN PATTERSON

8 Welcome to Fables
THIS FABLE’S STORY
This primer on the story and backstory of Agents of swarms of insect-like fiends poured, feeling an instinctive
the Empire will help you tell a compelling and cohesive connection to Folly’s landscape of arcane devastation.
narrative from episode to episode. Arriving with this fiendish deluge were several swarms
manifesting an exceptional communal intelligence. Among
Overview their infernal powers was the ability to infest the bodies of
the newly dead, animating them to appear as they had in
In this Fable, the characters are secret agents working for life. Four of these powerful fiendish swarms infested people
the Agency, a covert organization protecting the Karelagne who had died in Folly’s planar disaster. The fiends adopted
Empire from nefarious groups. the personas of these individuals and integrated themselves
The characters learn over the course of this Fable that a into the Empire.
criminal organization called Brimstone has embedded itself
into the highest levels of the Empire. Additionally, their inves- Fiendish Sovereign General
tigations uncover a dangerous project threatening not only the Two of these infernal infestations took on the forms of
Empire but potentially the entire world and planes beyond. Domas Brandel and Velaasa Sorn, a pair of Karelagnian
aristocrats with strong connections in the imperial
Backstory government. Domas was a naturally charismatic leader,
and with Velaasa’s support, the fiend rose to be elected as
The Karelagne Empire is the undisputed power controlling the third Sovereign General to rule the Karelagne Empire.
the world of Tholus. Its rise to dominance over most of its
world ended centuries of bloody conflict between the rival
city states that sought to dominate one another.
Infernal Weakness
Though the fiendish infestations are powerful, their
separation from their infernal home and others of their
Discovery of the Aetherial Expanse kind gradually weakens them. They will eventually die
The true rise of the Empire began when Karel opened unless they can again bathe in the infernal energies of their
a stable gateway to the Aetherial Expanse, a vast sea of home world. Unfortunately for them, their home plane is
magical aether on the Astral Plane. Access to this realm exceedingly difficult to access and is impervious to most
brought a wealth of magical aetherium and energized planar transportation.
the development of new magitech. Karel’s technomages To rectify this, Domas is secretly using the Empire’s
created wonderous and powerful new technologies. New resources to open a permanent gateway to their infernal
aetherium-powered ships and devastating weapons gave plane in hopes of flooding Tholus with others of his kind.
the Empire a huge military advantage over its rivals. He dreams of leading swarms of his fiendish kin to conquer
all of Tholus and worlds beyond.
The Folly Disaster
However, an attempt by Karel to create another portal
Brimstone and the Spider
into the Aetherial Expanse resulted in the terrible event Domas may be confident he can open a portal to their
most refer to as the Folly Disaster. Waves of land-twisting infernal realm in time to prevent their demise, but Velaasa
magical energy washed over the land, devastating Sorn has been working on a backup plan in case he fails.
everything in its path. The incident effectively ended all Velaasa secretly created Brimstone, to be a covert
resistance to the Empire’s ascendance, with the last region organization that positions itself as “the Empire’s loyal
agreeing to join the Empire out of desperation, as well as opposition.” It works to simultaneously undermine
fear that Karel had developed a new super-weapon. the Empire while also researching a means to forestall
Velaasa’s death. Her goal is to survive until Domas finally
succumbs to the prolonged separation from their kindred.
A Fiendish Legacy Once she outlasts the Sovereign General, she plans to finish
What few realize is that the Folly Disaster temporarily the infernal portal to their home plane and take control of
opened a portal to a fiendish plane, through which their infernal brethren when they arrive.

...a criminal organization called Brimstone has embedded


itself into the highest levels of the Empire.

Welcome to Fables 9
INTRODUCTION
This adventure is designed for 3rd-level characters. GMs
are encouraged to use the new agent advancement rules
found in the Agents of the Empire Setting Guide.
This episode can be played as a single adventure, as
part of the Agents of the Empire campaign, or as the
start of your own fantasy super-spy adventures in the
Karelagne Empire.

SESSION ZERO
Before running this Fable, it’s vital to prime your players
Session Zero

with a Session Zero. This pregame event allows you to


pitch this adventure, as well as set everyone’s expectations
for what kinds of content to expect and how long it might
take to finish. Finally, the group can either create their
characters together or use the pre-generated characters
found in appendix E.
This Session Zero has three main parts:
• Pitching the adventure to ensure all players are interested
in the adventure.
• Setting content expectations by clearly establishing what
INTRODUCTION

kind of content is and isn’t OK at the table.


• Creating characters together or selecting from the
premade characters.

Pitching this Fable


You can pitch this Fable to your players by reading the
following boxed text and asking if this adventure sounds
fun to them.

Agents of the Empire is a story where you play as secret


agents protecting the Karelagne Empire from shadowy
threats and diabolical villains.
The Empire is seen as a godsend by most of its citizens.
Its formation ended years of bloodshed. The arrival of
magical aetherium has given rise to remarkable magitech
advancements such as aetherium-powered ships, arcane
trains, and wondrous flying machines. It’s a land where
magic and technology are newly fused in dangerous but
remarkable ways.
In the first episode, your characters are new recruits
of the “Agency,” the Empire’s secretive spy organization.
Your first mission is to rescue captives held by unknown
operatives in a remote and derelict warehouse. Innocent
lives are at stake. Are you ready to be a heroic agent and
protect the Empire?

AGENTS OF THE EMPIRE 1/6


Agents of the Empire is a
story where you play as secret
agents protecting the Karelagne
Empire from shadowy threats
and diabolical villains.

Setting Expectations
When setting expectations for this Fable, be prepared to
state what kind of content you’re excited to include, and
what content makes you uncomfortable. Then, ask your
players if they have anything to add to the “Yes, please!”
list, and anything they want to add to the “No way!” list.
Encourage your players to put things on the “Yes”
or “No” list even if someone else has named it on the
opposite list.
If you know your players extremely well, you may not
need to ask them about what type of content is exciting or
uncomfortable for them. Still, even if it feels overly formal,
it’s never a bad thing to check in with your players, and
yourself, to ensure the campaign remains fun and exciting
for everyone through its entirety.

a g
Super Spy Content

r
We can’t list every type of content you’ll encounter in this

m
Fable. However, some things to consider include:

e l
• Colonialism

e p e
• Captives

w
• Death

h o e l
• Drowning

s m
• Gore

p
Tthuecsoetshdtea
• Physical mutations and body horror
• Theft
• Torture

Voting Yes

a e y a w
GMs aren’t obligated to include every theme, topic, or

a
type of content their players want to see in the game, but

opl,ee
c icnrrtm
it’s a great way to build a list of cool things that will raise
the stakes, up the intensity, and increase your players’
investment in the story.

RAZORFIN | Introduction
o e 11
Hard No, Soft No Characters who use these rules select a division of the
Agency they belong to. Each division represents special
When the lists are made, go through the “No” list, and ask training or innate skills associated with an aspect of spycraft.
the group if it’s a “Hard No” or a “Soft No.”
A Hard No is a topic a player wants to avoid at all • Information Division. Identifying, intercepting, and
costs; these generally fall into the topics of traumas and evaluating information
phobias. A player who experienced a traumatic family • Logistics Division. Acquisition and movement of
death may want to avoid exploring similar things; someone goods and personnel
with a debilitating case of arachnophobia might not • Operations Division. Tactical and
want to encounter giant spiders, even though they’re a extemporary fieldwork
fantasy staple. • Personnel Division. Motivating and
If a topic is listed as a Hard No from even a single player, manipulating individuals
it shouldn’t be included in the game. They don’t owe Each division includes features and a selection of
anyone an explanation about why they want to vote Hard talents to further invest characters into the role of
No for a topic. specialized agents.
A Soft No, however, is a challenging topic a player might

Pre-Generated Characters
want to explore in a limited or specific way. Talk with your
player about how this topic, which might border on the
traumatic or phobic, could be used to make the game more Alternatively, instead of creating characters, several pre-
exciting — and how the player can signal to avoid it. generated characters are included in this Fable. These
Veto Power. If a player has reached their limit on a characters were not optimized to be the most powerful
Hard No or Soft No topic (whether they listed it in Session combinations of each class and race but were instead
Zero or discovered they’re uncomfortable with the topic intended to be a fun and diverse collection of agents who fit
just that moment), they have the power to veto the topic into the world of this Fable.
instantly. RPG designer John Stavropoulos recommends

Character Leveling
using a card with an X marked on it and placing it on
the table within arm’s reach of everyone in case someone
needs to veto a scene. A player can also say something like This Fable was designed to advance character levels using
“I’m not comfortable with this, let’s move on.” Story-Based advancement. The Fable starts at 3rd level,
Some GMs prefer to move on instantly, no questions with characters advancing a single level at the end of each
asked. Others like to take a break, give everyone a chance episode so that by the end of Episode 6, characters should
to have a snack, and then move on to give people a chance reach 9th level.
to shake the awkwardness that sometimes comes with Episode 1 also includes supplementary encounters in-
expressing your discomfort. tended to advance characters from 1st to 3rd level for those
groups who prefer to start play using first-level characters.
Character Creation In addition, if the optional agent advancement rules
described in the Agents of the Empire Setting Guide are
It’s time for your party to create characters together! In used, characters can expect to also gain an agent milestone
general, your players should use the character-building during each episode, allowing them to advance in their
guidelines laid out in the fifth edition core rules. The agent rank.
Agents of the Empire Setting Guide includes more
information on how the core races and classes in fifth
edition fit into this setting, along with ideas to integrate
character backgrounds for the world of Tholus.
In addition to choosing your race, class, and background,
consider using the following optional agent advancement
rules to add more depth to your character and help them
Each division includes features
become a super-spy working for the Agency.
and a selection of talents to
Optional Agent Advancement further invest characters into
The Agents of the Empire Setting Guide includes new
optional rules for agent advancement. These rules provide the role of specialized agents.
a significant boost to character capabilities and it’s strongly
recommended that they only be used if all characters
utilize them.

12 AGENTS OF THE EMPIRE 1/6


industrialization of farming, and the introduction of the

EPISODE 1 OVERVIEW railroads, Raal’s ecosystem has suffered, and many have
been ousted from their traditional agricultural work into
In this episode, the newly commissioned agent characters the growing railroads, factories, and docks of the Empire.
are tasked with putting their spy skills to work in the investi- The Reachers wish to restore their view of balance, one
gation of some strange occurrences in the Raal, an agrarian that excludes railroads and magitech. They want Raal to
state of the Karelagne Empire that has seen much indus- regain its autonomy, so that they might restore the natural
trialization with the influx of aetherium from the Aetherial world before the acts of the Empire drive it to destruction.
Expanse and recent magitech advancements. In order to do this, the Reachers have been meeting in
Through investigating these mysteries, the characters Adon’s Reach and planning their next steps. Their con-
uncover the plot of a rebellious anti-imperialist group. clusion is that the Reachers alone could never truly break
This faction, known as the Reachers (thanks to their the grasp of the Empire. Rather, they’ll commit rebellious
hideouts in the Adon’s Reach mountain range), intend to acts designed to empower the people of Raal and make
steal a submarine prototype from Karel, due to dock in them realize that they are strong and independent enough
Kitchek, one of Raal’s major south coast ports. to cast off the Empire’s yoke and live freely by their own
Unfortunately, the ill-prepared group creates a situation rules and traditions.
where serious damage to the ship, surrounding dock, and Until now, the Reachers have undertaken minor acts of
innocent bystanders is far more likely than the planned theft and sabotage, damaging railcars, and robbing the
theft, and thus the characters must act quickly to stop the cargo crisscrossing their lands. Now however, they seek to
Reachers and their plot. During this process, they might undertake a daring act aimed to garner public attention
also uncover clues pointing to a sinister figure who seems to with the theft of the Razorfin, a submarine prototype from
have funded and incentivized the rebellious act. Karel. This ship, while outfitted for war, is more of a tool
for imperial propaganda. It is decked out with fineries
Supplementary Adventures and luxuries designed to show the outer regions of the
Karelagne Empire what imperial unification can bring.
This episode also contains supplementary adventures for The Razorfin is setting off on a propaganda tour
GMs wishing to start the Agents of the Empire campaign at from Karel, docking in major ports along the coast and
1st level. surrounding isles. The Reachers aim to steal this boat
Appendix C contains several short scenarios split from the port of Kitchek on the southern coast of Raal,
between 1st and 2nd level designed to immerse characters and in doing so, show the everyone that they need not be
into the action of being a secret agent for the Karelagne beholden to the Empire nor fall for its tricks.
Empire. These encounters allow PCs to reach 3rd level In order to steal the Razorfin, the Reachers have been
before continuing with the main adventure in chapter 1. gathering aetherium and vehicle parts, using a mole within
the dockworkers to help steal these items. The fuel and
Adventure Background parts are being used to create a zeppelin capable of lifting
the submarine from the docks. The mole has gathered intel
Over the last 100 years, Karel has undergone an industrial about the ship and, most importantly, when it will arrive.
revolution thanks to the discovery of aetherium, a magical To help plan their activities, the Reachers used a dis-
fuel that can power new and remarkable magitech devices. gruntled noble from Karel to interrogate several individu-
This transformation quickly advanced Karel’s military als from Kitchek. Although the faction has been careful to
might and spread its influence world-wide. It precipitated hide these activities, they have not gone unnoticed. Episode
a rapid end to years of bloody conflict with neighboring 1 begins with the Agency sending the characters to rescue
states, many of whom were absorbed as provinces into the captives held in an abandoned estate and to uncover the
growing Karelagne Empire. reasons for their captivity.
Of course, not everyone is happy with the new imperial
rule. Many in the remote provinces felt that Karel had
overstepped, and the unification of the Empire was not
Character Advancement
a peaceful one. Still to this day, anti-imperialist factions The characters begin this adventure at 3rd level and can
continue to plot and scheme against the Karelagne Empire. advance to 4th level at the end of this episode.
One such faction is the Reachers, a group from Raal If the Agents of the Empire Setting Guide optional agent
who believe that Karel forced this new mechanical, advancement rules are used, characters should begin the
technological way of life upon them. Raal has always main scenario as agents of rank 1. This episode provides
been predominately agrarian, and its populace worked opportunities to award agent milestones, allowing characters
the land but also lived in harmony with it. Since the to advance their agent rank by the end of this episode.

RAZORFIN | Introduction 13
CHAPTER 1:

EXTRACTION
As operatives in the Agency, the characters are tasked
with extracting captives in a derelict automaton
workshop. After freeing the captives, the larger,
looming threat comes into focus.
MISSION BRIEF
During this chapter, the characters embark a mission to
free captives from a ruined automaton workshop in the
heart of the Raalian farmland. During their rescue oper-
ation, the characters must not draw too much attention to
themselves, as they are vastly outnumbered by the captors,
who work for some unknown cause.
After rescuing the captives, the characters learn the truth
of the situation, revealing a large-scale aetherium theft
ring in Raal. This leads the characters to investigate these
incidents in chapter 2.

During their rescue operation, the characters must


Extraction

not draw too much attention to themselves...

MISSION BACKGROUND
This chapter focuses on freeing captives from a
remote abandoned estate owned by an influential
Karelagne family.
CHAPTER 1

The Kelvan Estate


In the years after Raal joined the Empire, the wealthy
Kelvan family created their estate to house a technomage
workshop developing agricultural magitech devices.
The workshop had some early success, creating
automatons of limited capability, but was never recognized
as a center for such research. This may have been due to
a lack of attention by the Kelvans, more focused on their
political ambitions in Karel than magitech research, and
within a few years, the workshop fell into disuse, with the
technomages leaving for other facilities across the Empire.
For a time thereafter, the estate served as a warehouse,
storing farming supplies and equipment for distribution
across rural Raal. However, the arrival of new rail lines
in neighboring settlements made transportation to this
location inconvenient, and the site was fully abandoned
more than fifteen years ago.

AGENTS OF THE EMPIRE 1/6


h e wm ear
lg
T o p
Fren Kelvan

p e e
NE female human bandit captain

e s m
Fren is an attractive middle-aged woman, standing nearly six

l
feet tall. She walks imperiously, often wearing a persistent

h o
scowl suggesting displeasure with the current situation.

tcaucestehdtearl
Fren is spoiled and cruel. She is driven to find a way to
hurt the political elite in Karel, the society from
which she’s been exiled.
Fren knows she’s helping an anti-imperialist
group, but knows little about them other than
the name of her contact, Rita.

a s s
Personality Trait. “I don’t care about others

y
as long as I’m happy.”

r a
Ideal. “Retribution. The elite of Karel must

c
be made to pay for my exile from the city.”

o w
Bond. “The elite must be brought low for

t ,
my embarrassment.”

n w
Flaw. “I’m more important than everyone else.”

io r m
fpceooem l e
ptheer t o
a
Fren is spoiled and cruel.
She is driven to find a way
to hurt the political elite in
Karel, the society from
which she’s been exiled.

RAZORFIN | Chapter 1: Extraction 17


Fren Kelvan
Although Fren Kelvan belongs to the well-connected Operation Mongoose
Kelvan family, she has not been seen in the Karel for
more than a decade. Her family continues to pay her a Mission Primer:
substantial stipend to stay away from the capital after • The Agency has become aware of a politically sensitive
a series of scandalous affairs with important diplomats situation requiring your discrete intervention.
threatened to tarnish the family’s reputation. • Ester Kelvan, the elder matriarch of an influential
Though she originally enjoyed her luxurious lifestyle, Karelagne family, inadvertently intercepted strange
exile from the capital fostered a hatred for all things messages sent by her youngest sister, Fren Kelvan.
related to Karel and the Empire. Recently, she met an • Agency analysis determined that Fren Kelvan has
anti-imperialist named Rita in the seaside city of Kitchek. commandeered an abandoned family property in Raal.
She was immediately attracted to Rita and her passion for • Four captives are believed to be held somewhere on
bringing down the Empire. the property.
Fren was eager to help Rita in anyway she could and • The reason for taking these captives is unclear.
readily agreed to set up operations in the abandoned
Tactical:
Kelvan Estate to interrogate captives for Rita. Fren doesn’t
• Preliminary intelligence suggests more than twelve
know Rita is working for the Reachers, only that she helps
armed guards patrol the grounds, but their capabilities
a worthy cause—a cause aimed to hurt the aristocracy from
and the number of hostiles on site remain unknown.
which she was expelled.
• Transportation to the abandoned warehouse has been
Her contact is actually Rita Ken, one of the regional
arranged for you and your fellow operatives.
leaders of the Reachers (see chapter 3). Rita doesn’t trust
Fren, given the exiled noble’s ties to Karelagne aristocracy,
and thus she has been careful to not share anything about Stealth and discretion are of great importance due to
the Reachers with Fren. Rita is content to manipulate Fren the high-profile family connection.
to achieve the Reachers’ goals. Primary Objective:
• Infiltrate the compound.
• Find and extricate the captives.

GETTING INTO THE ACTION! Secondary Objective:


• Capture Fren for questioning.
The adventure begins with the characters approaching the
location of their mission objective. Send a mission summary report to Agency headquarters.
At this point, provide the characters with the Operation
Mongoose handout. Each character received a mission scroll
(see appendix C) containing this message prior to the mission.
One character also possesses the team’s messaging plate (see
appendix C) for communicating with headquarters. Once the characters are ready to proceed, read or
Allow the players time to coordinate any details paraphrase the following:
regarding items their characters may have prepared prior
to undertaking their mission. It’s also a great time for the After a lengthy train ride that started in Karel, pushed
players to introduce their characters if this hasn’t already through the blasted landscape of Folly, and ended in a
been done. remote farming community that’s seen better days.
Agent Rank. If the optional agent advancement rules are A handful of decrepit cottages border a dirt road with
used from the Agents of the Empire Setting Guide, the a few farmers working their meager vegetable crops. The
characters should start this adventure as rank 1 recruits road leads through the flat countryside towards a metal
with 1 Fortune Point. building barely visible in the distance – likely all that
remains of the Kelvan Estate.

Rita doesn’t trust Fren, given the exiled noble’s ties to Karelagne
aristocracy, and thus she has been careful to not share anything
about the Reachers...

18 AGENTS OF THE EMPIRE 1/6


Locals
approaching the compound. For the next 24 hours, all
The few people working the fields are dirt farmers
patrols have advantage on their perception checks.
(commoners). They are distrustful of outsiders, avoiding
Examining the Alarm. Characters trained in Arcana
contact and conversation. Characters who succeed on
who inspect the wires and metal boxes and who succeed
a DC 16 Charisma (Persuasion) check may learn the
on a DC 15 Intelligence (Arcana) check understand the
following by speaking with them:
basic principle of the alarm and how it could be bypassed.
• The Kelvan Estate has been abandoned for years Creatures with a background working with magitech have
• Locals stay away, believing it’s cursed with bad luck advantage on this check.
• Several weeks ago, well-armed outsiders arrived and Disabling the Alarm. Bypassing the alarm requires
took over the estate. a DC 15 Dexterity check using either thieves’ tools or
tinker’s tools. Success on this check permanently disables
A Little Incentive? Characters can get the farmers to
the alarm system. Failing this check causes the alarm to be
share more if they offer a gold piece or two. The farmers can
tripped. Failing the check by 5 or more causes a burst of
describe the general layout of the estate grounds, the patrols
electricity to flare, requiring the character make a DC 13
circulating on the property, and the appearance of a woman
Dexterity saving throw, dealing 7 (2d6) lightning damage
(Fren Kelvan), who they assume is the person in charge.
on a failed save and half as much on a successful one.

Approaching the Compound


Additionally, the lightning flash alerts the guards on patrol
of the character’s location.
Years of neglect have not been kind to the Kelvan Estate.
Its remains sprawl across several grass-covered acres. Estate Grounds
Today, only a single metal-walled warehouse stands near
the remains of a once-noble mansion The Kelvan Estate is in great disrepair, suggesting it lay
abandoned for many years. The only building with any
Early Warning System structural integrity is a large warehouse. Its sheet metal
walls rise high above its surroundings. From where you
Encircling the grounds is a simple magitech alarm system.
It consists of a thin metal wire laid along the ground, stand outside the estate, you can see several patrols of
which connects to hand-sized metal boxes every 30 feet. armed guards circuiting the building.
The wire is roughly 500 feet away from the warehouse.
The cables and boxes are difficult to notice, requiring After her arrival, Fren found a way to engage several
characters to actively search the ground and succeed on a automatons left in the warehouse. She also hired numerous
DC 15 Wisdom (Perception) check. ruffians to guard the grounds and her operations within.
Tripping the Alarm. Humanoids of Medium size or Patrols. Four patrols circulate the automaton factory.
larger size stepping over the wire cause a signal to be sent Each patrol consists of three scouts and an automaton
to a magitech bracelet worn by one of the scouts patrolling (appendix A). One scout in each patrol wears a magitech
the grounds. The bracelet briefly flashes red and issues bracelet that is alerted when the compound’s alarm system
a brief “ping” sound alerting its wearer that someone is is tripped (see Early Warning System above).

RAZORFIN | Chapter 1: Extraction 19


Kelvan Estate
1 Square = 5 feet

E1

E2

E6
E3

E5

E4
though no clear indication of why they died can be
Estate Locations determined. If the characters encountered the buucahb in
area E1, they recognize the carapaces likely belong to the
The following descriptions are keyed to the map of the same creatures.
Kelvan Estate. For more on Gil and the buucahb who crossed into
Tholus, refer to “The Infernal Swarm” section of the
In contrast to the lush grasslands surrounding the estate,
Agents of the Empire Setting Guide.
the central grounds are dominated by parched earth and
patches of short, brittle grass struggling to survive.
E3. Stable
Characters who closely examine the ground and succeed
Attached to the factory is an old stable that has fallen into
on a DC 13 Intelligence (Nature) check recognize that
disrepair. The sheet metal construction is rusted and on the
the soil of the estate is contaminated with oil and other
chemicals, hindering vegetation growth. verge of collapse.
A successful DC 10 Wisdom (Survival) check identifies
numerous tracks crossing the estate’s grounds. Most tracks Creatures. Hidden within the stable is a prototype horse
were created by booted humanoids, though a few are automaton (use hell hound statistics but change its type
unrecognizable, made by the automatons on patrol. to construct). The automaton is haywire, and the product
was abandoned as the technomages could never create a
“tame” horse. The current inhabitants of the estate know
E1. Mansion Ruins to avoid it.
If the characters use the stable entrance as cover or
The broken remains of a once stately mansion crumble
a place to sneak through, the horse automaton notices
here. Beyond a few barely standing brick walls, little
them and charges. Characters with a passive Wisdom
remains of the original structure. (Perception) score of 12 or higher spot the horse automaton
and can avoid the stables.
Hidden within the structure are five buucahb, individuals Characters who incapacitate the horse automaton
(see appendix A), which attack any living creature within can use an action to attempt a DC 20 Intelligence check
5 feet of the mansion’s ruins. These fiendish creatures stay using tinker’s tools. On a success, they rewire the horse
near the ruins and are all that remains of the buucahb automaton and can use it as a loyal steed.
infestation that died in area E2. Hidden Entrance. The back wall of the stable has
Skeletal Remains. The patrols know to avoid this all but rusted through. The characters can easily break
area after one of their own fell victim to the buucahb. through the wall to access the office (area E6), but doing so
The unfortunate guard’s skeletal remains can be found is loud and may alert patrols.
among the ruins with a successful DC 13 Intelligence
(Investigation) check. While the skeleton is picked E4. Covered Court
clean, a working aether pistol (see appendix C) can be
found nearby.
A slanted sheet of metal covers this court, creating a space
once used to serve meals and take breaks before the estate
E2. Beetle Remains was abandoned. The benches and kitchen equipment
still remain.
A carpet of dead beetle-like creatures covers this patch
of ground. Each roughly palm-sized, the dry carapaces
Creatures. Hanging around in the covered court are four
shimmer with iridescent hues. The ground beneath the
human thugs charged with guarding the entrance to the
remains is black and twisted, reminiscent of the devastated warehouse floor (area E5). The guards are hired hands,
lands of Folly. and thus are susceptible to bribery, even offering to look
the other way if they spot the characters. A bribe of 10 gp
The dried carapaces are all that remain of the buucahb per guard is sufficient.
infestation that took on the guise of a Neloxan researcher
named Gil Lezen. Gil was the first of the four buucahb
infestations to fall victim to its separation from their
fiendish plane. The buucahb individuals found in E1 are all
that remain of this once formidable swarm. A slanted sheet of metal
Characters who closely examine the carapaces and
succeed on a DC 20 Intelligence (Nature) check recognize covers this court...
these creatures as not being natural or of this world,

RAZORFIN | Chapter 1: Extraction 21


E5. Warehouse Floor
Lined up in rows in this dark, echoing chamber stand
pieces of rusting equipment that have seen better days.
Half-formed automatons hang from the machinery shut-off
mid process or lie discarded around the place in piles.
Footsteps ring against the metal floor, echoing throughout
the cavernous space.

Creatures. Four automatons (see appendix A) patrol


the warehouse in pairs. Each automaton has had one
of its fists replaced with a mace. (Mace. Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 4 [1d6 + 1] E7
bludgeoning damage.)
The automatons were directed by Fren Kelvan (NE
female human bandit captain).
Echoes. The cavernous space means that even the
slightest sounds echo through the chamber. Dexterity
(Stealth) checks here have disadvantage, while Wisdom
(Perception) checks that rely on hearing have advantage.
Hidden Entrance. Beneath one of the machines is a E7. Cellar
large trapdoor that leads to the cellar (area E7). Characters The entrance to the cellar is through the factory floor. It
with a passive Wisdom (Perception) score of 10 or higher can only be accessed by moving the machine off the trap-
spot the trapdoor. The machine atop the trapdoor is door, then opening it and descending a stepladder built into
attached to a crane, which can be operated using an action the ground.
to lift and move the machine out of the way. Once moved,
the trapdoor can be opened as an action. Using the crane Opening the trapdoor reveals a ladder of rusted metal
creates an enormous amount of noise. rungs built into the earth, leading down to a tunnel
illuminated by an aetherium lamp mounded below.
E6. Office
The ladder descends to a small room. A short passage
Although rundown — and, in places, open to the elements ends at a closed but unlocked wooden door. Characters
due to smashed windows — this office shows signs of once succeeding on a DC 13 Wisdom (Perception) check can
housing a wealthy owner. Although most of the lavish hear an angry female voice making demands.
furnishings have been removed, some remain, and the Opening the door reveals a terrible scene:
wooden paneling on the walls exudes luxury.
Four captives hang from manacles on the far wall. They
wear thick metal collars connected by a thick wire. Facing
Treasure. Characters who pick through the office find
little useful information (Fren Kelvan isn’t running a them are two burly guards and a tall woman wearing what
particularly well-organized operation). However, if they surely must have been once elegant clothing. The captives
spend a few minutes searching, they find a wooden box fearfully stare at a metal box held in the woman’s hands.
filled with silver cutlery (worth 80 gp) and a pair of golden
candlesticks (worth 25 gp each). This is where Fren Kelvan (NE female human bandit
A character who succeeds on a DC 16 Wisdom captain) has kept and enjoyed interrogated her captives for
(Perception) check realizes that one of the wooden wall days. Joining her are two thugs and her four captives (com-
panels can be removed. Removing the panel by unlatching moners). If the characters attack, she activates the captives’
a set of clasps reveals the door of a safe, which can be choke collars (see below) before engaging in combat.
opened with a successful DC 16 Dexterity check using Manacles. The manacles holding the captives can be
thieves’ tools. Whoever was charged with emptying the unlocked with a key Fren carries or by picking them with a
office forgot about the safe, which still contains eight 1 lb. successful DC 13 Dexterity check using thieves’ tools.
gold bars (worth 50 gp each). Choke Collars. The captives wear metal choke collars
that can be activated or deactivated with a bonus action
using a device Fren holds. Once activated, anyone wearing
the collar suffocates in 3 rounds unless the collar is

22 AGENTS OF THE EMPIRE 1/6


deactivated or removed. Fren carries a key to unlock the
collars. They can also be picked with a successful DC 13 Not Sending a Report
Dexterity check using thieves’ tools.
Captives. The captives are in a bad way with four levels Failure to send a post-mission report within 24 hours of
of exhaustion from days of Fren’s interrogations. Characters initiating the mission is viewed poorly by the Agency. At
can learn the following by interviewing the captives: some point the characters are visited by an animal under
the effect of an animal messenger spell. The animal speaks
• Before they were taken captive, each captive had access the following in a clearly frustrated voice:
to aetherium or magitech.
• The captives were questioned about where aetherium
and magitech could be found in Kitchek. Mission report not received. Proceed
• Each was grabbed off the street by thugs, who pulled immediately to Kitchek. Train tickets under the
hoods over their heads before transporting them here in name “Aetherial Exports.” Rooms reserved at
some kind of coach.
• The captives are also aware of three recent incidents in the Sylva Inn. Await further instructions.
the port city of Kitchek: (1) the theft of aetherium from
a train depot, (2) the disappearance of vehicle parts from The characters should immediately recognize that proceed-
a local Empire workshop, and (3) the loitering of a shady ing to Kitchek is their best course of action. To do other-
character at the docks. wise would risk reprisal from the Agency.

Making Their Escape WHAT'S NEXT?


With any luck, the characters can escape from the old
factory with the captives in tow. The rest of this adventure is found in the full first episode,
The freed captives avoid combat if the characters available with a monthly Fables subscription.
get into conflict with the gang members patrolling the
facility. Likewise, the gang members target the characters
first, only threatening captives if they are at risk of being
defeated and only using captives as bargaining chips to
avoid being killed themselves.
Once the captives are outside the estate, they ecstatically
thank the characters and say goodbye before they attempt

m
to return to their normal lives.

e
DEBRIEF

h o we
As directed in their mission scroll, the characters are ex-

T p s m
pected to provide a mission report to Agency headquarters

e o
using the group’s messaging plate (see appendix C). This

d
can prove challenging given the limited word count availa-

h c
tcauaesytesh
ble when sending the message.
A few minutes after sending the status report, the
following response appears:

Report acknowledged.

r o
Agents arriving to process estate.

c t
Proceed immediately to Kitchek. Train tickets

ifoenrom
under the name: “Aetherial Exports.” Rooms

m l
reserved: Sylva Inn. Await further instructions.

p
Agency operatives arrive to take Fren back to Agency
headquarters in Karel. With the captives released and clues

o th
pointing to further suspicious activities in Kitchek, the
characters proceed to chapter 2.

RAZORFIN | Chapter 1: Extraction 23


CHAPTER 2:
GATHERING INTELLIGENCE
After freeing the captives, the characters are tasked with
investigating three strange occurrences within the region of Raal.
Investigation into these events reveals the existence of a larger plot
that threatens the Empire.
MISSION BRIEF
During this chapter, the characters investigate three strange
occurrences in the Raalian port city of Kitchek: the theft of
aetherium from a train depot, the disappearance of vehicle
parts from a local Empire workshop, and the loitering of a
shady figure at the docks.
Through their investigations into these occurrences, the
characters uncover the plan of an anti-imperialist faction
called the Reachers, who intend on stealing an important
ship imperial ship from the docks.

RUNNING THIS CHAPTER


The main focus of this chapter is for the characters to
investigate three locations with suspicious activity in
Gathering Intelligence

Kitchek. These are detailed in “Follow the Leads” and


consist of:
• Train Depot. The train station has had reports of
stolen aetherium.
• Kitchek Foundry. Magitech components have gone
missing at this manufacturer of vehicle components.
• Kitchek Docks. Numerous reports of a suspicious
individual have been reported.
Additionally, several encounters are included in the
“Kitchek Encounters” section to add color to the
character’s exploration of Kitchek.
These investigations eventually lead the characters to
the Reachers hideout, the focus of Chapter 3.

FOLLOW THE LEADS


CHAPTER 2

Thanks to their activities at the Kelvan estate, chapter 2


begins with the characters arriving in Kitchek, a major
port in southwest Raal The information they uncovered
suggested an unknown faction may be stealing aetherium
and magitech in Raal. Furthermore, the captives identified
locations where suspicious activity occurred, which the
characters can follow up on. To begin the chapter, read or
paraphrase the following:

After traveling through the farmlands of Raal to the urban


sprawl of the southwest, your journey ends as your train
pulls into a station in the port city of Kitchek. The station
is clearly new, polished to a mirror sheen that reflects the
dazzling aetherium-powered lights. All around, Raalians
bustle to and from the train, some dressed in the garb of
farmers, others in mechanic’s overalls. There’s a sense of
energy and industry in the place.

AGENTS OF THE EMPIRE 1/6


Adjacent to the train station is the Sylva Inn, an unpreten-
tious hotel kept busy thanks to the rail station. There are
rooms reserved for each character under the name “Aethe-
rial Exports.”
On check-in, each character is handed a mission scroll
(see appendix C) detailing Operation: Pulling Thread.
Additionally, the characters are provided with a cover
for their activities in Kitcheck through scrolls indicating
they work for Aetherial Exports, a company hired by the
Empire to inspect sites storing magitech and aetherium.

Operation: Pulling Thread


Mission Primer:
• Analysis suggests one or more covert organizations are
stealing advanced magitech and aetherium from across
Raal, with activities centered in the port city of Kitchek.
Agency has confirmed that no Agency-sanctioned
operations are currently underway in Kitchek.

a g
Tactical:
• Rooms at the Sylva Inn are reserved for the duration of

m r
your mission in Kitchek.

e
• Your cover for this mission is as aetherium inspectors

e l
hired by the Empire to review safety protocols, which

w p
should provide you with access to most facilities.

h o e e
Primary Objectives:

T p s m l
• Train Depot. Investigate reports of stolen aetherium.

e
• Kitchek Foundry. Investigate missing magitech

o d r
vehicle components.

e
tchauacesyteshtaaw
• Kitchek Docks. Investigate reports of a suspicious
individual surveilling the docks.

Secondary Objective:
• Phantom Organization. Determine if there is a single
organization directing these activities and investigate

r
their motives.

c t o ,
After concluding the mission, send a summary report

e
to Agency headquarters.

The characters can choose which order to investigate each

ifoenrom
site identified in their mission scroll. Each of the three

m
p le e t
r
pcaoeth
locations — train depot, Kitchek foundry, and Kitchek
docks — are easily recognized locations in the city that the
characters can find and travel to with little issue.

RAZORFIN | Chapter 2: Gathering Intelligence 27


Train Depot

3
5

Kitchek City
1. Train Station
2. Sylva Inn
3. Kitcheck Docks
4. Kitchek Foundry
5. Reachers Lair

0 500

Feet
Inside the Vault
Train Depot: Stolen Aetherium Inside the storage vault, it’s clear that several boxes of
When the characters choose to investigate the aetherium aetherium bars have been taken; there are empty bays
stolen from the train depot, read or paraphrase the following: where they should be stored. A character who searches the
empty bays and succeeds on a DC 10 Wisdom (Perception)
On the outskirts of town, where the buildings give way or Intelligence (Investigation) check notices the vague
to farmland and plains, stands an octagonal warehouse. outline of a dirty boot print. This print can be followed
Great arches allow trains to enter and exit the building, with a successful DC 10 Wisdom (Survival) check.
alongside smaller doors for the workers to pass through. The prints lead straight to the back wall of the opposite
Inside, the center of the warehouse is taken up by an empty bay. A character who interacts with this wall in
enormous locomotive turntable ringed by bays in which any way quickly realizes that it has been tampered with.
mechanics and engineers covered in oil and grime fix and
An entire section of the wall has been cut away, the slices
hidden by bay struts. This portion of the wall can be slid
maintain these engines.
aside like a sliding door to reveal a tunnel beyond. There
are clear boot prints in the earth of the tunnel, which leads
By the end of this investigation, the characters discover out underneath the train depot.
a symbol which they may later identify as belonging to This tunnel eventually rises to surface level, where the
the Reachers. exit is covered by an earth-covered canvas. Not far from
the exit stands a small outbuilding, one of several around
Scene of the Crime the depot not secured, used to store waste. Here, charac-
In order to investigate the stolen aetherium, the characters ters find several boxes emptied of aetherium. A green tri-
must first speak to the depot manager, a woman named angle with a black clenched fist has been sprayed into the
Melsa Furst. No check is needed to find Melsa as any of the lid of each empty container. One full container remains,
depot’s workers readily direct them to her. which could be left as bait or returned to the depot.
Given the characters’ cover as aetherium inspectors, Characters can identify the symbol with a successful
Melsa eagerly tells the characters the following: DC 17 Intelligence (History) check as belonging to a
separatist group known as the Reachers. Characters whose
• The aetherium was stolen from a vault beneath the backgrounds are from Raal have advantage on this check.
turntable. It’s not safe to be down there while the Using the Bait. Characters may wish to wait to see
turntable is active, as it could throw you off-balance. if anyone returns for the remaining aetherium. If the
• The vault is sealed with a single door. Everyone working characters take precautions to hide, a member of the
at the depot knows the code. Reachers arrives in 1d4 hours to acquire the last of the
• The aetherium must have been stolen at night when stolen aetherium.
fewer people are around. Otherwise, someone working The individual is Raddan Dovan (see the Kitchek Docks:
in the depot would have spotted the thief. Suspicious Individual). If Raddan spots the characters,
Characters can access the vault via a ladder which leads they drop the aetherium container, attempting to escape,
down into an underground chamber. This chamber, lit back to the Reachers’ compound to warn the faction of the
by stark white light, has a single locked door barring the meddling agents.
characters’ path, which can be opened by any worker.
A character who investigates the door and succeeds on
a DC 10 Intelligence (Investigation) check determines that
the vault door has not been tampered with.

This tunnel eventually rises


to surface level, where the
exit is covered by an
earth-covered canvas.

RAZORFIN | Chapter 2: Gathering Intelligence 29


a fo t q uo n t,
rm o c l i t im l e
t o.
esaerthdlleirzfeoemropeum
i Kitchek Foundry: Pilfered Parts

e
t al ihd
ssoicldeth cp oe r When the characters choose to investigate the missing
parts from the vehicle workshop, read or paraphrase
the following:

To investigate the incident of the missing parts, you travel

h
to one of the most advanced workshops in this part of Raal:

u a
a foreboding metal box whose overall-wearing workers look

oll
tired and grimy, but seem in good spirits. Inside the ware-
house, these mechanics work on conveyor belts assembling
engines, boilers, and assorted magitech components.

By the end of this investigation, the characters discover


that one of the mechanics has been extorted into stealing
aetherium reactor parts by a group called the Reachers.

What’s Missing?
In order to investigate the missing parts, the characters
must first determine which parts have been disappearing.
This can easily be accomplished either by talking with one
of the numerous shift managers, or by asking for the stock
records and readily spotting the discrepancies. Because all
the workers are on a conveyor belt, it’s easy to locate the
general area from where the parts are going missing.
The section of the workflow from where the parts have
been disappearing is worked by three individuals. A young
Melsa Furst human woman named Strik, a young tiefling man named
Pal, and an elderly halfling man named Osrik. Characters
LG female human commoner
might attempt the following to determine who has been
Melsa Furst is a woman approaching the end of middle age pilfering the parts:
who wears half-moon spectacles, brightly colored clothing
• Interview the workers with a successful DC 10
in the typical high-collared Karelian style, and a tight bun
Wisdom (Insight) check.
of gray curls. She is the manager of a train depot on the
• Watch the workers with a successful DC 10
outskirts of Kitchek. Although not a native Raalian, Melsa
Wisdom (Perception) check.
managed to integrate into the community with relative
• Search the workplace with a successful DC 10
ease thanks to her amiable nature and empathy. She works
Intelligence (Investigation) check.
hard to ensure that her workers are paid well, despite the
demands of the Empire. Unfortunately, Melsa isn’t the Using any of these approaches, or another reasonable
most attentive of individuals, often accidentally misplacing method, allows the characters to realize that Strik has been
things such as her keys, clipboard, spectacles, and the like. taking the parts.
Personality Trait. “I pat my pockets often, just double-
checking that I’ve not misplaced something important.”
Ideal. “I believe that people should be treated fairly, no
matter who they are or where they’re from.”
Bond. “My pet cat Snuff means the world to me. He might
If Raddan spots the characters,
be old and scraggly, but he’s family to me.”
Flaw. “I’m always forgetting where I put things down.
they drop the stolen device,
Often they’re right in front of me the whole time!” attempting to flee to the
Reachers’ compound...

30 AGENTS OF THE EMPIRE 1/6


Talking with the Culprit Strik Ora
Once accused of the theft, Strik breaks down. She tells the N female human commoner
characters that she’s being threatened. She recently had
an affair, and a group called the Reachers is extorting her Strik Ora is a young woman with blond, oil-stained hair
with the information. They want her to keep taking the tied back, high cheekbones, and thick blond eyebrows. She
parts, or they’ll tell her wife about the affair. The parts that works as a mechanic in a vehicle workshop dealing with
Strik has been taking are those used in aetherium reactors. aetherium technology. She’s a skilled and intelligent worker
She takes the parts from work, places them at a drop point who learned most of her mechanical understanding while
(hidden beneath a nearby street flagstone), and a member studying in a Raalian college during her youth, but has since
of the Reachers picks it up at a later date, leaving a request taken an educational course in the capital, Karel, to brush
for a new part each time. up on aetherium physics. It was during this course that she
Waiting For A Pickup. Strik confides she has recently had an affair, cheating on her wife with a fellow student.
deposited magitech components at their drop point. Although the rest of the mechanics are in good spirits,
Characters who wait for 1d4 hours will observe an having just finished a major project, she’s distracted by her
individual arrive to remove the stolen magitech. guilt, and by the pressure put on her by the Reachers. Strik’s
The individual is Raddan Dovan a member specialty is the construction of aetherium reactors.
of the Reachers (see Kitchek Docks: Personality Trait. “I keep falling into states of total
Suspicious Individual). If Raddan dissociation, racked by guilt and cracking under
spots the characters, they drop the the pressure.”
stolen device, attempting to flee to Ideal. “We can better our lives by embracing the new
the Reachers’ compound where technology. The Empire is here to help us.”
they warn the faction of the Bond. “If my marriage falls apart because of my affair,
agent’s interference. I’ll be broken. My wife is my rock, and my moment of
weakness threatens our years of happiness.”
Flaw. “I struggle to effectively deal with more than one
problem at once.”

T h
p e
o w m e a
r gaoi
n cfaa
t h ec so emdp e
l litqs u i
cacauresyteshteasrlloitzloied
fion rtm o ,a
e ww h o iuc h
l
peopl to cal
RAZORFIN | Chapter 2: Gathering Intelligence 31
Kitchek Docks: Suspicious Individual
When the characters choose to investigate the shady figure Chasing Raddan
loitering at the docks, read or paraphrase the following: Each of the chase rules described in the Agents of the
Empire Setting guide work well for this chase encounter.
The southern coast of Raal is beautiful. Even here, where Choose the mechanic you think matches the play of
the docks perch atop the rugged cliffs and golden sands, your table.
the turquoise water still sings in the setting sun. The docks Group Ability Check. Use this mechanic if you want
seem busy day and night, with ships of myriad shape and a quick resolution to the chase. Describe Raddan running
size constantly docking or setting off, loaded and unloaded, through the crowded dock, requiring the group to succeed
repaired or entirely replaced. The constant bustle of the
on DC 13 ability checks to catch up to them. Use Dexterity
(Acrobatics) to represent weaving around workers and
place is at odds with the calm waters beyond.
goods, though consider any other reasonable ability checks
the players suggest.
By the end of this investigation, the characters discover Gap Tracking. This is great for executing a chase scene
that the loiterer is both a dock worker and a member of an with a little more depth. Use gap tokens of 30 feet and set
anti-imperialist faction they refuse to name. The characters the initial gap distance at three tokens (90 feet). Set an
also learn that the mole has been investigating the arrival escape timer of three rounds, wherein Raddan gets lost in
of a submarine prototype from Karel named the Razorfin the crowd and escapes.
To add spice to the chase, roll or choose an event from
Finding the Suspicious Individual the “Kitchek Random Encounters” section found later in
In order to investigate the dockside loiterer, the characters this chapter.
must first determine their identity. In the busy docks, Full Combat Chase. Though Raddan isn’t a strong
no check is required for the agents to be directed to a combatant, some groups may prefer to run chase scenes
harbormaster who can provide a description of a suspicious using these rules as they most closely resemble a standard
individual that has been seen at the docks along with their combat encounter.
most common locations. The characters can stake out these Have the characters start 90 feet away from Raddan.
spots until the individual arrives in 1d4 hours. Raddan uses commoner stats and has no ranged weapons
The suspicious individual is Raddan Dovan The or equipment. Use an escape timer of three rounds after
characters spot them with ease. Though dressed in the garb which they escape, by getting lost in the crowd or escaping
of a dock worker, they don’t appear to be getting much down an ally or dropping into the city’s sewers.
work done, and they can be seen snooping around, looking Include at least one event of your choice from the
through ship manifests and shipping schedules. “Kitchek Random Encounters” section found later in
Characters must succeed on a successful DC 15 Dexterity this chapter.
(Stealth) check to approach Raddan without being
spotted. If they fail, the loiterer makes a break for it, and a
chase ensues.

32 AGENTS OF THE EMPIRE 1/6


caryasuestaerd
ww hs ot a h
l l
caolluilcdlhidpi e
Catching Raddan
If the characters manage to sneak up to or catch up with
aethco
e
Raddan Dovan, they can try to extract information from
them in the following ways:
• Raddan is difficult to bribe. The characters can bribe the
loiterer with a successful DC 15 Charisma (Persuasion)
check and an offering of at least 25 gp. A bribe of 100 gp
or more grants advantage on the check.
• The characters can reason with the loiterer with a
successful DC 15 Intelligence (Persuasion) check.
• The characters can coerce the loiterer with a successful
DC 15 Strength (Intimidation) check.
• The characters can question and spot lies with a
successful DC 15 Wisdom (Insight) check.
Initially, Raddan sticks to their cover story: They’re
just a dockhand doing their job. While it’s true that
they’ve been hired as a dockhand, a success on any of the
previously listed checks gets them to divulge that they’re
looking up information about the Razorfin. If they’re pressed
for information about why, or who they’re working for,
they refuse to provide it. Instead, read or paraphrase
the following:
`
The loiterer spits on the ground and says, “Screw the
Empire and everything they stand for.” They roll up the
sleeve of their overalls, revealing a tattoo of a clenched Raddan Dovan
black fist surrounded by a green triangle. “I’ll die before CN nonbinary half-elf commoner
I help the Empire or its agents. The Razorfin is about to Raddan Dovan is a broad-shouldered, androgynous
arrive, and I’ll be damned if we won’t take it for ourselves!” figure of imposing stature but soft features. They dress in
the garb of a dockworker: a striped overall. Raddan also
has the symbol of the Reachers tattooed on their forearm,
though they mostly keep this hidden.
Raddan Escapes Raddan is a Raalian through and through. They grew
Despite the character’s dogged efforts, the suspicious indi- up in the eastern mountains of Raal and worked in the
vidual escapes, disappearing into the city. As a result, the quarries there. When Raal joined the Empire, they closed
Reachers are aware that individuals may be looking into the quarries and reassigned the workers to the docks and
their activities and are prepared for their arrival. As a result, the railroads. Raddan is infuriated by this disruption of
in chapter 3, give Reachers personnel advantage on Wisdom their traditional way of life and ended up hanging around
and Charisma ability checks made to recognize or interact with other like-minded individuals. Eventually, they
with the characters as they explore their headquarters. decided to join the Reachers, a faction trying to throw off
Missed Clue. By not interrogating Raddan, the the shackles of the Karelagne Empire and restore Raal’s
characters may not be aware the Reachers are targeting independence. Since then, they’ve accepted the Empire’s
the Razorfin. Allow the characters a chance to notice that offer of employment on the docks, but only to gather
dock workers are nervously preparing for the arrival of an information about the Razorfin.
important ship. This should spur the characters to speak Personality Trait. “I crack my knuckles when I’m
with a worker where they learn of the impending arrival of nervous, and drum my fingers when I’m excited.”
the Razorfin. Ideal. “The Raalian people suffer under the weight of the
Karelagne Empire. They should be liberated.”
Bond. “My elderly parents still live in the mountains
and are struggling now that the industry is gone. I send
“Screw the Empire and money to them each month.”
everything they stand for.” Flaw. “I sometimes unintentionally scare people because
of my foreboding figure and resting glare.”

RAZORFIN | Chapter 2: Gathering Intelligence 33


phenomenal example of industry, forward thinking, and
The Razorfin scientific advancement. Although the submarine is kitted
The Razorfin is a 40-foot-long, 15-foot-wide prototype out with ballistae and a ram in the appearance of a warship,
submersible vessel created by aetherium engineers in it’s actually just a giant propaganda machine. It’s filled with
Karel. It uses an aetherium reactor to power its motors, material promoting the Empire, which is to be doled out in
which propel it through the water. Furthermore, it is each dock that it visits through the Empire. It’s already done
sealed with molten metal, making it airtight, and allowing the rounds along the coast of Karel, and is soon to appear
it to remain underwater for long periods of time with a for its first stop in the provinces, on the southeast coast of
humanoid crew, or indefinitely with an automaton crew. Raal. It is here that the Reachers hope to use their claw-
The Razorfin is the pride and joy of the Karelagne fitted zeppelin to lift the submarine out of the water and steal
Empire’s government, who see it as the pinnacle of it, showing the Raalian people that if they unite, they can
engineering, and a sign to all that the Empire can be a throw off the shackles of the Karelagne Empire.

34 AGENTS OF THE EMPIRE 1/6


KITCHEK ENCOUNTERS Character Response
As the characters move throug the bustling Raalian port The characters can act in any order to try and stop
town of Kitchek, there’s a strong likelihood they’ll get the crashing train, with any reasonable actions being
caught up in some of the local drama of the place. This permitted by the GM. Examples of what the characters
section presents two set encounters, which should occur might attempt include:
between the investigations detailed in “The Agency Calls.”
• Fleeing the tracks with a successful DC 10 Strength
These encounters give the characters an idea of the strife
(Athletics) check.
caused in Raal thanks to the impositions of the Karelagne
• Jumping onto the moving train with a successful DC 18
Empire. This section also provides a table of random
Dexterity (Acrobatics) or Strength (Athletics) check.
encounters, which you can use at your discretion. You
• Once aboard, shutting down the aetherium reactor with
might choose to use these random encounters to:
a successful DC 15 Intelligence (Arcana) check.
• Break up travel through Raal • Calling out to warn the workers with a successful DC 10
• Introduce added complications to set Charisma (Persuasion) check.
encounters or investigations • Bracing for the impact of the train with a successful DC
• Continue to expand the characters’ understanding 20 Strength check.
and idea of Raal • Searching for and using an in-track braking
• Incite action if the characters linger for too long mechanism with a successful DC 16 Intelligence
in one place (Investigation) check.
• Extend your game session • Blocking the line with a heavy sleeper or other barricade
with a successful DC 15 Strength check.

Set Encounters • Casting spells such as enlarge/reduce, gust of wind, rope


trick, or web to either tamper with or avoid the train.
The following set encounters should occur between the
characters’ investigations as detailed in “The Agency
Calls.” These encounters are designed to give characters
Train Impact
a feel for the atmosphere in Raal, specifically the way Any creature still in the path of the train when it reaches
that Raalians are responding to the imposing Karelagne them must make a DC 18 Dexterity saving throw. The crea-
Empire. The encounters can be run in any order, while the ture takes 33 (6d10) bludgeoning damage on a failed save, or
characters travel between any two investigations. half as much on a successful one. If the characters success-
fully interfered with the train in any way, each creature has
advantage on the saving throw, and the damage dealt by the
Railway Accident train is reduced by 1d10 for each successful intervention.
While the characters travel between investigations, they If this reduces the damage to 0, the train comes to a com-
must cross a railway track. As they do, read or paraphrase plete stop.
the following: If the train hits the workers at full speed, many are killed.
If it hits them at reduced speed, many are injured. If the
You come across one of the new railway tracks built train goes off the end of the tracks, it crashes and the driver
throughout Raal to facilitate the export of goods from the is either killed or, if the speed has been reduced, seriously
region back to the capital. The line is yet to be finished injured. First aid can be administered by any character
and, not far off, a group of Raalian workers are set to the proficient in Medicine, or who has a healer’s kit.
backbreaking work of assembling the line. As you cross,
you hear a hideous metallic screeching as an aethertrain After the Event
comes careening around the corner, brakes fully applied!
If the characters question the workers or the driver about
Despite the efforts of the driver, there’s no chance it’ll the accident, they learn that the new railway lines have
stop in time. been rushed by the Karelagne Empire, and that in many
instances communication has broken down between the
Unless the characters act quickly, the train is likely to plow workers and the drivers. No one is exactly sure which lines
into them, and into the workers at the end of the line. If the are finished and which aren’t, but there’s great pressure
train reaches the end of the line, it’ll fly off and crash. The coming from the Empire to keep exporting goods from
characters have just enough time to take one action each Raal back to Karel. The goods are mostly foodstuffs grown
before the train reaches them, and an additional action in the green belt of Raal, which has earned it the moniker
before it reaches the end of the line. ‘The Empire’s Larder.’

RAZORFIN | Chapter 2: Gathering Intelligence 35


Helping the Automatons
Characters can intervene by fighting the extremists,
appealing to their religious nature with a successful DC
12 Charisma (Religion) check, calming their ire with a
successful DC 16 Charisma (Persuasion or Intimidation)
check, or pretending that law enforcement is on its way
with a successful DC 14 Charisma (Deception) check.
If the characters manage to save the automatons, the
construct creatures are incredibly grateful. They tell the
characters that they are a group meeting to discuss peti-
tioning for greater workplace protections, but that they’ve
met resistance from both the Karelagne Empire who ap-
pear disinterested in slowing down progress, and by some
prejudiced Raalian’s who see the automatons as a viola-
tion of nature and have been driven to extremism by the
Empire’s disruption of their previous lives. The automatons
don’t have much to give as thanks, but can quickly fashion
one set of tools (characters’ choice) as a token of gratitude.

Speaking with the Extremists


Anti-Magitech Extremists
If the characters have the opportunity to speak with the
While the characters travel between investigations, they
extremists, they yield the same information. The extremists
find themselves moving through an urban district of the
think the automatons are unnatural beings who have
dock town. As they do, read or paraphrase the following:
been sent by the Empire to steal their jobs, and to further
You find yourselves moving through a crowded residential
destroy the Raalian way of life, not to mention the danger
of environmental poisoning from the automaton’s aethereal
district of the port town. There’s a palpable sense of
cores. The Natrists are bigots, struggling to accept the
tension in the crowded streets and, as you cut through the
automatons as a people deserving of respect because of
crowd, you notice the same symbol of crossed wheat stalks they were created and not born.
hanging from chains around necks, embroidered onto
clothing, and even tattooed onto skin.
Suddenly, a cacophonous shattering and wave of angry
cries washes across the crowd, and chaos erupts. Symbol-
bearing individuals have smashed into a nearby residence Suddenly, a cacophonous
and now enact violence within.
shattering and wave of angry
The front windows of the house have been smashed and
the door kicked down. Inside, a small symbol-bearing mob
cries washes across the crowd,
is attacking the building’s occupants, a small gathering of
sentient automatons.
and chaos erupts.
This mob consists of four human thugs led by a human
druid. Each bears a symbol — a trio of crossed wheat
Symbol-bearing individuals
stalks — on their person in some fashion. A successfully
DC 12 Intelligence (History) or (Religion) check identifies
have smashed into a nearby
this symbol as representing the Natrists, a radical group residence and now enact
intent on rejecting all magitech. This group is focused
on battering the four sentient automatons within the violence within.
house to death.
Unless the extremists are stopped, they kill two of the
automatons before disaster strikes. Once the second
automaton is killed (during the third round of combat), its
aetherium battery explodes, killing all the thugs and the
other automatons, and severely injuring the druid who
just manages to escape the building as it collapses, further
injuring the crowd gathered around it.

36 AGENTS OF THE EMPIRE 1/6


The Province of Raal
Prior to the Folly Wars, Raal was arguably the most in Raal, and improved transit throughout the region,
powerful nation in all of Tholus. Thanks to large swaths of allowing greater freedom for the common person.
farmland and the dominance of its sailing ship construction, Others are staunchly against the Empire’s control.
the kingdom held great sway over the continent. They see the Empire as an oppressive force that seeks
Its last great regent, Raal III ruled for nearly three to undermine traditional Raalian ways of life, pointing
centuries. The unusually long-lived ruler introduced the to the destruction of traditional farms underneath the
Raalian Protocols, after a prophecy he claimed to have re- seemingly relentless sprawl of industrialization. The
ceived. The primary tenet of these protocols is the “Golden Reachers, the separatist faction who feature heavily in
Rule of Three,” which guided the actions of all within the this episode, are of this latter viewpoint, and are willing
nation. As an example, to this day, Raalian farmers relia- to take extreme measures to oust the Empire from Raal.
bly divide their crops into thirds — one sent to the capital, Most Raalians are now employed in blue-collar work
one used for trade, and one kept for personal use. compared to the majority working the land prior to joining
This adherence to tradition is still a major factor in the Empire. Farms have been sold to the Empire, and the
Raalian daily life. These customs are coming into con- workers now help to construct train lines throughout the
flict with the Empire’s relentless push toward progress region, or build warehouses for the storage of foodstuff and
and industrialization. silos for the storage of aetherium. Further, there has been an
Citizens of Raal have mixed feelings about the Empire’s influx of automatons, semi-sentient constructs powered by
growing influence. Some welcome the Empire, as its aetherium batteries who now toil at the most difficult jobs.
creation brought an end to years of bloody conflict across This has led to no small amount of strife as Raal society
the continent. Additionally, the Empire has made labor struggles to adjust to this change.
less arduous and dangerous through the introduction of A typical Raalian uses the statistics of a commoner.
aetherium-powered machinery and automatons, brought A typical automaton uses the statistics of an automaton
luxuries and wealth from Karel previously unheard of (see appendix A).

RAZORFIN | Chapter 2: Gathering Intelligence 37


Carriage Crash. A carriage filled with barrels of mead
overturns as it takes a corner in the busy streets, spilling
its bouncing contents. Each creature in the path of
the barrels must succeed on a DC 10 Dexterity saving
throw or take 3 (1d6) bludgeoning damage and be
knocked prone.
Angered Dryads. A gathering of 1d3 nature spirits (use
dryad statistics), angered by the encroaching railroads,
attack a mixed group of 2d4 + 2 commoners and
automatons (appendix A) working the lines.
Criminal Gang. A gang of farmers-turned-criminals tries
to mug one of the characters. Initially, a bandit tries to
pick the pockets of one of the characters, but is spotted
by any character with a passive Perception score of 11
or higher. If attacked, the pickpocket is backed up by
three thugs.
Haywire Automaton. One of the many automatons
working in Raal goes haywire due to some faulty
functioning in its difference engine and starts lashing out
wildly. The automaton (see appendix A) makes an attack
against a random character with its circular saw (+3
to hit, reach 5 ft., dealing 4 [1d6 + 1] slashing damage
on a hit). The automaton can be fixed with a mending
spell or with a DC 14 Intelligence check made with
tinker’s tools.
Displaced Basilisk. A hungry basilisk, displaced by a
newly created railway tunnel through its mountain
Kitchek Random Encounters home, has found its way into town and has already
petrified at least one innocent citizen, and is trying to
The following table presents a list of random encounters eat them. If reduced to half its hit points or fewer, it
that might occur while the characters travel through Raal, flees. It can also be shooed off with a successful DC 15
or while they’re engaged in other activities in the region. Wisdom (Animal Handling) check.
Each encounter includes a short summary to provide Rogue Jelly. The sewers of Raal are kept clean by oozes
further information. which dissolve both organic and inorganic waste.
Unfortunately, these oozes sometimes escape into the
Random Encounters city streets. The characters happen upon an ochre jelly
D8 ENCOUNTER
which has done just that.
Reacher Ruffians. A group of 1d4 + 1 bandits bearing
1 Disrupting Protesters the symbol of the Reachers (a clenched black fist atop
2 Carriage Crash a green triangle) is getting up to no good. They might
3 Angered Dryads be painting their symbol on a building, sabotaging a
4 Criminal Gang train engine, beating up a visitor or business owner from
Karel, or otherwise causing trouble. If captured, they
5 Haywire Automaton
can be pumped for useful information with a successful
6 Displaced Basilisk DC 16 Charisma (Intimidation) check.
7 Rogue Jelly
8 Reacher Ruffians

Disrupting Protesters. A group of 2d4 + 2 commoners


fills the streets to protest the Empire’s presence in Raal, One of the many automatons
the presence of automatons, the destruction of the
environment, or another cause close to their hearts. working in Raal goes haywire due
If the characters are in a rush, they must succeed on a
DC 10 Strength or Dexterity check to get through the to some faulty functioning...
crowd. On a failed save, they succeed in getting through,
but suffer a level of exhaustion in the process.

38 AGENTS OF THE EMPIRE 1/6


PUTTING IT TOGETHER DEBRIEF
Once the characters have amassed clues through their As directed in their mission scroll, the characters
investigations, they should be able to come up with the are expected to provide a mission report to Agency
following information: headquarters using the group’s messaging plate
A group called the Reachers has been stealing aetherium (see appendix C).
and vehicle parts, and has been investigating the arrival of A few minutes after sending the status report, the message
the Karel submarine prototype Razorfin using a mole. is acknowledged and the following response appears:

Finding the Hideout Report acknowledged.


In order to progress further, the characters must locate the Continue investigation.
headquarters of the Reachers. They might attempt to do
this in numerous ways, including but not limited to: Infiltrate group’s headquarters.
Pursue imminent threats.
• Following members of the Reachers, or their tracks, from
the secret stolen aetherium store. Report findings and the group’s threat potential.
• Following members of the Reachers back to the
headquarters after they’ve extorted the parts thief.
• Following the dockside loiterer back to the headquarters With the location identified, proceed to the next chapter of
when they think they’re no longer being watched. this episode.
• Squeezing information pertaining to the headquarters of
the Reachers out of shadier locals.
• Questioning members of the Reachers met during a
random encounter. CHARACTER
ADVANCEMENT
• Using a familiar or other flying scout to search for likely
headquarters locations.
If you feel it necessary, some of these methods might If you are using optional agent advancement rules from
require an ability check, such as a Wisdom (Survival) check the Agents of the Empire Setting guide, and you haven’t
to follow tracks, and Dexterity (Stealth) check to follow already awarded an agent milestone in chapter 1, GMs
faction members, or a Charisma (Intimidation) check to get should do so prior to starting chapter 3.
information out of a street tough. The DC for these checks
is 15. If an attempt to discover the headquarters fails, the
characters must try a different approach.

RAZORFIN | Chapter 2: Gathering Intelligence 39


CHAPTER 3:
AGAINST THE REACHERS
After discovering the headquarters of the Reachers, the
characters investigate and are thrown into action as the faction
initiates their plan to steal Razorfin, a new Karelagne submarine.
MISSION BRIEF
During this chapter, the characters travel to the headquar-
ters of the Reachers. Here, they discover that the faction has
already created the zeppelin which they intend to use to steal
the Razorfin. However, the zeppelin is highly unstable and
barely flight-worthy, making it a serious threat. If the faction
manages to pilot it to the docks, it will surely explode on im-
pact with the Razorfin when it fails to gain altitude, possibly
killing dozens of innocent bystanders and Karel sailors.
For the characters to stop the zeppelin, they must give
chase. Luckily, the characters can commandeer magitech
vehicles. To complicate matters, the faction initiates a
self-destruct sequence to destroy its headquarters, not
only harming nearby innocents but also eliminating any
evidence, including references to their mysterious patron.
Against the Reachers

To complicate matters, the faction initiates a


self-destruct sequence to destroy its headquarters...

RUNNING THIS CHAPTER


This chapter has several moving pieces that can make it a
challenging encounter to run.
Initially, the characters must enter the Reacher’s
compound, and they have several options.
Assuming they don’t immediately raise an alarm, their
exploration is interrupted when the Reachers launch their
sub-stealing zeppelin and initiate a self-destruct sequence
CHAPTER 3

for the facility.

Timing the Launch


The timing of the zeppelin’s launch is left to the
GM’s discretion.
To make the moment more impactful, the zeppelin
should launch just as the characters enter the workshop
area (R7), so that they see the vessel take off and know they
must do something immediately to stop it.
Alternatively, if the characters’ exploration raised an
alarm, the launch of the zeppelin could be triggered early.
The GM should provide warnings that an important event
is about to take place. This may include describing the
noise of the workshop’s rooftop hatch opening, a warning
message broadcast throughout the facility that the launch
is imminent, and Reacher personnel suddenly moving with
great urgency.
Refer to “Launching the Zeppelin” for details of the
events that transpire once the Reachers initiate their plans.

AGENTS OF THE EMPIRE 1/6


REACHER HEADQUARTERS Getting In
There are numerous entrances that the characters can take
Once the characters have established where the Reacher
to get into the Reachers’ Lair, which are summarized below.
headquarters is, they can easily travel there. They should
Reception (R1). The front entrance consists of a single
be inclined to do so with haste, given that the Razorfin
wooden door with a wooden sign above it reading “Repair
is arriving in port any time now. The headquarters is a
Shop,” which provides access to the reception area.
repurposed warehouse a short walk from the docks.
Garage (R2). A pair of closed sheet metal doors provide
Once the characters arrive at the headquarters, read or
access to the garage, where small vehicles are stored for re-
paraphrase the following:
pair. The doors are held shut by a chain wrapped around the
The building you’ve identified as the Reachers’ headquarters handles. While not locked, unwinding the chain without first
succeeding on a DC 15 Dexterity (Stealth) check causes the
resembles many of the surrounding warehouses. It is
two individuals in reception (area R1) to investigate.
dilapidated, with rotting wooden beams and rusted metal
Workshop (R7). An enormous pair of wooden doors
sheets making up the walls, and a low-pitched roof. You also
around the back of the building provide access to the
spot something others might have overlooked: a black fist workshop. Opening these requires a successful DC 18
surrounded by a green triangle painted just above the lintel Strength check (they’re normally opened from within using
of the main warehouse doors. a pulley system). Doing so alerts everyone in the building.
The characters might also be able to enter the workshop
if they spot the roof hatch. Although it’s enormous (large
Alert Level enough for the zeppelin to leave through), the roof hatch can
only be spotted from above. The hatch is kept slightly open
The Reachers have become overly confident, bolstered at all times. Climbing up to the hatch requires a successful
by their imminent plans to steal the Razorfin and will DC 18 Strength (Athletics) check. Unless special precautions
normally not have guards outside the building. are taken, entering through the hatch automatically draws
Raddan’s Warning. If the characters failed to the attention of everyone within the workshop and gantry.
apprehend Raddan in chapter 2 (see “Kitchek Docks: Windows. On the upper floor of the building are
Suspicious Individual”), the facility is put on alert. Every numerous windows which provide light to the gantry (area
5 minutes, two Reacher personnel (use bandit stats) circle R8) and workshop (area R7) below, barracks (area R9),
the building, watching for suspicious individuals. and office (area R10). Climbing up to a window requires a
Additionally, give all Reacher personnel advantage successful DC 16 Strength (Athletics) check.
on Wisdom and Charisma ability checks made to The windows of the gantry (area R8) are unlocked but
recognize or interact with the characters as they explore require a DC 12 Dexterity (Stealth) check to open and
their headquarters. enter through unnoticed by the workers there.

RAZORFIN | Chapter 3: Against the Reachers 43


R8a
R7 R10

R9

R8b

Reachers Headquarters
1 Square = 5 feet

R6

R2

R5

R7

R1
R4

R3
The windows of the barracks (area R9) and office are The pair won’t let any non-Reachers pass through into
locked, and they require a successful DC 14 Dexterity the corridor beyond this room (area R3). Characters can
check using thieves’ tools to open. Alternatively, they can convince the pair that they are new recruits with a successful
be smashed open without the need for a check. Smashing DC 18 Charisma (Persuasion) check or bully their way past
any of these windows wakes the sleeping individuals in the with a successful DC 15 Charisma (Intimidation) check.
barracks (area R9), who go to investigate. Paperwork. The paperwork on the desk is all legitimate
Other Means of Entry. The characters might come up invoices and work orders for the repair shop front.
with other ingenious means of entry into the Reachers’
headquarters. They might have spells that allow them to R2. Garage
unlock doors and windows, ways to move through the
walls, or the ability to burrow beneath the floor. The GM Half-a-dozen spinebreakers in various states of disrepair
should permit any reasonable method of entry.
are spread throughout this metal extension to the
warehouse. Numerous tools, wheels, and other parts are
scattered around the room.
Headquarters
Spinebreakers. This room contains three spinebreakers
General Features (appendix B), crude magitech motorcycles that are usable
The Reachers’ headquarters is a large warehouse in a but with badly damaged components, as well as a load of
shadier district of Raal. Unless mentioned otherwise in others missing too many parts to be of any use.
the text, the following is true of all interior rooms. A successful DC 14 Intelligence check reveals that the
Floors, Ceiling, and Walls. The exterior walls of the spinebreakers have been stripped of various components,
headquarters are made of stone and wood, with metal but that there are enough spare bits here to get up to three of
sheeting in some places. Ceilings are 10 feet high. the bikes back in working condition in relatively short order.
Lighting. Windows provide plentiful natural light Using the Motorbikes As Is. The characters can use
for the upper floor of the building. The lower floor is lit the spinebreakers without repairing them. Adjust their stats
primarily by candles, which burn on wall-mounted shelves. as shown in the Spinebreakers Damage table. Refer to the
“Magitech Vehicles” section of the Agents of the Empire Set-
ting Guide for full details on damaged vehicle components.

Location Descriptions Spinebreakers Damage


Locations in the Reachers’ facility are described below. COMPONENT CURRENT HP MAXIMUM HP STATUS

Frame (Body) 15 20 Functional


R1. Reception Controls (Drive System) 6 12 Impaired
Motivators 12 25 Impaired
Standing behind a worn, wooden desk are a pair of rather (Aetherial Encabulator)
bored-looking individuals flicking aimlessly through piles
of paperwork. Because the controls are “Impaired,” all vehicle control
checks are made at disadvantage. The motivators are also
Creatures. Working in this room is a dwarven bandit “Impaired,” reducing the vehicles’ maximum speed by 20
named Bethda Gol and a semi-sentient automaton (appen- feet, resulting in a movement speed of 40 feet when using
dix A) named AU-CS152, or just “52” for short. These two its full movement and a dash action on a turn.
are the front of the repair shop business, who do their best Repairing the Motorbikes. It would take too long to
to pretend that they know nothing of the Reachers. properly repair the spinebreakers. Refer to the “Magitech
If asked about the Reacher sigil painted outside, Bethda Vehicles” section of the Agents of the Empire Setting Guide
Gol fakes outrage and starts ranting about vandals while 52 for full details on vehicle repairs.
searches for a mop and bucket to remove the paint. However, characters can make temporary repairs by
Characters who succeed on a DC 15 Wisdom (Insight) patching components to improve them, potentially taking
check can tell that the pair are lying about their them from impaired to functional status (see “Repairing
knowledge of the Reachers. A successful DC 16 Wisdom Magitech Vehicles” sidebar).
(Perception) check reveals that Bethda Gol has a tattoo Tools. The rest of the garage is taken up with various
marking her membership. While 52 isn’t a member of tools and parts. A cursory glance reveals only junk, but
the Reachers, their programming as a customer service a successful DC 14 Wisdom (Perception) check allows a
automaton has been manipulated so that they follow the character to discover a set of smith’s tools, tinker’s tools,
order of any Reacher. and six flasks of oil.

RAZORFIN | Chapter 3: Against the Reachers 45


Using Damaged Vehicles R3. Corridor
Magitech vehicle consist of several components, each with
This dank, dimly lit corridor links together several interior
its own armor class and hit points.
rooms of the warehouse. The sheet metal walls and lack of
Components with more than half their maximum hit
points are described as “functional” and operate normally. windows makes it feel claustrophobic and cramped. The
Components with half, or less than half their maximum only source of light are candles burning on shelves spread
hit points are considered “impaired.” The vehicle’s statblock every few feet along the walls.
indicates the effect of a component being impaired.
When a component takes damage and changes from Creatures. While work on the zeppelin continues in
“functional” to “impaired,” a mishap check is triggered. the workshop (area R7) this corridor is patrolled by a
This represents a potentially serious problem affecting single half-elf spy named Tan Shest. Tan is aware of the
the vehicle that could put its passengers in jeopardy. characters’ presence if they’ve done anything noisy in
Appendix B includes a copy of the Mishap Check table rooms which the corridor links, or if they’ve entered
from the Agents of the Empire Setting Guide. the corridor without first succeeding on a DC 16 group
Components with 0 hit points are considered Dexterity (Stealth) check. Rather than reveal herself, Tan
“Destroyed” and no longer function. tries to sneak up and surprise the characters, attacking
For full details on using magitech vehicles in your the strongest-looking character first before fleeing into one
game, refer to the “Magitech Vehicles” chapter in the of the rooms and hiding, hoping to strike again once the
Agents of the Empire Setting Guide. characters have lost sight of her.

R4. Tool Store


This storeroom has a workbench that wraps around three
Tan is aware of the characters’ walls, above which hangs dozens of tools on hooks. Many
of the tools here aren’t in the best condition, and several
presence if they’ve done look like they’re probably older than you.

anything noisy... Creatures. Characters with a passive Wisdom (Perception)


score of 12 or higher spot a kobold hidden beneath the
work bench. Trying to avoid being spotted by the owners
of the warehouse, the kobold (whose name is Rust, thanks
to their orange-brown scales) has hunkered down behind
some empty buckets.
Repairing Magitech Vehicles Rust is not a part of the Reachers. He infiltrated the
Temporary Repairs. PCs can attempt to repair compo- warehouse many days ago, hoping to steal something valua-
nents while the vessel is operating. Succeeding on a Dex- ble but has not yet worked up the courage to do so yet.
terity or Intelligence check against the component’s repair If the characters show Rust any iota of kindness,
DC while using tinker’s tools or thieves’ tools grants 1d4 the kobold attaches itself to them as might a puppy or
temporary hit points to the component, up to a maximum other needy animal. Rust knows that the owners of the
of half the component’s hit points. Characters can add warehouse have been taking apart vehicles to build “a big
their proficiency bonus to the repair check if they are balloon” in the “big room at the back.”
proficient with the vehicle. Attempting temporary repairs Rust can also provide a description of “the bosses” Rita
without tools causes repair checks to be at disadvantage. Ken and AU-M057. Furthermore, they also have limited
Temporary hit points are lost after 1 hour or once the information that Rita regularly receives letters from
vessel ceases to operate. someone she calls the “Spider,” but doesn’t understand
Magical Repairs. A mending spell repairs 1d4 hit what that means.
points to a vessel’s component with each casting. Tools. Characters that spend a minute searching this
When casting mending, spellcasters can expend one room can put together enough tools to make a set of
spell slot to repair additional component damage. The carpenter’s tools, smith’s tools, or tinker’s tools.
extra damage repaired is 2d4 for a 1st-level spell slot, plus
1d4 for each spell level higher than 1st, to a maximum of
5d4 extra repaired damage.

46 AGENTS OF THE EMPIRE 1/6


R5. Parts Store R7. Workshop
Spread throughout this room are parts of vehicles of all Floating in the center of this enormous workshop, held
shapes and sizes. Some are shining clean, while others look down by thick ropes and chains, is a patchwork zeppelin.
like they’ve recently been unearthed. Papers cover a cork The vehicle looks like it’s been cobbled together from an
board on the back wall. unknown number of vehicles, and it has huge Reacher
symbols sprayed around its central balloon. Hard at work
Parts. There are numerous parts strewn across this room, around it are ten engineers and machinists adjusting a huge
all of which are somewhat valuable. A character proficient articulated metal devices folded beneath the airship. High
in any type of vehicle can spot a particularly valuable part above, at the level of the balloon, hangs a metal gantry
worth 250 gp that’s fist-sized and easy to pocket. where two figures oversee the work. Above them, a roof
Papers. The papers depict plans for the zeppelin which hatch cracked open, letting in a slice of natural light.
is being created in the workshop (area R7). A character
who studies the plans and succeeds on a DC 15 Intelligence
Zeppelin. When the characters enter this chamber, con-
(Arcana) check realizes that there’s no way the zeppelin
sider having the zeppelin (appendix B) fire up and launch
would ever be able to get decent flying altitude. Characters
through the roof hatch. See the “Racing the Reactor” sec-
with proficiency in Vehicles (Air) have advantage on this
tion for more details.
check. Success on this check also means that characters
The articulated devices are a pair of massive metal claws
have advantage on attack rolls or ability checks made to
folded beneath the airship. The zeppelin is held down by
sabotage the zeppelin later during the episode.
ten chains and ropes. When it’s ready to take off, each
engineer (see below) uses their action to sever or release a
rope or chain, then clamber up said rope or chain onto the
R6. Break Room zeppelin as it takes off.
Creatures. Ten engineers (use bandit statistics) are
Sitting around a table playing cards are three workers: a putting the finishing touches onto the zeppelin so that it
human, dwarf, and halfling, each dressed in oily overalls might start up and leave. They’re only moments away from
and smoking thin cigars that reek of stale tobacco. The completing this when the characters arrive. Even if they’re
halfling rocks back on their wooden chair laughing as they attacked, they ignore the characters and continue with
collect a cluster of coins stacked in the center of the table. their work, realizing that the big picture is more important.
Ceiling and Staircase. This chamber is 40 feet tall.
In the southeastern corner of the workshop is a metal
Creatures. The three workers Crystal, Logan, and
staircase leading up 20 feet to the gantry above (area R8).
Pibbs, (use bandit statistics) are concentrating on
playing cards, rather than what’s going on around them.
Dexterity (Stealth) checks made to get past the trio have
advantage, and they don’t take notice of any noises in the
corridor outside. Tampering with the Zeppelin
If the trio spot the characters, they demand to know who Depending on how you run this encounter, and how
they are and what they’re doing back here. They’ve been the characters respond to the various events occurring
working on the zeppelin for the past few days, and know in the Reachers’ headquarters, they might have the
everyone working alongside them on the project. opportunity to tamper with the zeppelin before it takes
Treasure. The amassed coins on the table totals 14 off. The characters might try to incapacitate the engineers
gp. However, the playing card set they’re using is actually so that the work cannot be finished, sever the anchoring
rather fancy (worth 25 gp). ropes and chains so it crashes into the ceiling, sneak
aboard and sabotage the controls, or take any number of
other actions.

Floating in the center of this enormous workshop, held down by


thick ropes and chains, is a patchwork zeppelin.

RAZORFIN | Chapter 3: Against the Reachers 47


R8. Gantry If the door is opened without first disabling the trap,
poisonous gas is released. Each creature within a 10-foot
Spanning three sides of the workshop and fitted with two sphere of the door must succeed on a DC 16 Constitution
viewing platforms is a metal gantry which hangs from the
saving throw or become poisoned for 1 minute. If the
saving throw fails by 5 or more, the character takes 11
ceiling via thick chains.
(2d10) poison damage and falls unconscious until they
take damage, or someone uses an action to shake or slap
Staircase. The southeastern arm of the gantry has a metal them awake.
staircase leading 20 feet down to the workshop below (area
R7). The gantry hangs equidistant from the floor and ceiling. A single desk with meticulously organized stacks of
Another staircase on the southwestern arm of the gantry paper sits between floor-to-ceiling bookshelves in this
leads down 10 feet to the entrance to the barracks (area R9). office. Although it’s trying to give the appearance of a
Creatures. Viewing the gantry from the large platform well outfitted chamber, the reality is that the place is
(area R8a) are Rita Ken and AU-M057 (appendix
knackered and old.
A). They do anything within their power to stop the
characters from interfering with the zeppelin, both before
and after it takes off. Rita Ken also has the key to the Papers. Characters that search through the papers on the
office (area 10). desk find numerous pieces of incriminating information.
On the small platform (area R8b) is a single human com- Most contain plans for the theft of the Razorfin, and
moner named Aida Pan. It’s Aida’s responsibility to open blueprints for the zeppelin.
the roof hatch when the zeppelin is ready. This requires an Characters who succeed on a DC 15 Intelligence
action to pull the levers on the small platform. Aida Pan is (Investigation) check also discover, tucked away in a secret
then to initiate the self-destruct mechanism using the panel drawer, a set of correspondence between the leaders of
attached to the platform, before fleeing the building. the Reachers and a nameless individual who signed their
Self-Destruct Mechanism. A panel on the small letters with a scribbled image of a spider. Each letter
platform (area 8b) contains the self-destruct mechanism. lauds the efforts of the Reachers and provides suggestions
There are magical emitters in each corner of the gantry of Karelagne assets to target in Raal. The most recent
that blare the claxon once it’s initiated. See the “Stopping correspondence references the Razorfin.
the Self-Destruct” section for more information.

R9. Barracks
The Reachers of Raal!
Four bunk beds, a handful of small tables, and a battered
bookshelf are the only furnishings in this chamber. Several I am enlivened to hear of your continued fight
anti-Empire posters have been pinned to the walls, and against Karel’s overreach. Striking against this
anti-Empire slogans have been painted alongside them.
common foe will surely inspire citizens across

Creatures. Snoozing in the bunks are three human Raal to join your cause.
engineers Alzander, Leon, and Telka (use bandit statistics) I write to you because it has come to my
who are currently not on shift. Although asleep, loud noises attention that a new jewel of the Karelagne
such as broken windows or a fight breaking out in the
Imperial Fleet, the Razorfin, will soon arrive in
workshop (area R7) or gantry (area R8) wake them.
Kitchek as part of the Empire’s latest effort to
delude citizens by showing off shiny toys.
R10. Office This may be a great opportunity for brave
The door to this chamber is locked. Rita Ken has the key. Raalian patriots to strike a blow against the
She can be found on the gantry (area 8). The door’s lock
Empire’s continuing unwelcome presence in
can be picked with a successful DC 14 Dexterity check
using thieves’ tools, or broken down with a successful DC these lands.
12 Strength check.
Gas Trap. Rita has protected the office with a canister of
Sincerely,
poisonous gas hidden above the door. The trap can be dis-
covered with a successful DC 16 Intelligence (Investigation) Your companion-in-arms
check. Once discovered, no check is required to disarm the
trap by pressing a switch embedded in the door’s frame.

48 AGENTS OF THE EMPIRE 1/6


• Pursue the zeppelin either on foot or on damaged

LAUNCHING THE ZEPPELIN vehicles (see “Racing the Reactor”).


• Stop the self-destruct mechanism that will blow the ware-
Eventually, either because the characters stumble into the house to smithereens (see “Stopping the Self-Destruct”).
warehouse or they’ve alerted the facility to their presence, • Snoop around and search for clues.
the Reachers launch their zeppelin attack on the Razorfin. Each of these actions is covered in the following sections.
Presuming the characters are in the warehouse when the Adjust these where necessary based on the actions the
zeppelin launches, read or paraphrase the following, adjust- characters have already taken within the headquarters.
ing to account for any actions the characters have taken:

Racing the Reactor


Suddenly, the clattering and banging from the rear of the
warehouse is joined by a cacophonous rumbling sound
like that of an engine starting. With an enormous clanging If the characters decide to pursue the zeppelin, read or
sound, the roof hatch of the warehouse falls open and a paraphrase the following:
wheezing zeppelin floats out through them, juddering and
shaking as it ascends. Steam and smoke pour from the Seeing the zeppelin shoot forth from the warehouse, you
zeppelin’s aetherium engines and trembling reactor, which leap into action, trying to keep pace with the faltering
has clearly been jury-rigged to the vehicle. vehicle. Clinging to the side of the airborne zeppelin are a
As the airship leaves the building, you hear a claxon dozen Reachers, who seem to be doing their best to steer
from within the warehouse along with the warning phrase the airship toward the docks. Mounted to the bottom of
“Self-destruct initiated. Please evacuate the building.” the zeppelin is an enormous pair of claws, certainly large
enough to lift a huge ship.
Seeing the zeppelin, characters should burst into
action. They have several choices to make. Obvious Clinging on to the zeppelin as it leaves the workshop (area
choices include: R7) are twelve Reachers. There are clearly two leaders,

RAZORFIN | Chapter 3: Against the Reachers 49


Rita Ken and AU-M057 (see the “Rita Ken & AU-M057” Starting the Chase. Once the Reachers decide to
sidebar for their characteristics, and appendix A for their launch their zeppelin, it takes one round for it to rise out of
statistics), and ten of their followers (use bandit statistics). the building, gaining its maximum altitude of 50 feet. Fast
Once the characters have been chasing the zeppelin for and athletic characters may have a chance to scramble up
at least one round, read or paraphrase the following: ropes or jump from the workshop’s gantry onto the vessel,
but the ship quickly moves out of reach.
As the zeppelin continues on its way toward the docks, it
On the following rounds, the zeppelin’s aethereal rotors
becomes clear that it’ll never gain enough altitude in time. engage, driving the airship toward the docks. Unfortunately,
The rickety airship simply doesn’t have the power to lift its problems with the ship causes it to lose 5 feet of altitude
own bulk, let alone that of a warship. You realize that if the each turn.
zeppelin makes it to the docks, it’ll crash into the Razorfin Vehicle Speed. Zeppelin’s base move is 30 feet, and it
and, given the state of its aetherium reactor, explode! uses a Dash and Move action on each of its turns.
Escape Timer. Use an escape timer of ten rounds. At the
Depending on whether or not the characters manage to end of the tenth round, the zeppelin violently explodes in a
catch up with and stop the zeppelin, they may or may not collision with the Razorfin.
manage to prevent the destruction of the Razorfin and the Complications. Add complications to challenge the pur-
docks. See “The Aftermath” for more information. suers during the course of the chase. Choose or randomly
Defending the Zeppelin. The faction members do their determine if a complication occurs — a 25 percent chance
best to fend off chasing characters using ranged attacks. If per turn works well. (See the “Chase Complications” sec-
the ranged attacks prove ineffective, the members use ropes tion of the Agents of the Empire Setting Guide).
to descend and then jump down to engage the characters,
either landing in their path or on the characters themselves
(or their vehicles).
Combat Chase Setup
Stopping the Reachers. If the characters can get within Refer to the Flight of the Reacher Zeppelin table to
earshot of the leaders, they can try to convince them to determine a gap distance.
power down the zeppelin. This requires three successful
DC 16 Charisma (Persuasion) checks, or two successful Gap Chase Setup
DC 20 Charisma (Intimidation) checks. If the characters
How quickly the characters begin their pursuit will
offer bribes, death threats, or other incentives, they have
determine the number of initial gap counters in the chase
advantage on the appropriate checks.
Characters can also attempt to kill the leaders. If killed, as well as the number of rounds needed to reach them.
the rest of the members abandon the zeppelin. However, the Consult the Flight of the Reachers Zeppelin table to
zeppelin continues its trajectory toward its collision with the determine a gap distance. Gap counters are shown for both
Razorfin unless the characters find a way to stop it. a foot pursuit and a vehicle pursuit.
• Foot Pursuit. Use 30-foot gap counters. The zeppelin
Chase Mechanics has a Gap Check Modifier of 0. To reduce the number
Given the many combatants involved, “Full Combat of rolls, assume the zeppelin gets a 10 on its gap check at
Chase” rules are recommended for running the pursuit (see the end of each turn.
the “Chase Scenes” chapter of the Agents of the Empire • Vehicle Pursuit. Characters may find three spinebreakers
Setting Guide). However, “Gap Chase” rules are also a (appendix B) in the garage (R2) they can use to pursue the
great way to simplify this encounter. zeppelin. Use 50-foot gap counters. The zeppelin has a
To further simplify the logistics of the chase, assume the Gap Check Modifier of -2. To reduce the number of rolls,
zeppelin’s flight path follows a street that leads directly to assume the zeppelin gets an 8 on its gap check at the end
the docks and the now moored Razorfin. of each turn.

FLIGHT OF THE REACHER ZEPPELIN


Turns after leaving Warehouse 1 2 3 4 5 6 7 8 9 10
Chase Escape Timer 10 9 8 7 6 5 4 3 2 1
EXPLOSION!

Distance from Workshop (feet) 60 120 180 240 300 360 420 480 540 600
Gap Counters (30 ft counters) 2 4 6 8 10 12 14 16 18 20
Gap Counters (50 ft counters) 1 2 3 4 6 7 8 9 10 12
Zeppelin Altitude (feet) 50 45 40 35 30 25 20 15 10 5

50 AGENTS OF THE EMPIRE 1/6


tT h
h p e
cauecosewm
f i c
na
pceoormres
yto
e m
d pe AU-M057
N nonbinary automaton (see appendix A)

t h
AU-M057 — or “Almost,” as they’re often referred to

s
— is perhaps a surprising member of the Reachers, let

o e
alone a leader. Without the Empire, Almost would surely

t
not exist, a fact which many members of the Reachers

aoem r
had to come to terms with before the automaton was

p a a
truly accepted into the faction’s ranks.
Almost is an automaton whose tarnished metal frame

, l
has been painted with the Reachers’ symbol, and has

l s
been augmented with a deadly crossbow alongside their

theeetw
mechanical multitool. Almost despises the Karelagne
Empire because they believe the Empire is responsible for
stoking the clashes between Raalians and automatons.

w
If the Empire would only allow the Raalians to continue
their traditional ways of life, and give them their inde-
pendence, they would be amenable to aetherium technol-

riou
ogy and perhaps even an alliance with the Empire. As it
stands, Almost believes the Empire is stifling the Raalian
people, and wishes to see them overthrown.
Personality Trait. “I’m often caught observing the
natural world, which I find truly fascinating.”
Ideal. “People deserve freedom and respect. Automatons
are people.”
Bond. “The Reachers have become a family to me.
Rita Ken They could have pushed me away, or even killed me,
CN female human rebel (see appendix A) but instead they saw that my beliefs aligned with theirs
Rita Ken and AU-M057 are the leaders of this regional and accepted me.”
firm of the Reachers, a separatist group of Raalian Flaw. “Sometimes I’m overcome with hatred
nationalists who want to see the Karelagne Empire of the Empire, which blinds me to
withdraw from Raal, and restore its independence. rational thinking.”
Rita Ken is the daughter of one of the founding
members of the Reachers, her mother Bella. Rita is a
young woman with fiery ginger hair that she braids into a
traditional Raalian “basket.” She often wears light armor
marked with the symbol of the Reachers. Rita’s mother
Bella was a member of the Raalian theocracy before
Raal’s absorption into the Empire. Rita herself served in
the Raalian military as a scout. Raal’s surrender to the
Empire has never been accepted by the Ken family, who
continue to dedicate themselves to Raalian independence.
Rita was inspired to action by a mysterious figure who
she has corresponded with but only knows them by the
spider symbol they use to sign their correspondence.
Personality Trait. “When my passions are ignited I have
a tendency to shout and override others.”
Ideal. “The traditional Raalian way of life must be
protected. The Empire seeks to eradicate our cultural
identity.”
Bond. “My mother is an inspiration to me. She fought
against the Empire to the last, and even now seeks to
undermine them.”
Flaw. “Even when it’s clear my plans will fail, I struggle
to break away from them.”

RAZORFIN | Chapter 3: Against the Reachers 51


all focused on the self-destruct device. However, if the
Stopping the Self-Destruct characters are split up between the self-destruct device and
chasing the zeppelin, you may wish to increase the timer
If the characters decide to stop the self-destruct, read or to 10 or even 20 minutes to allow for jumping between the
paraphrase the following: character groups.
Stopping the Self-Destruct. The control panel also
Ringing throughout the building is a blaring claxon and the
controls the self-destruct sequence. If the characters wish
constant repetition of “Self-destruct initiated. Please evacuate
to stop the self-destruct, they must succeed on the following
the building.” Reachers run around the place, grabbing five ability checks, in order, before failing three checks. If
weapons or vehicles before fleeing the building. They’re far they fail three checks, the self-destruct sequence cannot be
too preoccupied with getting out to notice your presence. stopped. Any failed check can be attempted again.
The order of checks is:
While the alarm continues, the Reachers pay no attention
1. Understand Mechanism. A DC 16 Intelligence
to the characters. They either depart on the zeppelin (as
(Investigation) check to decipher how the self-destruct
described in “Racing the Reactor”) or flee the building
mechanism works.
through the nearest exit. Only if the alarm is stopped do
these individuals return, and even then, there is only a 50 2. Find Explosives. A DC 12 Wisdom (Perception) check to
percent chance that each will actually bother to come back. discover where the connected explosives are hidden.
3. Open Casing. A DC 14 Dexterity check using thieves’
tools, or a DC 18 Strength check to open the casing of
the explosives.
Overwhelming Alarm 4. Understand Wiring. A DC 18 Intelligence (Arcana or
Investigation) check to determine how to disconnect the
While the alarm continues to sound in the warehouse, any
explosives from the self-destruct system.
ability checks made by the characters have disadvantage.
The overwhelming noise of the claxon is incredibly 5. Disconnect Explosives. A DC 20 Dexterity (Sleight of
distracting, and impairs their ability to do anything else. Hand) check to disconnect the explosives.
Alarm Source. It’s clear to any character within the Whether or not the characters manage to stop the self-
building that the alarm is coming from the gantry (area destruct sequence has a big impact on any characters who
R8b), where a control panel of sorts is located. Characters stay to investigate the warehouse, as well as the local area.
can reach this by ascending a rickety flight of metal See “The Aftermath” for more information.
stairs. Once here, they can attempt a DC 16 Intelligence Attacking the Control Panel. The control panel has 15
(Investigation) check to turn off the alarm. AC, 20 hit points, a damage threshold of 5, and immunity
Characters immediately recognize that turning off the to poison and psychic damage. If characters deal damage
alarm does not stop the self-destruct sequence. to the control panel, they can immediately recognize that
the red-flashing crystal flashes faster. If the control panel
is destroyed, the self-destruct mechanism immediately
explodes as described in “The Aftermath” section below.
You’ve stopped the blaring alarm. However, a small red
crystal continues to flash at the center of the control panel.
It seems to flash more rapidly with each passing moment.

Timer Countdown. The amount of time remaining


...a small red crystal continues
before the warehouse explodes is left to the GM’s
discretion. However, the GM should warn the players
to flash at the center of the
when destruction is eminent. Changing the blaring self-
destruct message to
control panel. It seems to
“X minutes remain before detonation”
flash more rapidly with each
passing moment
is a great way to heighten player urgency. However, if the
verbal alarm has been turned off, the characters may not
hear the amount of time remaining.
Option: Real World Timer. A fun technique to en-
hance in-game tension is to start a timer the players can
see as soon as the self-destruct sequence is initiated. A
countdown of 5 minutes works well if the characters are

52 AGENTS OF THE EMPIRE 1/6


arg i
on fa
h e
o wmep l
e at s u
Tthpecsoeme d l
r i qt
i o
z e
a u estshtea l
s lo
h lii
a
c crtyo ,awwocu
THE AFTERMATH ifoenrom
mp lee
e t
r o
i u m
Depending on the actions of the characters during this
chapter, one of many outcomes might occur.
The Zeppelin Reaches the Docks. If the zeppelin
reaches the docks, it fails to gain altitude and collides
with the Razorfin. Both vehicles are destroyed. Each
pcaoet h
creature and object within 60 feet of the explosion
must make a DC 17 Dexterity saving throw, taking 35
(10d6) force damage plus 10 (3d6) poison damage and
becoming poisoned on a failed save, or half as much
damage and not poisoned on a successful one. At the
end of a long rest, poisoned creatures can make a DC DEBRIEF
17 Constitution saving throw, ending the condition Once the characters finish their investigations into the
on a success. A creatures more than 60 feet away Reacher compound, and hopefully avoided the destruction
but within 120 feet of the explosion makes the same of the Razorfin, they can return to Karel in order to report
saving throw but against a DC of 13, with a maximum back to the Agency.
of 21 (6d6) force damage but no poison damage or The Agency has continued to review the intelligence the
poisoned condition. characters found and link it with what other field agents
The Zeppelin Doesn’t Reach the Docks. The charac- have uncovered. The Agency is growing concerned on the
ters might prevent the zeppelin reaching the docks by uptick of violent extremist attacks against the Empire. If
destroying it early, by anchoring it down, by comman- the characters discovered the reference to the “Spider,” the
deering it and turning it around, or by persuading the Agency begins noticing correspondence including reference
Reachers to stop it early. If they do, the crisis is averted, to this individual elsewhere in the Empire.
and the lives of many innocent dockworkers and Karel

CHARACTER
sailors are saved.
The Warehouse Explodes. If the characters fail to
stop the self-destruct system in the warehouse and it
detonates, each creature within 100 feet of the explosion
must succeed on a DC 18 Dexterity saving throw, taking ADVANCEMENT
55 (10d10) force damage on a failed save, or half as At the end of this episode the characters should advance
much on a successful one. This explosion destroys any to level 4.
vehicles, evidence, tools, etc. within the warehouse.

THE STORY CONTINUES.


The Warehouse Explosion is Deactivated. If the
characters manage to stop the self-destruct system,
the warehouse doesn’t explode. Some of the Reachers
return to investigate (see “Stopping the Self-Destruct”), The Agents of the Empire Fable continues with episode 2
but the clues within the warehouse are preserved for -- Killing Aetherium
characters to find.

The Agency is growing concerned on the uptick of violent


extremist attacks against the Empire.

RAZORFIN | Chapter 3: Against the Reachers 53


APPENDIX A:
NEW MONSTERS
This appendix details the new creatures that appear in this
Agents of the Empire Fables episode. The creatures are
presented in alphabetical order.

NEW CREATURE LISTING


Aetherium Researcher. Medium or Small Humanoid.
Challenge ¼
Automaton. Medium Construct. Challenge 1/8
AU-M057. Medium Construct. Challenge 1
Buucahb, Individual. Tiny Fiend (Devil). Challenge 0
Rita Ken. Humanoid (human). Challenge ¼
New Monsters

GMs Prerogative
Every player group is different. Their characters, abilities,
strengths, and weaknesses can vary significantly from
table to table. This variance and a group’s tactics can
result in wildly different experiences. One group may find
a combat encounter unchallenging, while another group
could find that same encounter potentially deadly.
As a GM, you can adjust an encounter’s difficulty to
maximize the fun at your table. The strength of each
APPENDIX A

creature and the number of creatures your players face


are great ways to adjust the challenge of an encounter.
An easy way to adjust a combat encounter on the fly is to
modify a monster’s hit points. Creature stat blocks present
that creature’s average hit points along with their hit dice,
which describes a range of possible hit point values.
Does it look like your players are bored by the ease of
an encounter? Push up the creature’s maximum hit points.
Are you worried you may have a “Total-Party Kill” (TPK)?
Reduce the creature’s maximum hit points.
As an example, this appendix provides the stat block for
Rita Ken, one of the leaders of the Reachers the players may
meet in Chapter 3. Her stat block includes the following:
Hit Points 65 (10d8 + 20).
This information implies her typical hit points should
be 65, but any value ranging between 30 to 100 hit points
is equally valid. During play, consider adjusting her
maximum hit points to maximize the dramatic impact of
a combat encounter with her.

AGENTS OF THE EMPIRE 1/6


AETHERIUM
RESEARCHER
With the advent of Magitech throughout the
Empire, numerous aetherium researchers exist
pursuing the latest technologies.

Aetherium Researcher
Medium or small humanoid, any alignment

Armor Class 12 (leather armor)


Hit Points 13 (3d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 10 (+0) 13 (+1) 12 (+1) 10 (+0)

Skills Arcana +3
Senses passive Perception 11
Languages any two languages
Challenge 1/4 (50 XP) Proficiency Bonus +2

Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or

a
range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

m
Aetherburst Wand. Ranged Weapon Attack: +3 to hit, range 20/60

e e
ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

h o w p
Reactions

T p e
Aethershield (1/day). When the researcher takes damage from an

e s m
attack, they can engage a protective arcane shield, reducing the

h o
damage by 5 (2d4).

tcau acs
e e
tsd
ht e
a
y a
What if instead of shielding magitech

c r o
from Gilbert-Pretzel events, we found

i n t ,
a way to control the phenomenon?

r m l e
It could represent a new fabrication

fpoeoomphee
technology that advances the
production of complex structures!

RAZORFIN | Appendix A: New Monsters 55


identification always begins with AU (for aetherium unit),
followed by a hyphen and another abbreviation for their
profession (e.g., M for mechanic, L for laborer, etc.), and a
unique three-digit identification number.
Appearance. Most automatons have metallic frames
that are not dissimilar to humanoid skeletons, with cogs
and pulleys at the joints to facilitate movement. In the
central frame of each automaton is an aetherium
battery, which must be recharged to ensure the
automaton continues to function. Their heads are
spherical chambers filled with a complicated
difference engine but bears no recognizable facial
features other than lenses for sight and a tiny
harpsichord-inspired instrument embedded in
their neck enabling speech.
Automatons can be upgraded, adding
specialized parts to assist with certain jobs,
such as a adding a chainsaw when working in
the lumber industry.

Automaton
Medium construct, any alignment

Armor Class 13 (natural armor)


Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 8 (−1)

AUTOMATON Damage Immunities poison, psychic


Condition Immunities exhaustion, petrified, poisoned
In recent years, a gradual influx of aetherium-powered Senses passive Perception 10
automatons has joined the work force, particularly in labor Languages any one language (usually Common)
intensive positions such as construction and farming. Challenge 1/8 (25 XP) Proficiency Bonus +2
Newly constructed automatons have a limited intelligence,
only capable of performing simple assigned tasks. However, Constructed Nature. An automaton doesn't require air, food, drink,
with continuous social interaction, automatons can devel- or sleep.
op a more nuanced intellect and personality. Remarkably,
several individuals have gained a social and intellectual Death Burst. When the automaton dies, there is a chance its
capability indistinguishable from other humanoids. A limited aetherium battery explodes. Roll a d6; on a 1, each creature within
number have learned to repair themselves and there are even 10 feet of it must make a DC 10 Dexterity saving throw, taking 7
rumors that some have learned how to replicate — though (2d6) force damage on a failed save, or half as much damage on a
most technomages scoff at the suggestion. successful one.
Integration into Society. This cognitive growth has both Reparable. As long as it has at least 1 hit point remaining, the
helped and hindered integration into Raal society. Some view automaton regains 1 hit point when a mending spell is cast on it.
them as an unwanted presence replacing “real people,” while
others welcome their assistance. Actions
Personal Designations. Automatons rarely take
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
traditional humanoid names, with most keeping their
Hit: 2 bludgeoning damage.
manufacturing number as a moniker. Standard imperial

56 AGENTS OF THE EMPIRE 1/6


T hp e
os w
e e
p
h
tcau ec soe m
d
h e
carey t
os ta
t ,
Since their arrival in Raal,

i nr m l e
they’ve come believe the

fpcoeooempthee
Empire is making life difficult
for the Raalian people

AU-M057
Medium construct, neutral

Armor Class 13 (natural armor)


a
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 8 (−1)

Damage Immunities poison, psychic


Condition Immunities exhaustion, petrified, poisoned
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2

Constructed Nature. AU-M057 doesn't require air, food, drink, or sleep.

Death Burst. When AU-M057 dies, there is a chance their


aetherium battery explodes. Roll a d6; on a 1, each creature within
10 feet of them must make a DC 10 Dexterity saving throw, taking
7 (2d6) force damage on a failed save, or half as much damage on a
successful one.

Reparable. As long as they have at least 1 hit point remaining, AU-

AU-M057
M057 regains 1 hit point when a mending spell is cast on them.

Actions
Multiattack. AU-M057 makes three melee attacks. AU-M057, or “Almost,” is an automaton originally de-
signed as a mechanic, and outfitted with the tools to repair
Multitool. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. and maintain aetherium engines, typically found in trains.
Hit: 5 (1d4 + 3) piercing damage. Since their arrival in Raal, they’ve come believe the Empire
Custom Crossbow. Melee Weapon Attack: +5 to hit, range 100/400 is making life difficult for the Raalian people, and even
ft., one target. Hit: 8 (1d10 + 3) piercing damage. encouraging conflicts between Raalians and automatons.
They joined the Reachers, and quickly rose through the
ranks of their regional firm to become a leader.

RAZORFIN | Appendix A: New Monsters 57


BUUCAHB
The swarm’s name for their home The buucahb are fiendish arthropods that secretly entered
Tholus during the “Folly Incident.” They are native to a
plane is a string of hisses and nearly inaccessible pocket dimension hidden deep within
clicks indecipherable to most the Elemental Plane of Fire. The swarm’s name for their
home plane is a string of hisses and clicks indecipherable to
other beings. most other beings. These fiends are naturally communal;
when one is discovered, more are almost certain to be
found nearby.

Buucahb, Individual
Singular buucahb are palm size fiends that resemble
cockroaches with dull red glowing eyes. They are voracious
eaters burrowing into the flesh of their victims.

Buucahb, Individual
Tiny Fiend (Devil), Typically Lawful Evil

Armor Class 12 (natural armor)


Hit Points 3 (1d4 +1)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


3 (-4) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 6 (-2)

Damage Resistances cold


Damage Immunities fire, poison
Senses darkvision 60 ft., passive Perception 10
Languages Telepathy 30 ft.
Challenge 0 (10 XP) Proficiency Bonus +2

Inscrutable Mind. The buucahb is immune to any effect that


would sense its emotions or read its thoughts, as well as to all
divination spells.

Actions
Ravenous Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 piercing damage. If the target is a creature, the buucahb
burrows into its body, and the creature takes 1 piercing damage at
the start of each of its turns. Any creature can use an action to kill
or remove the buucahb with a weapon that deals piercing damage,
causing 1 piercing damage to the target. A creature reduced to 0 hit
points by the swarm’s piercing damage dies

58 AGENTS OF THE EMPIRE 1/6


T h
p e
o
s w
em e
par
RITA KEN
Rita Ken was once a scout in the Raalian military.
She joined the Reachers server years ago, the
t huecsoemd
cacareytshtease
l
t o a
organization which her mother Bella Ken helped

i n
found. She’s co-leader of the Kitchek cell alongside

r m , w
AU-M057, and is single minded in her focus to free

f o
Raal from the Karelagne Empire’s grasp. Thanks to

o p l e w
her military training, she’s a dangerous combatant

e
pcaoem
and her zealous dedication to the cause makes her

e t
almost impossible to reason with, and impervious
to most threats or intimidation.

Rita Ken
Medium Humanoid (Human), chaotic neutral

Armor Class 15 (studded leather)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


ther
15 (+2) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 14 (+2)

Saving Throws Str +4, Dex +5, Wis +4


Skills Athletics +4, Deception +4
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2

Fanatic Devotion. Rita has advantage on saving throws against


being charmed or frightened.

Keen Hearing and Sight. Rita has advantage on Wisdom


(Perception) checks that rely on hearing or sight.

Actions
Multiattack. Rita makes three melee attacks: two with her
shortsword and one with her dagger, or Rita makes two ranged
attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or


range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Aether Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one Thanks to her military training, she’s a
target. Hit: 8 (1d10 + 3) piercing damage.
dangerous combatant and her zealous
Reactions
Parry. Rita adds 2 to her AC against one melee attack that would dedication to the cause makes her
hit her. To do so, Rita must see the attacker and be wielding a
melee weapon. almost impossible to reason with...

RAZORFIN | Appendix A: New Monsters 59


APPENDIX B:
NEW VEHICLES
This appendix details the new vehicles that appear in this
Agents of the Empire episode.

Air Vehicles
Flying vehicles are any vessels with a flying speed.
Reacher Zeppelin. A massive new McGyvered airship
where all of its components are damaged and its
aetherium reactor is dangerously unstable.

Ground Vehicles
Ground vehicles are any vehicles that can only be driven
along the ground.
Spinebreaker. A two-wheeled contraption known for its
New Vehicles

fast, noisy and uncomfortable ride.

Adding New Creations


The Empire’s technomages continually pursuing new
magitech advances as do countless independent aethereal
researchers. GM’s are encouraged to add wild and
wonderous vehicles to their campaigns, particularly if
they help maniacal villains enact their dastardly plans of
APPENDIX B

world domination.

REACHER ZEPPELIN
The Reachers have gathered components from several
transport dirigibles and assorted construction equipment
to cobbled together a make-shift, heavy lift zeppelin.
Unfortunately, the Reacher’s chief mechanic had a
limited understanding of advanced magitech. As a result,
the finished dirigible functions … but only just barely.
All of its components are damaged and its aetherium
reactor is dangerously unstable. If the vessel collides
with an obstacle or attempts to lift anything substantial,
it will most certainly explode.

AGENTS OF THE EMPIRE 1/6


Reacher Zeppelin
Air Vehicle (Dirigible)

Size: Gargantuan vehicle (60 ft. by 40 ft.)


Personnel: 4 crew, 10 passengers
Cargo Capacity: 10 tons, lift capacity 25 tons
Speed: 30 feet (flying – limited to an altitude of 60 feet)
Maneuverability: (3) Low
Controls: Flight Systems
STR DEX CON INT WIS CHA Armor Class 18 Hit Points 10 of 25 Repair DC 18
24 (+7) 5 (-3) 16 (+3) 0 0 0 Status: Impaired
Impaired Effect. Vessel control checks at disadvantage.
Destroyed Effect. Vessel control checks automatically fail.
Actions Hull Protection. Three-quarters cover (+5 AC) from attacks outside
Each crew member can use their action to operate one of the the cockpit, dropping to half-cover (+2 AC) if Hull is Impaired.
following components: Control Actions. Drive, Dodge
Controls: Flight Systems Control Bonus Actions. Dash
(2) Weapon: Mounted Aetherlock
Once a character uses their action to activate a component, the compo- Motivators: Aetherium Rotor
nent can’t be activated again until the start of that creature’s next turn. Armor Class 16 Hit Points 25 of 50 Repair DC 20
Characters operating the component can also use any bonus Damage threshold 5 Status: Impaired
actions of that component on their turn.
Impaired Effect. Flight speed reduced by 20 feet. Cannot gain
altitude. Vessel descends at 10 feet per round unless movement
Frame: Hull
expended to counteract.
Armor Class 15 Hit Points 40 of 100 Repair DC 13 Destroyed Effect. Flight speed reduced to 0. Vessel descends at 30
Damage threshold 10 Status: Impaired feet per round.
Impaired Effect. GM rolls Mishap checks at advantage. Hull Protection. Three-quarters cover (+5 AC) from attacks outside
Destroyed Effect. Vessel destroyed. the cockpit, dropping to half-cover (+2 AC) if Hull is Impaired.
Destroyed Effect. Reactor Explosion. Creatures within a 60-foot-
Weapon: Mounted Aetherlock
radius centered on the vehicle must make a DC 17 Dexterity saving
throw, taking 35 (10d6) force damage plus 10 (3d6) poison damage Armor Class 16 Hit Points 10 of 10 Repair DC 15
and is poisoned on a failed save, or half as much damage and not Status: Functional
poisoned on a successful one. At the end of a long rest, poisoned Impaired Effect. Attacks at disadvantage
creatures can make a DC 17 Constitution saving throw, ending the Ranged Weapon Attack: +5 to hit, range 80/320 ft., three targets
condition on a success. within 15 feet. Hit: 4 (1d8) piercing damage.

RAZORFIN | Appendix B: Vehicles 61


SPINEBREAKER
This ramshackle construction of wood and metal rolls
on two wheels and is notorious for its fast, noisy, and
uncomfortable ride.

Spinebreaker Frame: Body


Armor Class 15 Hit Points 20 Repair DC 15
Land vehicle
Damage threshold 5
Impaired Effect. GM rolls Mishap checks at advantage.
Size: Medium vehicle (5 ft. by 5 ft.) Destroyed Effect. Vessel destroyed.
Personnel: 2 crew
Controls: Drive System
Cargo Capacity: 100 lb.
Speed: 60 feet Armor Class 18 Hit Points 12 Repair DC 15
Maneuverability: (1) High Destroyed Effect. Vehicle actions and bonus actions cannot be
used. Vehicle control checks automatically fail.
Control Actions. Drive, Dodge
STR DEX CON INT WIS CHA
Control Bonus Actions. Dash
14 (+2) 14 (+2) 8 (-1) 0 0 0
Motivators: Aetherial Encabulator
Armor Class 16 Hit Points 25 Repair DC 20
Actions
Damage threshold 5
A single crew member can use their action to operate one of the
Impaired Effect. Speed reduced by 20 feet
following components.
Destroyed Effect. Speed reduced to 0.
Controls: Drive System
Once a character uses their action to activate a component,
the component can’t be activated again until the start of that
creature’s next turn.
Characters operating the component can also use any bonus
actions of that component on their turn.

62 AGENTS OF THE EMPIRE 1/6


MISHAP CHECKS
During the course of operating a vehicle, various situations
can lead to a GM making a Mishap check. This represents
a potentially serious problem affecting the vehicle and
putting its passengers in jeopardy.
Unless otherwise specified, mishaps effects last for one
round. Mishaps occurring on a creature’s turn last until the
start of the creature’s next turn.

Mishap Check
D20 ROLL MISHAP

1 to 10 An important vehicle component harmlessly bursts


with arcane sparks or makes a loud disconcerting noise,
suggesting it could fail at any moment.
11 The vehicle’s controls become sluggish. Vehicle control
checks are at disadvantage.
12 The vehicle shudders violently. The vehicle Steady action
does not work. All attacks made by the vehicle’s weapons
or by creatures on board the vehicle are at disadvantage.
13 Arcane sparks encompass the vehicle in a brilliant
aura. All creatures onboard must succeed on a DC 13
Constitution save or be blinded for one round.
14 The vehicle’s frame becomes strained, taking 5 (2d4)
bludgeoning damage, ignoring damage thresholds.
15 The vehicle momentarily becomes uncontrollable,
lurching one square of movement in a random direction –
consult the random direction table.
16 The vehicle’s controls become unresponsive. It continues to
move at the same speed and direction but no vehicle actions
can be taken and vehicle control checks automatically fail.
17 The vehicle’s motivator sputters. Vehicle speed is
reduced by one half.
18 The vehicle’s frame buckles from strain, taking 10 (3d6)
bludgeoning damage, ignoring damage thresholds.
19 The vehicle’s motivator malfunctions and stops working.
The vehicle comes to a stop. Flying vehicles begin to fall.
20 A damaging burst of arcane magic deals 19 (3d12) force
damage to all vehicle components, ignoring damage
thresholds. Creatures inside the vehicle must make a DC
13 Constitution saving throw, taking 10 (3d6) points of
force damage on a failure or half as much on a success.

Random Direction Table


D20 ROLL LAND/WATER VEHICLE AIR VEHICLE

1 Forward Forward
2 Left Left
3 Left Right
4 Right Up
5 Right Down
6 Backward Backward

RAZORFIN | Appendix C: Equipment and Magic Items 63


APPENDIX C:
NEW EQUIPMENT
AND MAGIC ITEMS
New Equipment and Magic Items

One of the early developments in magitech was


the creation of aetherium-powered firearms...

Firearms
One of the early developments in magitech was the
creation of aetherium-powered firearms that unleash bursts
of arcane force that deal piercing damage to their targets.
More advanced firearms are known to deal other types
of damage in addition to its normal bludgeoning or
piercing damage.
Firearms are considered martial ranged weapons.
Bards and rogues have proficiency with aether pistols.

Standard Firearms
NAME COST DAMAGE WEIGHT PROPERTIES

Aetherburst Wand 75 gp 1d6 1 lb. Aetherium powered


bludgeoning (range 20/60), arcane focus
Aether Pistol 150 gp 1d8 piercing 2 lb. Aetherium powered
(range 30/120)
APPENDIX C

Aetherlock 300 gp 2d6 piercing 8 lb. Aetherium powered (range


80/320), two-handed

Weapon Properties
Aetherium powered. The embedded aetherium crystals
in these ranged weapons hold 9 charges. Making a ranged
attack with the weapon uses 1 charge. The aetherium
crystal regains 1d8+1 charges daily at dawn. If you expend
the crystal’s last charge, roll a d20. On a 1, the crystal
crumbles to dust and is destroyed.
Casting dispel magic or entering an anti-magic field
permanently drains the aetherium crystal and the weapon
becomes inert.
A bonus action is required to load an aetherium crystal
into the weapon as does removing a crystal from it.
Arcane Focus. The weapon can be used as spellcasting
focus by bards, sorcerers, warlocks, and wizards. These
spellcasters are proficient with the weapon and can use
their spellcasting ability in place of Dexterity as the ability
modifier for attack rolls.

AGENTS OF THE EMPIRE 1/6


Mission Scroll
Wondrous item, uncommon
The Karelagne Empire’s spies developed these apparently
mundane scrolls to discreetly pass messages among
its agents.
Parchment, paper, or other suitable writing material
is infused with magic to discretely protect any inscribed
message. Once a command word is spoken, any message
written on the material is protected as if by an illusory
script spell for up to five days. For the duration, the
material appears nonmagical to spells and magical effects,
such as detect magic.
Once the reader speaks another command word, or the
duration of the scroll’s enchantment has ended, the material
You use the stylus to write holding the message crumbles into dust and is destroyed.

a message up to twenty-five
words upon the metal sheet. Messaging Plate
Wondrous item, uncommon
The Agency’s technomages have recently crafted these
remarkable magitech devices allowing limited communica-
tions with their agents in the field. These devices come in
linked pairs, each consisting of a book-sized sheet of aethe-
rium-infused metal and a silver-tipped ebony stylus.
You use the stylus to write a message up to twenty-five
words upon the metal sheet. Upon speaking a command
word, the message vanishes from the sending device,
immediately reappearing on its linked device, provided
it is on the same plane of existence. The receiving device
momentarily vibrates and emits a brief sound when a
message appears.
The message on the receiving device remains visible
for up to 10 minutes or until someone holding it speaks
a command word. A creature holding the sending device
knows if the message disappeared on the receiving device
because its command word was spoken.
Each device can send a single message to its linked pair,
after which it can’t send another message until the next
dawn. If one of the devices in the pair is destroyed, the
other one becomes nonmagical.

RAZORFIN | Appendix C: New Equipment and Magic Items 65


APPENDIX D:
INTRODUCTORY
ENCOUNTERS
Agents of the Empire Fable is a six-part adventure designed
to take players from 3rd level to 9th level at the end of the
campaign. Characters who are at least 3rd level can dive
right into the main adventure starting in chapter 1
Introductory Encounters

This appendix contains supplementary material for par-


ties of 1st- and 2nd-level characters. The following four short
scenarios quickly immerse new characters in Karelagne’s
spy agency, allowing them to advance to 3rd level, at which
point they can start the main adventure in chapter 1.

To assess their capabilities, the Agency sends them


on a series of short, low-risk assignments...

GETTING STARTED
The premise for these encounters is that the characters are
new prospective agents being considered for full agent sta-
tus. To assess their capabilities, the Agency sends them on
a series of short, low-risk assignments, which, if performed
APPENDIX D

satisfactorily, allows them to join the Agency as full agents.


As prospective agents, the characters have limited
access to Agency headquarters and its support network.
Before each mission, the characters meet with an Agency
administrator who gives them their mission. After each
mission, the administrator then debriefs the team on
their results.

Agency Administrators
Before each mission, select an individual from the
Administrator NPCs table who meets with the characters,
assigns their mission, and debriefs them afterward.
Four administrators are presented in this table, and
it’s suggested that a GM choose different administrators
for each introductory mission. However, it is highly
recommended that Van Lazarin (Codename: The Chair)
be chosen for at least one of the character’s introductory
missions, as he becomes an ongoing NPC in later episodes
of this Fable.

AGENTS OF THE EMPIRE 1/6


h e m
w e a
rl g
a
Administrator NPCs
T peos e mp e
tcahucesotehdtealrli
a y s s
CODENAME FULL NAME DESCRIPTION

c r a
The Glass Agnew Fawlino Female half-elf. A long tenured

t o w
agent — capable, outgoing, and

n ,
driven. She intends to serve the

i m w
Agency as long as she is able.

r e
pthleetroi
She excels at motivating and

fpcoeoom
manipulating individuals.
The Quill Shalise Beltwood Non-binary human. An
inexperienced but exceedingly
talented agent looking to climb
the Agency’s ranks as quickly as

ae
possible. They are impatient and
are intolerant of mistakes.
The Chair Van Lazarin Male half-orc. A confident senior
agent with decades of field
experience. Believes the Karelagne
Empire is a bastion of hope to all
and is willing to sacrifice everything
to protect it. Expects his agents to
be equally dedicated.
The Stone Horgart Quint Male dwarf. An elderly agent
who grows increasingly cynical
about the Empire’s ability to
survive its many threats. He has
little faith that agents assigned
to him are capable of succeeding
in their missions.

THE ASSIGNMENTS Level Advancement


The number of assignments needed to gain a level is left to
This appendix includes two 1st-level missions and two
the GM’s discretion. A GM can choose which assignments
2nd-level missions.
to challenge their players with — running either one or
both assignments for each level.
Prospective Agent Assignments
The characters should successfully complete at least
LEVEL MISSION SUMMARY one 1st-level mission before advancing to 2nd level, and
1 Protect Delegate Agents defend a politician from a similarly, at least one 2nd-level mission before advancing
violent individual. to 3rd level.
1 Extract Information Infiltrate a facility in search of
sensitive intel. Agent Advancement
2 Retrieve Asset Seek out a missing agent and a If you are using the optional agent advancement rules from
device they were set to deliver. the Agents of the Empire Setting Guide, you should award
2 Capture Gang Boss Infiltrate a facility and extract a at least one agent milestone to each character before they
dangerous individual. start chapter 1.

Agents defend a politician from a violent individual.

RAZORFIN | Appendix D: Introductory Encounter 67


1. PROTECT DELEGATE Mission Start
Once the Agency administrator outlines the mission, the
1st level encounter
characters are introduced to Andra and shipped off to the
During this assignment, the characters must protect a low- neighborhood by private carriage. As the characters arrive,
ranking politician, who delivers a speech in a dangerous read or paraphrase the following:
Karel neighborhood.
The carriage pulls into the neighborhood and slows as it
moves through the busy streets. Looking out the windows,
you can see anti-imperial slogans and symbols painted on
the walls, and a great number of people peddling their
Operation wares or begging for change.
Protect Delegate As the carriage takes a sharp corner, the new accommo-
dation comes into view: a square of gleamingly pristine stone
Mission Primer: buildings. In the center of the square stands a small wooden
• Andra Hoss is a Karel politician trying to raise support stage, atop which fly the Empire’s flags. It’s surrounded by a
for the Karelagne Empire. She is announcing a new hous- packed crowd. The carriage slows to a stop before this plat-
ing initiative in a crime-riddled Karel neighborhood. form, waiting for Andra and the characters to disembark.
• Recently, Andra received an anonymous threat against
her life, filled with anti-imperial propaganda.
Once the carriage stops, the characters have a minute or so
Tactical: to converse with Andra Hoss before she gets on stage.
• The neighborhood where Andra gives her speech is
known to harbor anti-imperial sentiment.
• A modest crowd is expected to be on hand for Preparations
Andra’s speech.
• The Agents are expected to be discrete and Andra Hoss is clearly nervous, but is determined to give her
minimize violence. speech. If the characters wish to take measures to protect
Andra, now is the time. She’s willing to accept any help
Primary Objective: they can offer provided it’s not obvious; she doesn’t want to
• Protect Andra Hoss. Her safety is paramount. appear scared as it would reflect badly on the Empire as a
whole, in her opinion. She’s happy to accept spells such as
Secondary Objective: bless and mage armor, and would even accept a breastplate
• Apprehend for questioning anyone who threatens provided it could be concealed beneath her ceremonial garb.
Andra Hoss.

The Event
Once the characters have made their preparations, Andra
Hoss strides out onto the stage. The characters are free to
do whatever they deem necessary to protect the politician
and identify potential threats, provided they’re discrete. The
characters might learn information in the following ways:
Andra Hoss is clearly nervous,
• Disruptive Crowd. A successful DC 12 Wisdom (Insight
but is determined to give her or Perception) check reveals that one section of the crowd
seems more agitated.
speech. If the characters wish to • Discrete Approach. A successful DC 12 Dexterity
(Stealth) or Charisma (Deception) check allows a
take measures to protect Andra, character to get close to the rabble rousers.
• Problematic Individuals. A successful DC 16 Intelli-
now is the time. gence (History or Investigation) check allows a character
to decipher which individuals are anti-imperial.
• Calming the Crowd. A successful DC 16 Charisma
(Intimidation or Persuasion) allows a character to calm
the crowd.

68 AGENTS OF THE EMPIRE 1/6


Town Square Map
1 Square = 5 feet

The Threat Debriefing


Hidden within this rowdy group is Olen Fah, an anti- If the characters protect Andra Hoss from Olen Fah’s attack,
imperial thug who hopes to assault Andra Hoss during they succeed on their mission. If the characters also manage
her speech. She hides a crossbow on her person, and she to bring in Olen Fah for questioning, the Agency adminis-
hopes to fire a shot at Andra before taking to the stage and trator acknowledges they’ve done well. Olen Fah reveals to
grabbing the politician. the Agency the identity of Ko Bano, who the agents must
Olen Fah hates the Empire, and she is willing to harm capture in the “Capture Gang Boss” assignment.
and kidnap Andra Hoss in order to show the Karelagne If the characters fail to protect Andra Hoss, or if they kill
Empire that they’re not welcome. Olen Fah, the Agency administrator is clearly disappointed
Characters Surprised? If the characters succeeded with their performance.
on three or more checks outlined in the “The Event”
section, they’re not surprised when Olen Fah attacks.
Otherwise, they are surprised, and Olen Fah gets the
jump on both them and Andra Hoss.
Andra Injured? If Andra Hoss is injured or reduced to 0
hit points, the characters should have the opportunity
to heal her either with a successful DC 10 Wisdom
(Medicine) check, which stabilizes her, or with magical
healing which would bring her back to consciousness.

Olen Fah hates the Empire, and she is willing to harm and kidnap Andra
Hoss in order to show the Karelagne Empire that they’re not welcome.

RAZORFIN | Appendix D: Introductory Encounter 69


2. EXTRACT INFORMATION Mission Start
Once the Agency administrator outlines the mission,
1st level encounter
the characters are taken to a safehouse not far from the
During this assignment, the characters must sneak into laboratory. They are told to await notification that Bogan
the aetherlab of a dissident scientist to copy documents Tuhs has left the building, and they may take measures to
pertaining to the scientist’s research. The Agency hopes improve their stealth or deceptive abilities. Once the char-
this intel sheds light on what the scientist is up to. acters are prepared, they receive their notification. Read or
paraphrase the following:

As you finish your preparations, an Agency runner appears


at the safehouse window and taps three times before moving
Operation on. It’s time to strike. Bogan Tuhs has just left the laboratory.
Extract Information As you cross the street toward the research lab, you
get a good look at the place. The stone edifice is several
Mission Primer: floors tall, and has several large street-facing windows.
• Bogan Tuhs is a technomage who runs an aetherium The ground floor appears full of desks, the middle floors
research lab. Recent observations suggest their use of contain the laboratory itself, and the top floor appears
valuable material has significantly increased. more lavishly furnished.
• Bogan was added to the Agency’s watchlist after being
spotted meeting with known anti-imperialist revolutionaries.
The characters must enter the laboratory without being
• The Agency fears Bogan’s lab may be creating a
seen by those working within, or in such a way as not to
weapon to be used against the Empire.
draw their attention (such as by using disguises). They
Tactical: must then locate the important documents, copy them,
• Discretion is paramount. Agents enter the facility after and leave unnoticed.
Bogan Tuhs departs; however, other personnel are Laboratory employees are commoners and Bogan Tuhn
still on site. is an aetherium researcher (see appendix A).
• Agents should leave no evidence of their presence or of
the Agency’s actions after the mission.

Primary Objective:
• Infiltrate the research lab and obtain copies of the site’s Infiltrating the Facility
production plans. The characters progress through the mission by doing
• Original documents must not leave the building. the following:
• Impersonation. A successful DC 16 Charisma
(Deception) check allows the characters to impersonate
lab workers (with advantage if convincingly disguised).
• Stealth. A successful DC 14 Dexterity (Stealth) check
allows the characters to sneak in through the ground
floor; a successful DC 14 Dexterity (Acrobatics) check
allows them to get in through a window.
The characters must enter the • Where are the Plans? A successful DC 15 Wisdom (In-
sight), Intelligence (Investigation), or Charisma (Persua-
laboratory without being seen sion) check allows the characters to determine the plans
are located in Bogan Tuhs’ office, either by considering
by those working within, or the floor layout or by subtly asking another lab worker.
in such a way as not to draw • Unexpected Return. Just as the characters find the
plans, Bogan Tuhs returns, having forgotten their bag
their attention in their office. Characters must quickly hide with a
successful DC 16 Dexterity (Stealth) check, or be ready
to lie about what they’re doing in the office with a
successful DC 18 Charisma (Deception) check.
• Storage. Provided the characters aren’t ousted by Bogan
Tuhs, they find a sealed iron folio marked “Production

70 AGENTS OF THE EMPIRE 1/6


Plans” in Bogan’s office. This container can be opened
with a successful DC 12 Dexterity check using thieves’ Debriefing
tools, or with a successful DC 15 Strength check.
• The Plans. Inside the sealed iron folio are the plans for If the characters produce any copy of the documents
the production of aetherium weapons. A detailed copy of without being spotted, they succeed on their mission. If the
these can be made with a successful DC 15 Intelligence characters manage to produce a detailed copy or even steal
check using a forgery kit. On a failure, the character still a prototype, the mission’s administrator is significantly
produces a rough copy, though some details are missed. pleased with agent’s performance.
If the characters infiltration of the facility is discovered
and raises an alarm, the mission administrator indicates
Agents Discovered their disappointment.

If the agent’s infiltration is discovered and they are unable


to talk their way out of it, the employees raise an alarm that
brings the arrival of guards (one for every two characters). Facility Overview
Ground Floor. This lobby contains several tables,
chairs, and a formal desk where sits Mowz Giltan
Weapon Prototypes (N halfling commoner), a disinterested office worker.
Stairs lead upward.
Aetherium weapons created here can be found on the Laboratories. Floors two through four appear similar,
building’s middle floors. None are in working condition, with each containing desks and workbenches strewn
but several prototypes exist. The laboratory workers were with notes, plans, tools, and magitech equipment
told that the Karelagne Empire commissioned the weap- in various stages of assembly. Each floor holds 1d4
ons, but there’s no substantiating paperwork in Bogan research assistants (commoners), working away.
Tuhs’ office, nor does the Agency know anything about Upper Office. Bogan Tuhs’ luxurious office sits on the
this supposed deal. The Agency suspects the weapons are top floor. Contained within are the production plans in
destined for various rebel groups across the Empire a secure container.

Laboratory Maps
1 Square = 5 feet

RAZORFIN | Appendix D: Introductory Encounter 71


The Agency’s carriage deposits you at the end of one

3. RETRIEVE ASSET of Karel’s many wharves. Only two ships are currently
moored here, one of which is the Wayward Eye.
2nd level encounter
During this assignment the characters must seek out an The characters may choose when and how they approach
informant in hopes of retrieving a valuable magitech asset. the ship.

Snooping Around
Characters can speak with locals and investigate the area
Operation Retrieve Asset to learn a little about the ship.
Local Gossip. Speaking with dock workers or sailors on
Mission Primer: the adjacent ship know little about the Wayward Eye, but
• Gunther Jibhand is a veteran sailor of the Aetherial a successful DC 12 Charisma (Persuasion) check gains the
Expanse and a long-time freelance agent for the Agency. following information:
• Before Gunther’s last foray, the Agency tasked him to • The ship came to port three days ago.
acquire experimental magitech from a rival nation and • Most of its crew disembarked, though no cargo has
provided significant funds to do so. Its acquisition could been unloaded.
significantly advance Karelagne’s already formidable • A few crew remain on board, though they keep to themselves.
shipbuilding technology.
• Gunther’s ship recently returned but he has yet to report in. Inspecting the Ship. Characters who examine the
• The Agency insists on maintaining secrecy regarding both ship and succeed on a DC 15 Wisdom (Perception) check
its magitech acquisitions and its dealings with mercenaries. recognize the vessel sits high in the water, suggesting it
has little cargo aboard. Characters with a proficiency in
Tactical: Vehicles (Water) or a sailor background have advantage on
• Gunther is the first mate of the Wayward Eye, a Karela- this check.
gne merchant ship. The ship’s captain, Captain Smartly,
was unaware of Gunther’s freelance agent status.
• The Agency is concerned Gunther may have turned and
fled with their funds.
The Ship
The vessel is securely tied to the wharf, and a ramp
Primary Objectives: provides easy access its deck.
• Determine where Gunther is.
• Acquire the magitech device.
The Crew
During the day, four sailors (human bandits) work on the
ship and confront anyone coming aboard.
At night, one sailor keeps watch, occasionally strolling
Background around the deck. They are not particularly vigilant causing
their Perception checks to be at disadvantage. If the night
Gunther Jibhand met with his contact in the Aetherial Expanse sentry spots anyone climbing aboard, they verbally chal-
and procured a prototype magitech device. On the return voy- lenges them before raising an alarm. Three sailors arrive
age, his commander, Captain Smartly, discovered the device. after two rounds, while Captain Smartly and his trained
After interrogating Gunther, Smartly only discovered that the monkey join at the end of the third round.
device was expensive and to be delivered to someone in Karel. What They Know. The few remaining crew are loyal to
Gunther is kept drugged and tied up in the ship’s hold the captain, having been paid well to keep their mouths shut.
until the captain decides he is no longer useful. The captain They know Gunther is kept in the hold, and they assume
assumes Gunther’s contact in Karel will seek out the first he tried to cheat the captain out of a big payoff, likely re-
mate to purchase the magitech item. He intends to sell the lated to something Smartly keeps under lock and key in his
device on Gunther’s behalf and then disappear with the cabin. They believe the captain is waiting for an important
resulting windfall. buyer, which might make them all rich.
A successful DC 17 Charisma (Persuasion) check gets
Mission Start them to share some of this knowledge. However, only a
DC 13 Charisma (Intimidation) check is needed to get
Once the Agency administrator outlines the mission, the them to talk, provided the characters agree to leave after
characters are dispatched to the docks, where the Wayward answering. Regardless, the crew defends the ship should
Eye is docked. the characters become violent.

72 AGENTS OF THE EMPIRE 1/6


The Wayward Eye
1 Square = 5 feet

Captain Smartly
Captain Smartly is never without Sugar, his trained
Debriefing
monkey. The captain has gotten little information from If the characters acquired the magitech device, they
Gunther despite inflicting persistent beatings on him. The succeed at their mission. If the characters also rescue
captain is convinced a rich buyer will come looking for Gunther, the mission’s administrator will be significantly
Gunther and his magitech device and intends to make the pleased with the agents’ performance.
most of the situation. If pressed, he looks to save himself
any way possible.

Gunther Jibhand Ship Overview


Deck. A typical sailing ship with neatly stacked rope and
Gunther Jubhand has proven to be a loyal and capable supplies. During the day, four sailors (bandits) work
asset for the Agency. He has kept his mission a secret here; at night, one sailor keeps watch.
despite numerous beatings at the hands of his captain. Captain’s Chamber. Captain Smartley (NE dragonborn
Gunther is kept bound and gagged in the hold of the ship. thug) spends most of his time here with his trained
He is in rough shape, with three levels of exhaustion and monkey (baboon). The magitech device is kept in
only 1 hit point remaining. a locked chest whose key is kept on a chain around
the captain’s neck. Alternatively, it can be opened
with a successful a DC 15 Dexterity check using
The Magitech Device thieves’ tools or broken open with a DC 15 Strength
(Athletics) check.
The device Gunther acquired is advanced engine Officer’s Quarters. During voyages, these cramped
technology. This watermelon-sized device consists of metal, quarters are reserved for the ship’s officers. The
wires, gears, and crystals. Anyone succeeding on a DC four sailors rest here during their off-hours, usually
17 Intelligence (Arcana) check recognizes the device is a two at time.
component of a magitech vehicle engine, likely improving Hold. The ship’s hold is mostly empty, containing only
its output and efficiency. Although by itself, the device has empty hammocks, some miscellaneous equipment, and
little value, technomages working on advanced vehicles the bound, gagged, and beaten form of Gunther (LN
might be willing to pay upward of 1,000 gp for the device. human novice agent; see appendix A)

RAZORFIN | Appendix D: Introductory Encounter 73


4. CAPTURE GANG BOSS Mission Start
The characters are dropped right into the action for this
2nd level encounter
mission, deposited on a rooftop adjacent to the gang’s hideout
During this assignment, the characters must capture the where the law enforcement won’t spot them. They can make
leader of an anti-imperial criminal group without alerting any preparations needed prior to the mission.
the authorities. If the characters succeeded on the “Protect Once the characters have finished their preparations,
a Delegate” mission, this gang leader’s identity was learned read or paraphrase the following:
through questioning Olen Fah.
Your Agency scout leads you through the back alleys of a
Karel suburb to a dead-end, where a rope ladder has been
subtly placed granting access to the rooftop. The scout
gestures you up and wishes you luck as you ascend before
Operation Gang Boss melting into the shadows.
From the rooftop, you see the gang’s hideout adjacent
Mission Primer:
to you. There are several possible entrance points: an
• The Agency has uncovered the gang responsible for
unlocked front door, locked back door, open roof hatch,
coordinating a recent attack on a Karelagne politician as
well as the gang’s hideout. and a broken window.
• The Agency believes the gang’s leader, Ko Bano, Out front of the building, holding their position, are
has valuable information that can help with other half-a-dozen law enforcement officers.
Agency operations.
• Unfortunately, Karel’s local law enforcement has also When the characters start their mission, place a d6 on
tracked down the gang and are looking to arrest the the table with the 6 facing up. When the d6 reaches 1, the
gang leader. six law enforcement guards enter through the front door.
• The Agency wishes to capture the gang leader before the Turn the dice down one step (from 6 to 5, for example)
local police arrest him. each time the characters do one of the following:

Tactical: • Engage in combat with a foe


• Agents are provided with shackles and a hood to assist • Fail an ability check
with the capture of Ko Bano. • Make a loud noise, such as bashing down a door

Primary Objective:
• Agents must infiltrate the hideout, find and capture Ko Entering the Building
Bano, and leave without alerting the authorities. Depending on how the characters enter the building,
they’re faced with different challenges. These challenges
Secondary Objective:
are summarized below. The characters must deal with at
• If agents are forced to kill Ko Bano, they should ensure
least one of the challenges from an entrance before moving
no evidence points to the Agency — implicating his
on to dealing with Ko Bano in the strongroom.
death was caused by either another gang member or
law enforcement.

Debriefing
If the characters deal with Ko Bano, they succeed on their
mission. If the characters manage to capture, rather than
kill, Ko Bano, the mission administrator is exceedingly
pleased with their efforts.
The characters are dropped right If the characters fail to deal with Ko Bano, or are seen
into the action for this mission, by law enforcement, the mission administrator strongly
expresses their disappointment.
deposited on a rooftop adjacent to
the gang’s hideout where the law
enforcement won’t spot them.

74 AGENTS OF THE EMPIRE 1/6


Ground Floor

Second Floor

Gang Boss Hideout


1 Square = 5 feet
Roof

Top floor

Building Overview
Front Room. The front room can be accessed through the successful DC 12 Wisdom (Animal Handling) check.
unlocked front door with a successful DC 12 Dexterity Inside the strongroom, Ko Bano (NE human
(Stealth) check to get past law enforcement. Inside, four bandit captain) is holed up trying to avoid law
bandits are keeping an eye on the guards outside. enforcement. Another large mastiff (use wolf statistics)
Back Room. The back room can be accessed through accompanies him.
the locked back door with a successful DC 14 Dexterity Barracks. The barracks are on the top floor and can be ac-
check using thieves’ tools or a DC 12 Strength check cessed through the open roof hatch with a successful DC
to open the door. Inside, two thugs are roughing up a 10 Strength (Athletics) check to make the jump between
commoner who revealed the hideout’s location. rooftops. Inside, a tripwire connected to a gong crosses
Study. The second-floor study can be accessed through their path. It can be spotted with a successful DC 14
a broken window with a successful DC 12 Dexterity
Wisdom (Perception) check, and disarmed with a DC 12
(Acrobatics) check to slide down a washing line between
Dexterity check. If unnoticed, or if the ability check made
buildings. Inside, broken glass litters the floor. A path
to disarm it fails, the gong sounds.
through it can be spotted with a DC 12 Intelligence
(Investigation) check. Once the characters have entered the strongroom and
Strongroom. The second-floor strongroom can only be fought Ko Bano, they must get out of the building. Doing
accessed from inside the hideout, though not before so without attracting the attention of law enforcement
getting past two mastiffs dozing outside the door. requires a successful DC 12 Dexterity (Stealth) check. If
Characters can sneak past with a successful DC 14 the characters have a captured Ko Bano in tow, the check
Dexterity (Stealth) check, or stop the dogs barking with a has disadvantage.

RAZORFIN | Appendix D: Introductory Encounter 75


APPENDIX E:
PLAYER CHARACTERS
- LEVEL 3
This appendix provides a set of pre-generated characters
(pregens) ready for play with this Agents of the Empire
Fables episode.

AGENT ADVANCEMENT RULES


Player Characters - Level 3

The pregens presented herein include optional agent


advancement abilities given in the Agents of the Empire
Setting Guide.
These new abilities provide a significant boost to character
capabilities as compared to standard fifth-edition characters.
GMs are STRONGLY encouraged only to use the optional
agent advancement Rules if ALL player characters in the
group use them.

New Agent Ability Primer


The following briefly describes some of the new features
included with each pregen character. Refer to the Agents of
the Empire Setting Guide for a full explanation of the optional
Agent Advancement rules.
Agency Division. Each agent character belongs to one
of four Agency Divisions – Information, Logistics,
Operations, and Personnel.
Agent Rank. An agent's rank represents a combination of
APPENDIX E

their standing within the Agency, the Empire's secret agent


organization, and the character's spycraft expertise. During
an adventure, GMs may award agent milestones allowing
characters to advance their agent rank.
Agent Bonus. Characters add their agent bonus when rolling
their agency division's abilities, ability checks associated
with their talents, and when they use a Fortune Point to roll
a new d20 for an attack roll, ability check, or saving throw.
Talents. These are unique dispositions, experiences, or
characteristics the agent character has picked up during
their career. Characters may add their agent bonus to ability
checks associated with their talents.
Fortune Points. This represents an agent's innate ability to
escape seemingly impossible situations. A player can spend
a fortune point whenever they make an attack roll, ability
check, or saving throw, but before the success or failure of
that roll is known. By spending the Fortune Point, the player
rolls an additional d20 after any advantage or disadvantage
on the original roll is resolved. The player then chooses
either the initial roll or the Fortune Point roll, adding their
agent bonus to determine a final result.

AGENTS OF THE EMPIRE 1/6


Tp h e
o wm a g i
thecsoempeerlaon
caauestehdelritqs PRE GEN CHARACTERS

c r t o
Eight different pregen characters are detailed in this appendix. These characters are not intended to be fully optimized but

y s t
offer players a fun and exciting experience as they run through the Agents of the Empire campaign. Each episode of this

a l l
Fable will include an appropriate level version of these pregens for players to use during their games.

i
f n
o rtmo
peopl,e w a sho i z
l
w i
caoem c
e t o o u
theriucma
An agent's rank represents a combination of their standing
within the Agency, the Empire's secret agent organization, and the
character's spycraft expertise.

RAZORFIN | Appendix E: Player Characters - Level 3 77


arp m e
o h
p T t
w h
AGENTS OF THE EMPIRE

leme eo sce a c
DACH

s u
After a cave-in trapped her for days within one

e
of Nelox’s winding underground tunnels, Dach

d a
dedicated herself to the service of Arthunas,

irlleah e
god of light. Driven both by her faith and her

t
newly developed claustrophobia, she set out on a

c
pilgrimage across the Karelagne Empire, training

r
local healers to respond to even the unlikeliest

s y i
disasters. While her ability to always think of the

t n
absolute worst-case scenario in any situation often

toroefp
catches others off-guard, her friendliness and

lswa ,om
enthusiasm endeared her to many of the small
communities she visited along the way, eventually
causing the Agency to take note.

h e oc l p
Dach - 3rd level (Life Domain) Cleric, Dwarf

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
13 10 14 10 16 13
18 27

u i r e
+1 +0 +2 +0 +3 +1
(Chainmail, Shield) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +1 INT +0 MOD SKILL BONUS
SPEED

25ft
DEX +0 WIS +5 Wis Insight +5
Wis Medicine +5
CON +2 CHA +3 Cha Persuasion +3
Int Religion +2
SENSES
Passive Perception 13 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 15
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light, medium, heavy armor and shields Chainmail, shield, warhammer, light crossbow (with 20 bolts),
Weapon Proficiencies: simple weapons, battle axe, warhammer holy symbol (amulet), potion of healing, backpack, calligraphy
Tools Proficiencies: Calligrapher’s supplies, Smith’s Tools supplies, spell scroll (locate object)
Languages: Common, Dwarvish, Elvish

78 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Channel Divinity (1/short or long rest). Channel divine energy to
create one of the following effects.
Warhammer 5ft +3 1d8+1 bludgeoning damage
• Preserve Life. As an action, present your holy symbol to restore
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
up to 10 hit points, divided as you choose among creatures of
Light Crossbow 80/320 ft +2 1d8 piercing damage your choice within 30 feet. This feature can restore a creature
to no more than half of its hit point maximum. You can’t use this
feature on an undead or a construct.
• Turn Undead. As an action, present your holy symbol and speak a
prayer. Each undead that can see or hear you within 30 feet must
succeed on a Wisdom saving throw or be turned for 1 minute or
until it takes any damage.
AGENCY: PERSONNEL DIVISION A turned creature must spend its turns trying to move as far
Understanding, motivating, and manipulating individuals away from you as it can, and it can’t willingly move to a space
Agent Rank: 1 (Recruit) within 30 feet of you. It also can’t take reactions. For its action,
it can use only the Dash action or try to escape from an effect
Agent Bonus: +1 that prevents it from moving. If there’s nowhere to move, the
Deceptive Instinct. When you roll a 1 on a Charisma (Deception) creature can use the Dodge action.
check, you can reroll the die and you must use the new roll.
Disciple of Life. Whenever you use a spell of 1st level or higher
Talents. You can add your agent bonus to activities in the to restore HP, the creature regains additional HP equal to 2 + the
following situations: spell’s level.
Sentry. Wisdom (Perception) checks while on watch duty or
defending a fortification. Dwarven Resilience. You have advantage on saves against poison
and resistance against poison damage.
FORTUNE POINTS: 1 Stonecunning. Whenever you make an Intelligence (History) check
You can choose to spend a Fortune Point whenever you make an attack related to the origin of stonework, you are considered proficient in
roll, ability check, or saving throw. You can choose to spend the For- the History skill and add double your proficiency bonus to the check.
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

SPELL SLOTS
1ST oooo 2ND oo

Spell attack +5 Spell save DC 13


SPELLS
Cantrips: guidance, sacred flame, spare the dying
1st level: bane, bless*, cure wounds*, guiding bolt, healing word,
sanctuary, shield of faith
2nd level: hold person, lesser restoration*, spiritual weapon*

RAZORFIN | Appendix E: Player Characters - Level 3 79


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leme eo sce a c
FEJ

s u
Fej’s artificer parents hoped that raising him on

e
the Karelagne Crawler train would broaden his

d a
horizons, but he mostly learned endless ways to

irlleah e
cause trouble. While his antics were generally

t
harmless, Fej’s attempt to pick the pocket of a

c
notorious thief put him in her debt and led to him

r
to move deeper into her crime ring. Frustrated

s y i
with his lack of options, Fej purposefully stole from

t n
an Agency higher-up to get a one-on-one meeting

toroefp
and pitch himself as exactly what the organization

lswa ,om
needed, failing to mention that after a lifetime on a
train, he’s still getting used to life on solid ground.

h e oc l p
Fej - 3rd level Rogue (thief), Gnome

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
10 15 12 14 10 14
13 21

u i r e
+0 +2 +1 +2 +0 +2
(Leather armor) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +4 MOD SKILL BONUS
SPEED

25ft
DEX +4 WIS +0 Dex Acrobatics +4
Int Arcana +4
CON +1 CHA +2 Cha Deception* +6
Wis Perception +2
SENSES Dex Sleight of Hand +4
Passive Perception 12 Dex Stealth +4 Proficiency Bonus +2
Passive Investigation 12
Passive Insight 10
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light armor Shortsword, daggers (2), hand crossbow (with 20 bolts), potion of
Weapon Proficiencies: simple weapons, hand crossbows, healing, backpack, hempen rope (50 ft.), thieves’ tools, aetherium-
longswords, rapiers, shortswords powered hooded lantern.
Tools Proficiencies: Tinker’s Tools, Thieves’ Tools*,
Vehicles (land), Vehicles (air)
Languages: Common, Gnome, Thieves’ Cant

80 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Artificer’s Lore. Add twice your proficiency bonus to History checks
related to magic items, alchemical objects, or technological devices.
Dagger 5ft +4 1d4+2 piercing damage
Short Sword 5ft +4 1d6+2 piercing damage Cunning Action. You can take a bonus action on each of your
turns in combat. This action can be used only to take the Dash,
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Disengage, or Hide action.
Hand Crossbow 30/120 ft. +4 1d6+2 piercing damage
Expertise. Your proficiency bonus is doubled for any ability check
you make with Deception or Thieves’ Tools.
Fast Hands. You can use the bonus action granted by your Cunning
Action to make a Dexterity (Sleight of Hand) check, use your
thieves’ tools to disarm a trap or open a lock, or take the Use an
AGENCY: LOGISTICS DIVISION Object action.
Acquisition and movement of goods and personnel
Gnome Cunning. You have advantage on all Intelligence, Wisdom,
Agent Rank: 1 (Recruit) and Charisma saving throws against magic.
Agent Bonus: +1
Second-Story Work. Climbing no longer costs you extra
Driving Instinct. When you roll a 1 on a vehicle control check, movement. In addition, when you make a running jump, the
you can reroll the die and you must use the new roll. distance you cover increases by a number of feet equal to your
Talents. You can add your agent bonus to activities in the Dexterity modifier.
following situations:
Sneak Attack. Once per turn, you can deal an extra 2d6 damage
Quick Fingers. Dexterity (Sleight of Hand) checks to surreptitiously
to one creature you hit with an attack with a finesse or ranged
place or remove an object
weapon if you have advantage on the attack roll. You don’t need
FORTUNE POINTS: 1 advantage on the attack roll if another enemy of the target is
within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have
You can choose to spend a Fortune Point whenever you make an attack disadvantage on the attack roll.
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan- Tinker. You are proficient with tinker's tools and can use them to
tage is resolved but before the success or failure of the roll is known. construct tiny clockwork devices
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

RAZORFIN | Appendix E: Player Characters - Level 3 81


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leme eo sce a c
HAJUSO

s u
While most in the Edosians were setting fishing lines,

e
Hajuso was tracking seabirds and drawing maps of

a
the hidden corners of the islands. After thoroughly

d e
documenting both, he headed for the mainland

irlleah t
in search of new natural wonders. He lived off the

c
land as much as he could, bartering detailed maps

r
and sketches of local wildlife (each paired with his

s y i
earnest attempts at poetry) for anything else he

t
needed. Only his family’s concerns about the growing

n
toroefp
contamination of their waters broke him from his

lswa ,om
solitude, bringing him first to Karel to complain and
then to the Agency to try to fix the problem.

h e oc l p
Hajuso -3rd level Ranger (Hunter), Half-Elf

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
12 15 12 13 14 12
14 25

u i r e
+1 +2 +1 +1 +2 +1
(Studded leather armor) (Hit Dice 3d10)
SAVING THROWS PROFICIENT SKILLS
STR +3 INT +1 MOD SKILL BONUS
SPEED

30ft
DEX +4 WIS +2 Dex Animal Handling +4
Str Athletics +3
CON +1 CHA +1 Wis Insight +4
Int Investigation +3
SENSES Wis Perception +4
Passive Perception 14 Dex Stealth +4 Proficiency Bonus +2
Passive Investigation 13 Wis Survival +4
Passive Insight 14
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light and medium armor, shields Studded Leather, shortswords (2), hand crossbow (with 20 bolts),
Weapon Proficiencies: simple and martial weapons back pack, hempen rope (50 ft.), forgery kit, potion of healing,
Tools Proficiencies: Forgery kit, Vehicles (water) smoke bomb (use action to throw up to 30 feet creating the
Languages: Common, Dwarf, Elf, Giant effects of a fog cloud spell)

82 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Fey Ancestry. You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Short Sword 5ft +4 1d6+2 piercing damage
Favored Enemy (beasts). You have advantage on Survival checks
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
to track beasts and Intelligence checks to recall information
Hand Crossbow 30/120 ft. +6 1d6+2 piercing damage. about them.
Horde Breaker. Once on each of your turns when you make a
weapon attack, you can make another attack with the same weapon
against a different creature that is within 5 feet of the original target
and within range of your weapon.
Natural Explorer (Coast). Your proficiency bonus is doubled when
AGENCY: INFORMATION DIVISION you make Intelligence or Wisdom checks related to coastal terrain
Identifying, intercepting, and evaluating information with a skill you are proficient in. While traveling for an hour or more
Agent Rank: 1 (Recruit) in coastal terrain, you gain the following benefits:
Agent Bonus: +1 • Difficult terrain doesn’t slow your group.
• Your group can’t become lost except by magical means
Investigative Instinct. When you roll a 1 on an Intelligence
• Even when you are engaged in another activity while traveling,
(Investigation) check, you can reroll the die and you must use the
you remain alert to danger
new roll.
• If traveling alone, you can move stealthily at a normal pace.
Talents. You can add your agent bonus to activities in the • When foraging, you find twice as much food as you normally would.
following situations: • While tracking creatures, you learn their exact number, size, and
Truthseeker. Wisdom (Insight) checks to determine if a humanoid how long ago since they passed the area
responds truthfully to your questions.
Fighting Style (archery). You gain +2 bonus to attack rolls you
FORTUNE POINTS: 1 make with ranged weapons (already included).
You can choose to spend a Fortune Point whenever you make an attack Primeval Awareness. You can use your action and expend one
roll, ability check, or saving throw. You can choose to spend the For- ranger spell slot to focus your awareness on the region around you.
tune Point after the roll is made and after any advantage or disadvan- For 1 minute per level of the spell slot you expend, you can sense
tage is resolved but before the success or failure of the roll is known. whether the following types of creatures are present within 1 mile
Spending the Fortune Points allows you to roll an additional d20 of you (or within up to 6 miles if you are in your favored terrain):
after advantage or disadvantage on the roll is resolved. You choose aberrations, celestials, dragons, elementals, fey, fiends, and undead.
which of the d20 rolls to use for the attack roll, ability check, or This feature doesn’t reveal the creature’s location or number.
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

SPELL SLOTS
1ST ooo

Spell attack +4 Spell save DC 12


SPELLS
1st level: cure wounds, hunter’s mark, speak with animals

RAZORFIN | Appendix E: Player Characters - Level 3 83


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leme eo sce a c
JEHPSO

s u
Jehpso always thought she would be a farmer, but

e
when construction of the transcontinental railroad

d a
displaced her family, and her brother gambled away

irlleah e
the Empire’s payout for their land, she turned to

t
competitive arm wrestling and brawling to earn

r c
money to help her family. Boisterous and fond of

y
trash-talk, she racked up an impressive win streak

s i
that brought her to the attention of the Agency.

t n
While Jehpso is somewhat resentful at working for

toroefp
a government that harmed her family, she believes

lswa ,om
that being closer to the seat of power will help her
prevent others from going through the struggles her
family endured.

h e oc l p
Jehpso -3rd level Fighter (Champion), Halfling

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
13 16 14 10 13 10
16 28

u i r e
+1 +3 +2 +0 +1 +0
(Breastplate) (Hit Dice 3d10)
SAVING THROWS PROFICIENT SKILLS
STR +3 INT +0 MOD SKILL BONUS
SPEED

25ft
DEX +3 WIS +1 Dex Acrobatics +5
Wis Perception +3
CON +4 CHA +0 Wis Medicine +3
Wis Survival +3
SENSES
Passive Perception 13 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 11
Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light, medium, and heavy armor; shields Breastplate, shortswords (2), daggers (2), hand crossbow (with 20
Weapon Proficiencies: simple weapons, martial weapons bolts), potion of healing, backpack, hempen rope (50 ft), grappling
Tools Proficiencies: Vehicles (land), Vehicles (water) hook, aetherium torch (glow as light spell at will).
Languages: Common, Halfling

84 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Action Surge (1/short or long rest). On your turn, you can take one
additional action.
Dagger 5ft +5 1d4+3 piercing damage
Short Sword 5ft +5 1d6+3 piercing damage Brave. You have advantage on saving throws against being
frightened.
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
Halfling Nimbleness. You can move through the space of any
Dagger 20/60 ft. +5 1d4+3 piercing damage
creature that is of a size larger than yours.
Hand Crossbow 30/120 ft. +5 1d6+3 piercing damage
Improved Critical. Your weapon attacks score a critical hit on a roll
of 19 or 20.
Lucky. When you roll a 1 on an attack roll, ability check or saving
AGENCY: LOGISTICS DIVISION throw, you can reroll the die and must use the new roll.
Acquisition and movement of goods and personnel Naturally Stealthy. You can attempt to hide even when you are
Agent Rank: 1 (Recruit) obscured only by a creature that is at least one size larger than you.
Agent Bonus: +1 Second Wind (1/short rest). Use a bonus action to regain hit points
Driving Instinct. When you roll a 1 on a vehicle control check, you equal to 1d10 + your fighter level.
can reroll the die and you must use the new roll.
Two-Weapon Fighting. When you engage in two-weapon fighting,
Talents. You can add your agent bonus to activities in the you can add your ability modifier to the damage of the second attack.
following situations:
Graceful Mover. Dexterity (Acrobatics) or Charisma (Performance)
checks when moving through crowded spaces or dancing.

FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

RAZORFIN | Appendix E: Player Characters - Level 3 85


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leme eo sce a c
LARC

u
The son of a wizard and a craftsman who worked

s
together to craft mobility aids for veterans of the

e
Folly Wars, Larc grew up helping to create and test

d a
their new innovations. Intrigued by the battlefield

irlleah t e
stories his parents’ clients told him, he routinely

c
asked his favorites to train him or give him combat

r
advice. He sees any battle he participates in as an

y
homage to these personal heroes. Though Larc will

t s i
avoid a fight if at all possible, often defusing tension

n
with a quip while simultaneously disarming his

lswa ,om toroefp


enemy, his proficiency at unarmed combat made
him a perfect addition to the Agency.

h e oc l p
Larc -3rd level Monk (Way of the Open Hand), Human

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
14 16 13 10 14 12
15 21

u i r e
+2 +3 +1 +0 +2 +1
(unarmored defense) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +4 INT +0 MOD SKILL BONUS
SPEED

40ft
DEX +5 WIS +2 Dex Acrobatics +5
Str Athletics +4
CON +1 CHA +1 Wis Perception +4
Dex Stealth +5
SENSES
Passive Perception 14 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 12
Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: none Shortsword, darts (10), potion of healing, aetherium torch (glow as
Weapon Proficiencies: simple weapons, shortsword light spell at will), backpack, climber’s kit, hempen rope (50 ft.),
Tools Proficiencies: Dice Set, Pan Flute, Thieves’ Tools pan flute, money (25 gp)
Languages: Common, Dwarf

86 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Deflect Missiles. You can use your reaction to deflect or catch the
missile when you are hit by a ranged weapon attack. When you do
Unarmed Strike 5ft +5 1d4+3 bludgeoning damage
so, the damage you take from the attack is reduced by 1d10 + your
Short Sword 5ft +5 1d6+3 piercing damage Dexterity modifier + your monk level.
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES If you reduce the damage to 0, you can catch the missile if it is
small enough for you to hold in one hand and you have at least one
Dart 20/60 ft. +5 1d4+3 piercing damage hand free. If you catch a missile in this way, you can spend 1 ki point
to make a ranged attack with the weapon or piece of ammunition
you just caught, as part of the same reaction. You make this attack
with proficiency, regardless of your weapon proficiencies, and the
missile counts as a monk weapon for the attack, which has a normal
AGENCY: OPERATIONS DIVISION range of 20 feet and a long range of 60 feet.
Tactical and extemporary fieldwork Ki (3 points, Ki Save DC 12). You can spend one Ki Point to fuel one
Agent Rank: 1 (Recruit) of the following ki features.
• Flurry of Blows – After you take the Attack action on your turn,
Agent Bonus: +1
you can make two unarmed strikes as a bonus action.
Stealthy Instinct. When you roll a 1 on an Dexterity (Stealth) • Patient Defense – Take the Dodge action as a bonus action on
check, you can reroll the die and you must use the new roll. your turn.
Talents. You can add your agent bonus to activities in the • Step of the Wind –Take the Disengage or Dash action as a bonus
following situations: action on your turn, and your jump distance is doubled for the turn.
Ropework. Strength (Athletics) or Dexterity (Acrobatics) checks to Martial Arts. While you are unarmed or wielding only monk
climb, move along, or jump onto ropes. weapons and you aren’t wearing armor or wielding a shield, you can
use DEX instead of STR for the attack and damage rolls, you can
FORTUNE POINTS: 1 roll your Martial Arts damage die in place of the normal damage,
You can choose to spend a Fortune Point whenever you make an attack and when you use the Attack action on your turn, you can make one
roll, ability check, or saving throw. You can choose to spend the For- unarmed strike as a bonus action.
tune Point after the roll is made and after any advantage or disadvan-
Open Hand Technique. Whenever you hit a creature with one of the
tage is resolved but before the success or failure of the roll is known.
attacks granted by your Flurry of Blows, you can impose one of the
Spending the Fortune Points allows you to roll an additional d20
following effects on that target:
after advantage or disadvantage on the roll is resolved. You choose
• It must succeed on a Dexterity saving throw or be knocked prone.
which of the d20 rolls to use for the attack roll, ability check, or
• It must make a Strength saving throw. If it fails, you can push it
saving throw—the initial roll or the Fortune Point roll. You then
up to 15 feet away from you.
add your agent bonus to the determine a final result. You can spend
• It can’t take reactions until the end of your next turn.
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by Unarmored Defense. While not wearing armor and not using a
the GM after achieving agent milestones. shield, your AC equals 10 + DEX modifier + WIS modifier.
Unarmored Movement. Your speed increases by 10 feet while you
are not wearing armor or wielding a shield (already included).

RAZORFIN | Appendix E: Player Characters - Level 3 87


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leme eo sce a c
OLEN

e s u
Olen is a scholar at heart, and while they’ve been

d a
thrilled to see their research into aetherium used to

irlleah e
create practical tools, they’re still most comfortable

t c
in a lab, especially if given a chance to collaborate.

r
Their genuine thrill about knowledge and a tendency

y
to go on long but intriguing tangents about obscure

s i
magitech details have made them popular in the

t n
research community. To date, they are one of the

toroefp
few wizards to have worked on a project with a peer

lswa ,om
from notoriously insular Nelox. Rumor has it that
they primarily joined the Agency to get research
materials, though they fervently deny it.

h e oc l p
Olen - 3rd level Wizard (School of Evocation), Tiefling

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
10 12 12 16 12 14
11 17

u i r e
+0 +1 +1 +3 +1 +2
(14 with mage armor) (Hit Dice 3d6)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +5 MOD SKILL BONUS
SPEED

30ft
DEX +1 WIS +3 Int Arcana +5
Int History +5
CON +1 CHA +2 Cha Persuasion +4
Cha Intimidation +4
SENSES
Passive Perception 11 Proficiency Bonus +2
Passive Investigation 13
Passive Insight 11
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: none Dagger, aetherburst wand, spellbook, potion of healing, aetherium-
Weapon Proficiencies: light crossbow, dagger, dart, powered hooded lantern, spell scrolls (fog cloud, illusory script),
quarterstaff, sling bottle of ink, ink pen, 10 sheets of parchment.
Tools Proficiencies: vehicle (air) Spellbook: 1st level (burning hands, detect magic, disguise self,
Languages: common, elvish, infernal mage armor, magic missile, shield, silent image, sleep); 2nd level
(levitate, shatter)

88 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Arcane Recovery. Once per day when you finish a short rest, you
can choose expended spell slots to recover - up to a combined level
Dagger 5ft +3 1d4+1 piercing damage
of 1, and none of the slots can be 6th level or higher.
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
Evocation Savant. The gold and time you must spend to copy an
Dagger 20/60 ft. +3 1d4+1 piercing damage evocation spell into your spellbook is halved.
Aetherburst Wand 20/60 ft. +5 1d6+3 bludgeoning damage
Hellish Resistance. You have resistance to fire damage.
Innate Spell Casting. You can cast the following spells using
Charisma as the spellcasting ability (spell attack +4, spell save DC 12)
1/day: hellish rebuke (at 2nd level)
AGENCY: INFORMATION DIVISION Sculpt Spells. When you cast an evocation spell that affects other
Identifying, intercepting, and evaluating information creatures that you can see, you can choose a number of them equal
Agent Rank: 1 (Recruit) to 1 + the spell’s level. The chosen creatures automatically succeed
on their saving throws against the spell, and they take no damage if
Agent Bonus: +1 they would normally take half damage on a successful save.
Investigative Instinct. When you roll a 1 on an Intelligence
(Investigation) check, you can reroll the die and you must use the
new roll.
Talents. You can add your agent bonus to activities in the
following situations:
Historian of the Expanse. Intelligence (History) checks to recall
information about the Aetherial Expanse and Magitech.

FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

SPELL SLOTS
1ST oooo 2ND oo

Spell attack +5 Spell save DC 13


SPELLS:
Cantrips (at will): fire bolt, mage hand, minor illusion, thaumaturgy

PREPARED SPELLS:
1.________________________, 5.________________________,
2.________________________, 6.________________________,
3.________________________,
4.________________________,

RAZORFIN | Appendix E: Player Characters - Level 3 89


arp m e
o h
p T t
w h
AGENTS OF THE EMPIRE

leme eo sce a c
OMAIR

s u
Omair was once a part of the most impressive

e
worker pairs in the town of Tournelle, whose

d a
primary focus was loading and unloading the

irlleah t e
Karelagne Crawler. As the years passed, he grew

c
increasingly drawn to the Folly wasteland until he

r
finally walked off the job leaving his partner of 10

y
years to cross the fiend-blighted land

t s i
alone on foot. He emerged on the other

n
side alive but changed, refusing to discuss what

toroefp
he encountered during the experience. Omair

lswa ,om
also won’t say why he immediately signed up for
the Agency after his return, though he sometimes
speaks of omens that only he can see.

h e oc l p
Omair -3rd level Warlock (The Fiend), Dragonborn

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
14 13 10 13 10 16
11 18

u i r e
+2 +1 +0 +1 +0 +3
(14 with mage armor) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +2 INT +1 MOD SKILL BONUS
SPEED

30ft
DEX +1 WIS +2 Int Arcana +3
Cha Deception +5
CON +0 CHA +5 Cha Intimidation +5
Dex Stealth +3
SENSES
Passive Perception 10 Proficiency Bonus +2
Passive Investigation 11
Passive Insight 10
Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light armor Leather armor, dagger (3), longsword, arcane focus (rod), potion
Weapon Proficiencies: simple weapons of healing, backpack, book of lore, bottle of ink, pen, 10 sheets
Tools Proficiencies: Vehicle (Water) parchment, small bag of sand, pen knife, spell scrolls (light,
Languages: Common, Draconic, Infernal disguise self).

90 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Breath Weapon (1/short rest). As an action, you exhale a 15 ft.
cone of fire. Each creature in the area must make a DC 10 saving
Dagger 5ft +5 1d4+3 piercing damage
throw taking 2d6 fire damage on a failed save, and half damage on
Longsword 5ft +5 1d8/1d10+3 slashing damage,
a successful on
Versatile, Pact Waepon
Damage Resistance. You have resistance to fire damage.
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES

Dagger 20/60 ft. +3 1d4+3 piercing damage Dark One's Blessing. When you reduce a hostile creature to 0
hit points, you gain temporary hit points equal to your Charisma
modifier + your warlock level.
Pact Magic. You regain expended spell slots after a short or a long rest.
AGENCY: OPERATIONS DIVISION Armor of Shadows. You can cast mage armor on yourself at will,
Tactical and extemporary fieldwork without expending a spell slot or material components.

Agent Rank: 1 (Recruit) Mask of Many Faces. You can cast disguise self at will, without
Agent Bonus: +1 expending a spell slot.

Stealthy Instinct. When you roll a 1 on an Dexterity (Stealth) Pact Boon (Pact of the Blade). You can use your action to create a
check, you can reroll the die and you must use the new roll. pact weapon in your empty hand. You can choose the form that this
Talents. You can add your agent bonus to activities in the following melee weapon takes each time you create it. You are proficient with
situations: it while you wield it. This weapon counts as magical for the purpose
of overcoming resistance and immunity to nonmagical attacks and
Thespian. Charisma (Performance) checks made to convincingly act
damage. Your pact weapon disappears if it is more than 5 feet away
in character.
from you for 1 minute or more. It also disappears if you use this feature
FORTUNE POINTS 1 again, if you dismiss the weapon (no action required), or if you die.
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

PACT MAGIC
2ND oo

Spell attack +5 Spell save DC 13


SPELLS:
Cantrips (at will): eldritch blast, mage hand
1st level: command, hellish rebuke, unseen servant
2nd level: misty step

RAZORFIN | Appendix E: Player Characters - Level 3 91


arp m e
o h
p T t
w h
AGENTS OF THE EMPIRE

leme eo sce a c
REIN

s u
If Rein had focused on music instead of gossip, she

e
might be a renowned performer in one of Talavi’s

d a
many concert halls, but she’s always loved a good

irlleah t e
story and doesn’t mind embellishing for effect.

c
Unfortunately, after a few juicy rumors about

r
influential locals were tracked back to her, she found

y
herself unofficially blacklisted from any but the most

s i
rundown of venues and forced to go on the road with

t n
a group of traveling entertainers. Did she use the

toroefp
snippets of information she heard while performing

lswa ,om
to blackmail the Agency into hiring her? On that
question, her lips are sealed.

h e oc l p
Rein -3rd level Bard (College of Lore), Half-Orc

w t e m t e a
STR DEX CON INT WIS CHA

o h
ARMOR CLASS HIT POINTS
16 12 12 10 10 15
12 21

u i r e
+3 +1 +1 +0 +0 +2
(leather armor) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +3 INT +0 MOD SKILL BONUS
SPEED

30ft
DEX +3 WIS +0 Int Animal Handling +2
Str Athletics +5
CON +1 CHA +4 Cha Deception* +6
Wis Insight +2
Cha Intimidation +4
SENSES
Wis Perception +2 Proficiency Bonus +2
Passive Perception 12
Cha Performance* +6
Passive Investigation 10
Cha Persuasion +4
Passive Insight 12 Sleight of Hand +3
Dex Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light armor Leather armor, longsword, dagger, flute, potion of healing,
Weapon Proficiencies: simple weapons, hand crossbow, spell scroll (silent image), back pack, disguise kit, playing cards.
longsword, rapier, shortsword
Tools Proficiencies: Vehicle (Land), Gaming Set (Cards), Flute,
Drum, Lyre
Languages: Common, Orc

92 AGENTS OF THE EMPIRE 1/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Bardic Inspiration (2/long rest). As a bonus action, a creature
(other than you) within 60 ft. that can hear you gains an inspiration
Dagger 5ft +5 1d4+3 piercing damage
die (1d6). For 10 minutes, the creature can add it to one ability check,
Longsword 5ft +5 1d8/1d10+3 slashing damage,
attack roll, or saving throw. This can be added after seeing the roll,
Versatile.
but before knowing the outcome.
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
Cutting Words. When a creature that you can see within 60 feet of
Dagger 20/60 ft. +3 1d4+1 piercing damage you makes an attack roll, an ability check, or a damage roll, you can
use your reaction to expend one of your uses of Bardic Inspiration,
rolling a Bardic Inspiration die and subtracting the number rolled
from the creature’s roll. You can choose to use this feature after the
creature makes its roll, but before the DM determines whether the
AGENCY: PERSONNEL DIVISION attack roll or ability check succeeds or fails, or before the creature
Understanding, motivating, and manipulating individuals deals its damage. The creature is immune if it can’t hear you or if it’s
Agent Rank: 1 (Recruit) immune to being charmed.
Agent Bonus: +1 Expertise. Your proficiency bonus is doubled for any ability check
Deceptive Instinct. When you roll a 1 on a Charisma (Deception) you make with Deception or Performance.
check, you can reroll the die and you must use the new roll. Jack of All Trades. You can add half your proficiency bonus, rounded
Talents. You can add your agent bonus to activities in the down, to any ability check you make that doesn’t already include
following situations: your proficiency bonus.
Innuendo. Charisma (Deception) checks to secretly communicate
Relentless Endurance (1/long rest). When you are reduced to 0 HP
information.
but not killed, you can drop to 1 HP instead.
FORTUNE POINTS: 1 Savage Attacks. When you score a critical hit, roll one of the
You can choose to spend a Fortune Point whenever you make an attack weapon’s dice one additional time and add it to the extra damage.
roll, ability check, or saving throw. You can choose to spend the For- Song of Rest. If you or any friendly creatures who can hear your
tune Point after the roll is made and after any advantage or disadvan- performance regain hit points at the end of the short rest by
tage is resolved but before the success or failure of the roll is known. spending one or more Hit Dice, each of those creatures regains an
Spending the Fortune Points allows you to roll an additional d20 extra 1d6 hit points.
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.

SPELL SLOTS
1ST oooo 2ND oo

Spell attack +4 Spell save DC 12


SPELLS
Cantrips: prestidigitation, vicious mockery
1st level: healing word, heroism, feather fall, silent image, sleep
2nd level: invisibility

RAZORFIN | Appendix E: Player Characters - Level 3 93


APPENDIX F:
PRONUNCIATION GUIDE
This guide suggests pronunciations for many of the non-
English names and new terms found in this Episode of
Agents of the Empire.

Culture in the Empire


Tholus, the homeworld of the Karelagne Empire and the
setting where this Fable takes place, is very cosmopolitan.
Peoples of many cultures live and work together in each of
the Empire’s provinces.
In this campaign setting, characters of varied racial
backgrounds often have a stronger affinity with one another
if they come from the same region. For example, a dwarf
Pronunciation Guide

from Karel would likely feel more comfortable hoisting


drinks with an elf who was also from the Empire’s capital
than a dwarf from the distant northern province of Nelox.

Make It Your Own


The Agents of the Empire Setting Guide presents only a
fraction of the world’s history and cultures. Tholus was
intended to be a rich cultural patchwork where GMs and
players could freely imagine new characters, locations,
and cultures to add to their games. Players are encouraged
to explore this new world and add their own creations to
its tapestry.

NAME PRONUNCIATION DESCRIPTION


Adon's Reach a-DON-s A mountain range in
western Raal
APPENDIX F

Aether Pistol Ay-thur A smal magitech firearm


Aetherburst AY-thur-burst A magitech
Wand powered wand
Aetherial AY-thee-ree-al A portion of the Astral
Expanse Plan accessible by a
permanent gate in the
Karelagne Empire
Aetherial Exports AY-thee-ree-al A company name often
used by the Agency
during missions
Aetherium AY-thee-ree-um A magical crystal used
to power magitech
Aetherlock AY-thur-lawk A rifle-like
magitech firearm
Agnew Fawlino AG-new fall-LEE-noh A half-elf Agency
administrator
Aida Pan AY-duh PAN A human Reachers
member assigned to
open the roof-hatch
Andra Hoss AHN-dra HAWS A Karel politician
being threatened

AGENTS OF THE EMPIRE 1/6


NAME PRONUNCIATION DESCRIPTION NAME PRONUNCIATION DESCRIPTION
AU-CS152 AU-CS152 A semi-sentient Melsa Furst MEL-sa FURST Train depot manager in
automaton working for Kitchek
the Reachers. Goes by Nelox NEE-loks A province in the
"52" for short. Karelagne Empire
AU-M057 AU-M057 An automaton co-leader Olen OH-len Tiefling wizard
of the Reachers in pregen character
Kitchek. Goes by Almost
for short. Olen Fah OH-len FAH An anti-imperial thug

Bethda Gol BETH-duh GOAL A dwarven bandit Omair oh-MAIR Dragonborn warlock
working for the Reachers pregen character

Bogan Tuhs BOH-gan TUS A technomage researcher Osrik o-SRIK An elderly halfling
working at the
Brimstone BRIM-stohn A secretive organization Kitcheck Foundry
within the Karelagne
Empire Pal PAL A young tiefling working
at the Kitcheck Foundry
Buucahb BOO-kahb Fiendish insect-like
creatures Raal RAWL A province in the
Karelagne Empire
Captain Smartly SMART-lee Captain of the Wayward
Eye, a Karelagne Raddan Dovan rad-DAN DOH-van A Raalian supporter
merchant ship of the Reachers

Dach DAWK Dwarf cleric Razorfin RAY-zur-fin A new Karelagne


pregen character submarine

Domas Brandel DOH-mus BRAN- The current Sovereign Reachers REE-churs An anti-imperial
dehl General of the group in Raal
Karelagne Empire Rein RAIN Half-orc bard
Ester Kelvan ES-tur KEL-van An influential noble pregen character
in Karel Rita Ken REE-tuh KEN The human co-leader of
Fej FEHJ Gnome rogue the Reachers in Kitchek
pregen character Rust RUST A kobold hiding at the
Folly FAWL-lee A province of the Reacher's compound
Kareleagne Empire that Shalise Beltwood shah-LEES BELT-wud A human Agency
fell victim to a disaster administrator
Fren Kelvan FREN KEL-van An ex-noble working for Sovereign SAH-vruhn The leader of the
Rita Ken General Karelagne Empire
Gil Lezen GIL LEH-zen A dead Neloxan researcher Spider SPEYE-dur A mysterious figure
who encouraged the
Gunther Jibhand GUN-thur JIB-hand A freelance agent
Reachers to take action
of the Agency
Spinebreaker SPINE-bray-kur A two-wheeled
Hajuso ha-JEW-soh Half-elf ranger
magitech vehicle
pregen character
Strik Ora STRIK OH-ra A human mechanic
Horgart Quint HOHR-gart KWINT A dwarven Agency
working at the
administrator
Kitchek Foundry
Jehpso JEP-soh Halfling fighter
Sylva Inn SIL-vah An inn in Kitchek often
pregen character
used by the Agency
Karel ka-REL The capital city of the
Tan Shest TAN SHEST A half-elf assassine
Karelagne Empire
working for
Karelagne Empire KAIR-el-eyen The dominant the Reachers
government on Tholus
Tholus THULL-us The homeworld of the
Kitchek KICH-ehk A port city in Raal Karelagne Empire
Ko Bano KOH ba-NOH A gang leader in Karel Van Lazarin VAN LA-zuh-rin A half-orc Agency
Larc LARK Human monk administrator
pregen character Velaasa Sorn vel-AY-sa SOHRN A popular imperial
dignitary

RAZORFIN | Appendix F: Pronunciation Guide 95


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96 AGENTS OF THE EMPIRE 1/6


AGENTS OF THE EMPIRE

THE NEXT MISSION IS HERE...

EPISODE 2

KILLING AETHERIUM
5E
COMPATABLE
FEBRUARY 1, 2023 3
SEASON

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