Agents of the Empire: Season 5 Overview
Agents of the Empire: Season 5 Overview
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.
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 6: Planebreaker
SEASON
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
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
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.
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
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.
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
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.
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.
MISSION BACKGROUND
This chapter focuses on freeing captives from a
remote abandoned estate owned by an influential
Karelagne family.
CHAPTER 1
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.”
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Ideal. “Retribution. The elite of Karel must
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be made to pay for my exile from the city.”
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Bond. “The elite must be brought low for
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my embarrassment.”
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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.
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...
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,
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
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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.
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
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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.
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.
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.
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:
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.
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...
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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.
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.
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.
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
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.”
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.
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
Aetherium Researcher
Medium or small humanoid, any alignment
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!
Automaton
Medium construct, any alignment
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
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.
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
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
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
Actions
Multiattack. Rita makes three melee attacks: two with her
shortsword and one with her dagger, or Rita makes two ranged
attacks.
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...
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
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.
Mishap Check
D20 ROLL MISHAP
1 Forward Forward
2 Left Left
3 Left Right
4 Right Up
5 Right Down
6 Backward Backward
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
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.
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.
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
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.
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 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.
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.
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
Laboratory Maps
1 Square = 5 feet
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.
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.
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.
Second Floor
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.
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.
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
SPELL SLOTS
1ST oooo 2ND oo
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
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
SPELL SLOTS
1ST ooo
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
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.
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
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
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
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
PREPARED SPELLS:
1.________________________, 5.________________________,
2.________________________, 6.________________________,
3.________________________,
4.________________________,
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
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
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
SPELL SLOTS
1ST oooo 2ND oo
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
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
EPISODE 2
KILLING AETHERIUM
5E
COMPATABLE
FEBRUARY 1, 2023 3
SEASON