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GH - Fables - S3E04 - Trace of Deception

Agents of the Empire is a six-episode adventure series where heroes navigate a world of intrigue and deception, facing threats from a shadowy organization called Brimstone. In Episode 4, titled 'Trace of Deception', the heroes find themselves framed by moles within their own Agency, turning them from trusted operatives to fugitives. The overarching narrative explores themes of loyalty, the nature of power, and the moral complexities of serving an Empire, culminating in a race against time to prevent a global catastrophe in the final episodes.

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100% found this document useful (1 vote)
601 views98 pages

GH - Fables - S3E04 - Trace of Deception

Agents of the Empire is a six-episode adventure series where heroes navigate a world of intrigue and deception, facing threats from a shadowy organization called Brimstone. In Episode 4, titled 'Trace of Deception', the heroes find themselves framed by moles within their own Agency, turning them from trusted operatives to fugitives. The overarching narrative explores themes of loyalty, the nature of power, and the moral complexities of serving an Empire, culminating in a race against time to prevent a global catastrophe in the final episodes.

Uploaded by

offir9090
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
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AGENTS OF THE EMPIRE

EPISODE 4

TRACE OF DECEPTION
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.

2
Season Overview
AGENTS OF THE EMPIRE 4/6

CONTENTS
Editor's message......................................5 Chapter 4: Throat Punch........................ 51
Mission Brief........................................................52
Welcome to Fables!.................................6 Behind the Scenes.................................................54
You are a Game Master..........................................6 Events in the Club................................................55
Running this Fable..................................................6 The Midnight Club...............................................57
Debrief.................................................................61
Fabled Follies..........................................8 Character Advancement.......................................61
The Story Continues.............................................61
This Fable’s Story....................................9
Introduction.........................................................10 Appendix A: New Monsters................... 62
Episode 4 Overview..............................................10 New Creature Listing...........................................62
Aetherium Researcher..........................................63
Chapter 1: Trace Evidence..................... 13 Agents..................................................................64
Mission Brief........................................................14 Living Toxin.........................................................66
Initial Investigation..............................................16 Natalie Trace........................................................67
Taking Stock.........................................................21 Shadow Sleight.....................................................68
Further Investigations...........................................22 Mr. Waddly..........................................................69
To the Cannery!....................................................25
Appendix B: New Equipment
Chapter 2: Two-Timed........................... 27 and Magic Items................................... 70
Mission Brief........................................................28
Brimstone’s Setup.................................................29 Appendix C: Magitech Vehicles.............. 74
Planning the Incursion..........................................29
Complicating Events.............................................30 Appendix D: Player Characters - Level 6.... 76
Starting the Mission.............................................31 Agent Advancement Rules....................................76
The Cannery........................................................33 PreGen Characters...............................................77
Surrender or Capture...........................................39 Dach....................................................................78
The Chair and Transport......................................39 Fej........................................................................80
Hajuso..................................................................82
Debrief.................................................................39
Jehpso..................................................................84
Character Advancement.......................................39
Larc.....................................................................86
Chapter 3: Loose Ends........................... 41 Olen.....................................................................88
Omair..................................................................90
Mission Brief........................................................42
Rein.....................................................................92
The Limelight.......................................................45
Leaving the Limelight...........................................49 Appendix E: Pronunciation Guide.......... 94
Debrief.................................................................49
Character Advancement.......................................49 Open Game License............................... 98

3
FABLES TEAM
Episode 4: Trace of Deception
Written by: Jeff C. Stevens

Head of Fables: Joe Raso


Story Design: Joe Raso
Art Director: Ona Kristensen
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: Ioana Elena Barbu, Marius Bota, Ivo
Campelo da Silva, Daniel Correia, Ignacio Corva, Rafael
Dantanna, Will Hallet, Suzanne Helmigh, Giuseppe De Iure,
Katariina Sofia Kemi, Ona Kristensen, Erel Maatita, Vita
Naumavičienė, Laura Marie Neal, Elizabeth Peiró, Felipe Pérez,
Viviane Souza, Andreia Ugrai, Rebeca Ungurean, Mateusz
Wilma, Grzegorz Wlazło
Cartographers: Andrei Iacob, Damien Mammoliti
Comic: Brian Patterson
VTT Asset Design: Joshua Orchard
And a big thanks to Mitchell Brown for his detailed eye!

GHOSTFIRE GAMING
TTRPG TEAM
General Manager, TTRPG: Phil Beckwith
Communications and PR: Hannah Peart
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
CREDITS

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


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 our fourth Agents of the Empire episode. opposed them. If they haven’t already, they will recognize
I’m pleased that Jeff Stevens stepped in to design this that the Agency isn’t simply a monolithic force for good; it’s
adventure, crafting an exciting story where the bad guys also a tool used by those in power. Tools made with the best
turn the tables on the characters. intentions can quickly transform into dangerous threats
Brimstone, the shadowy organization whose nefarious when they fall into the wrong hands. Many of the stories
plans were disrupted by the characters in previous that inspired this campaign have this thread at their core.
episodes, looks to strike back. Spider, Brimstone’s leader, So how will your characters deal with their Agency
activates moles within the Agency to target the characters, turning against them? Many players may have expected
turning their organization against them. In short order, the this turn of events, particularly when working for
characters go from trusted operatives to agents on the run, “the Empire.”
yet they are still the ones best positioned to save the Empire In our own history, empires have shown little compassion
from a dangerous threat. for those who stood in their way. In pursuing the empire’s
I had some trepidation when we initially outlined this glory and continued existence, leaders often demand brutal
part of our campaign. I wanted the event where the subjugation of those outside it. But what if your home and
Agency turns on the characters to be startling, leaving the everyone you hold dear lives in an empire? Can an empire
characters to question their actions and, more importantly, ever be a force for good? What would it take for this to
the ramifications of what they’ve done. Dropping sufficient be true? As heroic agents of the Empire, perhaps your
clues to keep the story moving while keeping enough characters will find answers to these questions.
hidden to create a surprising yet believable reveal is
challenging. In my opinion, Jeff nailed it! Until next time, happy adventuring!!!
In my home games, I love turning the tables on my
players. One of my greatest pleasures as a GM is when my Joe Raso
players uncover information that makes them question Fables Editor
their previous assumptions about what is going on and who
the true villain of their campaign is. Not knowing who to
trust is central to the plot of most spy thrillers.
As our Agents of the Empire campaign gathers
momentum toward its climactic finish two episodes from
now, the characters will peel back more layers of deceit
surrounding both the Agency and the villains who have

Editor's message 5
WELCOME TO FABLES!
You hold in your hands the fourth episode of Agents (NPCs), and play monsters and villains who long to
of the Empire, a story of intrigue and excitement evoking bring a swift end to the heroes’ adventures. The players
thrilling super-spy adventures but set in a fantasy setting. at your table are storytellers in their own right. Though
Each episode of this Fable contains about four game they embody a single character each while you embody
sessions’ worth of thrilling fifth edition adventure, enough many, the players have the power to make decisions
to entertain a weekly group of roleplaying game (RPG) that will change the world forever. The best GMs are
players until the next episode arrives a month later. willing to improvise, even ignoring the text of a Fable
when necessary, to ensure the characters’ actions have

YOU ARE A GAME MASTER


consequences — for both good and ill.
If you don’t plan to run this Fable, stop reading now.
What follows is for the Game Master’s eyes only.
As Game Master (GM) of a Fable, you have the power of

RUNNING THIS FABLE


a storyteller, spinning tales of heroism and adventure to
a rapt audience. Imagine yourself dressed in the clothes
of a traveling bard, your face cast in glowing firelight as
you weave a tapestry of words. Your words draw those Fables is an episodic adventure series using the fifth edition
who sit around the fire with you into another world — but of the world’s oldest roleplaying game. To play, you need
they aren’t just the audience of these tales, but actors and the free fifth edition System Reference Document, or the
storytellers themselves. books that make up the fifth edition core rules.
The GM’s role is to establish the setting of each scene in This Fable takes place in Tholus, the home world of the
this Fable, introduce and portray its nonplayer characters Karelagne Empire. Less than a century ago, the city-state

6 Welcome to Fables
of Karel established a stable portal to the Astral Plane,
from which they brought back aetherium, a rare and Running a Fantasy
Super Spy Campaign
extremely valuable magical crystal.
Access to aetherium rocketed Karel’s magical technology
ahead centuries. Their magitech advancements allowed
Agents of the Empire is a story about daring super-spies
Karel to conquer its rivals, ending centuries of bloody
working to protect the Empire from shadowy organizations
conflict, and creating the Karelagne Empire that now
threatening to destroy it. The villains use nefarious plans
effectively governs most of its homeworld.
to achieve their ends, and the heroes are often the only
This new setting is described in the Agents of the Empire
ones who stand in their way, often in seemingly impossible
Setting Guide, included with each episode of this Fable.
situations. Only through their daring and determination
Before beginning this Fable, familiarize yourself with the
can the heroes save the day.
locations, NPCs, and lore of the setting, as well as some
As the GM, consider it your role to communicate the
new super-spy themed rules found in the setting guide.
tone of this campaign to your players. Because this is an
Additionally, the following information will help you run
RPG campaign, you don’t need to be tonally consistent the
this Fable as GM.
way a book or a movie is, but playing this story as a dark

Episodes and Chapters


fantasy dirge when its tone is high-stakes heroic action
might make players feel awkward or confused.
Three major elements in this story inform its tone, and
A Fable is a complete story, released in six monthly
you and your players will probably have more fun if you
episodes. Each episode is an arc of this overall story. An
keep these elements in mind while prepping and running
episode is designed for a specific range of levels. As the
each chapter of this Fable:
GM, you’re empowered to run an episode for characters of
a higher or lower level than recommended, but be prepared Heroic Agents. The characters are heroic agents tasked
for a more challenging or easier session unless you alter the with protecting the Empire and its people. Regardless
challenges and monsters the characters face. of the characters’ individual views on the Karelagne
Each episode presents a self-contained adventure, typically Empire, the shadowy threats they face jeopardize the
organized in three or four chapters. Some episodes provide a well-being of everyone. Often the characters are the only
linear series of encounters that drive the plot forward, while ones capable of stopping this evil.
others present more of a sandbox approach allowing the Mystery and Intrigue. The heroes work for the Agency,
players to weave their way through the story. a well-kept secret of the Empire. It was founded to
discretely counteract dangers that military force alone

Monsters, Magic, and More


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

This adventure is designed for 6th-level characters. GMs


are encouraged to use the new Agent Advancement rules
found in the Agents of the Empire Setting Guide.

Brimestone agents... stole the aetherium bomb,


and planted evidence to incriminate the characters.

EPISODE 4 OVERVIEW
INTRODUCTION

This episode begins with the characters investigating


rumors that a newly-formed anti-imperial faction is
looking to strike against the Empire.
As the characters track down clues about the new group,
they are targeted by Brimstone agents, who make several
covert attempts to steal personal items from the characters.

Cannery Assault
The characters’ probe into the faction confirms they are a
real threat, potentially crafting a powerful aetherium bomb
in an abandoned harbor front cannery. Fearing the reper-
cussions of having a rebel group armed with a powerful
new weapon, The Chair, the characters’ Agency contact,
sends them to assault the cannery to acquire the bomb and
disrupt the faction before something terrible occurs.
Once the characters arrive on site, it becomes clear that
something is terribly wrong. The group they were sent to
confront is already dead, as is a fellow Agency operative the
characters met earlier in their investigations. Further, the
characters' personal items are found planted at the scene.
They have been setup.
Brimstone agents killed the upstarts before the char-
acters arrived, stole the aetherium bomb, and planted
evidence to incriminate the characters. A tip to the Agency
sends an overwhelming force of operatives to the cannery
to capture the characters.

AGENTS OF THE EMPIRE 4/6


Agency Mole?

T h e
After the assault, the characters regroup to plan their

a g m
next steps while hiding from the Agency. The Chair has

i c
uncovered evidence suggesting a once-trusted agent fed

p o a
him false intelligence that he used to send the characters

ocpfoltaw
on their cannery mission. The characters travel to the

e
operative’s home to interrogate him but discover that he is

h
already dead. This time, however, the Brimestone agents

e
responsible are still on site, and the characters must fend

n
off their assault.

m a
The Midnight Club

calaiequuseiedt
The Chair is now greatly concerned that the aetherium
bomb has been sold to a dangerous anti-imperial faction.
Intelligence suggests Natalie Trace was the true mas-
termind behind the frame-job and the one who sold the

t o t h
aetherium bomb.

c e r
The characters infiltrate an invitation-only celebration at

l i r y
the Midnight Club, a popular entertainment spot managed

z e s t
by Natalie Trace. There, they attempt to find clues to where

solw i n
the aetherium bomb has gone and covertly capture Natalie

i d t o
in the process.

f o
Adventure Background

p e h i c r
h
In previous episodes of this Fable, the characters curtailed

o p
several plots against the Empire. In each case, the faction

w o l e
responsible had been manipulated by Brimstone, a

u
secretive organization looking to destabilize the Empire.

c o l d
Brimstone has taken notice of the character agents. Its

m
leader Velaasa Sorn, also known as “Spider,” recognizes

aetthoecraiuell
the characters as a threat and has mobilized one of her
best operatives, Natalie Trace, to frame the characters as
enemies of the Empire, thereby limiting their ability to
hinder Brimstone’s operations.

Character Advancement
The characters begin this adventure at 6th level and can
advance to 7th level at the end of this episode.
If you are using the Agents of the Empire Setting
Guide’s optional Agent Advancement rules, the characters
can expect to gain at least one Agent Milestone during
this episode.
If this is a character’s first adventure working for the
Agency, consider allowing them to begin this episode as
agents of rank 4 with one Fortune Point.

...the aetherium bomb has been sold


to a dangerous anti-imperial faction.

TRACE OF DECEPTION | Introduction 11


CHAPTER 1:
TRACE EVIDENCE
The agents encounter armed resistance as they investigate
rumors of a plot to detonate an aetherium bomb
somewhere in Karel.
MISSION BRIEF
Several ordinary citizens with no known previous affiliations
have become resentful toward the Empire. Each has their
own reason for their disdain. These individuals became
acquainted through luck, discovering their shared hatred of
the Empire and recognizing they possessed the skills needed
to strike against it. They hope to create a disturbance sig-
nificant enough to awaken other like-minded citizens to rise
against the Empire. Harnessing their skills, the group cre-
ated an aetherium bomb, which they plan to detonate at a
yet-to-be-determined location. Though they have no formal
name, they jokingly refer to themselves as “The Fuse” that
will light an explosive revolt against the Empire.

Brimstone Activities
The Spider, Brimstone’s secretive leader, has uncovered the
characters’ identities and learned they were responsible for
disrupting several Brimstone initiatives across the Empire
throughout the events of Fables episodes 1, 2, and 3. The
Spider has decided that the characters are a significant
threat to her plans and must be stopped.
The Spider is also aware of The Fuse and their bomb-
Trace Evidence

making activities. She engaged Brimstone to eliminate the


new group, acquire their bomb, and frame the characters.
She activated a Brimstone mole to supply The Chair false
intelligence to draw the player characters into her trap.
As a result of her plans, the Spider expects the characters
will be captured or forced to flee, with the Agency pursuing
them across the Empire. She will be happy with either
outcome, believing it will prevent further interference by the
agents and give her time to bring her larger plans to fruition.

New to This Fable?


CHAPTER 1

If your group has not played previous episodes of Agents


of the Empire, they are operatives of The Agency, a secret
agent organization designated with protecting the Empire
and its citizens from shadowy threats that cannot be dealt
with through military force alone.
Prior to starting this episode, the player characters
will have already completed several missions for the
Agency, disrupting villainous plots across the Empire.
Consider having each player briefly describe one of their
character’s missions that curtailed a dangerous plot.
After sharing these backstories, reveal that the Agency
identified a secretive organization called “Brimstone,”
as the likely group behind these events. Brimstone
appears to be led by an individual known only as “The
Spider,” and the Agency now suspects an Empire-wide
organization is covertly orchestrating anti-imperial
activities across Tholus.

AGENTS OF THE EMPIRE 4/6


Natalie Trace It should take some time for the characters to recognize
an item is missing. If a character notices an item has been
The Spider activated one of Brimstone’s most talented stolen, and they succeed on a DC 14 Intelligence (History)
assassins, Natalie Trace, an heiress who poses as a staunch check, the character recalls hearing of agents equipped
supporter of the Empire. Consequently, Natalie directed with magical pendants who were experts in the art of theft
several Brimstone shadow sleights (see appendix A) to and sleight of hand known as shadow sleights.
pilfer personal items from the characters, which they will
use to incriminate the characters in chapter 2.
Chasing Shadow Sleights
Stealing from the Characters If the characters give chase to shadow sleight, the Agents
of the Empire Setting Guide includes optional chase rules
While the characters are engaged in chapter 1’s activities, you can use to run a pursuit encounter. Shadow sleights
several shadow sleights follow them. These rogue-like agents use their special pendants to disguise themselves, hide, or
specialize in pilfering and planting incriminating evidence. teleport to a safe distance to evade pursuit. You can use one
Personal Items. Before starting the adventure, GMs of the following chase rule options for this pursuit:
should review player character inventories to identify Group Ability Check. The simplest chase mechanic,
small objects such as a trinket, a ring, or other personal which is useful when you want to quickly represent a
item that could implicate the agent’s presence at the pursuit but don’t want to get bogged down with the details
crime scene. These items should be things the characters of tracking positions.
easily recognize when they enter the Adelock fish cannery Gap Tracking. This chase mechanic allows individual
during chapter 2. class abilities to play a factor but simplifies the resolution
How Are They Stolen? Shadow sleights use various of the chase sequence and works very well to resolve short
methods to get close enough to their targets to steal or foot pursuits.
plant items. They use potions of invisibility, coordinate Full Combat Chase. This chase mechanic is closest to
distractions, and pretend to be friendly folk or standard combat rules but with minor modifications to
people in need. movement to better reflect a pursuit.

TRACE OF DECEPTION | Chapter 1: Trace Evidence 15


Getting Started INITIAL INVESTIGATION
The characters are summoned to a meeting with their
The chair directs the character agents to meet with Nas
Agency administrator, Van Lazarin, at their Karel
Bomjed, the Agency operative who has been instrumental
safehouse. Van Lazarin, is normally referred to by his
in identifying the potential threat.
codename, “The Chair.” He is a neutral good half-orc
Nas will provide supplementary information on two
master agent (see appendix A) with the following changes:
suspects strongly suspected to be members of this group –
• He is proficient in History (+8) and Insight (+4) Apricot Leng and Horatz Tote.
• He has advantage on saving throws against spells and
magical effects.
The Chair informs the characters that the Agency
Meeting Nas Bomjed
intercepted chatter suggesting a new unnamed group is The Chair has arranged a meeting with Nas Bomjed
planning an attack somewhere in Karel. The date and (N male half-elf novice agent, see appendix A) in a busy
target of the attack remain uncertain. However, The open market at the edge of Karel. Travel to the location is
Chair is confident that preparations for the offensive are easy and uneventful, and Nas Bomjed awaits as expected
well underway. near the entrance to the square. Read or paraphrase the
The Chair provides a mission scroll (see appendix B) for following when the characters approach Nas:
the characters’ operation and directs them to meet with
Nas Bomjed, the Agency operative who helped identify this A non-descript half-elf squints in the noonday sun and
threat. The Chair has worked with Nas on several missions gives a discreet nod as you approach. In a quiet voice, he
and regards him as a dependable agent. Nas will provide calmly states, “I can’t talk long. Here’s the scrolls with
the characters with additional mission scrolls containing what I know.”
intelligence primers on each identified suspect.
Nas hands the characters two mission scrolls (see appendix B),
Communicating with The Chair providing supplementary information on Apricot Leng and
The characters possess portable commwatches (see Horatz Tote (see their sections below).
appendix B) received in episode 3. These magitech devices The Chair doesn’t know that Nas is compromised and
allow the agents to occasionally communicate with working as a double agent for Brimstone. Nas is infected by an
The Chair, who can assist the characters by looking up intelligent living toxin (see appendix A) and coerced to funnel
information or helping interpret clues they find. information to the Agency. The living toxin inside Nas ensures
the agent follows through on orders and will happily hurt or
kill the agent if needed, should he stray from his directives.
In addition to passing information to the characters, Nas
was instructed by Brimstone to keep the characters engaged
Operation Ground Swell long enough to allow a shadow sleight (see appendix A) to
steal personal items from the characters.
Mission Primer:
• Agency intelligence identified previously unaffiliated
individuals planning a destructive event in an
undetermined Karel location.
• Two suspects are identified as persons of interest – Intelligent Living Toxin
Apricot Leng and Horatz Tote. The living toxin infesting Nas Bomjed is an infernal
creation of Velaasa “The Spider” Sorn, Brimstone's
Tactical: secretive leader. It unfailingly obeys Velaasa’s commands,
• As intelligence is not confirmed, agents should use helping to advance many of Spider’s plans.
discretion when investigating suspects. In the unlikely event the characters combat the
• Intelligence primers for each suspect to be provided by living toxin here, consult "Living Toxing Attacks" in the
Agency operative Nas Bomjed. "Complicating Events" section of chapter 2.

Primary Objective
• Investigate the individuals to determine the size of the
organization and the veracity of the threat.

Secondary Objective
• If the group exists, identify its base of operations.

16 AGENTS OF THE EMPIRE 4/6


e m e a
T h
p e osw
oem p
Questioning Nas
Nas will answer a few questions but insists he cannot
speak long. He cannot provide much information beyond
what is contained in the supplementary mission scrolls.
Nas tries to focus the characters' attention on the meeting
h c d
tcauaesytshtaea
e
r o ,
he's arranged with Kabe Jingletoe (see the Apricot Leng

c t
section below).

ifoenrom e
Nas answers truthfully whenever possible, but he fears

m l
the living toxin inside him too much to say anything to

p
reveal his duplicitous nature. Here are suggestions for his

e
responses to other questions the characters may have:

e
• Why can’t you speak longer? “I don’t want to blow my

pcaoeth
cover. Prying eyes are everywhere.”
• How did you get this information? “I have several
trustworthy informants. That is all I can say.”
• Why aren’t you following up on this intelligence
yourself? “I have other pressing priorities. The Chair
vouched for your group, claiming you can follow up on
this information. Don’t make him a liar.”
Nervous Nas. Characters carefully watching Nas and
succeeding on a DC 15 Wisdom (Insight) check believe
he is telling the truth. However, the character will also
recognize that Nas appears distracted as if looking for
something. If pressed about this, Nas truthfully replies:

“Recent events have me worried. I fear the Agency is


compromised, and frankly, I don’t know if I can trust you.”

Shortly thereafter, Nas and the characters are interrupted


by ruffians in the town square.

The living toxin inside Nas


ensures the agent follows
through on orders and will
happily hurt or kill the agent if
needed, should he stray from
his directives.

TRACE OF DECEPTION | Chapter 1: Trace Evidence 17


Local Ruffians
Apricot Leng
Rough-looking figures arrive in the busy square, loudly Apricot Leng is a talented metal sculptor whose creations
taunting citizens while pushing them out of their way. The are on display in galleries across the Empire. Characters
thugs wear scuffed leathers, brandishing daggers and small who succeed on a DC 15 Intelligence (History) check recall
clubs. They catch sight of you and approach, swaggering with that she is particularly known for crafting metallic spheres.
confidence. A larger figure wearing a wicked smile points in
your direction and calls out, “This is our turf! I don’t think Apricot’s Backstory
you belong!” Apricot used to ignore politics, focusing only on her art.
That was until a year ago, when her love, a Karelagne sailor,
The characters’ discussions with Nas are interrupted by a was lost sailing on the Aetherial Expanse. The loss of her love
group of 5 thugs. Nas whispers, “I’ve stayed long enough. has driven her to want violent retribution against the Empire.
Can you handle this?” before leaving the characters to deal She knew Drob Dunkle from using his shipping
with the ruffians. company, which led to her meeting Kaethara Block and
Facing the Thugs. If confronted, a successful DC 13 Horatz Tote. She provides the metal crafting skills needed
Charisma (Intimidation) or a DC 17 Charisma (Persuasion) to build The Fuse’s aetherium bomb.
check causes the thugs to back down and exit the square,
although rowdily. On a failed check, the hoodlums become
defensive, brandishing clubs and raising their fists. A show
of force with greater weaponry causes them to back down
while stating, “Whoa, whoa, whoa. We were just having Operation Ground Swell
some fun.” They then depart the square, but not without Supplementary – Apricot Leng
yelling harsh words as they leave.
Invisible Operative. The thugs were hired by a Overview
shadow sleight (see appendix A) to create a diversion. • Talented gnome artisan known for crafting metal sculptures
The shadow sleight is invisible, having consumed a potion • Seen at several anti-imperial rallies in the past year.
of invisibility just before the thugs entered the square. • Her previous residence is empty. Agency operatives
The invisible shadow sleight attempts to steal personal confirmed she had not been there in over a month.
trinkets from the distracted agents. Thanks to the gang’s
diversion, the characters have disadvantage on Perception Prospective Leads
checks to notice the shadow sleight’s theft. Any character • Kabe Jingletoe, is a friend of Leng’s and a recent
scanning the area for other threats does not have artistic collaborator.
disadvantage on this check. • Nas Bomjed has arranged a dinner meeting at 6PM
Once the shadow sleight collects a few items, she exits with Jingletoe at “The Mouse’s Uncle,” a diner on the
the square, fleeing with the aid of her magical pendant. outskirts of Karel.
If her theft fails or she is discovered, the shadow sleight
• Jingletoe is a balding, middle-aged gnome known for his
drops a smoke bomb (see appendix B) and uses her magic
large, handlebar mustache and for wearing red-colored
amulet to misty step away.
formalwear at all times.
If the thugs are cornered or confronted about the missing
items, they admit they were hired by a woman wearing a
black cloak to harass the group, paying them each 5 gp for
their trouble.
The Mouse’s Uncle
Encounter Summary The Mouse’s Uncle is a quaint diner nestled in the outskirts
The characters received information on two suspects of Karel. The diner’s clientele are mainly laborers who live
(Apricot Leng and Horatz Tote) with leads to follow for nearby the diner and are in need of a quick meal.
each. A Brimstone shadow sleight may have acquired a The diner’s layout is simple. A U-shaped bar encloses the
personal item from the characters for use in chapter 2. open-air kitchen, where a robust dwarf named Gus (N male
dwarf commoner) prepares food on the central grill. Gus’s
thick brown beard is matted with grease and grime. He often
wipes his sweaty brow with the palm of his hand. If anyone
complains, Gus says, “That’s the secret to my flavor!”
The invisible shadow sleight Two restrooms are toward the back of the building. A door
behind the counter leads to a storeroom, which also opens to
attempts to steal personal trinkets... a back alley.

18 AGENTS OF THE EMPIRE 4/6


Street

Alley

Alley
Back Alley

Mouse's Uncle
1 Square = 5 feet

If the characters play into Kabe’s need for attention and


Meeting Kabe Jingletoe succeed on a DC 15 Charisma (Persuasion) check, he may
share the following as well:
A balding gnome who can only be Kabe Jingletoe awaits
at a table at the front of the restaurant. He plays with his • At the last art show, Apricot talked with Drob Dunkle,
impressive black handlebar mustache between sips of tea. for a long time. Drob’s shipping company specializes in
moving metals and dangerous materials. She claimed it
was about shipping her art but Kabe feels something else
Kabe Jingletoe (CN male gnome noble) is eager for his
was being discussed.
interview as he loves being the center of attention. He is an
• Kabe thinks Apricot is in a new relationship with a
artist, though his paintings are not well known. During the
woman named Kaethara Block. He believes she is a
meeting, Kabe constantly orders tea, suggesting it calms his
scholar working at Karel University.
nerves, but his shaking hands suggest otherwise.
Speaking with Kabe. The gnome readily answers
questions, though his answers often go off-topic and on to Sleight Interruption
things he is interested in, which is usually himself. A pair of human shadow sleights (see appendix A) have
What Kabe Knows. Kabe readily shares the following been sent to steal personal items from the characters again.
during their discussions: They are well-dressed, with one of them appearing drunk
• He last saw Apricot over a month ago, showcasing art and smelling of alcohol. However, they only pretend to be
crafted using a new wand. drunk, having spilled rum on their clothes to make their
• Kabe has never met a metal worker as skilled as ruse more believable.
Apricot. She creates big pieces and uses a shipping The false drunk approaches Jingletoe, pretending to be
company to move them. a fan of his work and stumbles into the characters while
• Apricot never cared about politics until her love, a doing so. The second shadow sleight follows closely behind,
Karelagne sailor, died on patrol in the Aetherial Expanse. apologizing for their drunken friend. This distraction gives
Since then, she has repeatedly expressed her hate for the the false drunk advantage on Sleight of Hand checks to
Empire, even attending several anti-imperial rallies. pilfer items from the characters.

TRACE OF DECEPTION | Chapter 1: Trace Evidence 19


The sleights continue interacting with Jingletoe until Horatz’s Backstory
the false drunk has acquired two personal items from the
characters or they’ve been caught stealing, in which case Five years ago, several broadsheets claimed Horatz was a
they flee using their magic amulets. threat to society because he was responsible for a chain of
If unable to flee, the shadow sleights defend themselves. bombings. The actual bomber was eventually incarcerated,
However, they will attempt to avoid being captured alive by but Horatz never received apologies or compensation for
using a free action to break a false tooth to release a deadly the media’s wrongful accusations.
poison, killing them. Horatz’s savior was none other than Drob Dunkle of
Dunkles Shipping. Drob’s ships were the targets of several
bombings. Drob and Horatz worked together far from the
Encounter Summary site of several bombings, giving Horatz a legitimate alibi.
The characters received information on Apricot Leng,
linking her to Drob Dunkle and possibly Kaethara Block
as well. The characters encounter a pair of shadow sleights
attempting to steal personal items.
Operation Ground Swell
Horatz Tote Supplementary – Horatz Tote

Horatz Tote is a demolitions expert who was once falsely Description


accused of mass bombings across the Empire. Eventually, • Human laborer once falsely accused of committing a
the true bomber was captured, but Horatz had already series of bombings across the Empire.
endured months of shaming and violent assaults. • He has vocally expressed hatred for the Empire because
Characters succeeding on a DC 13 Intelligence (Histo- of his ordeal.
ry) check recall Horatz’s story as it was sensationalized in
Karelagne broadsheets five years ago. Prospective Leads
• Arletta Tote is Horatz’s ex-spouse.
• Though divorced, Horatz is known to occasionally visit
Arletta’s home.
• Arletta lives in a modest home in a Karel suburb.

Meeting Arletta Tote


Arletta Tote (NG female human commoner) is Horatz
Tote’s ex-spouse. She lives in a small but comfortable home
in a Karelagne suburb with a large dog (mastiff) to keep
her company. She has graying black hair and small-framed
spectacles. The kind woman offers the characters tea and
fresh oatmeal raisin cookies in a spacious living room.
Speaking with Arletta. Arletta has grown despondent
since her divorce and is frequently near tears when talking
with the characters. She freely shares the following:
• She and Horatz lost their romantic connection after
Horatz was falsely accused. All he talked about was
revenge against the Empire for what they put him through.
• Arletta wanted more out of life. Her husband had
become a recluse, constantly sitting in his office and
scribbling on his parchment notebooks. The only person
he occasionally spoke with was Drob Dunkle, the
shipping magnate who had helped clear his name.
• Arletta last spoke with Horatz two weeks ago. He came
to apologize, saying “Everything was going to be alright
soon. Maybe afterward, after it’s done, we can try
again.” Arletta has no idea what “it” is.
The kind woman offers the characters
Accessing Horatz’s Office. Characters empathetic
tea and fresh oatmeal raisin cookies in to Arletta’s plight who succeed on a DC 13 Charisma

a spacious living room.

20 AGENTS OF THE EMPIRE 4/6


(Persuasion) check are offered the chance to examine
Horatz’s office, while a failure results in Arletta politely
asking them to leave. TAKING STOCK
Characters who demand to see the office must succeed on If the characters investigated both leads from Nas
a DC 18 Charisma (Intimidation) check. A failure results in Bomjed, they should recognize the unnamed group is
Arletta angrily demanding they leave. motivated and could pose a serious threat to the Empire.
Sneaking Into the Office. Characters can sneak away Though they may not yet know the organization's scope, it
from Arletta while she is talking by succeeding on a DC 12 is likely quite sophisticated.
Dexterity (Stealth) check. She doesn’t immediately notice, The characters should have new suspects they may
but if they are gone too long or cause a lot of noise, Arletta choose to investigate—Kaethara Block, a university
jumps up and demand they leave. researcher, and Drob Dunkle, the owner of a
Failing to Leave. If the characters are told to leave shipping company.
and fail to do so, Arletta will activate a figurine of Finally, the group may have identified the name
wondrous power (bronze griffon) she keeps in her pocket “Adelock” associated with a location on Karel’s waterfront.
for protection. She then runs next door to summon aid.
Three neighbors, ex-Karelagne soldiers (veterans), arrive
within 3 rounds to forcefully show the characters out if the Consulting The Chair
summoned griffon hasn’t already done so. Once the characters complete their initial investigations,
they can consult The Chair to gain additional information
Horatz’s Office regarding their findings. They can make contact either
Arletta has not touched Horatz’s office. The accusatory using their commwatches (see appendix B) or returning to
broadsheets are pinned to the wall, as are articles their headquarters.
describing advances in Karelagne magitech artillery. A Drob Dunkle. The owner of a shipping company
map of Karel includes a portion of the waterfront circled specializing in transporting metals and dangerous
and inked with the words “Adelock!! Cheap!!” materials. He has an office in central Karel.
Characters who search Horatz’s mess and who succeed Kaethara Block. A researcher at Karel University
on a DC 13 Intelligence (Investigation) check discover a studying the long-term effects of aetherium exposure.
notebook riddled with mathematical equations and chemi- Adelock. This name likely relates to a waterfront cannery
cal compounds. Characters proficient with alchemist's sup- ran by Sword Adelock until his death several years ago.
plies or Arcana recognize these notes describe the creation His widow, Blythe Adelock, lives in a large mansion in
of aetherium explosives. an upper-class area of Karel.
If the characters confide to Arletta that Horatz is
involved in an anti-imperial plot, she readily allows them to
take anything from his office.
Next Steps
The locations associated with each lead are all located
in Karel, and are easy to find. They are described in the
Encounter Summary Further Investigations section below.
The characters learn of Horatz’s connection to Drob Alternatively, the characters may be impatient and wish
Dunkle and should also recognize Horatz is a real threat. to proceed directly to the waterfront cannery. If this is the
If the characters searched his office, they found a clue case, proceed directly to chapter 2.
pointing to a waterfront cannery and may learn he was
investigating how to build an aetherium bomb.

Alternative Approach
If the characters searched
This chapter is filled with social interaction and limited his office, they found a clue
opportunities for combat. If your group prefers a more
combat-oriented game, consider changing Arletta’s encounter. pointing to a waterfront
Instead of a heartbroken wife, Arletta (an assassin) could be
a co-conspirator working with The Fuse. cannery and may learn he was
When the characters arrive, Arletta tries to fool them into
thinking she’s a harmless innocent before launching a surprise investigating how to build an
attack with the assistance of her mastiff and griffon sum-
moned from her figurine of wondrous power. Add a hollow
aetherium bomb.
poisoned tooth she can break to prevent catching her alive,
and you’ve got a classic super-spy combat encounter.

TRACE OF DECEPTION | Chapter 1: Trace Evidence 21


Tghiecam l
lot
a w
h ee sre
oaqu
m n
se eatrs
FURTHER INVESTIGATIONS

u d
ectrihyisedtra
The clues found in the group’s initial investigations can
lead to inquiries into Drob Dunkle, Kaethara Block, and
the Adelocks as described in the following sections.

d n t o l
Shadow Sleights Thefts?

f o a
If Brimstone’s shadow sleights have not yet acquired

h r m
personal items from the characters, they should make

i
eooouplldhe ,
c
another attempt.
Typically, shadow sleights work in small groups,
with a few individuals causing a distraction, with the
remainder attempting to steal from their targets. A few
strategies include:

m
• In Need of Assistance. A pair of shadow sleights draw

e
the characters in by having one appear injured while the

c
other pleads for help.

eraiullm.
• Accusation. One or more operatives loudly accuse a target
of some offense, drawing them into a heated discussion.
• Altercation. A group of shadow sleight operatives cause
a disruption outside an establishment, feigning a fight.
If these strategies fail, a group of three shadow sleights
ambush the characters. Two engage in melee, with
the third attempting to steal items from the occupied
characters. The three flee as soon as an object is acquired.

Drob Dunkle
Drob Dunkle is the shipping magnate who owns Dunkle
Shipping. He made his fortune transporting metal ore
and dangerous aetherium across the Empire. Characters
from Karel have no doubt seen Dunkle Shipping vehicles;
otherwise, anyone who succeeds on a DC 10 Intelligence
(History) check easily recognizes Drob Dunkle is a wealthy
business owner.

Dunkle’s Backstory
Although Drob has fared well servicing the Empire, he
detests its growing power. Contract negotiations are grow-
ing more difficult every year, with government officials
increasingly demanding kickbacks and price reductions,
while threatening imperial reprisals that could put him out
of business if he fails to comply.
Drob’s interactions with Horatz Tote, sharpened his
hate for the Empire. Dunkle has decided change must
Although Drob has fared well come and is using his significant wealth to fund The Fuse’s
actions, including the recent purchase of the abandoned
servicing the Empire, he detests Adelock Cannery.

its growing power.

22 AGENTS OF THE EMPIRE 4/6


Characters who commiserate with Tomas’s increased
workload and succeed on a DC 13 Charisma (Persuasion)
Operation Ground Swell check can urge the assistant to provide additional
information. However, a failure results in a curt,
Supplementary – Drob Dunkle “Thank you for your time, but we have a business to run.
Good day!”
Overview With the appropriate questions, an agreeable Tomas
• A successful dwarf owner of the well-known provides the following information:
Dunkle Shipping.
• Drob rarely takes time off, and his current vacation
• Dunkle Shipping has serviced the Empire for years,
seemed to be a spur-of-the-moment decision.
specializing in transporting metal and dangerous goods.
• Drob is frustrated with the Empire’s harsh
Prospective Leads negotiation tactics.
• Dunkle is usually found at his business office in an • Tomas’s job is even more difficult because a motivated
industrialized area of Karel. carriage they use to ship hazardous material went
missing a few weeks ago.
• Drob has privately spoken with Horatz Tote several times
in the last month.
• Drob was looking to make a joint investment in property
Dunkle Shipping Offices with a Karel University researcher by the name of
Characters can easily travel to the Dunkle Shipping office. Gillean Moss. Tomas thinks the purchase was a mistake
All inquiries at the office are directed to Drob’s assistant, as they currently do not need additional waterfront
Tomas Tom (N male human noble). storage and the building was in a poor state of repair.
Frustrated Assistant. In recent weeks, Tomas has
taken on increasingly more work as Drob Dunkle became
more involved with “The Fuse.” Though Tomas is a loyal Encounter Summary
employee, he is increasingly upset at Dunkle’s lack of The characters should learn that Drob Dunkle is away
attention to the business. from his business. Persuasive groups can also discover
In response to questioning, Tomas will readily share the Dunkle’s distaste for the Empire, his connections to other
following information: Fuse members, and his recent Adelock Cannery purchase.
• Tomas is very busy as Drob Dunkle is on a vacation that
started four days ago. Kaethara Block
• Tomas expects Dunkle to be away for roughly a week,
Kaethara Block is a researcher investigating the long-term
though it could be longer.
effects of aetherium exposure at Karel University.
• Dunkle Shipping has successfully provided shipping
Characters who succeed on a DC 15 Intelligence
services to private businesses and the Empire.
(Arcana) check recognize Kaethara as a once-promising
• The company has occasionally shipped large metal art
researcher whose career appears to have stalled in recent
pieces for Apricot Leng.
years. Characters associated with the university or other
schools of higher learning also recall whispered rumors of
Kaethara running afoul of the Empire.

Kaethara’s Backstory
Kaethara is a talented scholar who made an extensive study
of aetherium exposure and poisoning. Several months ago,
she was about to release a paper detailing the dangerous
nature of aetherium and its long-term adverse effects.
However, the university stepped in and demanded she not
publish her report. When she refused, she discovered that
most of her research had been stolen.
During her research, Kaethara used Dunkle Shipping
several times for aetherium deliveries. After effectively
being silenced by the Empire, she grew adamant that
the Empire’s meddling must be stopped at all costs. She
now provides needed arcane expertise to construct the
aetherium bomb for The Fuse.

TRACE OF DECEPTION | Chapter 1: Trace Evidence 23


• Kaethara is an expert in working with aetherium.
• Although aetherium’s poisonous nature is well known,
Operation Ground Swell Kaethara intended to show that even supposedly safe
levels of exposure can cause long-term health issues.
Supplementary – Kaethara Block • She suspects the Empire interfered, forcing the
university to suppress Kaethara’s research.
Description
• Gillean saw little of Kaethara after the university
• A human researcher from Karel University with
blocked the publication of her study.
expertise in the effects of aetherium poisoning.
• She recalls Gillean spoke of creating her own research
Prospective Leads lab not affiliated with the university and mentioned she
• Gillean Moss is a scholar who shared a laboratory with was looking along the waterfront as a potential site.
Kaethara Block at Karel University. • She denies requests to discuss her research and findings
because they are incomplete.
Gillean’s Notes. Characters examining the researcher’s
laboratory notice a leather folder labeled “Observations.”
The characters can easily find Gillean Moss’s laboratory at Contained within are the results of several tests. If a
Karel University. character reviews the notes and succeeds on a DC 13 In-
telligence (Arcana) check, they recognize the tests showed
that long–term exposure to aetherium can lead to hair and
tooth loss, and blackened fingernails.

Encounter Summary
The characters learn that Kaethara is an aetherium expert
whose whereabouts are unknown. They may also learn
she has a motive to strike against the Empire and that she
was looking at spacious properties along the waterfront to
create her own research lab.

Optional Encounter
To add some excitement, you could have a pair of
imperial agents working for the sovereign general
(veteran agents; see appendix A) arrive pretending to
work for the university.
They demand to immediately see Gillean’s notes. When
Gillean Moss she refuses, they push her aside and begin taking items
Gillean Moss is an older-looking elf woman (NG female elf from her desk, including the leather folder of recent obser-
aetherium researcher; see appendix A) who continues vations. They forcefully react to anyone interfering and use
to work in her small university laboratory. She occupies smoke bombs to retreat upon acquiring her research.
a cramped space filled with beakers, tubes, scientific
gadgets, and aetherium dust. She worked side-by-side with
Kaethara for several years studying aetherium. Gillean
thinks highly of Kaethara and is worried she may have
gotten into trouble as she hasn’t seen her for a good month. Blythe Adelock
Getting Gillean To Talk. Gillean is wary of strangers
because of Kaethara’s recent experience. She shares what Blythe Adelock is the widow of Sword Adelock, the
she knows if the characters succeed on a DC 15 Charisma previous owner of Adelock Cannery. Sword died several
(Persuasion or Intimidation) check. However, if Gillean be- years ago when a net full of fish fell on him.
lieves the characters work for the Empire, Persuasion checks Earlier this month, Blythe sold the defunct cannery to Drob
have disadvantage, while Intimidation checks have advan- Dunkle and Kaethara Block. Blythe was happy to get rid of
tage because she fears what the Empire may do because of the property and is enjoying the financial rewards of the sale.
her own studies. On a failure, Gillean only says she hasn’t This sale has not yet been entered into imperial records.
seen Kaethara for several weeks and nothing more. Characters who succeed on a DC 15 Intelligence
What Gillean Knows. Characters who get Gillean to speak (History) check recall an article in Karel’s broadsheets
can learn the following with appropriate lines of questioning: describing Sword Adelock’s unfortunate death.

24 AGENTS OF THE EMPIRE 4/6


matching pastel-colored furniture, curtains, and pillows.
Blythe is wealthy and bored. She is happy to speak with
the characters seeing it as an unexpected and exciting
diversion. She ushers the agents into an elegant sitting
room filled with luxurious chairs surrounded by marble
statues of attractive humanoids. She claps her hands and
orders herself a cocktail from the servant who rushes to
attend to her. She does not offer anything to the characters.
What Blythe Knows. In response to appropriate ques-
tioning, Blythe can share the following with the characters:
• Her husband Sword owned the waterfront cannery
before his tragic death. She appears sad when talking
about her dead husband, but a character succeeding on
a DC 14 Wisdom (Insight) check believes she might be
acting and is not as upset as she appears.
• Last month she sold the property to Drob Dunkle and
Blythe’s Backstory Kaethara Block. She’s happy to be rid of the property
Sword Adelock’s death was not an accident. Blythe Adelock as it has been cursed since Sword’s death. “Too many
and her secret lover, Bruce Groud, contrived a workplace accidents!” she explains.
accident to murder Sword. Blythe has since closed the • Blythe and Bruce know nothing about anti-imperial groups.
cannery because its workers were victims of persistent Amusing Blythe. Characters who amuse Blythe through
accidents thanks to the angry ghost of Sword Adelock. She witty conversation or other means and succeed on DC 13
and Bruce lived comfortably using the remaining funds from Charisma (Persuasion or Performance) check can also push
Sword’s estate. her to share the following with appropriate questioning:
Blythe recently sold the Adelock Cannery to Drob
• Sword Adelock spent too much time at the cannery,
Dunkle and Kaethara Block. The money received from the
never paying Blythe enough attention.
property’s sale has allowed the murderous couple to spend
extravagantly these past few weeks. • Dunkle and Block paid much more for the cannery
than it was worth. They seemed eager to buy it
quickly and discreetly.
Failing to Amuse Blythe. Blythe is used to getting
her way. If the characters fail on their Persuasion or
Operation Ground Swell Performance checks or attempt to Intimidate her, she
Supplementary – Adelock Cannery becomes angry, demanding they leave immediately.
If characters don’t immediately leave, she shouts, “SEE
Description. THEM OUT!” and three statues animate (use animated
• A defunct water-front fish cannery that closed shortly armor stats), following Blythe’s orders. If combat breaks out,
after the death of its owner Sword Adelock. Blythe uses the statues as cover while calling for Bruce (NE
male human gladiator), who arrives at the start of round 3.
Prospective Leads.
• The current registered owner is Blythe Adelock, Sword’s
widow and heiress to the Adelock family fortune. Encounter Summary
• Blythe lives in a mansion in an upper-class section The characters should learn that Dunkle and Block
of Karel. recently acquired the waterfront cannery and received
warnings about its cursed nature.

TO THE CANNERY!
Blythe Adelock (CE female human noble) lives in a
mansion with her lover, Bruce Groud (NE male human
gladiator), in an upscale Karel neighborhood.
Once the characters complete their investigations, they
should suspect Adelock's waterfront cannery is the base
Meeting with Blythe of operations for the unnamed group. They should also
Blythe greets visitors at the door, sipping a glass of wine suspect the group is comprised of Drob Dunkle, Kaethara
and staring at the arrivals with a hint of disdain. She is Block, Apricot Leng, and Horatz Tote. The characters
a robust, pompous woman. She has thinning white hair should return to their headquarters to consult with The
and large green eyes, and her mansion is decorated with Chair. Proceed to chapter 2.

TRACE OF DECEPTION | Chapter 1: Trace Evidence 25


CHAPTER 2:
TWO-TIMED
The agents descend on an abandoned waterfront cannery, the
suspected base of a new anti-imperialist group. However, a new
threat forces the operatives to re-evaluate their mission.
MISSION BRIEF
Having completed their investigations in chapter 1, the char-
acters reassemble with The Chair to evaluate their next steps.
The Chair validates the agents' gathered intelligence and
directs them to infiltrate the Fuse's suspected base to capture
its leaders and acquire or neutralize the threat. The characters
then plan an aerial or water-based infiltration of the cannery.
Upon arrival at the target, the characters discover
their suspects killed and left with incriminating evidence
suggesting the characters were involved. They also find the
dead body of agent Nas Bomjed whom they met in chapter 1.
The characters soon find the cannery under assault by
a host of Agency operatives sent to kill or capture them.
To complicate matters, the ghost of the cannery’s previ-
ous owner still haunts the building, interfering with all
who enter.
The characters can attempt a daring escape from the
Agency operatives using boats docked nearby, eventually
meeting up with The Chair. However, if the characters
are captured, The Chair intercepts the prisoner transport
they are on, rescuing them. The chapter ends with the
Two-Timed

characters regrouping in a new safehouse, wanted by


the Agency.

The characters soon find the cannery under assault


by a host of operatives sent to kill or capture them.
CHAPTER 2

Adelock Cannery
The Adelock Cannery was once a large supplier of canned
fish. It had its own fleet of sailing vessels, which sailed
daily to fill their nets with fish, crab, and eel.
Sword Adelock, the cannery’s previous owner, bizarrely
died when a full net of fish dropped on him, killing him
instantly. His wife, Blythe Adelock, took control of the can-
nery, though she never entered the building. She ran the
company through supervisors and messages.
The cannery closed a year after Sword’s death. Strange
events kept occurring – falling nets, ships losing steering
capabilities, machinery suddenly starting or stopping.
Several of the events led to deaths and injuries. There was
enough concern to close the factory.
Attempts to demolish the cannery were unsuccessful.
Strange accidents always befell demolition workers
and their equipment, and the building has an unusual
resistance to magical destruction.

AGENTS OF THE EMPIRE 4/6


Marine Drawback. The underwater approach nearly

BRIMSTONE’S SETUP ensures the agents can arrive outside the cannery
unseen. However, the magitech swimskins cannot
Brimstone previously identified the characters as agents be worn with other armor but they do have some
of the Empire who interfered with several of their plans. compensatory abilities.
Natalie Trace, a famous supporter of the Empire, is Regardless of the chosen approach, the exit plan requires the
an undercover Brimstone agent. She was tasked with agents to notify The Chair when they have completed their
implicating the characters in the murder of a fellow agent objectives. A boat in the harbor will pick them up from the
and stealing an aetherium bomb that The Fuse was creating. cannery’s dock and return them to their safehouse.
In chapter 1, Natalie tasked several Brimstone shadow The Chair insists the characters quickly choose their
sleights to steal personal effects from the characters to approach, and then he initiates the operation.
frame them.
During this chapter, Natalie watches the Adelock
Cannery from afar, waiting for the characters to arrive.
When they do, she sends the Agency an anonymous
message stating that she just witnessed several agents
Operation Pruning Shears
murder a fellow agent and helpless individuals. Mission Primer:
However, Natalie and her thugs have already murdered
• Intercepted chatter suggests an attack on an unknown
Nas Bomjed and the group building the aetherium bomb.
target is imminent.
Placed at the scene are several personal effects taken from
• Analysis suggests the attack will be aetherium-based,
the characters. Her operatives have also made off with the
either a new weapon or a powerful explosive.
aetherium bomb that was being created at the cannery.
Brimstone’s trap is set and awaiting the characters’ arrival. • Agency intelligence confirms the Adelock Cannery is the
likely location for the unnamed group.

Tactical:
PLANNING THE INCURSION Agents must select between two stealthy assault options –
aerial or marine.
After chapter 1’s investigations, it's clear the threat • Aerial Option. Agents jump from a transport zeppelin,
posed by the new group is real. The Chair confirms the landing on the roof of the cannery.
intelligence discovered by the characters and confirms the • Marine Option. Agents approach the cannery
Adelock Cannery is the likely base of this new group. underwater unseen, coming ashore at the cannery’s
The Chair informs the characters there’s significant waterfront dock.
concern the new group’s attack is imminent though they Agents will use their commwatch to notify the administra-
still have no idea of the target. The characters are best tor of mission completion. A waiting boat will return the
positioned to make an immediate assault on the group’s agents to their safehouse.
base this evening.
Primary Objective
Means of Assault
• Infiltrate the cannery.
• Secure the aetherium-based item being created by the
Analysis suggests there are two best means to execute the group for their attack.
mission covertly.
Secondary Objective
Aerial Assault. The agents will be dropped from a
• Apprehend the group’s leadership.
transport zeppelin onto the roof of the cannery. A
• Determine the group’s target.
featherfall spell will provide a safe decent.
Marine Assault. A boat will drop the agents into
the harbor near the cannery. Special swimskin
magitech suits (see appendix B) allow an unseen
underwater approach.
The Chair believes both approaches have an equal chance of
success, though in his opinion, each has different drawbacks:
Aerial Drawback. The transport zeppelin will remain Brimstone’s trap is set and awaiting
at the highest possible height for a featherfall enabled
descent (600 feet) to avoid undue suspicion. The long the characters’ arrival.
fall means the agents are at high risk of being blown off
target and losing the advantages of a stealthy approach.

TRACE OF DECEPTION | Chapter 2: Two-Timed 29


Operative Tactics
COMPLICATING EVENTS The Agency operatives have been tasked with capturing
the characters. They have been told the characters assas-
Several events befall the characters as they explore the
sinated another Agency operative (Nas Bomjed), and they
cannery. These are detailed in the following sections.
are now working with a radical group looking to attack the

Living Toxin Attack


Empire. They are commanded to capture the agents for
questioning, though lethal force may be used.
Senior Agents. Soon after the explosion, three veteran
Although the dead form of Nas Bomjed lies in the
agents (see appendix A), mount the outer stairs (C3) before
workshop (C7), the living toxin (see appendix A) that had
infected him remains somewhere in the cannery, waiting to entering the upper hallway (C4), their heavy boots easily
attack and hopefully infest, one of the characters. heard clunking as they move. After quickly searching the
The location and timing of the toxin’s attack is left to upper rooms, they take the stairwell to the lower level. If
your discretion. The creature’s stats are adjusted as follows: the characters are in view, they give a quick warning to
surrender but engage in combat if the characters protest.
• The living toxin is lawful evil.
Novice Agents. Fifteen novice agents (see appendix A)
• It has an Intelligence of 12 (+1) and Charisma 14 (+2). are spread out around the cannery, with a majority (at least
• It is proficient in Deception +6 and Intimidation +6. 10) near the cannery’s eastern doors, waiting to capture
• It can telepathically communicate with any creature any fleeing characters. You are encouraged to adjust agent
it infests. positions in response to the player characters’ actions.
Operative Taunting. When the assault begins, the
Living Toxin Infestation characters hear the Agency operatives angrily cursing
them. Examples of phrases may include:
If the living toxin successfully infests a player character, it
attempts to coerce them into keeping its presence a secret. • “You treasonous scum!”
The toxin’s allegiance (either Velaasa Sorn or the Sovereign • “Murdering your own! Come out now and face
General) and its motives are left up to you. the consequences!”
Consider including one or two of the character’s names
Discovering Sword’s Secret in the operative’s taunting to let them know they are
the targets.
If the characters recovered the letters from the safe in the
upper office (C5) or the letters in the lower office desk
drawer (C11), the cannery temporarily turns noticeably cold, Player Character Realization
so cold that the characters can see their breath while inside. The characters should deduce they have been set
An ethereal image of a man momentarily appears up. If they don’t, have them make a DC 12 Wisdom
near the characters. If their earlier research provided (Perception) check. On a success, they put the pieces
information about the Adelock Cannery's original owner, together and realize the number of agents outside appears
they recognize the image as that of Sword Adelock, who overwhelming. They may need to attempt escape.
nods at them before disappearing. If the characters ask the Agency operatives what is going
on, the operatives yell back, “Come out with your hands
Agency Ambush up, you murderous scum! You have no right to be part of
the Agency after murdering fellow agents!”
Agency operatives surround the building, taking up defen-

Message From The Chair


sive positions shortly after the characters enter the cannery.
In total, 15 novice agents and 3 veteran agents (see appen-
dix A) assault the cannery. The characters' actions may trig- Two rounds after the Agency’s assault begins, the
ger the ambush as indicated in various cannery locations. characters receive a message from The Chair through their
commwatches (see appendix B).
Explosion
When this event is triggered, a massive explosion rocks the “You’ve been setup! Abort Mission! Rendezvous at Costal
building. The characters’ escape boat waiting in the harbor Foundry ASAP!”
has exploded, which can be seen by any character looking
out a window facing the harbor. The characters recognize the Costal Foundry and know
Seconds later, dozens of agents of various ranks surround they can get there by boat in less than an hour.
the cannery while others can be seen climbing the outside If the players have forgotten, remind them that a boat
stairwell to the upper lobby and office. and several sprayskippers were docked beside the cannery.

30 AGENTS OF THE EMPIRE 4/6


Help from Sword STARTING THE MISSION
If the characters learn Sword’s secret, he helps them
Aerial and marine approaches are detailed below. Both
once the Agency’s ambush begins. However, if the
approaches take several hours to shuttle the characters to
characters have not learned what happened to the ghost,
their destination, arriving at dusk. The harbor is busy, with
Sword will equally hinders both the characters and the
fishing boats, recreational boats, and sprayskippers coming
attacking agents.
into the harbor as the dark of night fills the sky.
Shaky Ground. Several rounds after the characters

Aerial Assault
begin combat with the veteran agents on the outer stairs
(C3), a supernatural force shakes the ground beneath
the characters’ enemies, causing those agents to fall and
The airship slows and its captain motions to get ready. One of
land prone.
the characters will have received a scroll of featherfall. If no
Interference. Inside the main floor (C8), Sword creates
character can cast the spell the captain will do so.
distractions to interfere with the pursuing agents by
creating fish carcass tornadoes. These manifestations do “This is your stop. See that building?” he says, pointing to
not injure the characters or agents, but they do impose
a large structure visible through the evening mist. “That’s
disadvantage on the pursuers' attack rolls and skill checks.
your target. Outside stairs leads up to the office.”
Assembled Cover. If the characters are in the main
He gives a nod and continues, “Agent Alice is waiting on
floor (C8) attempting to escape from the attacking agents,
Sword creates a wall of fish carcasses, providing the a boat in the harbor for your signal. Good hunting!”
characters three-quarters cover (+5 bonus to AC and The captain lifts his wrist to his face and says, “Birds
Dexterity saving throws). are in the air, boss.”
Finding An Exit. If the characters are searching for an
exit from the cannery, Sword’s ghost becomes visible and During the characters descent, cross-winds threaten to
attempts to lead them to an exit. His exit of choice is the blow them away from their intended target.
gantry (C8a). Each character must make a DC 13 Strength (Athletics)
or Dexterity (Acrobatics) check to control the direction
of their descend. Characters with proficiency in Vehicles
What Sword Wants (Air) have advantage on their checks. On a success, the
character lands where they intended. On a failure, they
Sword wants everyone to know he was murdered. Bruce
land 2d4 x 10 feet away from their intended location.
and Blythe made several attempts to enter the cannery to

Marine Assault
collect the letters and notes, but Sword stopped them by
haunting the building.
If the characters have the letters, Sword’s ghost is
The boat driver, slows the vessel and turns to the
happy to lead them to a secret exit. If they don’t, he’s
characters who are dressed in their unique swimskins.
likely to use the cannery against them.
“This is your stop. See that building?” she says as she points to
a large structure in the distance. “That’s your target. Outside

Exiting the Cannery


stairs leads up to the office.” She nods and continues, “Now
get in the water. Stay submerged until you reach that dock.
Once the Agency launches its assault, the characters I’ll be waiting for you when you’ve got what you need.”
may wish to find a fast escape. There are several options Alice lifts her arm and speaks into her commwatch,
available. “Fish are in the water, boss.”
C8. Main Floor or C9. Power Room. Characters
exiting through either of these double doors encounter at The characters have a 100-foot submerged swim to the
least 10 novice agents (see appendix A) on the waterfront dock. The magical air bubble of their swimskins (see
(C2), who are defensively positioned behind crates and appendix B) allows them more than enough air to make the
boxes, giving them half-cover. swim. As the characters swim across the harbor, boats and
C10. Water Closet. Agents can use the waste pipes sprayskippers pass overhead.
leading out into the harbor to get past most Agency Optional Encounter. Before reaching the dock, the
operatives waiting on the water front (C2). agents encounter two reef sharks searching for easy prey
C8a. Gantry (Cable). The characters can slide from the and scraps from the fishing vessels. The sharks are hungry
gantry along the cable out to the end of the docks (C1). but retreat if reduced to half their original hit points.

TRACE OF DECEPTION | Chapter 2: Two-Timed 31


C8a
C14

C1

C12

C11
C2

C8 C10
C13

C9

C1

C7

Ground Floor

C5 C6

C3 C4 C3

Upper Level

The Cannery
1 Square = 5 feet
The Cannery Roof
THE CANNERY The cannery consists of two attached buildings—the main
cannery and the adjacent office and workshop structure.
The following section details locations found on the
The main cannery’s roof is 35 feet above the ground, while
Cannery Map.
the adjacent office is 25 feet high. There are no entrances

Personal Items
into the building from either roof level. Aside from a few
bird nests, the roof is bare.
In chapter 1, shadow sleights attempted to steal personal
items from the characters. If they were unsuccessful C1. Docks
in these thefts, Brimstone fashions replicas of these A short walk down the waterfront is a small, water-side
personal items. club where humanoids eat, dance, and cheer. Several
These items are found near the dead bodies in the of its patrons have docked their water vessels at the
cannery—specifically the upper hallway (C4), the main cannery’s docks. One speedboat and four sprayskippers
office (C5), and the workshop (C7). (see appendix C) are docked here and they may later offer
a quick water departure for the characters. The characters
Outside could use these boats to escape the cannery when needed.
Water Approach. If the characters have chosen to
The cannery is a large, metal building spotted with approach the cannery underwater using swimskins, they
rust and wear. The building consists of two attached must succeed on a DC 12 Dexterity (Stealth) group check.
structures—the main cannery warehouse and a smaller If half or more characters fail their check, they encounter a
attached office to the south. couple taking a romantic, nighttime walk.
The couple finds the swimskin wearing agents odd and
Exterior Access inquires as to what they are doing. A successful DC 14
Charisma (Persuasion or Deception) check along with a
Means of access into the cannery are as follows.
good reason persuades the couple to continue their walk. On
Doors to C8. The northern set of doors grants access to
a failed check, the couple obviously don’t believe the agents,
the main floor (C8). They are secured with nailed boards
turn around, and begin walking toward the small night club
and welded beams, preventing access. They can be pried
120 feet away. Then, when the characters have entered the
open with a successful DC 17 Strength (Athletics) check,
cannery, the couple returns to the docks, departing on the
which can be made with advantage if using a crowbar or
speedboat, leaving only the four sprayskippers tied here.
similar tool, though doing so creates significant noise.
A cable exits the building through a narrow opening
above these doors. The cable connects to the gantry (C8a) C2. Waterfront
to the docks (C1). Creatures of Tiny size or smaller can A cobble stone walkway follows the harbor’s waterfront.
pass through this opening. Piles of old crates are stacked against the cannery’s main
Doors to C9. The pair of doors on the eastern wall warehouse building. Occasionally, patrons of a nearby
opening into area C9, labelled as "Machine Room", are not club stroll here.
boarde, but locked and barred from the inside. The lock
cannot be picked from outside the building. While the interior C3. Outer Stairs
bar is in place, a DC 25 Strength (Athletics) check is required
Each of these wooden stairs end at a landing with a wooden
to bash open the door.
door opening into the Upper Hallway (C4). The eastern
Doors to C4. The second floor of the smaller office
door is locked requiring either a successful DC 12 Dexterity
structure includes a pair of doors on the east and west side,
check using thieves’ tools or a DC 15 Strength (Athletics)
accessed by sturdy wooden exterior stairs (C3). The eastern
check to force open. However, the western door has been
door is locked requiring either a successful DC 12 Dexterity
forced open and is slightly ajar.
check using thieves’ tools or a DC 15 Strength (Athletics)
check to force open. However, the western door has been
forced open and is slightly ajar.
Windows. Several 2-foot diameter porthole style
windows line the building’s ground floor exterior. They ...the western door has been forced
are all locked from the inside and cannot be picked from
the outside. open and is slightly ajar.
A pair of large, unopenable windows on the second floor
of the southern office structure look into area C4.

TRACE OF DECEPTION | Chapter 2: Two-Timed 33


character also notices shoe prints resembling a fashionable
Inside the Cannery woman’s shoe with a pointed toe and a high heel.
Inspecting the Papers. Included in the mess of papers
The cannery has not been used for several years. Dirt, dust, are sketches, blueprints, mathematical calculations, and
and grime cover most areas. The structure is unlit, with limit- purchase receipts for various metals.
ed illumination provided through windows on the outer walls. Characters specializing in mechanical or scientific
knowledge realizes the sketches and blueprints display a
C4. Upper Hallway metal sphere with an opening at the top.
Characters with a detailed knowledge of magitech or
A dead body is strewn across the center of this tiled aetherium concludes that most of the calculations describe
hallway, laying face-down in a pool of blood. Its right hand how much aetherium is needed to fill a specific volume.
clutches several bloody papers with more scattered nearby. The agents may deduce that the calculations are to
A trail of blood leads to a wrought iron spiral staircase determine how much aetherium is required to fill the void
represented in the blueprint of the metal sphere.
descending to a lower level, where a second body hangs
Personal Items. One or more character’s personal items
awkwardly, its leg’s caught on a handrail.
are found here.

The Body on the Floor. Drob Dunkle is dead in the


center of the hallway, riddled with several crossbow bolts.
C5. Main Office
His limp hand clutches several blood splattered papers.
Body On the Stairs. Horatz Tote, the demolitions This is a small, common-looking office with a cedar
expert, dangles from the stairwell, his legs caught in the desk and rotting chair near the far wall. A pair of grimy
metal handrail. Several crossbow bolts pierce Horatz’s windows look out on the main floor of the cannery.
back. A line of blood trails his body, ending where he
dangles. A character inspecting Horatz’s body easily Anyone stepping into this room notices Kaethara Block’s
notices two other bodies (Apricot Leng and Nas Bomjed) dead body laying behind the desk. She has been shot by
laying on the workshop floor (C7) below. several standard-issue Agency crossbow bolts, similar to
Inspecting the Floor. Boot and shoe prints line the floor. ones the characters may have previously used. Her hand
Characters who succeed on a DC 12 Wisdom (Survival) is outstretched as if reaching for something on the desk.
check realizes the prints are of the same boots and shoes She holds a crushed and blood covered business card. Blue
issued by the Agency. If the check result is 15 or higher, the letters against a starry black read “The Midnight Club.”

34 AGENTS OF THE EMPIRE 4/6


Hidden Safe. Any character who succeeds on a DC 14 C7. Workshop
Wisdom (Perception) check while actively searching this
office locates a small, hidden safe behind a painting of a
A wrought iron spiral staircase rises from the floor to the
fishing boat. The safe can be opened with a successful DC
level above. Two tables crowded with metal bars, metal
14 Dexterity check using thieves’ tools.
Inside the safe is a small leather purse containing five shavings, hammers, pliers, and files, line the back wall. A
small diamonds (50 gp each) and three handwritten letters. wooden platform with a circular hole cutout from its center
The letters are addressed to Sword Adelock and signed by sits rests here. A pair of closed wooden doors are centered on
Blythe, his wife. In the letters, Blythe complains to Sword the north wall, from which hangs a painted wooden sign that
about several things: an unfulfilled promise of a vacation, reads “DO NOT ENTER.” To the left of the doors is a large
working too much, pesky in-laws, and the constant smell grime-covered window. Two bodies lie unmoving nearby.
of fish. In addition, a note penned in a different hand has a
single line: “Netting for Shrimp.” The Fuse used this room to create the aetherium bomb.
Personal Items. One or more character’s personal items Apricot Leng’s body lies slumped where she was killed
are found here. by Brimstone agents. Apricot wears a thick, leather apron,
a set of ear muffs, and holds a wand of metal working (see
appendix B). She wore the heavy ear muffs due to the
constant thudding from behind the room’s door. After a
Netting For Shrimp brief encounter with Sword’s ghost, Apricot fashioned the
sign as a warning to her companions.
Nearby the corpse of Nas Bomjed lies dead, finally killed
by the living toxin he’d been infested with (see “Living
Toxin Attack” found earlier in this chapter). Nas's body is
C6. Library still outfitted in standard novice agent equipment.
Examining the Bodies. The bodies are of Apricot Leng
Bookshelves line this room, still filled with a collection of and Nas Bomjed, both obviously dead. Characters who
dusty covered books. succeed on a DC 10 Wisdom (Medicine) check recognize
each body has wounds consistent with attacks from weapons
This small library contains numerous books about sailing, used by the player characters. However, if the check result is
fishing, and shrimp processing, in addition to several maps 18 or higher, they also recognize that Nas’s wounds were
and charts. inflicted after he was already dead, killed by a power-
Hidden Closet. A successful DC 15 Wisdom ful poison.
(Perception) check while searching the books reveals a Sword’s Ghost. If anyone investigates the bodies, a deep
hidden closet behind the bookcase, opened when the thudding begins behind the closed double doors leading
book Netting for Shrimp is pulled from the bookcase. A to area C8. At first, the thudding is slow and quiet but
character who read the note found in the office vault has then increases in both tempo and volume before suddenly
advantage on this check. stopping, only to resume a few seconds later.
Behind the wall is a trove of antique fishing gear, The Wooden Platform. Searching the wooden platform
unusable. These collector items are potentially worth up reveals burn marks and bits of metal slag. This platform
to 50 gp to the right buyer. Included in the collection is a was used to hold the aetherium bomb that Apricot
trident of the happy fisherman (see appendix B). constructed. The cannery’s power room (C9) contained an
older aetherium power core that the anti-imperialists used
to complete their bomb.
The Door. A sign reading DO NOT ENTER is tacked to
the door leading to the main floor (C8). Anyone inspecting
the sign realizes it is a recent creation. The door is shut
and locked. As an action, a character can pick the lock by
making a successful DC 15 Dexterity check using thieves’
...each body has wounds consistent tools, or break open the door with a successful DC 15
Strength (Athletics) check.
with attacks from weapons used by Personal Items. One or more character’s personal items
are found here.
the player characters.

TRACE OF DECEPTION | Chapter 2: Two-Timed 35


C8. Main Floor On failed check, the character releases too late, their
momentum pushing them into the end pole. The character
takes 7 (2d6) bludgeoning damage and lands in the water
This large area includes a conveyor belt linked to several
10 feet from the sprayskippers and speedboat. If the result
contraptions. Workstations line the conveyor belt and three
is 8 or less, the character releases too early, landing on the
massive wood-sided tubs stand nearby. A tall gantry rises at edge of the dock, taking 10 (3d6) bludgeoning damage and
the north side of this room. Numerous boxes and canning then falls into the water 15 feet from the sprayskippers
supplies are stacked around the room. and jet boat.
Makeshift Carabiners. Characters using a makeshift
This area is where most of the cannery’s operations occurred. carabiner, like a weapon or a piece of clothing, must also
Sword’s Ghost. If the characters haven’t already found succeed on a DC 14 Strength (Athletics) or Dexterity
evidence of Sword’s murder when they enter this room, the (Acrobatics) when sliding down the cable. On a failed
middle office door (C11) begins to bang, slowly at first but check, the character has disadvantage on Wisdom
then progressively faster and louder. (Perception) checsk to land safely.
Waste Barrels. Several 3-foot-tall, 10-foot-wide wooden Waiting Agents. If the characters exit the cannery by
barrels fill the center of the cannery. These are waste barrels sliding down the cable, they trigger the “Agency Ambush”
used to toss fish scales, unused parts, and other debris. event, if it hasn’t already been triggered.
These barrels can provide half cover during combat. The first character to use this exit is not targeted by the
The first time the characters come within 10 feet of the 15 novice agents waiting outside, who instead watch the
waste barrels, they notice a rustling begin from within. character zip across the sky in disbelief. Any subsequent
The rustling soon turns into a tornado of dried shrimp agents using this exit are targeted, though their attacks
and fish remains, animated by Sword’s angered ghostly have disadvantage due to their speed and unexpected
presence. This vortex then extends outward toward the nature of the exit.
agents. A mouth forms and yells, “Liars! Murderers!”
Then, the vortex retreats to the barrel and ends. C9. Power Room
Conveyor Belt. The machinery of the conveyor belt is in
working order, but does not currently function because it is The door from the main cannery into this room is ajar.
unpowered (see location C9). A large set of double doors leading to the harbor is barred
from the inside as well.
C8a. Gantry The room contains a large machine with a red lever.
The machine is attached to a pulley system that runs up
A 30-foot-tall metal gantry rises from the floor. A wooden
the wall and to the ceiling, and likely once powered the
ladder climbs upward, granting access to a wooden
conveyor belts in the main cannery.
platform 25 feet above. Above the platform, a thick metal
cable and pulley system is affixed to the gantry. The cable
A small door labeled “aetherium core” on the machine
extends eastward towards the harbor, exiting the cannery is open. The core is missing and the machine does
through a 4-foot-square opening above a pair of large not power on.
double doors. A character succeeding on a DC 14 Intelligence (Arcana)
check realizes the missing aetherium power core could
The cable extending from the gantry connects to a sturdy have been used to build a bomb.
pole fixed to the end of the docks in area C1. This system Harbor Exit. The double doors opening onto the
was used to both move fish and other heavy items between harbor are locked and barred from the inside. The bar is
the cannery and boats docked nearby. easily removed. The door can then be opened either with
Ladder. The wooden ladder is sturdy and could be a successful DC 14 Dexterity check using thieves’ tools or
climbed easily. bashed open with a DC 18 Strength (Athletics) check.
Sliding Down the Cable. Resting atop the platform are Triggering Agency Attack. Exiting the cannery
three metal carabiners that can be clipped over the wire through the room’s double doors to the harbor area
and used to quickly slide down at a rate of 60 feet per turn. triggers the “Agency Ambush” event, if it hasn’t already
No roll is needed to use the carabiniers to slide down been triggered.
the cable; however, the characters are required to attempt
a DC 14 Wisdom (Perception) check to correctly time
their release.
On a successful check, they release just before the end A mouth forms and yells,
of the cable, landing safely in the water and next to the
sprayskippers and speedboat docked nearby. "Liars! Murderers!"

36 AGENTS OF THE EMPIRE 4/6


C10. Water Closet Ghost Manifestation. Finding the letter triggers
the manifestation of Sword’s ghost as described in
“Discovering Sword’s Secret” above.
A curtain dangling from a metal rod divides this room. On
Triggering Agent Attack. Discovering Sword’s secret
each side of the curtain is a wooden bench with a round
is a great time to trigger the “Agency Ambush” event if it
hole cut into it. hasn’t already been triggered.

The benches lift, allowing access to 4-foot-wide, 50-foot-


long waste pipe that empties into the harbor between
C12. Storage
the two nearby docks (C1) The pipes descend at a slight
A messy collection of brooms, mops, towels, and other
angle from this room, allowing waste to run down. After
cleaning supplies are piled in a corner of this room.
5 feet, the pipes begin to fill with sea water as their path
leads them below the waterline. After 25 feet, the pipes are
completely filled with sea water. This room contained supplies and equipment for cleaning
If the characters use these pipes to escape the cannery, the cannery. There is nothing of value here.
there’s a 50 percent chance they encounter either a
crocodile, a giant crab, or an octopus (your choice) upon C13. Tool Room
existing the underwater pipe.
Opposite the room’s single door is a long workbench covered
C11. Lower Office by an organized mess of tools and mechanical parts.

A length of rope tied to a nail creaks under the strain of This room was used to store items used to process seafood
holding the door closed against its incessant slamming. A along with parts and equipment needed to repair the
sign above the door reads Supervisor. A picture of a smiling conveyor belt. Characters who take the time to search the
shrimp hangs on the front of the solid wood door. room find something of value (see “Treasure” below).
Treasure. If a character searches the room, they find the
Sword Adelock’s invisible ghost slams the door to attract following among the mess of equipment on the workbench:
the character’s attention. See “Sword’s Ghost” above for tinker’s tools, smith’s tools, several daggers, a +1 dagger,
details of the ghost. and a potion of vitality.
If the rope is removed, the banging stops and the door
slowly creaks open. C14. Workers’ Room
This is a common-looking office, with a standard wooden Several tables and chairs lie broken and overturned. A sign
desk and a rotting chair. A filthy, 2-foot-wide porthole on the wall states,
window provides a view of the harbor and boats. "WORK SAFE
30 0 days without an accident.
If the characters enter the room, Sword’s ghost repeatedly
opens and closes the top drawer of the desk. Inside the
drawer, having fallen free of the adhesive that concealed
it, hangs a small envelope. Inside the envelope are several
letters addressed to Bruce and signed by “B.”
One letter is of particular interest and reads:

Bruce Sweetie,
We must stop this madness. I can’t go on living
with him. You! You are the one I’m meant
to be with.
Do what we planned and no one will ever
know a thing. You’ve told him that the winch This was used as a break room for the cannery’s workers
and pulley are faulty several times. It’ll look like and to store their personal items. Aside from a pair of
an accident. moth-eaten coats, there is nothing of value within.

Love you! B

TRACE OF DECEPTION | Chapter 2: Two-Timed 37


The Chase Is On Harbor Hazards
D4 HAZARD
If the characters exited the cannery using the sewer pipes
1 Creature Surfaces. A large marine animal like a whale,
or the gantry and wire, they end up near the small dock.
manatee, or even a dragon turtle surfaces in front of a
One reefrunner and four sprayskippers (see appendix C)
character’s vehicle. The character driving the vehicle
are docked here, though the reefrunner may be missing must succeed on a DC 15 Vehicle Control Check to swerve
if the characters weren’t stealthy approaching the docks around the creature. A failure results in the vessel striking
(C1). The characters may use these vessels to exit the scene, the creature. The creature is only superficially injured but
but not without being chased. Note that the sprayskippers the vessel’s hull suffers 6 (2d10) bludgeoning damage and
docked here are unarmed as they do not possess a reduces its speed by 5 feet for the round.
bolt launcher.
Three novice agents (see appendix A) on sprayskippers 2 Disruptive Wake. The character’s vessel crosses over
and two more in a reefrunner quickly whip around the har- another boat’s wake. The character driving the vehicle
bor’s corner, in pursuit of the characters. These water vessels must succeed on a DC 15 Vehicle Control Check to
are fully armed. continue unhindered. On a failure, their vessel bogs down
in the wake, reducing its speed by half until the end of the
next round.
Chase Mechanics 3 Fishing Boat. Several small fishing boats are in the way.
Any of the chase rules described in the Agents of the The fishing boats can be avoided by spending an extra 20
Empire Setting Guide can be used to run this encounter. feet of movement. Driving through the boats requires a
Choose the chase mechanic you think matches the play of DC 20 Vehicle Control Check. Success indicates the driver
your table. The guide also includes rules explain how to use executed remarkable maneuvers to weave through the
magitech vehicles in your encounters. obstruction. Failure means one of the fishing boats was
Group Ability Check. Use this mechanic if you want struck, temporarily reducing the vessels speed by 10
a quickly resolve the boat chase. Describe the Agency’s feet for the remainder of the round and dealing 10 (3d6)
bludgeoning damage to the vehicle’s hull and motivator.
operatives racing after the characters as they head to their
rendezvous with The Chair at the Costal Foundry. Have 4 Freak Wave. The interference of many waves causes a
the driver of each water vehicle make DC 13 Dexterity or huge rogue wave to form. If the driver succeeds on a DC 15
Intelligence ability checks, adding their proficiency bonus Wisdom (Perception) check they notice the wave in time
to avoid it. A failure causes the vessel to strike the massive
if they are proficient with Vehicles (Water).
wave and force the driver to make a DC 20 Vehicle Control
Gap Tracking. This is great for executing a chase scene Check. A success allows the driver to maintain control of
with a little more depth. Use gap tokens of 30 feet and set the vessel but lose half its movement for the turn. Failure
the initial gap distance at three tokens (90 feet). An escape causes the vehicle to crash into the water, dealing 13 (2d12)
time of five rounds is generally a fun duration, though you bludgeoning damage to the vessel’s hull and half as much
may wish to increase this if your group enjoys the back and to everyone on board.
forth of this type of encounter.
Full Combat Chase. These rules most closely
resemble standard combat encounters and may appeal to Narrative End to the Chase
groups who feel more comfortable using them. Have the If the chase is still ongoing at the end of the escape timer,
characters start 90 feet away from the pursuing agents. the characters escape.
The agents are focused on capturing the characters and Narratively, you could use any of the following ideas to
will look to disable boats with their weapons fire. Consider end the chase or create your own:
using an escape timer of five rounds. • The Chair arrives in a flying assault cart (see Agents of the
Empire Setting Guide), to fly away with the characters.
Chase Complications • The Chair descends on a Skyhorse (see Agents of the
When using the Gap Check or Full Combat Chase rules, Empire Setting Guide) and fires a weapon that either,
consider including at least one event from the Harbor swamps the pursuing vehicles, creates a fog cloud
Hazards table to challenge the characters. At the start of allowing the characters to escape, or disables the
each round determine if a hazard or event occurs, either vehicle’s magitech engine.
randomly (for example, 50 percent chance) or have one Regardless of the narrative description, the chase ends
occur at your choosing. with the characters rejoining The Chair to plan their
next steps.

38 AGENTS OF THE EMPIRE 4/6


SURRENDER OR CAPTURE DEBRIEF
If the characters surrender or are captured, they are After a harrowing escape, The Chair brings them to a
stripped of their weapons, manacled, and placed in an new safehouse, fearing their old one may be watched.
Agency transport. Other agents ridicule them for killing one Feel free to create this hideout or have the players de-
of their own. Pleas from the characters result in quick scoffs scribe the new location.
like “Keep quiet” or “We don’t want to hear your lies.” The Chair explains they were double crossed. Someone
in the Agency fed him incorrect information, or set them
Chair to the Rescue up. He isn’t sure who it was, but with the help of the
characters, he intends to find out.
While being transported, the characters’ shuttle is hit on one With the characters momentarily secure, proceed to the
side, sending the shuttle hurtling to one side and causing a next chapter of this episode.
small explosion. The transport flips and rolls, screeching to
a halt. Characters must succeed on a DC 15 Strength saving
throw or suffer 7 (2d6) bludgeoning damage from being tossed
around inside the transport as it was knocked over.
Agents on the Run
The backdoor of the transport bursts open. The Chair Now that the Empire is after the characters, their access
has come to rescue the captured characters. to Agency equipment is limited. The Chair will continue
to do his best to procure needed items, but regardless of
Two metal bangs come from the shuttle door as a muffled the agent’s Agent Rank, they can only access equipment
voice yells, “Stand back!” The door explodes into small up to a maximum of what a Rank 3 – Veteran agent has
fragments. A lone silhouette stands behind a cloud of
access to. The characters will need to clear their names
before equipment access returns to normal.
smoke filling the doorway.
Your administrator, The Chair, peeks in. “Take these,”
he says tossing manacle keys and a bag of aetherium pistols

Collected Evidence
at your feet. “Get out here! I can’t hold them off by myself,”
says The Chair as he whips his aetherium rifle around and
begins firing. If given information about The Midnight Club business
card, The Chair seems intrigued. He states he’ll look
The Chair uses an aetherium rifle (see appendix B), firing further into this clue.
at two novice agents and two veteran agents 50 feet away
who are advancing on the characters’ flipped transport.
After dealing with the agents, The Chair points to
Sword Adelock
a nearby transport, yelling, “Get in! We’ve gotta get If the agents collected the letters and notes in the cannery,
out of here!” The Chair takes a small interest but passes them off to the
local authorities. Days later, news is heard of Bruce and

THE CHAIR AND TRANSPORT


Blythe being arrested for the murder of Sword Adelock.

CHARACTER
The characters may suspect The Chair. Afterall, it seems
they were set up, and he was the person who assigned them
the mission.
The Chair has the following to share:
• Nas Bomjed was a respected informant and one of
ADVANCEMENT
the agents who gave him the information on the anti- If you are using optional agent advancement rules from
imperialist group and its location. the Agents of the Empire Setting Guide, award an agent
• Shortly after the characters disembarked from either the milestone under the following outcome:
airship or the boat, he picked up chatter that implied the Avoided Capture. The characters
group had murdered Nas Bomjed and several innocents did not surrender and
at the cannery. The Chair knew this couldn’t be true, evaded Agency
since this chatter started right after he was notified the operatives during
mission was started. their escape from
• There must be a mole in the Agency, or someone plotting the cannery.
something more serious.

TRACE OF DECEPTION | Chapter 2: Two-Timed 39


CHAPTER 3:
LOOSE ENDS
The Chair sends the characters to interrogate a suspected Agency
mole, but they must contend with Brimstone agents looking to
cover their tracks.
MISSION BRIEF
In this chapter, the characters are assigned the task of
interrogating Maximilian Storm, an Agency operative who
The Chair suspects is a mole. This is because Maximilian
provided key intelligence The Chair used when deciding to
send the characters on their last mission.
Maximilian lives in the Limelight apartment complex.
The Chair’s attempts to reach Maximilian have failed.
Since the characters are currently wanted by the Agency,
The Chair think’s its best the group discreetly contact
Maximilian at his residence. If he’s not at home, they
should search his apartment for clues.
However, Natalie Trace has already dispatched several
shadow sleights to pay Maximilian his final fee. The
Brimstone operatives entered the apartment building while
under the effects of potions of invisibility. No one in the
complex knows they are there, but their invisible bodies
have left a few clues of their existence.
After encountering several of the Limelight’s residents,
the characters likely meet some of the shadow sleights,
whose potions of invisibility are beginning to wear off.
The shadow sleights already paid Maximilian a visit,
killing him.

Getting Started
Loose Ends

The adventure begins with The Chair meeting with the


characters at their new safehouse. The character agents may
still question the loyalty of The Chair because of their botched
previous mission. The Chair explains again that he was acting
on a tip provided by trusted Agency sources—Maximilian
Storm being a key one. The Chair has made efforts to contact
Maximilian, but so far, he has been unsuccessful.
The Chair tasks the characters with visiting Maximilian’s
CHAPTER 3

apartment to determine if he is compromised and is an


Agency mole.
The Chair explains that the characters must keep a low
profile as the Agency has listed them as enemies of the
Empire. Finding who set the characters up is the only way
to clear their names.

The Chair tasks the characters with


visiting Maximilian's apartment to
determine if he is compromised and
is an Agency mole.

AGENTS OF THE EMPIRE 4/6


m p Ta
o ghi e
c
ocpfltaw hn ee
c l o
a
i m
u
q seeat
a e t u
Operation Stomping Toad

c r y h e i
r d
Mission Primer:

s t
iindtfaoollai
• Maximilian Storm was an Agency operative who

solw
provided key intelligence to The Chair, which he used to
plan the Adelock Cannery mission.
• The Chair has been unable to contact Maximilian
through normal channels.

h r
• The Chair suspects Maximilian may be a mole within

p i
the Agency.

e o c h
Tactical:

w o p l
• Agents should use discretion because they are now

u e
wanted by the Agency for the deaths of Nas Bomjed,

c o l d
four citizens, and evading arrest.

t m
• Maximilian’s apartment is atop an old

aethoecraiuell
apartment complex.

Primary Objectives
• Interrogate Maximilian Storm to determine if he
is a mole.

m
• Uncover clues about the set up.

Maximilian Storm
Maximilian Storm is an experienced Agent with thick,
collar length black hair, a trim black beard, and stout,
muscular physique. Maximilian also wears a black
eyepatch, which covers a bad eye he received during a
childhood accident.
One or more of the characters may know Maximilian,
or at least heard of him. He’s been known to work
undercover for the Agency, posing as a regular civilian
while infiltrating suspect businesses or organizations.
As a person, Maximilian seems jovial and kind
hearted. He enjoys spending his earnings, always
seen wearing the newest fashion, extravagant
jewelry, and technology. He’s also often stated
that his dream is to retire to a sandy beach, where
the ocean waves can be heard crashing against the
shoreline from a comfortable bungalow. This dream
would be hard to realize given Maximilian’s spending
habits and modest Agency salary.

TRACE OF DECEPTION | Chapter 3: Loose Ends 43


The Limelight
1 Square = 5 feet

L11

Roof

L10

L6a L7a
L6b L7b
L6 L7

L6c L7c

L6d L6e L7e L7d

L9d L9e L8e L8d Floors 2, 3, 4


L5
L9c L8c
L9 L8

L9b L8b
L9a L8a

L3
L2 L4d
L4

L4e

L4b
Ground
Floors

L1
THE LIMELIGHT First Floor
The first floor lobby is filled with supplies needed for
The Chair arranges transportation to the Limelight apart-
building renovations and installing the magitech elevator.
ment complex, allowing the characters to arrive there with
little difficulty. The Limelight is a rundown four-story, yellow
brick building undergoing renovations. The complex’s first L1. Front Lobby
floor windows are boarded up. Upper-floor windows are
barred and unlock from inside the apartment, to prevent The building’s front doors open into a large space, covered
local thieves from easily entering. A wide set of stone stairs by a green and white marble floor. Stacks of building sup-
leads up to the main, double door entrance, where a green plies and equipment fill the space. A white-haired halfling,
sign above reads “Limelight.” his long mustache touching the tiles, squats while sweeping
debris into a small dust pan. As he stands, a small object
falls from above, splattering yolk across the tiles.
Limelight General Features The man squats down and sweeps up the mess. Noticing
you enter, he calls out, “Hello! Please make certain the door
Apartments. Most of the apartment’s residents are
not well off. Other than Maximlian’s and Delbert’s closes. The wind blew it open a bit earlier.”
apartments, few contain items of value. Thieving agents
might find a trinket or two, several copper pieces or Building Superintendent. The halfling is Delbert Fox (N
silver pieces, or one gold piece. male halfling commoner), the building’s superintendent.
Stairwells. The building is undergoing renovations, with He lives on this floor in area L4. He is cleaning pigeon eggs
a magitech elevator being installed in one of the build- dropped by a group of teenagers several floors up.
ing’s stairwells. To ascend to the top floor, the charac- Delbert is happy, though he’s had some trouble with a
ters must climb one set of stairs to the third floor and few tenants, and “those darn young'ens!”. He is fond of his
then continue their climb on the second set of stairs. mustache and happily tells people about how long and black
Lighting. The Limelight apartment building is designed it once was, before his age set in.
with a central opening on every floor, allowing light from Building Supplies. The front area is filled with building
the roof mounted skylight to flow through the building. supplies and magitech equipment for the new elevator.
A 4-foot-tall safety wall is built around the opening on Hidden Shadow Sleight. Invisibly hidden in the pile
each floor. Aetherium-powered lights provide bright of supplies is a shadow sleight (see appendix A).
light in the stairwells, apartments, and hallways during They are one of the team sent to eliminate Maximilian
the evenings. Storm. This operative watches for anyone who could disrupt
Doors. Most doors opening into common building their mission. The arriving characters fit that description.
areas are locked; most residents have a key to these The shadow sleight follows the characters as they ascend
doors. A master key is stored in a safe in the Building the building, taking great care to remain hidden. They only
Office (L3). Alternatively, doors can be opened with attack if the characters enter combat with their team.
successful DC 12 Dexterity check using thieves’ tools Stairs. Two sets of circular stone steps rise to the upper
or by forcing them open with a DC 15 Strength floors. The eastern stairway has had its steps removed after
(Athletics) check. a few risers. Its entrance is cordoned off by a rope bearing
a sign that reads “Closed for Renovations.” The western
stairs provide access to the up to the third floor.
Skylight. A 10-foot-wide square shaft rises up from the
ceiling in the center of this floor. Sunlight descends from the
roof top five stories above.
The shadow sleight follows
the characters as they ascend What Delbert Needs.
Delbert may be willing to answer the characters’ questions
the building, taking great care and help them if are willing to do him a favor.
Mrs. Waddly. Mrs. Waddly lives in apartment 202
to remain hidden. They only (area L9) and hasn’t paid rent for several months. She is
mysterious, with black hair, pale skin, and icy blue eyes.
attack if the characters enter She gives Delbert the willies. If the characters could ask
Mrs. Waddly about her rent, he would be thankful. He
combat with their team. asks them to be patient with her, explaining she is a recent
widow, her husband passing away only a few months ago.

TRACE OF DECEPTION | Chapter 3: Loose Ends 45


hn easr
t s
mu see
i d
d
qhtearllaitzoe,
u
o
L2. Storage Room

t f o r m
dehoiupcllhde
Once used as a common room, this large space is filled
with building materials.

This room is unlocked. Construction supplies to support


magitech elevator retrofit are stored here. There is little
else of interest.

o m el l .
L3. Building Office

o c a m
As with other doors in the building, this room is locked and

o i u
can be opened with a key that Delbert carries.

h e r
A lime green sign outside this room declares “Apartment
Manager.” Inside, this modestly furnished office includes a
simple desk, chairs, filing cabinets, and a small safe.

Delbert spends much of his time here when he is


not dealing with tenant issues. The filing cabinets
are well organized with the records of the building’s
business affairs.
Information on Maximilian. Characters searching
the filing cabinets for information on Maximilian Storm
or his apartment (unit 401) fail to find any information.
A successful DC 13 Intelligence (Investigation) check
reveals an empty folder labeled with Maximilian's name
and unit number. Brimstone agents stole the file to help
plan for their current assassination attempt. They also
made a copy of the master key, which is still found in the
nearby safe.
What Delbert Knows Safe. A small combination safe located behind the desk.
If questioned about Maximilian, Delbert knows the following. It can be opened with a successful DC 17 Dexterity check
• “Maximilian Storm is a great tenant! Pays his rent on using thieves’ tools or by forcing it open with a DC 20
time. “What more can an apartment manager ask for?” Strength (Athletics) check. Inside is a master key that opens
• “This area has turned a bit sour lately, with robbery, every doors in the building and a pouch containing 250 gp.
burglary, and general ruckus increasing over the years.
It’s nice to have someone like Maximilian, a big and L4. Delbert’s Apartment
strong young fella, in the building. He makes the other
tenants feel a bit safer.” This room is the only residential unit on the first floor. It is
Characters who succeed on a DC 13 Charisma (Persuasion) impeccably clean and well furnished. Many items appear
check can coax a little more information out of the building new and expensive.
superintendent about Maximilian:
• “Oh! I have to thank Maximilian. He sometimes pays me This is Delbert Fox’s apartment. The extra coin Maximil-
a bit extra, like a tip for providing my excellent service!” ian paid him has allowed the halfling to upgrade many of
Characters succeeding on a DC 12 Wisdom (Insight) check the items in his apartment.
believe Delbert is hiding something. A subsequent DC Main Area. This rectangular area includes a compact
12 Charisma (Persuasion or Intimidation) check causes kitchen, a small dining table, and comfortable sitting space.
Delbert to say, “Oh, yes! He…he also likes to know when Large exterior windows provide ample light. Several doors
people come looking for him, or ask about him. I just give open into smaller rooms branching off this space.
him a buzz on this comm watch to let him know.” Area A. A large walk-in closet.
If the characters don’t take the comm watch away from Area B. A lavatory containing a toilet, sink, and tub.
Delbert, he rings Maximilian after they leave. Though, his Area C. A guest bedroom.
message goes unanswered. Area D. Delbert’s master bedroom.

46 AGENTS OF THE EMPIRE 4/6


Upper Floors L11. Elevator Machine Room.
Levels 2, 3, and 4 have a common foot print, with four A new structure is half-finished, being constructed over
residential units opening onto a central area. General where the western stairwell once rose to the roof. A 10-foot
descriptions of each floor are detailed below. -square shaft descends 20 feet, with magitech equipment
being installed for the elevator on its walls.
L5. Residential Commons.
A large square space encircles a shaft ascending from Mrs. Waddley’s Apartment
ground level all the way to a roof skylight, providing ample
light to each floor. Two circular stairs head up and down If the characters agree to assist the building manager
from opposite sides of this space. The open space in the collect rent from Mrs. Waddly (CN female human
center is surrounded by a 4-foot-high safety wall. commoner), they find her apartment, unit 202, on the
second floor (room L7). Outside the door, the characters
notice an odd chanting emanating from within. A bit of
Level Variances smoke, smelling of iron and wood, seeps from below the
The characters encounter minor variances on each of door and into the hallway.
the levels. Mrs. Waddly’s husband passed away several months ago.
Level 2. The western stairs continue upwards. The Instead of having him buried, she had him mummified,
eastern stairs remain closed. and stored him in her apartment. Missing him dearly, she
Level 3. The western stairway ends at this level as has been spending her time and money trying to bring her
the space above it is being reconstructed to support the husband back to life.
new magitech elevator. Characters must use the eastern If the characters knock on her door, Mrs. Waddly opens
stairwell to continue upward. the door reluctantly, and only enough to get a glimpse of
Level 4. The western stairway is unusable and its stairs the characters in the hallway.
have been removed. A simple rope holding a simple sign If asked about the past due rent, Mrs. Waddly explains
reading “CLOSED” blocks a 10-foot-deep pit in the space that, due to her husband’s recent death, she has had some
where stairs used to exist. Looking up, the beginnings of unexpected expenses. If asked for more details, Mrs.
the new magitech elevator equipment are visible. The Waddly angrily protests, stating, “It’s none of your darned
eastern stairway continues upward to the building’s roof. business. Go along!”
Created A Mummy. Mrs. Waddly has been dabbling in
Residential Apartments (L6, L7, L8, L9) magic, something she had no previous knowledge of. She
The units on each floor have a consistent footprint, each has spent her savings on potions, scrolls, incense, and other
being mirrored reflections of the other units. components, trying to secretly bring life to her husband’s
Main Area. The door from the Residential Commons now mummified remains.
(L5) opens into an irregular space that serves as a lounge A character proficient in Arcana who succeeds on a DC
area, kitchen, and dining room. Large exterior windows 13 Wisdom (Perception) check recognizes the smokey scent
provide ample light and several doors open into smaller is a mixture of burnt blood, flesh, and regents, which are
rooms from this space. often used in necromantic rituals.
Area A. The unit’s main bedroom. Mummy Interrupted. As the characters speak with
Area B. Secondary bedroom. Mrs. Waddly, her husband’s mummified body animates,
Area C. A third bedroom or den. beginning to move about the apartment, banging into
Area D. A lavatory containing a toilet, sink, and tub. furniture and breaking objects. Mrs. Waddy’s magic is
Area E. A large walk-in closet. finally a success!
However, Mr. Waddly (see appendix A) has a limited
intellect and he has no recollection of who he is or his

Roof
relationship with Mrs. Waddly. He throws Mrs. Waddly
out of the way before charging out the apartment door and
attacks the characters if they come near the apartment.
The eastern staircase ends at an unlocked door leading
If the characters do not contact Mrs. Waddly as
onto the roof. The building is 40 feet above the ground.
Delbert asked them to, Mr. Waddly crashes through the
apartment door and attacks the characters if they come
L10. Main Area near the apartment.
The roof is covered in loose stone. A few waste vent pipes After the attack, Mrs. Waddly is shaken and explains her
jut upward. A pair of pigeon cages are found here as well. dabbling in the dark arts is where her rent money has gone.
A thick glass skylight is positioned in the center of the Delbert is shocked when he learns of Mr. Waddly and is
roof, providing light to the floors below. grateful for the characters’ intervention.

TRACE OF DECEPTION | Chapter 3: Loose Ends 47


Maximilian Storm’s Apartment
Maximilian’s is apartment is on the fourth floor, Inside the Apartment
unit 401 (L6). Maximilian Storm is dead, killed by the invisible shadow
sleights who infiltrated his apartment and stabbed him
I Was Just Leaving with a poisoned dagger. Maximilian was a mole inside the
As the characters exit the stairwell onto the fourth floor, Agency, paid by Natalie Trace for information and to place
they meet a woman looking to go downstairs. Tempe Frett incriminating information within the Agency.
(LE female half-elf shadow sleight; see appendix A) steps His apartment is well furnished, much more so than one
to the side and says, “By all means, love. Please, go ahead.” might expect on his Agency salary.
She extends her arm to indicate the characters exit first Hidden Notebook. A notebook is hidden under the
before she enters the stairwell. mattress in Maximilians’s bedroom (L6a). It details several
If questioned, Tempe states she is just leaving Max’s secrets he’s shared with Natalie Trace, including the tips
apartment. She smiles and acts embarrassed, dropping about the Adelock Cannery. If the agents give this notebook
her eyes to the ground. If pressed, she pretends she and to The Chair, it may help clear their names.
Maximilian are “good friends” but refuses to say more. Secret Safe. Actively searching Maximilian’s apartment
Tempe is one of the four Brimstone agents sent by Natalie and succeeding on a DC 14 Intelligence (Investigation)
Trace to assassinate Maxamilian. The effects of her potion check reveals a small safe in the living room, hidden behind
of invisibility ended after she attacked Maximilian. Three of a picture of a giant dog in a snowstorm. A successful DC 14
her companions remain invisible, including the one from the Dexterity check using thieves’ tools opens the safe. Inside
first floor, who has likely followed the characters to this level. are five leather tubs, each containing 100 gp, and a small
satin pouch filled with many small gemstones whose total
worth is 500 gp.
Speak with Dead. If Maximilian is targeted by the
Combat with speak with dead spell, he can share the following, slightly
the Shadow Sleights cryptic information:
When the characters meet Tempe on the fourth floor, she • Who Killed You? “Nothing,” followed by “No. A woman
isn’t looking for a fight, preferring to coordinate an ambush with sparkling eyes.” He is referring to the Tempe Frett
when the characters leave Maximilian’s apartment. who stabbed him in the heart. She became visible when
However, she attacks if necessary. she attacked.
Tactical Advantage. In setting up an ambush, the • Why did they kill you? “I knew too much. I was a
shadow sleights use the Residential Area’s safety wall to loose end.”
grant half-cover. • To whom did you share information? “Trace.”
Time to Leave. If any shadow sleights fall during com- • What is Natalie Trace planning? “Vingo.” This is in
bat, the others realize their plan has been foiled and flee reference to the singer Vingo, who is a special guest at an
the complex and using any apartment residents encoun- upcoming event at Natalie Trace’s Midnight Club and
tered to create distractions, taking them hostage, or using the setting of chapter 4.
them to gain half cover from the characters’ attacks.

48 AGENTS OF THE EMPIRE 4/6


Maximilian Storm? If the teenagers are asked about
Special Encounters Maximilian Storm, they happily state, “He’s cool! Gives us
coppers, candy, and stuff. He’s not stuffy like you!” They
While the characters ascend the building, you may wish to also state they have not seen Maximilian today, but they
have them encounter one or more of the following. saw him going to his apartment yesterday.
A Ghost? If the teenagers are asked about a ghost, they
Old Marabeth each snicker, laugh, and make fun of the agents. A character
While ascending the stairs, the characters encounter a succeeding on a DC 14 Wisdom (Perception) check notices
mumbling Marabeth (NG female dwarf commoner) who one teenager, a short, red-headed, human boy, turn away
is hard of hearing, carrying several bags of groceries. with a serious look on his face.
Marabeth is having a difficult time climbing the stairs with If questioned, the boy timidly responds, “Well, I thought
cabbages, onions, oranges, and other items falling out of I heard something say watch out; a whisper almost.” The
her overfilled bags. Marabeth leans over to pick one up others point and laugh at him, which causes the boy to
item only to have a different item fall from her bags. blush and say, “I’m just kidding. I’m pulling their legs.”
If the characters speak with Marabeth, her responses A character succeeding on a DC 10 Intelligence (Insight)
may not always make sense as she is hard of hearing and check realizes the boy is not kidding.
often mishears their questions. The “ghost” was one of the shadow sleights who bumped
Claims of a Ghost. Marabeth blames her grocery into the boy on their way up to Maximilian’s apartment.
misfortune on a ghost. “The darn thing bumped inta me

LEAVING THE LIMELIGHT


and knocked out me oranges.”
Assisting Marabeth. If the characters assist Marabeth,
she leads them to her small apartment on the next floor.
Delbert Fox is at his wits’ end, shaken by what just
Her apartment smells horrible-a mixture of cat urine and
occurred. He rapidly asks the characters to explain what is
feces. Several overflowing litter boxes are easily noticed.
going on. “What happened? Who are these other people?
She offers a cup of tea to the characters and a place to sit
How will he repair the damages? Is everyone okay?”
on her cat-hair encrusted chairs. Oddly enough, there is
Delbert doesn’t even think to ask about Mrs. Waddly's rent.
never a cat in sight. She thanks the characters by offering
them each a quick kiss on the check as a reward, but takes
no offense if they refuse.
What does Marabeth know? If asked about DEBRIEF
Maximilian Storm, Marabeth first says, “Oh! Now that’s a The Chair is grief stricken after learning of Maximilian
nice looking man. Very handsome!” She continues, “He’s Storm’s double cross and murder. He considered the man a
always so helpful. Just like you helped me with my bags. He friend, but now knows otherwise.
would have too!” The Chair accepts any intelligence the characters
acquired and immediately begins considering their next
Rowdy Teenagers mission detailed in chapter 4.
While ascending the stairs, the characters encounter a
group of teenagers sitting on the stairs, blocking the way.
They are the ones who have been throwing eggs down the CHARACTER
ADVANCEMENT
central shaft. The group giggles and laughs while passing
around a wineskin.
If the teenagers are asked to move so the characters can
pass, the teenagers demand a couple of coins for their If you are using optional agent advancement rules from the
troubles. A successful DC 14 Charisma (Persuasion or Agents of Empire Setting Guide, and you haven’t already
Intimidation) check forces them to move aside while saying awarded an agent milestone during this episode, you
things like, “Hey, don’t get twisted. Alright, alright,” or should do so at the end of this chapter.
“It’s all good, just playin’.”
If they are asked about the contents of the wineskin, they
reply, “Well, it’s not water.” The group has a good laugh at
the comment. If reprimanded, the characters make quick
enemies of the teenagers, who respond with comments like: The Chair is grief stricken after
• “Come on, you were young once too.” learning of Maximilian Storm's
• “There’s nothing else to do around here.”
• ”Beats playing in the streets.” double cross and murder.
However, the teenagers do not respond violently.

TRACE OF DECEPTION | Chapter 3: Loose Ends 49


CHAPTER 4:
THROAT PUNCH
The agents follow the trail of a stolen aetherium bomb to a
popular night club, where they must contend with a powerful
Brimstone agent.
MISSION BRIEF
In this chapter, The Chair sends the characters to infiltrate
a party, where Vingo—a secretive but popular singer—is
to appear. Having learned of Vingo’s appearance at the
event, The Chair tasked a separate group of agents to
covertly apprehend the entertainer. Now, with the real
celebrity held in a safe house, the characters assume the
role of Vingo and members of their entourage to enter the
invitation-only event.
Their mission is to learn the location of the aetherium
bomb taken from the Adelock Cannery. The Chair received
information suggesting the manager of the Midnight Club
may secretly be an arms broker with information on the
bomb’s location. The manager, Natalie Trace, is not only a
staunch supporter of the Empire but appears to be the person
who coordinated the events that discredited the characters.
Natalie Trace is a spy for Brimstone. In addition to
setting up the characters, she stole the aetherium bomb
created at the cannery and sold it to The Endeavour,
Nelox’s anti-imperial faction. (The Endeavour are
described in the Agents of the Empire Setting Guide and
Throat Punch

appear in episode 5 of this Fable.)


Natalie’s contacts learned that the Agency abducted the
real Vingo and that the characters will pose as Vingo and
their entourage. She’s uncovered the Agency’s mole—Eth
Gunt—and has interrogated him. She intends to toy with
the disguised agents during the evening, until she’s ready to
unleash her thugs on them.

She intends to toy with the disguised


CHAPTER 4

agents during the evening...

Getting Started
This chapter begins with the characters in their new
safehouse where they took shelter at the end of chapter 2.
The Chair shares findings from the intelligence uncovered
at Maximilian’s apartment including that Natalie Trace
likely coordinated the events at the cannery and then
sold the stolen aetherium bomb to an unknown party.
Unfortunately, no direct evidence remains to prove the
characters’ innocence.
The Chair is gravely concerned at the prospect of a
radical group acquiring a powerful aetherium bomb.
However, an upcoming social event provides a unique
opportunity to infiltrate Trace’s operations in hopes
of learning where the bomb is and possibly gathering
evidence to prove the characters’ innocence.

AGENTS OF THE EMPIRE 4/6


Operation Nightingale
Mission Primer:
• Natalie Trace is the manager of the Midnight Club, a
popular entertainment club in Karel.
• Recent intelligence suggests that Trace masterminded
the events that framed the agents at the Adelock
Cannery, though no direct proof of this exists.
• Chatter suggests Trace is also an arms dealer who
recently moved a powerful aetherium bomb.
• Plans for an aetherium bomb recovered from the
Adelock Cannery suggest it is immensely powerful and
represents a dire risk to the Empire.

h e
Tactical:

T c a
• The team, disguised as the singer Vingo and their

g i r
entourage, will gain access to an invite-only gala at

a e
the Midnight Club.
• While some agents maintain the Vingo façade, the

m o w s
others will seek the manager’s office for clues to the

p e
aetherium bomb’s location.

t h a r
• An undercover human operative Eth Gunt, posing as a

ocpfolam n
waiter, will be on site to assist the agents.

t
• A secret entrance to the back-offices is believed to be

e
hidden in the club’s restrooms.

e d
Primary Objectives

s
• Uncover the buyer and location of the aetherium bomb.

a u i d
Secondary Objectives

c q u
• Determine if Trace works for another organization.

l i e r
• Discretely capture Trace and bring her in for questioning.

The Plan
The Midnight Club, Natalie Trace’s entertainment center,

ar ey t h
s t
t a
o l l
a
csolw iindhofipocl
is hosting an invitation-only gala celebrating the Empire.
The annual event is popular with Karel’s upper-class as
celebrities often make an appearance. For Trace, she uses
the event to funnel large amounts skimmed from the entry
fees to fund Brimstone activities. Natalie is a wealthy
heiress. She has enough money to maintain her lifestyle

e l
and she has no need of the skimmed funds.

pwcoom u
Vingo, a popular eccentric singer sometimes referred to
as “The Golden Throat,” was to attend the event. Vingo is
famous for keeping their face covered and not speaking in
public. The Chair had another group of operatives covertly

a
apprehend Vingo and their entourage until after the event.

c
The characters will assume the role of Vingo and members

toeri
of their entourage to gain access to the event.
Meanwhile, the Chair will stay nearby disguised as a
driver for hire, shuttling “Vingo” and their entourage to
the event. He’ll stay close by in case the characters need to
make a quick exit.

TRACE OF DECEPTION | Chapter 4: Throat Punch 53


Secret Accomplice
The Chair explains that the Agency has a human accomplice
working at the club posing as a waiter. The operative,
BEHIND THE SCENES
Natalie Trace, the club's owner and secret Brimstone
Eth Gunt, knows the characters are coming and helps as
operative, knows the characters will attend the gala posing
needed. He may know about the secret passage beneath the
as Vingo and their entourage. She’s already sniffed out Eth
Midnight club to reach the back office unnoticed.
Gunt, the agent posing as a waiter in the club. She has him
Eth uses the following code phrase to validate an
detained in an interrogation room in the club’s back offices.
agent’s identity:

Brimstone and The Bomb


• Challenge: My garden's roses look amazing this year.
• Response: I prefer marigolds, daisies, and petunias.
The Spider, Brimstone’s secretive leader, directed Trace to
Becoming Vingo sell the aetherium bomb they acquired from the cannery
to The Endeavor, a radical anti-imperial faction in Nelox.
Vingo, the “Golden Throat”, is a magnificent singer who sel-
The bomb is already on the move as the events at the
dom travels. They are also known for being eccentric and ex-
Midnight Club begin. Pursuing the bomb is the focus of the
tremely private, as well as having a deep love for the Empire.
next Agents of the Empire episode, My Enemy’s Enemy.
Vingo’s visual appearance is shrouded in mystery.

Playing with the Agents


Most suspect the singer is a human of an indefinite gender.
Their true identity is uncertain, however, as they
keep their face hidden behind a beaded veil while out
Having learned that the characters are posing as Vingo and
in public.
their entourage, Natalie decides to play along. She wants
One of the characters is to assume the role of Vingo,
and needs Vingo to appear at her event, which she has
donning a large, flowing, cape-like dress and headwear
promoted heavily.
consisting of a full-face beaded veil. This is Vingo’s iconic
During the first part of the event, Natalie puts on a
public attire.
spectacular performance as the master of ceremonies,
The remaining characters will assume the roles of Vin-
excited to meet the one and only Vingo. Her comments,
go’s bodyguards and personal assistants. Vingo’s assistants
suggestions, and reactions come across as sincere. She enjoys
normally speak on Vingo’s behalf, translating the enter-
a good game, and is excited to play cat-and-mouse with the
tainer’s whispered words, thereby saving the entertainer’s
characters. Natalie is a master performer, influencer,
precious voice. Vingo’s personal assistants and bodyguards
and deceiver. She’s also a trained killer.
wear all-white clothing free of embellishments.
When Natalie's ready, she invites Vingo and the remain-
ing entourage for a special meeting in the manager’s office,
No Weapons Allowed where she has several thugs hiding, ready to confront the
The Midnight Club has a strict no-weapons policy. To that characters with violence.
end, weapons such as daggers or larger, and bulky armor,
are not allowed inside the club. Chain shirts and breastplate
that fit the gala's upper-class aesthetic are allowed.

Special Equipment
The group’s wanted status limits The Chair’s ability to
procure equipment. However, the administrator’s years of
experience still allow him to obtain items available to Rank
3 – Veteran agents for the group (see the Agent Equipment
section in the Agents of the Empire Setting Guide).
Despite the Agency’s edict against the characters, The Chair
has convinced his trusted dwarven magitech expert, Zed
(N dwarven aetherium researcher see appendix A), that
the group is innocent and needs his help. The Chair’s ar-
gument was helped by a large payment to Zed. If anything,
Zed is pragmatic when it comes to his loyalties.
Zed provides the following magical equipment to support
the characters, each resembling a mundane item:
• Eyepatch Sling • Shield Ring
• (2) Flash Bands • Stunning Earrings – 1 pair
Each item is detailed in appendix B.

54 AGENTS OF THE EMPIRE 4/6


EVENTS IN THE CLUB • The last act wasn’t very impressive; the crowd
The gala is a busy affair. This section details the events after applauding softly.
the characters arrive, posing as Vingo and their entourage. • Someone yells, “Vingo! Let’s hear Vingo!”
• The other patrons cheer and a soft chanting of “Vingo…

Interactions with Vingo Vingo… Vingo...” begins.


• Natalie can’t contain her excitement. She stares at Vingo
Patrons at the event pay close attention to the character with wide-eyes, claps quietly in front of her face, and
disguised as Vingo, hoping to interact with the famous urges Vingo to take the stage. “It would mean so much to
singer. The Vingo Interactions table lists suggested me … to us …. If you would perform for us.”
questions patrons may ask of Vingo while at the gala. If Vingo Sings. Have the character pretending to be
Vingo make a DC 14 Charisma (Performance) check with
Vingo Interactions advantage. On a success, the crowd quiets for a moment
D6 INTERACTION before exploding with screams of joy having witnessed a
1 Bored Noble: “How do you like the city?” live performance by a famous entertainer. On a failure,
some members of the crowd seemed appeased, while others
2 Earnest Patron: “What are your thoughts on the recent events
have a doubting look. Regardless of the result, the crowd
at the waterfont? Personally, I find them to be dastardly.”
eventually settles down waiting for the next act.
3 Cheery Couple: “Why have you remained so quiet lately?
We’ve missed hearing your beautiful voice.”
4 Inquisitive Youth: “When and how do you eat? Do you always
The Final Performance
wear your beaded veil?” You should adjust the timing of events such that the final
5 Natalie Trace: Feigning excitement, “I’m so grateful you are
performance by percussionists occur when some of the
here. Your presence is the highlight of the evening!” characters reach the Manager’s Office (M18), at which
time Natalie extends her invitation to privately meet with
6 Intoxicated Patron: Complaining about a song, “Why’d you
sing the song that way? It sucked!”
Vingo in her office.

Natalie’s Invitation
Stage Performances Natalie is finished having her fun with the Agents. She invites
Natalie procured several acts to perform on the gala's Vingo and the remaining entourage to a special meeting
main stage, including a singing group, a comedian, and a in her office (M18), where she wishes to offer her personal
magician. Each take turns performing during the gala in the thanks for attending the event, away from the noisy crowd.
order listed below. Natalie knows the missing members of Vingo’s entourage
are attempting to break into her office, having squeezed it
Gala Entertainers out of Eth Gunt, who is being held captive in a storage room
(M13). She has several Brimstone operatives waiting in a
ORDER PERFORMANCE secret room (M19) to ambush the characters.
1 A comedian who makes jokes about the Empire’s more

2
distant provinces.
A magician who performs non-magical illusions and magic
Exiting the Club
tricks using sleight of hand. There are several ways the Agents may exit the Midnight Club.
3 A folk band that perfomers several mellow songs, most with Front Door. If the characters leave the club through its
an underlying message of solidarity for the Empire. main doors, none of the patrons would suspect anything
4 A beast tamer and her traveling flock of sheep perform is amiss. However, if they are injured or have Natalie in
tricks and dance routines. custody, this may cause a scene, prompting resistance.
5 A group of percussionists who play exotic drums of various Secret Door. The secret room (M19) beside Trace’s office
sizes. The performance is fantastic and loud. includes a hidden door providing access to a parking lot.
Though the outside crowd has dwindled, some remain,
hoping for one last glimpse of Vingo. If they see Vingo,
A Vingo Performance? the crowd swarms, insisting on a song or autograph.
During the evening, Vingo will be asked to perform, but This may also cause a scene, prompting resistance.
not until the crowd starts chanting their name. The timing The Sewers. The characters could tromp through the
of this is left up to you. Here are a few suggestions for sewers below the Midnight Club, but risk interacting
initiating this event: with creatures that live in its fetid waters.

TRACE OF DECEPTION | Chapter 4: Throat Punch 55


M9 M9 M9 M7a
T

M10
M7
M14 M13 M12 M11 M8

M15

M5
M17
M16

M6
M4

M18

S
M3

M19 M20

M2

M1

Lower level

M21
M23 M22

M22a

The Midnight club


1 Square = 5 feet
M1. Club Entrance
THE MIDNIGHT CLUB A red carpet stretches from the street to the Midnight
Natalie Trace’s prestigious entertainment venue, is hosting Club’s doors. Crowds of fans watch for personalities
an annual gala celebrating the Empire. Few know that she
entering the event.
is a deadly Brimstone operative coordinating operations for
The Spider from the club’s back office.
The crowd will shout, calling for Vingo’s attention. Five
guards push back over-zealous fans creating a path for the
characters to enter the club’s security checkpoint (M2)
Natalie and the Patrons
Natalie knows the characters are posing as Vingo and
their entourage. Only she and her hidden thugs know
this. The rest of the Midnight Club’s staff are unaware
M2. Security Checkpoint
of the ruse and believe this to be the authentic Vingo.
In this elegantly carpeted but unfurnished room, two
Natalie and patrons of the event readily share
well-muscled bouncers scan guests entering the club using
the following:
shimmering black rods. The vibrant sounds of a busy club
• Restrooms. Restrooms are on the east side of the club.
come from the next room.
• Back Office. The doors on the west wall of the main
hall grant access to the back office. The door always
guarded. Guests are not allowed access to that area. The two bouncers, Dalton (half-orc veteran) and Butabi
• Natalie Trace. The patrons speak highly of Natalie. (dragonborn veteran), use special magitech rods to detect
She throws the best parties. metal objects the size of a dagger or larger. Weapons and
bulky metal armor are not permitted during the event;
however, a chain shirt, breastplate, or similar protection
are allowed.

Main Level
Characters wearing bulky armor or carrying metal
weapons are asked to check them with guards at the
adjacent storage room (M3) prior to entry.
Unless specified otherwise, rooms are illuminated with
If a character refuses to relinquish an item, have them
aetherium-powered lamps. Fine marble tile is used
attempt a DC 15 Charisma (Persuasion) check. A success,
throughout the club and its furnishings showcase the
along with a good reason for the refusal, appeases the
Empire’s latest design trends.
guards, allowing the character to bring the item into the
Ceilings. Ceilings are 10 feet high throughout the club,
club. On a failure, the guards request the character vacate
except for the main showroom (M4) which boasts 20-foot-
the premises unless they relinquish their items.
high ceilings and extravagant aetherium light chandeliers.

M3. Personal Storage


Splitting the Party Three club personnel efficiently accept and watch over
Once they enter the club, the characters will need to patron’s items for storage. Racks, shelves, and hangers hold
split up, with some remaining with Vingo to act as their
a collection of items.
interpreter and others searching for the manager’s office.
When this occurs, be sure to keep both groups active
in the game session, alternating between the exploring Gidget and Cordis (human commoners) carefully store
characters and Vingo’s entourage. guest’s items, providing them with a ticket to claim their
A good time for the characters to split is while Natalie checked items as they leave. A hulking guard named
or others ask Vingo questions, when Vingo is asked to Drago (human gladiator) keeps a watchful eye over the
sing, or during any of the other performances. Those checked items.
splitting away from Vingo are not noticed immediately. This room is filled with shelves and racks storing items
Natalie and the guests realize Vingo has guards who may patrons cannot or do not wish to bring into the club.
move around the crowd. Numerous luxurious coats, mundane weapons and armor
are stored here.

TRACE OF DECEPTION | Chapter 4: Throat Punch 57


M4. Club Showroom Natalie leads Vingo and the others to a large table
surrounded by eight chairs, directly in front of the stage.
The club is packed with excited Empire elitists, each After they sit, Natalie again praises Vingo and welcomes
dressed in elegant clothing ranging in style from practical, them. Her excitement is noticeable.
to gothic, to exotic.
Refreshments. Two well-stocked bars serve
The floor is filled with tables and chairs and a well-lit
complimentary drinks to the guests. Simple snacks, such
stage lines the far wall.
as peanuts, crisp bread, warm spinach-artichoke dip,
spicy meatballs, and dainty cucumber sandwiches are also
available at the bar, all complimentary.
When the characters enter as Vingo and their entourage,
Back Office Entrance. Two guards (veterans) stand
Natalie Trace hurries to introduce herself.
near a door on the west wall, which leads to the back-office
A woman wearing a white gown embellished with sparkling area including the manager’s office. No one is permitted
red crystals approaches. She proffers her right hand and says, entry into the back-office other than Natalie and the
“Hello and welcome Vingo! I’m Natalie Trace, the event staff.
organizer of this event.” She takes a moment to smile Side Lounge Entrance. The eastern wall is unguarded
before continuing, and then continues, “We have a table up and leads to a quiet lounge and restroom area, and where
front for you. Please, follow me.” the secret entrance to the back-office is said to be located.
Back-Stage Entrance. Doors flank both sides of the
The Attendees. The gala’s guests are excited. Many stage on the North wall. They provide access to a backstage
respect Vingo’s work, songs, and message. Vingo is a corridor where performers ready themselves.
known supporter of the Empire, a celebrity, and a recluse—
this is indeed a rare and special occasion for all attending. M5. Lounge
Natalie Trace. Natalie poses as a lovely woman who
loves the Empire. She’s impeccably dressed with long This quieter side room offers comfortable and luxurious
brown hair and hazel eyes that seem to sparkle.
couches for guests who wish to escape the crowd or who
A character succeeding on a DC 12 Intelligence (History)
wait for their turn in the adjacent lavatories.
check has heard of Natalie Trace. She’s a staunch supporter
of the Empire who uses her inherited fortune to organize
events for the Empire, inviting those who she thinks may be A few patrons can always be found sitting here, escaping
losing touch with the Empire’s ideals and goals. the noise of the busy club.

58 AGENTS OF THE EMPIRE 4/6


M6. South Lavatory M11. Stage Storage
This room includes several toilet stalls and a line of sinks. This unfurnished room is an organized mess of stage
equipment and props.
During a club event, there is almost always at least one
guest here. The Lavatory Events table includes suggestions Numerous mundane items such as lecterns, rigging,
of who the characters may encounter. aetherium-powered lights, and other stage equipment are
kept in this room.
Lavatory Events
D6 INTERACTION M12. Break Room
1 A patron is heard vomiting behind a stall door.
2 Several patrons are excitedly discussing Vingo. This modest room includes table, chairs, and a counter
3 Two patrons worriedly discuss recent attacks against the Empire. holding flasks and a tray of pastries.

4 A pair of amorous patrons are caught smooching behind a


semi-closed stall door. The flask contains water. The pastries are fresh and delicious.
5 A performer is behind a stall door, crying because they
Guards. Guymond and Tully, two Brimstone novice
believe their performance was bad. “Vingo in the front row, agents (see appendix A) normally relax here playing
really? How could I perform when THEY were THERE!?!” cards. They respond to any commotion in the Employee
Hallway (M15).
6 A patron is swearing in the restroom, apparently having
dropped an item of value down the stall’s waste shoot.
M13. Club Storage
M7. North Lavatory A series of shelves on the northern wall contain eating
This room is a mirror image of the South Lavatory (M6),
utensils, dinnerware, table cloths, fancy napkins, and
however, a sign hangs on the north-west stall (M7a) that
seasonal decorations. Several waitstaff uniforms hang
reads “OUT OF ORDER.”
above two serving carts.
Secret Tunnel. The toilet bench seat in the out-of-order
stall lifts upward on hinges, revealing a hole and iron- A series of chains and manacles are attached to the
wrung ladder leading downward to the secret tunnel (M21). northern wall, from which hangs a bloody and bruised
figure. In a soft, broken voice, the person murmurs,
M8. Backstage Corridor “marigolds… daisies… …petunias.”

This narrow corridor runs behind the stage providing


access to performers’ changerooms. The individual is Eth Gunt (N human novice agent, see
appendix A), the accomplice The Chair mentioned. Na-
talie learned of the deceiving Eth and interrogated him.
M9. Change Rooms Eth Gunt. The agent is exhausted and sore. He has
These simple change rooms provide a place for artists 5-levels of exhaustion and 5 hit points remaining. With a
to get ready before the performances. They are simply weak voice, Eth tells the characters he held out as long as
furnished with a mirror, a makeup table and chair, and he could, but Natalie eventually broke him. She knows the
racks to hang clothes. characters are posing as Vingo and the entourage.
Refer to the Stage Performances section for entertainers Supplies. The serving carts and uniforms could be used
who may be found here during the gala. to transport others out of the club. Doing so may require
some ingenuity and contested Performance or Deception
M10. Premier Change Room checks against those they meet.

This is a luxurious change room, decorated with expensive


art. The room has a large well-lit mirror, wardrobe, and
changing table, as well as comfortable velvet seating.
...he held out as long as he could,
but Natalie eventually broke him.
This room is reserved for the club’s best acts, allowing impor-
tant guests a place to relax before and after their performance. She knows the characters are posing
The final act of the gala is a group of five percussion-
ists. They may be found here readying themselves before as Vingo and the entourage.
their performance.

TRACE OF DECEPTION | Chapter 4: Throat Punch 59


M14. Cleaning Closet information from. It would be best to gather all the
documents now, and review them later.
Leather Satchel. Sitting on the desk is a fancy
This room stores a variety of cleaning equipment, including
leather satchel that functions as a bag of holding. It is
mops, buckets and brooms.
currently empty.
Secret Entrance. The top three drawers of the filing
Characters glancing into the room and who succeed on cabinet contain useful documents. However, the bottom
a DC 12 Wisdom (Perception) check notice two things – drawer contains an aetherium pistol (see appendix B). In
blood staining several mops and towels and the outlines addition, opening the bottom drawer unlatches the filing
of a trap door on the floor beneath some of the cleaning cabinet, allowing it to swing open revealing a hidden
equipment. The bloody items were used to clean up after room (M19).
Eth Gunt’s interrogation (see M13).
Trapdoor. Anyone searching the room easily finds the
trap door. Lifting it reveals a metal run ladder heading Natalie’s Entrance
down to the secret sewer tunnel (M23). With some care, you can arrange to have Natalie escort
Vingo and his remaining entourage here as the other
M15. Employee Hallway characters begin searching the room.
On entering, Natalie laughs and says, “Looks like we
This wide hallway tiled in white marble is unadorned. are having a little party. Let’s invite some more attendees,
shall we?”
The large filing cabinet standing behind the desk slides
The hallway leads to other sections of the back-office.
open. Two veteran agents and two novice agents (see
Mayly, a Brimstone novice agent (see appendix A),
appendix A) step out of a hidden room and into the office.
stands guard in front of the manager’s office (M18). Any
What Natalie Knows. If interrogated, Natalie has
disturbance, draws the attention of the agents in the
the following information to share, though she does so
break room (M12).
reluctantly. A character succeeding on a DC 15 Charisma
(Intimidation) check learns one of the following.
M16. Kitchen • The bomb has been shipped to someone else.
• The Endeavor has the bomb. Hunting for it is pointless.
This room is filled with a delicious scent. It contains a
• She has no idea what The Endeavor plans to do
magitech stove and preparation table, along with various
with the bomb.
kitchen supplies.
• She’s heard the word “osprey” mentioned in chatter but
does not know what that means.
The club caters in food for most events, however, this
kitchen is sometimes use for smaller events and by the club
staff to heat their own food. A casserole of rice, duck, and M19. Secret Room
mushrooms smothered with a white wine cream sauce is
bubling away on the stove. It is delicious. Inside this room are several benches and racks of weapons
and equipment. A large vault door covers the eastern wall.
M17. Employee Lavatory
Natalie keeps this room well stocked with equipment and
This is a simple lavatory complete with two toilet stalls and weapons, such as studded leather armor, daggers, short
a pair of washbasins. swords, light crossbows and crossbow bolts. Additionally,
there are three aetherium pistols, two smoke bombs, and a
There is nothing unusual in this room. goo-patch (see appendix B) stored in the room.
Guards. If Natalie hasn’t entered the office when this
hidden room is discovered, two novice agents and two
M18. Manager’s Office veteran agents (see appendix A) are here and attack any
intruders. Otherwise, these agents enter the office (M18)
A grand, mahogany desk and leather chair stand in the far cor-
when Natalie arrives.
ner of the room. Nearby is a lavish sitting area, opposite a set of Secret Exit. The western wall hides a secret exit from
bookcases and a grand piano. Several metal filing cabinets line the club that can be found with a successful DC 15
the southern wall. Expensive artwork completes the room. Wisdom (Perception) check. The door can be opened by
pressing a barely visible button adjacent to the door. A
The desk and bookshelves are filled with paperwork, too large, metal trash bin along the outside wall conceals the
much to review now and successfully glean any useful exit from most passersby.

60 AGENTS OF THE EMPIRE 4/6


Vault Door. This massive iron magitech vault door M23. Secret Tunnel - Closet Entrance
is opened using several dials and switches. Only Natalie
Trace knows the correct vaults combination. An iron wrung ladder affixed to the sewer’s stone wall
Without the correct combination, characters can still provides access to a trap door in the Cleaning Closet
open the vault by succeeding on a DC 25 Dexterity check (M14). The ladder is well-used but in good repair.
using thieves’ tools. At your discretion, characters who are
magitech experts have advantage when making this check.
DEBRIEF
M20. Vault This episode concludes with the characters and The Chair
returning to their safehouse. If the characters obtained
The inside of this solid metal vault contains several coffers documents from Natalie Trace’s office, The Chair takes
and metal chests. time to analyze the information. Finding the aetherium
bomb taken from the Adelock Cannery remains his most
Natalie uses this room to store the funds from the Midnight pressing concern.
Club’s operations as well as a few valuable magic items. If Natalie Trace is captured, The Chair takes her
Treasure. The chests and coffers are unlocked. In to an undisclosed location to be imprisoned for her
total, they contain approximately 5,000 gp worth of coins crimes. Doing so has dealt a solid blow to the Brimstone
and gems. organization.
The room also holds 1d6 magical items of the your If Eth Gunt is returned, he is treated for his injuries
choice. Consider using the Random Agent Equipment but then assigned a desk job for the time being. After
tables, found in appendix D of the Agents of the Empire the trauma he’s endured, Gunt needs time away from
Setting Guide to select these items. field work.

Under Passage CHARACTER


ADVANCEMENT
Natalie Trace created two secret entrances from her club
into the sewers below. She bribed the local sewer workers
to avoid this area. A thousand feet in either direction down
the stone-lined sewer tunnels are manholes that provide At the end of this episode the characters should advance
access to the sewers. to level 7.

M21. Secret Tunnel - Lavatory Entrance


A sturdy iron wrung descends to this rough hew stone
THE STORY CONTINUES
cavern from a secret entrance in the North Lavatory (L7a). This Agents of the Empire Fable continues with Episode 5
The smell of sewage and refuse fills the air. – My Enemy’s Enemy.

M22. Sewer
The tunnel, unlit and made of worked stone, runs along an
open stream of sewage. A 5-foot-wide walkway follows the
tunnel’s north side. The sewer’s southern wall widens into
a larger, rough-walled chamber. Several islands of refuse
rise from the waters.
Refuse Islands. A roper lives on one of the refuse
mounds in the middle of the sewer (M22a). Natalie Trace
had her operatives place the creature here to devour the
carcasses of those she viewed as enemies of the Empire.
It’s been trained to not attack humanoids walking along
the sewers edge from M21 to M22. However, if a character
stops or enters the sewer, it attacks.
Characters who search the refuse islands and succeeding
on a DC 12 Intelligence (Investigation) check find a purple,
velvet purse lodged in the refuse. It contains 100 gp and if
cleaned of the raw sewage is worth 25 gp itself.

TRACE OF DECEPTION | Chapter 4: Throat Punch 61


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

Any creature from the fifth edition rules


may be found in the world of Tholus.

NEW CREATURE LISTING


Aetherium Researcher. Medium or Small Humanoid.
Challenge 1/4
New Monsters

Living Toxin. Small Ooze. Challenge 2


Master Agent. Medium or Small Humanoid. Challenge 5
Natalie Trace. Medium Humanoid (Human). Challenge 8
Novice Agent. Medium or Small Humanoid. Challenge ½
Shadow Sleight. Medium or Small Humanoid. Challenge 3
Mr. Waddly. Medium Undead. Challenge 2
Veteran Agent. Medium or Small Humanoid. Challenge 3

Other Creatures
APPENDIX A

Any creature from the fifth edition rules may be found in


the world of Tholus. The core of the Karelagne Empire
is growing increasingly urban with each passing year,
and the creatures encountered within the Empire should
reflect this reality.
Truly fantastical monsters, particularly larger
creatures such as dragons and their kind, are now found
only on the outskirts of civilization. The highest hard-
to-reach peaks of Adon’s Reach, the depths of the Great
Eastern Ocean, and the mist-shrouded Gravespray
Islands are all great homes for such wonderous beasts.

AGENTS OF THE EMPIRE 4/6


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

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

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

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

h w
ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

T p o e p
Reactions

e s m
Aethershield (1/day). When the researcher takes damage from an

h o
attack, they can engage a protective arcane shield, reducing the

tcau c d
damage by 5 (2d4).

a s
eye
tsht e
a
r a
What if instead of shielding magitech

c t o ,
from Gilbert-Pretzel events, we found

i n m e
a way to control the phenomenon?

r
fpoeoom l
phee
It could represent a new fabrication
technology that advances the
production of complex structures!

TRACE OF DECEPTION | Appendix A: New Monsters 63


AGENTS
Agents are skilled individuals adept at espionage and
with a knack of succeeding even when the odds are
against them.

Novice Agent Veteran Agent


Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment

Armor Class 13 (leather armor) Armor Class 15 (studded leather armor)


Hit Points 22 (4d8 + 4) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 17 (+3) 14 (+2) 15 (+2) 13 (+1) 16 (+3)

Skills Athletics +3, Deception +3, Sleight of Hand +4 Saving Throws Dex + 5, Wis +3
Senses passive Perception 11 Skills Athletics +4, Deception +5, Sleight of Hand +5, Stealth +5
Languages Any two languages Senses passive Perception 11
Challenge 1/2 (100 XP) Proficiency Bonus +2 Languages Any three languages
Challenge 3 (700 XP) Proficiency Bonus +2

Actions
Multiattack. The agent makes two dagger attacks. Actions
Multiattack. The agent makes three attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) 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: +4 to hit, range 30/90 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions Aether Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft.,
Cunning Action. The agent takes the Dash, Disengage, or Hide action. one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions Bonus Actions


Fortune Favors the Bold (1/day). The agent can choose to have Cunning Action. The agent takes the Dash, Disengage, or Hide action.
advantage on an attack roll, ability check, or saving throw, and adds
1d6 to the result. Smoke Bomb (1/day). A burst of opaque smoke explodes outward,
centered on a point within 30 feet, creating the effect of the fog
cloud spell.

Reactions
Fortune Favors the Bold (2/day). The agent can choose to have
advantage on an attack roll, ability check, or saving throw, and adds
1d6 to the result.
Agents have a knack of
succeeding even when the odds
are against them.

64 AGENTS OF THE EMPIRE 4/6


T
t h
p e
o w m a
cloihqmu
eesetspecrl
tfionctorid
y satea
Master Agent
o
pceoorm m
p l ,
eaw s
Medium or Small Humanoid, Any Alignment

Armor Class 16 (studded leather)


Hit Points 84 (13d8 + 26)
Speed 30 ft.
e
aethertiou w
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 16 (+3) 13 (+1) 18 (+4)

Saving Throws Dex + 7, Wis +4


Skills Athletics +5, Deception +7, Sleight of Hand +7, Stealth +7
Senses passive Perception 11
Languages Any three languages
Challenge 5 (1,800 XP) Proficiency Bonus +3

Actions
Multiattack. The agent makes three attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.

Tainted Aether Pistol. Ranged Weapon Attack: +7 to hit, range 30/90


ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison
damage and the target’s speed is reduced by 10 feet until the end of
its next turn.

Escape Boots (1/day). The agent gains a flying speed of 60 feet for 1
minute. If the agent is still aloft after a minute, they fall unless they
can stop the fall.

Bonus Actions
Cunning Action. The agent takes the Dash, Disengage, or Hide action.

Goo-Patch (1/day). A patch of sticky, black goo covers a 10-foot


square that the agent can see within 60 feet. The goo is difficult
terrain and dissipates after 1 minute. When the goo appears, each
creature standing in its area must succeed on a DC 13 Strength
saving throw or become restrained by the goo. A creature that enters
the area or ends its turn there must also succeed on the Strength
saving throw or become restrained. Restrained creatures can use an
action to make a DC 13 Strength check, breaking free on a success.

Smoke Bomb (1/day). A burst of opaque smoke explodes outward,


centered on a point within 30 feet, creating the effect of the fog
cloud spell.
Master Agents have survived
Reactions
Fortune Favors the Bold (3/day). The agent can choose to have countless missions and should
advantage on an attack roll, ability check, or saving throw, and adds
1d6 to the result. never be underestimated.

TRACE OF DECEPTION | Appendix A: New Monsters 65


Living Toxin LIVING TOXIN
Small ooze, unaligned A living toxin is an ooze that represents the pinnacle of the
poisoner’s art—as toxin that delivers itself. Living toxins
Armor Class 13 are usually found around cities, hiding in sewers, and
Hit Points 44 (8d6 + 16) sliding along back alleys.
Each living toxin begins as a mixture of poisons and
Speed 20 ft., swim 20 ft.
alchemical ingredients. Whether by accident or ill intent,
the mixture gains a semblance of life and often turns on its
STR DEX CON INT WIS CHA creator. The ooze escapes through the nearest grating or
9 (−1) 17 (+3) 15 (+2) 1 (−5) 10 (+0) 1 (−5) window, seeking out places to hide and hunt.
When a living creature comes along, the ooze displays its
Damage Immunities poison most sinister trait. It launches itself at its victim’s face and
Condition Immunities blinded, charmed, deafened, exhaustion, tries to force its way inside the body. Once there, the toxin
frightened, poisoned, prone attacks the body from within. After the interior is liquified,
the ooze escapes from the corpse to find a new victim.
Senses blindsight 60 ft. (blind beyond this radius), passive
Ooze Nature. A living toxin doesn’t require sleep.
Perception 10
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2 GM Advice: It’s not too difficult to imagine the existence
of a sentient living toxin, capable of infecting a host but
Amorphous. The living toxin can move through a space as narrow
choosing when to inflict poison damage instead of doing
as 1 inch wide without squeezing.
so automatically. Such a creature, if given the ability to
communicate with a host telepathically, could blackmail
Toxic Nature. When the living toxin or its host (see Toxic Invasion) a host into doing its bidding. An intelligent living toxin
is subjected to an effect that cures the poisoned condition, the would certainly serve evil masters.
toxin takes 2d8 necrotic damage plus 1d8 necrotic damage per level
of the effect, if any.
Salvage
Actions
A living toxin breaks down into harmless goo once slain.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
Someone who has proficiency with alchemist’s supplies or
6 (1d6+3) poison damage, the target is grappled (escape DC 13) and
an herbalism kit can combine the goo with other reagents
until this grapple ends, the living toxin can’t attack another target.
or herbs worth 50 gp to create two doses of restorative
Toxic Invasion. A creature grappled by the living toxin must ointment. Doing so requires 8 hours of work and a
succeed on a DC 13 Constitution save or it takes 6 (1d6 + 3) poison successful DC 10 Intelligence or Wisdom check.
damage, and the living toxin invades the creature’s body. While in
this host, the living toxin has total cover from effects that originate
outside the host, the host is poisoned, and the host takes 10 (2d6
+3) poison damage at the start of each of the living toxin’s turns. Grim Hollow
The target can repeat saving throw at the end of each of its turns,
ending the effect on itself on a success. This effect also ends if
Monster Grimoire
The living toxin first appeared in the Grim Hollow
the host dies or is subjected to any effect that ends the poisoned
Monster Grimoire, Ghostfire Gaming’s ultimate bestiary
condition. When the effect ends, the toxin leaves the host, entering
for any dark fantasy campaign.
an unoccupied space within 5 feet of the host.

66 AGENTS OF THE EMPIRE 4/6


p mo Ta ghi e
c
Natalie Trace

thecsoemperlaaonlfa
w
Medium Humanoid (Human), Lawful Evil

Armor Class 15 (studded leather)


Hit Points 78 (12d8 + 24)
Speed 30 ft.

c a u e t s r
STR DEX CON INT WIS CHA

l s e d
11 (+0) 17 (+3) 14 (+2) 15 (+2) 13 (+1) 16 (+3)

careytihque i
r d t
Saving Throws Dex +6, Int +5
Skills Athletics +6, Deception +9, Insight +4, Perception +4, Sleight

s o
of Hand +9, Stealth +9

t a l
Damage Resistance poison

i n l i z
Senses passive Perception 14

solw t o e
Languages Common, Elvish, Thieves’ Cant

i d a
Challenge 8 (3,900 XP) Proficiency Bonus +3

h f o r m
Assassinate. During her first turn, Natalie has advantage on attack

p i c h ,
rolls against any creature that hasn't taken a turn. Any hit she

e o
scores against a surprised creature is a critical hit.

w p l e
Evasion. If Natalie is subjected to an effect that allows her to make

caoem o u
a Dexterity saving throw to take only half damage, she instead

l d
takes no damage if she succeeds on the saving throw, and only half

e
thertioucmal.l
damage if she fails.

Sneak Attack. Once per turn, the Natalie deals an extra 14 (4d6)
damage when she hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
of an ally of hers that isn't incapacitated and Natalie doesn't have
disadvantage on the attack roll.

Actions
Multiattack. Natalie Trace makes three Hair Pin attacks, or one
Hair Pin attack and one Aether Pistol attack.

Mithril Hair Pin. Melee or Ranged Weapon Attack: +6 to hit, reach 5


ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
and the target must succeed on a DC 15 Constitution saving throw,
taking 14 (4d6) poison damage on a failed save, or half as much
damage on a successful one.

NATALIE TRACE
Aether Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one
target. Hit: 8 (1d8 + 3) piercing damage.
Natalie is a striking woman with long brown hair and hazel
Bonus Actions
eyes that seem to sparkle. She is the owner of the Midnight
Club, an upscale venue popular with the Karel’s wealthy. Cunning Action. Natalie takes the Dash, Disengage, or Hide action.
She uses her fame and fortune to promote the Empire.
Secretly, Natalie is one of Brimstone’s best agents. She
Reactions
has created a network of operatives skilled in acquiring or Fortune Favors the Bold (2/Day). Natalie can choose to have
planting intelligence and items of value. advantage on an attack roll, ability check, or saving throw, and adds
Mithril Hair Pins. Natalie Trace wears two poisoned 1d6 to the result.
mithril hair pins. The hair pins function as poisoned
daggers during combat.

TRACE OF DECEPTION | Appendix A: New Monsters 67


SHADOW SLEIGHT
Shadow sleights are individuals who specialize in pickpock-
eting and planting evidence. These rogues pilfer informa-
tion from targets while appearing as a plain member of
the crowd, a passerby, or a tourist. They may also plant
incriminating information in a target’s pocket with a sim-
ple bump or during a handshake.
Many shadow sleights are fitted with a false tooth
containing a deadly poison, which they use to kill
themselves rather than being captured.

Shadow Sleight Pendant


In addition to their well-honed abilities, shadow sleights carry
a magical pendant, assisting them in their secretive activities.

Shadow Sleight Pendant


Wondrous item, rare (requires attunement)
This item has 3 charges. Once all charges are spent, the
pendant crumbles into gray dust.
Spells. While wearing this pendant, you can use a bonus
action to expend some of its charges to cast one of the
following spells (save DC 15): disguise self (1 charge), fog
cloud (1 charge), or misty step (2 charges).
Assisted Escape. While wearing the amulet, you can
use your reaction to expend 1 charge and gain advantage
on a saving throw you make to avoid being paralyzed or
restrained, or you can expend 1 charge and gain advantage
on a check you make to escape a grapple.

Shadow Sleight Actions


Medium or Small Humanoid, Any Alignment Multiattack. The shadow sleight makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or


Armor Class 16 (studded leather armor) range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Hit Points 65 (10d8 + 20) Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 7 (1d6 + 4) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,


STR DEX CON INT WIS CHA one target. Hit: 6 (1d6 + 4) piercing damage.
14 (+2) 18 (+4) 14 (+2) 15 (+2) 13 (+1) 16 (+3)
Bonus Actions
Saving Throws Dex + 6, Wis +3 Cunning Action. The shadow sleight takes the Dash, Disengage, or
Skills Athletics +4, Deception +7, Sleight of Hand +7, Stealth +6 Hide action.
Senses passive Perception 11 Smoke Bomb (1/Day). A burst of opaque smoke explodes outward, cen-
Languages Any three languages tered on a point within 30 feet, creating the effect of the fog cloud spell.
Challenge 3 (700 XP) Proficiency Bonus +2
Reactions
Fortune Favors the Bold (2/Day). The shadow sleight can choose
to have advantage on an attack roll, ability check, or saving throw,
and adds 1d6 to the result.

68 AGENTS OF THE EMPIRE 4/6


MR. WADDLY
Mr. Waddly is the result of Mrs. Waddly’s attempt at rais-
ing her dead husband’s mummified body from the dead.
Mrs. Waddly, who has no experience with magic or necro-
mancy, animated Mr. Waddly, but the results were not as
she had hoped.

Mr. Waddly
Medium Undead, Neutral Evil

Armor Class 10 (natural armor)


Hit Points 76 (9d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0


Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 2 (450 XP) Proficiency Bonus +2

Undead Fortitude. If damage reduces Mr. Waddly to 0 hit points,


he must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, Mr. Waddly drops to 1 hit point instead.

Actions
Multiattack. Mr. Waddly makes two mummy slap attacks.

Mummy Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) bludgeoning damage.

Mr. Waddly is the result of


Ms.Waddly's attempt at raising her
dead husban's mummified body
from the dead.

TRACE OF DECEPTION | Appendix A: New Monsters 69


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

This appendix details the new equipment and magic items


appearing within this adventure.

Equipment
Commwatch
Wondrous item (magitech), uncommon
This stylish-looking pocketwatch is a piece of magitech
given to the Agency’s trusted field agents. It represents a
step up from Agency’s standard issue message plates (see
Agents of the Empire Setting Guide).
The commwatch is powered by a small aetherium
crystal. Though the wearer can use it to tell the time,
its primary function is as a means of communication.
A commwatch is magically linked to a receiver, a boxy
magitech device with a long antenna. Spy networks
commonly employ commwatches in their work, tethering
them to a receiver in their headquarters.
A commwatch has 3 charges. The commwatch’s holder
can use an action to expend 1 charge and cast the sending
spell, where the target is the person holding the magically
linked receiver.
APPENDIX B

Eyepatch Sling
Weapon (sling), uncommon
This red eyepatch, festooned with crystal studs, can also be
used as a +1 sling.

AGENTS OF THE EMPIRE 4/6


Flash Band Smoke Bomb
Wondrous item (magitech), uncommon Wondrous item, uncommon
This bracelet is normally made of silver or gold, and This small crystal sphere measures 2 inches in diameter
engraved with faintly visible magic runes. and weighs an ounce. A black mist appears to slowly swirl
As a bonus action, you cause a brilliant flash of light within the sphere.
to explode from the bracelet. Each creature other than As an action, you can throw the sphere into a space
yourself within 30 feet of the bracelet who can see must within 30 feet of you. The sphere breaks on impact. A burst
succeed on a DC 15 Constitution saving throw or be of opaque smoke explodes, creating the effect of a fog cloud
blinded for 1 minute. spell centered on the point.
Once you use the bracelet in this way it becomes
nonmagical jewelry worth 50 gp. Stunning Earrings
Wondrous item, rare
Normally appearing in pairs, each of these silver
hoop earring has three small, silver, teardrop shapes
dangling from it.
As an action, you can detach a teardrop and throw it
at a target up to 60 feet away. Each target within a 5-foot
radius of where the teardrop landed must make a DC 15
Dexterity saving throw. On a failed save the creature takes
12 (5d4) force damage and is stunned until the start of your
next turn. Creatures that succeeded on the save take half as
much damage and are not stunned.

Mission Scroll
Scroll, uncommon
The Karelagne Empire’s Agency developed these
apparently mundane scrolls to discreetly pass messages
among its agents.
Flask of Goo Parchment, paper, or other suitable writing material
is infused with magic to discretely protect any inscribed
Potion, uncommon
message. Once a command word is spoken, any message
This apple-sized crystal sphere is filled with a black tarry written on the material is protected as if by an illusory
substance. As an action, you can throw the flask into a script spell for up to 5 days. For the duration, the material
space within 60 feet of you. The sphere breaks on impact, appears non-magical to spells and magical effects, such as
covering a 10-foot-square area with sticky goo. The goo is detect magic.
difficult terrain and dissipates after 1 minute. When the goo Once the reader speaks another command word, or the
appears, each creature standing in its area must succeed duration of the scroll’s enchantment has ended, the materi-
on a DC 13 Strength saving throw or become restrained al holding the message crumbles into dust and is destroyed.
by the goo. A creature that enters the area or ends its turn
there must also succeed on a Strength saving throw or
become restrained. Creatures can use an action to make a
DC 13 Strength check, breaking free on a success.
The immense arcane power
Shield Ring condensed in aetherium
Ring, rare (requires attunement) crystal and heavy aether has
A large blue stone sits in the center of this platinum ring.
This ring has 3 charges, and it regains 1d3 expended made possible astonishing
charges daily at dawn. While wearing the ring, you can
use a bonus action to expend 1 of its charges, to protect contraptions fashioned of wood
yourself from targeted attacks. Until the end of your next
turn, attack rolls against you have disadvantage. and metal, crystal and fluid.

TRACE OF DECEPTION | Appendix B: Magic Items 71


Swimskin Trident of the Happy Fisherman
Wondrous item, uncommon (requires attunement) Weapon (trident) rare (requires attunement)
While wearing this magical, waterproof suit, you gain a +1 A trident made of fire coral, and its tip is embellished with
bonus to AC. In addition, the suit’s buoyancy allows you to pearls of various sizes. You gain a +2 bonus to attack and
carry weapons and gear up to your normal encumbrance damage rolls made with this magical weapon
while submerged without impacting your swim speed. This trident has 3 charges. While you carry it, you can
The suit has 3 charges, which can be used to activate expend charges to activate one of the following abilities.
the following features. Once all charges are spent, the You may have more than one ability active at a time. The
swimskin loses all of its properties. trident regains 1d3 expended charges daily at dawn.
Bubble Up. As a bonus action, you can speak this Swim Like the Fishes. As an action, you may expend 1
command word to expend a charge. Doing so creates a charge to give a creature you touch with the trident a swim
magical bubble around your head, supplying you with speed equal to its base speed for 1 hour.
enough air to breath for 15 minutes. Breathe Like the Fishes. As an action, you may expend
Armor Up. As a bonus action, you can speak this 1 charge to give a creature you touch with the trident the
command word to expend a charge. Doing so activates the ability to breathe underwater for 1 hour.
unique fibers of the swimskin. You gain an additional +2 to Fire of the Coral. As a bonus action after a successful
AC for 1 minute, but your speed is decreased by 5 feet. hit, you may expend 2 charges to cause the trident to deal
Soak it Up. As a reaction, you can speak this command an extra 2d6 fire damage to the target.
word to expend a charge. Doing so causes the magical
fibers of the suit to alter their properties. Until the start
of your next turn, you have advantage on saving throws
against magical attacks, and you have resistance to
bludgeoning, piercing, and slashing damage.

mo T
wa ghi e
c a
ecsoempeerlaonlfar
c
l a
i u
qu s e t
d
eytshtaelrildtos Wand of Metal Working

iwn t i z e
Wondrous item, uncommon

i o a
This wand has 7 charges for the following properties. It re-

d f
gains 1d6 + 1 expended charges daily at dawn. If you expend

o r
the wand’s last charge, roll a d20. On a 1, the wand explodes

h m ,
into a ball of flame, inflicting 7 (2d6) fire damage to whoever

p i c h
is holding the wand.

e o
Spells. While holding this wand, you can use an action

w p l
to expend some of its charges to cast one of the following

o e
spells (save DC 13): heat metal (2 charges) or metal

me ld u
mending (see below) (1 charge).

72 AGENTS OF THE EMPIRE 4/6


Firearms Spells
One of the early developments in magitech was the
creation of aetherium-powered firearms that unleash bursts Metal Mending
of arcane force to damage their targets.
1st-level Transmutation
More advanced firearms are known to deal other types
of damage in addition to its normal bludgeoning or Casting Time: 1 Action
piercing damage. Range: Touch
Standard Firearms Components: V, S, M (two lodestones)
Duration: Instantaneous
NAME DAMAGE WEIGHT PROPERTIES The spell repairs breaks or cracks in any metal object you
Aetherburst 1d6 1 lb. Aetherium powered (range
touch. As long as the break or crack is no larger than 5
Wand bludgeoning 20/60) feet in any dimension, you mend it, leaving no trace of the
former damage.
Aether Pistol 1d8 piercing 2 lb. Aetherium powered (range
30/120)
This spell may also be used to fuse two pieces of metal
together. To do so, you must touch one of the pieces of
Aetherlock 2d6 piercing 8 lb. Aetherium powered (range
metal while concentrating on the spell for 1 minute for
80/320), two-handed
every foot of metal you fuse, up to a total of 5 feet or
5 minutes. The fusion is clean but obvious to anyone
Weapon Properties inspecting the metal.
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 Most aetherium-based firearms
the crystal’s last charge, roll a d20. On a 1, the crystal
crumbles to dust and is destroyed. are sold with a standard sized
Casting dispel magic or entering an anti-magic field
permanently drains the aetherium crystal and the weapon
aetherium crystal already
becomes inert.
A bonus action is required to load an aetherium crystal
installed. Replacement crystals
into the weapon as does removing a crystal from it.
Arcane Focus. The weapon can be used as spellcasting
cost at least 25 gp each.
focus by bards, sorcerers, warlocks, and wizards. These
spellcasters are proficient with the weapon and can use
Specialized crystals exist which
their spellcasting ability in place of Dexterity as the ability can change the damage type of
modifier for attack rolls.
the weapon it is loaded into, but
these are exceedingly rare.

TRACE OF DECEPTION | Appendix B: Magic Items 73


APPENDIX C:
MAGITECH VEHICLES
This appendix details several new magitech vehicles used in
this Episode.

Water Vehicles
Water vehicles are any vessels with a swim speed.
Reef-Runner. An experimental one-person submersible.
Sprayskipper. A small, fast one-person vessel.

Magitech Vehicles
The Agents of the Empire Setting Guide provides detailed
rules for using magitech vehicles in this Fable. Consult those
Magitech Vehicles

rules for explanations on using vehicles in combat encounters.

...Karel's technomages have worked to create


wondrous contraptions at a feverish pace.

Driving Vehicles
Vehicles do not have actions of their own, relying on their
crew to expend actions to engage components. Typical
actions available to characters controlling a vehicle
APPENDIX C

including Drive and Dodge among others.


Some vehicle components may have additional actions
that characters can activate. These will be identified in
the vehicle’s stat block.

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
world domination.

AGENTS OF THE EMPIRE 4/6


Reef-Runner Sprayskipper
Reef-runners are shallow-hulled boats driven by a compact These small, one-person water vehicles are fast but
aethereal engine, now commonly used to navigate the notoriously difficult to control.
Edosian’s shallow waters.

Sprayskipper
Reef-Runner Water vehicle
Water vehicle
Size Medium (5 ft. by 5 ft.)
Size Huge (10 ft. by 15 ft.) Personnel 1 crew
Personnel 1 crew, 4 passengers Cargo Capacity 100 lb.
Cargo Capacity 500 lbs. Speed 40 feet (on water)
Speed 30 feet (on water) Maneuverability (0) Extreme
Maneuverability (1) High
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 5 (-3) 0 0 0
13 (+1) 10 (+0) 9 (-1) 0 0 0
Actions
Actions Each crew member can use their action to operate one of the
Each crew member can use their action to operate one of the following components.
following components.
Controls: Helm
Controls: Helm Weapon: Bolt Launcher
Once a character uses their action to activate a component, the compo- Once a character uses their action to activate a component, the compo-
nent can’t be activated again until the start of that creature’s next turn. nent can’t be activated again until the start of that creature’s next turn.
Characters operating the component can also use any bonus Characters operating the component can also use any bonus
actions of that component on their turn. actions of that component on their turn.

Frame: Hull Frame: Hull


Armor Class 15 Hit Points 40 Repair DC 18 Armor Class 14 Hit Points 20 Repair DC 15
Damage threshold 5 Damage threshold 5
Impaired Effect. GM rolls on twice on the Mishap table and
Impaired Effect. GM rolls on twice on the Mishap table and
chooses one.
chooses one.
Destroyed Effect. Vehicle destroyed.
Destroyed Effect. Vehicle destroyed.
Controls: Drive System
Controls: Helm Armor Class 18 Hit Points 12 Repair DC 15
Armor Class 18 Hit Points 20 Repair DC 15
Impaired Effect. Vehicle control checks at disadvantage.
Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be
Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail.
used. Vehicle control checks automatically fail. Control Actions. Drive, Dodge
Control Actions. Drive, Dodge Control Bonus Actions. Dash
Control Bonus Actions. Dash
Motivators: Aetherial Propellor
Motivators: Aetherial Propellor Armor Class 16 Hit Points 25 Repair DC 20
Armor Class 16 Hit Points 25 Repair DC 20 Impaired Effect. Speed reduced by 20 feet.
Impaired Effect. Speed reduced by 20 feet. Destroyed Effect. Speed reduced to 0.
Destroyed Effect. Speed reduced to 0. Weapon: Bolt Launcher
Armor Class 16 Hit Points 10 Repair DC 15
Impaired Effect. Attacks at disadvantage.
Ranged Weapon Attack: +5 to hit, range 30/120 ft., three targets
within 15 feet. Hit: 4 (1d8) piercing damage.

TRACE OF DECEPTION | Appendix C: Magitech Vehicles 75


APPENDIX D:
PLAYER CHARACTERS -
LEVEL 6
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 6

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
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
APPENDIX D

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 4/6


Tp h e
o wm a g i
thecsoempeerlaon
caauestehdelritqs PREGEN CHARACTERS

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

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

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

i
f n
o rtmo a s l
o i z
l
peopl,e w w h 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.

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 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 - 6th 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 18 13
20 51

u i r e
+1 +0 +2 +0 +4 +1
(Splint armor, Shield +1) (Hit Dice 6d8)
SAVING THROWS PROFICIENT SKILLS
STR +1 INT +0 MOD SKILL BONUS
SPEED

25ft
DEX +0 WIS +7 Wis Insight +7
Wis Medicine +7
CON +2 CHA +4
Cha Persuasion +4
Int Religion +3
SENSES
Passive Perception 14 Proficiency Bonus +3
Passive Investigation 10
Passive Insight 17
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light, medium, heavy armor and shields Splint armor, shield +1, warhammer, light crossbow (with
Weapon Proficiencies: simple weapons, battle axe, warhammer 20 bolts), holy symbol (amulet), potion of healing, backpack,
Tools Proficiencies: Calligrapher’s supplies, Smith’s Tools calligraphy supplies, spell scroll (locate object.)
Languages: Common, Dwarvish, Elvish

78 AGENTS OF THE EMPIRE 4/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Blessed Healer. Healing spells you cast on others heal you as well.
When you cast a spell of 1st level or higher that restores hit points
Warhammer 5ft +4 1d8+1 bludgeoning damage
to a creature other than you, you regain hit points equal to 2+the
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES spell's level.
Light Crossbow 80/320 ft +3 1d8 piercing damage Channel Divinity (2/short or long rest). Channel divine energy to
create one of the following effects.
• Preserve Life. As an action, present your holy symbol to restore
up to 30 hit points, divided as you choose among creatures of
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
AGENCY: PERSONNEL DIVISION feature on an undead or a construct.
Understanding, motivating, and manipulating individuals • 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
Agent Rank: 4 (Expert) succeed on a Wisdom saving throw or be turned for 1 minute or
Agent Bonus: +1d8 until it takes any damage.
Deceptive Adept. When you make a Charisma (Deception) check A turned creature must spend its turns trying to move as far
you can treat a d20 roll of 9 or lower as a 10. away from you as it can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take reactions. For its action,
Deceptive Instinct. When you roll a 1 on a Charisma (Deception)
it can use only the Dash action or try to escape from an effect
check, you can reroll the die and you must use the new roll.
that prevents it from moving. If there’s nowhere to move, the
Fortune's Aura. When an ally within 5 feet of you makes an attack creature can use the Dodge action.
roll, an ability check, or a saving throw, you can use your reaction to Undead creatures of CR 1/2 or lower who fail their saving
give your Fortune Point to that ally to affect their roll. The ally must throw against Turn Undead are instantly destroyed.
immediately use the Fortune point. The ally uses your agent bonus
to evaluate the result. Disciple of Life. Whenever you use a spell of 1st level or higher
to restore HP, the creature regains additional HP equal to 2 + the
Local Gossip. If you spend an hour speaking to individuals in an
spell’s level.
area and succeed on a DC 15 Wisdom (Insight) check, you can learn
of rumors, political intrigue, or other gossip releated. to a subject of Dwarven Resilience. You have advantage on saves against poison
your choice. This includes jobs and information people tend to hide and resistance against poison damage.
from authorities.
Stonecunning. Whenever you make an Intelligence (History) check
Talents. You can add your agent bonus to activities in the related to the origin of stonework, you are considered proficient in
following situations: the History skill and add double your proficiency bonus to the check.
Credible Mortal. Charisma (Persuasion) checks to convince non-
humanoid creatures to pursue an activity.
Hidden Motives. Charisma (Deception) checks made when
answering questions about your actions or motives.
Sentry. Wisdom (Perception) checks while on watch duty or
defending a fortification.
Truthseeker. Wisdom (Insight) checks to determine if a humanoid
responds truthfully to your questions.

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.
SPELL SLOTS
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose 1ST oooo 2ND ooo 3RD ooo
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 Spell attack +7 Spell save DC 15
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll. SPELLS
Fortune Points do not replenish; they are typically awarded by Cantrips: guidance, mending, sacred flame, spare the dying
the GM after achieving agent milestones. 1st level: bane, bless*, cure wounds*, guiding bolt, healing word,
sanctuary, shield of faith
2nd level: aid, hold person, lesser restoration*, silence,
spiritual weapon*
3rd level: beacon of hope*, dispel magic, revivify*, speak with dead

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 79


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

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
moving 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 - 6th level Rogue (thief), Gnome

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

o h
ARMOR CLASS HIT POINTS
10 17 12 14 10 14
15 39

u i r e
+0 +3 +1 +2 +0 +2
(Studded leather armor) (Hit Dice 6d8)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +5 MOD SKILL BONUS
SPEED

25ft
DEX +6 WIS +0 Dex Acrobatics +6
Int Arcana +5
CON +1 CHA +2 Cha Deception* +8
Wis Perception +3
SENSES Dex Sleight of Hand* +9
Passive Perception 13 Dex Stealth* +9 Proficiency Bonus +3
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), studded
Weapon Proficiencies: simple weapons, hand crossbow, leather armor, potion of healing, backpack, bag of holding, hempen
longsword, rapier, shortsword rope (50 ft.), thieves’ tools, aetherium-powered hooded lantern.
Tools Proficiencies: Tinker’s Tools, Thieves’ Tools*,
Vehicles (land), Vehicles (air)
Languages: Common, Gnome, Thieves’ Cant

80 AGENTS OF THE EMPIRE 4/6


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 +6 1d4+3 piercing damage
Shortsword 5ft +6 1d6+3 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. +6 1d6+3 piercing damage
Expertise. Your proficiency bonus is doubled for any ability check
you make with Deception, Sleight of Hand, Stealth, 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: 4 (Expert) and Charisma saving throws against magic.
Agent Bonus: +1d8
Second-Story Work. Climbing no longer costs you extra
Driving Adept. When you make a vehicle control check you can movement. In addition, when you make a running jump, the
treat a d20 roll of 9 or lower as a 10. distance you cover increases by a number of feet equal to your
Driving Instinct. When you roll a 1 on a vehicle control check, Dexterity modifier.
you can reroll the die and you must use the new roll.
Sneak Attack. Once per turn, you can deal an extra 3d6 damage
Fortune's Aura. When an ally within 5 feet of you makes an attack to one creature you hit with an attack with a finesse or ranged
roll, an ability check, or a saving throw, you can use your reaction to weapon if you have advantage on the attack roll. You don’t need
give your Fortune Point to that ally to affect their roll. The ally must advantage on the attack roll if another enemy of the target is
immediately use the Fortune point. The ally uses your agent bonus within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have
to evaluate the result. disadvantage on the attack roll.
Functional Appraisal. If you spend an hour examining a magitech
device and succeed on a DC 15 Intelligence (Investigation) check, you Tinker. You are proficient with tinker's tools and can use them to
recognize the general mechanisms behind how the device functions construct tiny clockwork devices.
and understand how to make it work. If the device is broken, you Uncanny Dodge. When an attacker that you can see hits you with
have advantage on any checks made to repair the device. an attack, you can use your reaction to halve the attack’s damage
Talents. You can add your agent bonus to activities in the against you.
following situations:
Aetherium Handler. Intelligence (Arcana) checks to manipulate
magitech devices.
Mechanic. Dexterity or Intelligence checks made to repair a vehicle.
Quick Fingers. Dexterity (Sleight of Hand) checks to surreptitiously
place or remove an object.
Test Pilot. Vehicle control checks using air vehicles.

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.

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 81


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

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 - 6th 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 16 12 14 14 12
15 46

u i r e
+1 +3 +1 +2 +2 +1
(Studded leather armor) (Hit Dice 6d10)
SAVING THROWS PROFICIENT SKILLS
STR +4 INT +2 MOD SKILL BONUS
SPEED

30ft
DEX +6 WIS +2 Wis Animal Handling +5
Str Athletics +4
CON +1 CHA +1 Wis Insight +5
Int Investigation +5
SENSES Wis Perception +5
Passive Perception 15 Dex Stealth +6 Proficiency Bonus +3
Passive Investigation 15 Wis Survival +5
Passive Insight 15
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light and medium armor, shields Studded Leather, shortswords (2), +1 hand crossbow (with 20
Weapon Proficiencies: simple and martial weapons bolts), back pack, hempen rope (50 ft.), forgery kit, potion of
Tools Proficiencies: Forgery kit, Vehicles (water) healing, smoke bomb (use action to throw up to 30 feet creating
Languages: Common, Dwarf, Elf, Giant, Infernal the effects of a fog cloud spell).

82 AGENTS OF THE EMPIRE 4/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Extra Attack. You can attack twice, instead of once, when you take
the Attack action on your turn.
Shortsword 5ft +6 1d6+3 piercing damage
Fey Ancestry. You have advantage on saving throws against being
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
charmed, and magic can’t put you to sleep.
+1 Hand Crossbow 30/120 ft. +9 1d6+4 piercing damage
Favored Enemy (beasts, fiends). You have advantage on Survival
checks to track beasts and fiends and Intelligence checks to recall
information 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
AGENCY: INFORMATION DIVISION
and within range of your weapon.
Identifying, intercepting, and evaluating information
Natural Explorer (Coast, Grassland). Your proficiency bonus is
Agent Rank: 4 (Expert)
doubled when you make Intelligence or Wisdom checks related to
Agent Bonus: +1d8 coastal and grassland terrain with a skill you are proficient in. While
Fortune's Aura. When an ally within 5 feet of you makes an attack traveling for an hour or more in ccoastal and grassland terrain, you
roll, an ability check, or a saving throw, you can use your reaction to gain the following benefits:
give your Fortune Point to that ally to affect their roll. The ally must • Difficult terrain doesn’t slow your group.
immediately use the Fortune point. The ally uses your agent bonus • Your group can’t become lost except by magical means.
to evaluate the result. • Even when you are engaged in another activity while traveling,
Investigative Adept. When you make an Investigation check you you remain alert to danger.
can treat a d20 roll of 9 or lower as a 10. • If traveling alone, you can move stealthily at a normal pace.
• When foraging, you find twice as much food as you normally would.
Investigative Instinct. When you roll a 1 on an Intelligence
• While tracking creatures, you learn their exact number, size, and
(Investigation) check, you can reroll the die and you must use the
how long ago since they passed the area.
new roll.
Insightful Analysis. If you spend one hour observing or examining Fighting Style (archery). You gain +2 bonus to attack rolls you
a subject, and succeed on a DC 15 Intelligence (History) check, make with ranged weapons (already included).
you can uncover the purpose and uses of any object, language, Primeval Awareness. You can use your action and expend one
cultural practice, or similar subject. The features of magic items you ranger spell slot to focus your awareness on the region around you.
investigate in this manner are revealed to you without you needing For 1 minute per level of the spell slot you expend, you can sense
to attune to them. whether the following types of creatures are present within 1 mile
Talents. You can add your agent bonus to activities in the of you (or within up to 6 miles if you are in your favored terrain):
following situations: aberrations, celestials, dragons, elementals, fey, fiends, and undead.
Code Breaker. Intelligence checks to decipher an encrypted This feature doesn’t reveal the creature’s location or number.
message.
Imperial Scholar. Intelligence (history) checks to recall information
about the Karelagne Empire.
Shrewd Mind. Intelligence checks to investigate a crime scene or
where a combat has taken place.
Truthseeker. Wisdom (Insight) checks to determine if a humanoid
responds truthfully to your questions.

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. SPELL SLOTS
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose 1ST oooo 2ND oo
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 Spell attack +5 Spell save DC 13
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll. SPELLS
Fortune Points do not replenish; they are typically awarded by 1st level: cure wounds, hunter’s mark, speak with animals
the GM after achieving agent milestones. 2nd level: pass without trace

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 83


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

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 - 6th level Fighter (Champion), Halfling

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

o h
ARMOR CLASS HIT POINTS
13 20 14 10 13 10
16 52

u i r e
+1 +5 +2 +0 +1 +0
(Breastplate) (Hit Dice 6d10)
SAVING THROWS PROFICIENT SKILLS
STR +4 INT +0 MOD SKILL BONUS
SPEED

25ft
DEX +5 WIS +1 Dex Acrobatics +8
Wis Perception +4
CON +5 CHA +0 Wis Medicine +4
Wis Survival +4
SENSES
Passive Perception 14 Proficiency Bonus +3
Passive Investigation 10
Passive Insight 11
Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light, medium, and heavy armor; shields Breastplate, +1 shortsword, shortsword, dagger, hand crossbow
Weapon Proficiencies: simple weapons, martial weapons (with 20 bolts), potion of healing, backpack, hempen rope (50 ft),
Tools Proficiencies: Vehicles (land), Vehicles (water) grappling hook, aetherium torch (glow as light spell at will).
Languages: Common, Halfling

84 AGENTS OF THE EMPIRE 4/6


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 +8 1d4+5 piercing damage
+1 Shortsword 5ft +9 1d6+6 piercing damage Brave. You have advantage on saving throws against being
Shortsword 5ft +8 1d6+5 piercing damage frightened.

RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Extra Attack. You can attack twice, instead of once, when you take
the Attack action on your turn.
Dagger 20/60 ft. +8 1d4+5 piercing damage
Hand Crossbow 30/120 ft. +8 1d6+5 piercing damage
Halfling Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Improved Critical. Your weapon attacks score a critical hit on a roll
of 19 or 20.
AGENCY: LOGISTICS DIVISION
Lucky. When you roll a 1 on an attack roll, ability check or saving
Acquisition and movement of goods and personnel throw, you can reroll the die and must use the new roll.
Agent Rank: 4 (Expert) Naturally Stealthy. You can attempt to hide even when you are
Agent Bonus: +1d8 obscured only by a creature that is at least one size larger than you.
Driving Adept. When you make a vehicle control check you can Second Wind (1/short or long rest). You can use a bonus action to
treat a d20 roll of 9 or lower as a 10. regain hit points equal to 1d10 + your fighter level.
Driving Instinct. When you roll a 1 on a vehicle control check, you
can reroll the die and you must use the new roll. Two-Weapon Fighting. When you engage in two-weapon fighting,
you can add your ability modifier to the damage of the second attack.
Fortune's Aura. When an ally within 5 feet of you makes an attack
roll, an ability check, or a saving throw, you can use your reaction to
give your Fortune Point to that ally to affect their roll. The ally must
immediately use the Fortune point. The ally uses your agent bonus
to evaluate the result.
Functional Appraisal. If you spend an hour examining a magitech
device and succeed on a DC 15 Intelligence (Investigation) check, you
recognize the general mechanisms behind how the device functions
and understand how to make it work. If the device is broken, you
have advantage on any checks made to repair the device.
Talents. You can add your agent bonus to activities in the
following situations:
Graceful Mover. Dexterity (Acrobatics) or Charisma (Performance)
checks when moving through crowded spaces or dancing.
Ropework. Strength (Athletics) or Dexterity (Acrobatics) checks to
climb, move along, or jump onto ropes.
Stunt Driver. Vehicle control checks using land vehicles.
Wayfarer. Wisdom (Survival) checks to find a path or avoid
getting lost.

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.

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 85


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

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 - 6th 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 18 13 10 14 12
16 39

u i r e
+2 +4 +1 +0 +2 +1
(unarmored defense) (Hit Dice 6d8)
SAVING THROWS PROFICIENT SKILLS
STR +5 INT +0 MOD SKILL BONUS
SPEED

45ft
DEX +7 WIS +2 Dex Acrobatics +7
Str Athletics +5
CON +1 CHA +1 Wis Perception +5
Dex Stealth +7
SENSES
Passive Perception 15 Proficiency Bonus +3
Passive Investigation 10
Passive Insight 12
Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: none +1 Shortsword, darts (10), potion of healing, aetherium torch (glow
Weapon Proficiencies: simple weapons, shortsword as light spell at will), backpack, climber’s kit, hempen rope (50 ft.),
Tools Proficiencies: Dice Set, Pan Flute, Thieves’ Tools pan flute.
Languages: Common, Dwarf

86 AGENTS OF THE EMPIRE 4/6


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 +7 1d6+4 bludgeoning damage
so, the damage you take from the attack is reduced by 1d10 + your
+1 Shortsword 5ft +8 1d6+5 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. +7 1d4+4 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 Extra Attack. You can attack twice, instead of once, when you take
Agent Rank: 4 (Expert) the Attack action on your turn.
Agent Bonus: +1d8 Ki (6 points, Ki Save DC 13). You can spend one Ki Point to fuel one
Fortune's Aura. When an ally within 5 feet of you makes an attack of the following ki features.
roll, an ability check, or a saving throw, you can use your reaction to • Flurry of Blows – After you take the Attack action on your turn,
give your Fortune Point to that ally to affect their roll. The ally must you can make two unarmed strikes as a bonus action.
immediately use the Fortune point. The ally uses your agent bonus • Patient Defense – Take the Dodge action as a bonus action on
to evaluate the result. your turn.
• Step of the Wind –Take the Disengage or Dash action as a bonus
Stealthy Adept. When you make a Stealth check, you can treat a
action on your turn, and your jump distance is doubled for the turn.
d20 roll of 9 or lower as a 10.
Ki-Empowered Strikes. Your unarmed strikes count as magical
Stealthy Instinct. When you roll a 1 on an Dexterity (Stealth)
attacks for overcoming resistance to nonmagical attacks and damage.
check, you can reroll the die and you must use the new roll.
Surveillance. If you spend an hour observing a location and Martial Arts. While you are unarmed or wielding only monk
succeed on a DC 15 Wisdom (Perception) check, you can map the weapons and you aren’t wearing armor or wielding a shield, you can
general layout of a building. This includes the guard routes and use DEX instead of STR for the attack and damage rolls, you can
rotation times, building entrances and exits, and the potential roll your Martial Arts damage die in place of the normal damage,
locations of valuables. and when you use the Attack action on your turn, you can make one
unarmed strike as a bonus action.
Talents. You can add your agent bonus to activities in the
following situations: Open Hand Technique. Whenever you hit a creature with one of the
Callused Hands. Strength (Athletics) checks made to lift, drag, or attacks granted by your Flurry of Blows, you can impose one of the
shove objects. following effects on that target:
Ropework. Strength (Athletics) or Dexterity (Acrobatics) checks to • It must succeed on a Dexterity saving throw or be knocked prone.
climb, move along, or jump onto ropes. • It must make a Strength saving throw. If it fails, you can push it
Sneak. Dexterity (Stealth) checks to avoid detection. up to 15 feet away from you.
Urban Sprinter. Strength (Athletics) or Dexterity (Acrobatics) checks • It can’t take reactions until the end of your next turn.
while running away from a pursuer, or pursuing someone else. Stunning Strike. When you hit another creature with a melee
weapon attack, you can spend 1 ki point to attempt a stunning
FORTUNE POINTS: 1 strike. The target must succeed on a Constitution saving throw or
You can choose to spend a Fortune Point whenever you make an attack be stunned until the end of your next turn.
roll, ability check, or saving throw. You can choose to spend the For- Unarmored Defense. While not wearing armor and not using a
tune Point after the roll is made and after any advantage or disadvan- shield, your AC equals 10 + DEX modifier + WIS modifier.
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 Unarmored Movement. Your speed increases by 15 feet while you
after advantage or disadvantage on the roll is resolved. You choose are not wearing armor or wielding a shield (already included).
which of the d20 rolls to use for the attack roll, ability check, or Wholeness of Body (1/long rest). As an action, you can regain hit
saving throw—the initial roll or the Fortune Point roll. You then points equal to three times your monk level.
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.

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 87


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

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 - 6th 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 18 12 14
11 32

u i r e
+0 +1 +1 +4 +1 +2
(14 with mage armor) (Hit Dice 6d6)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +7 MOD SKILL BONUS
SPEED

30ft
DEX +1 WIS +4 Int Arcana +7
Int History +7
CON +1 CHA +2 Cha Persuasion +5
Cha Intimidation +5
SENSES
Passive Perception 11 Proficiency Bonus +3
Passive Investigation 14
Passive Insight 11
Darkvision 60ft Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: none Dagger, aetherburst wand, spellbook, potion of healing,
Weapon Proficiencies: light crossbow, dagger, dart, aetherium-powered hooded lantern, spell scrolls (fog cloud,
quarterstaff, sling illusory script), wand of magic detection, bottle of ink, ink pen, 10
Tools Proficiencies: vehicle (air) sheets of parchment.
Languages: Common, Elvish, Infernal

88 AGENTS OF THE EMPIRE 4/6


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 +4 1d4+1 piercing damage
of 3, 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. +4 1d4+1 piercing damage evocation spell into your spellbook is halved.
Aetherburst Wand 20/60 ft. +7 1d6+4 bludgeoning damage
Hellish Resistance. You have resistance to fire damage.
Innate Spellcasting. 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), 1/day: darkenss.
AGENCY: INFORMATION DIVISION Potent Cantrip. When a creature succeeds on a saving throw
Identifying, intercepting, and evaluating information against your cantrip, the creature takes half the cantrip’s damage (if
Agent Rank: 4 (Expert) any) but suffers no additional effect from the cantrip.

Agent Bonus: +1d8 Sculpt Spells. When you cast an evocation spell that affects other
Fortune's Aura. When an ally within 5 feet of you makes an attack creatures that you can see, you can choose a number of them equal
roll, an ability check, or a saving throw, you can use your reaction to to 1 + the spell’s level. The chosen creatures automatically succeed
give your Fortune Point to that ally to affect their roll. The ally must on their saving throws against the spell, and they take no damage if
immediately use the Fortune point. The ally uses your agent bonus they would normally take half damage on a successful save.
to evaluate the result.
Investigative Adept. When you make an Investigation check you
can treat a d20 roll of 9 or lower as a 10.
Investigative Instinct. When you roll a 1 on an Intelligence
(Investigation) check, you can reroll the die and you must use the
new roll.
Insightful Analysis. If you spend one hour observing or examining
a subject, and succeed on a DC 15 Intelligence (History) check,
you can uncover the purpose and uses of any object, language,
cultural practice, or similar subject. The features of magic items you
investigate in this manner are revealed to you without you needing
to attune to them.
Talents. You can add your agent bonus to activities in the
following situations:
Historian of the Expanse. Intelligence (History) checks to recall SPELL BOOK
information about the Aetherial Expanse and Magitech.
Innuendo. Charisma (Deception) checks to secretly communicate 1st level (burning hands, detect magic, disguise self, mage armor,
information. magic missile, shield, silent image, sleep); 2nd level (hold person,
Menacing. Charisma (Intimidation) checks made to extract invisibility, levitate, shatter); 3rd level (clairvoyance, counterspell,
information from a restrained enemy. fireball, haste)
Trustworthy Advisor. Charisma (Persuasion) checks to convince
humanoids to purse an activity.
SPELL SLOTS
1ST oooo 2ND ooo 3RD ooo
FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack Spell attack +7 Spell save DC 15
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- SPELLS:
tage is resolved but before the success or failure of the roll is known. Cantrips (at will): fire bolt, mage hand, message, minor illusion,
Spending the Fortune Points allows you to roll an additional d20 thaumaturgy
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 PREPARED SPELLS:
saving throw—the initial roll or the Fortune Point roll. You then
1.________________________, 6.________________________,
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll. 2.________________________, 7.________________________,
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones. 3.________________________, 8.________________________,
4.________________________, 9.________________________
5.________________________, 10.________________________

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 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 - 6th 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 18
12 33

u i r e
+2 +1 +0 +1 +0 +4
(14 with mage armor) (Hit Dice 6d8)
SAVING THROWS PROFICIENT SKILLS
STR +2 INT +1 MOD SKILL BONUS
SPEED

30ft
DEX +1 WIS +3 Int Arcana +4
Cha Deception +7
CON +0 CHA +7 Cha Intimidation +7
Dex Stealth +4
SENSES
Passive Perception 10 Proficiency Bonus +3
Passive Investigation 11
Passive Insight 10
Gold Pieces 25

PROFICIENCIES AND LANGUAGES EQUIPMENT


Armor Proficiencies: light armor Leather armor, dagger (3), +1 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 4/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Armor of Shadows. You can cast mage armor on yourself at will,
without expending a spell slot or material components.
Dagger 5ft +5 1d4+2 piercing damage
+1 Longsword 5ft +6 1d8/1d10+3 slashing damage, Breath Weapon (1/short or long rest). As an action, you exhale
Versatile, Pact Weapon a 15 ft. cone of fire. Each creature in the area must make a DC 10
saving throw taking 3d6 fire damage on a failed save, and half
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
damage on a successful one.
Dagger 20/60 ft. +5 1d4+2 piercing damage
Damage Resistance. You have resistance to fire 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.
AGENCY: OPERATIONS DIVISION
Tactical and extemporary fieldwork Dark One's Own Luck (1/short or long rest). When you make an
ability check or a saving throw, you can use this feature to add a d10
Agent Rank: 4 (Expert) to your roll. You can do so after seeing the initial roll but before any
Agent Bonus: +1d8 of the roll’s effects occur.
Fortune's Aura. When an ally within 5 feet of you makes an attack Extra Attack (Thirsting Blade). You can attack twice with your
roll, an ability check, or a saving throw, you can use your reaction to Pact Weapon, instead of once, when you take the Attack action on
give your Fortune Point to that ally to affect their roll. The ally must your turn.
immediately use the Fortune point. The ally uses your agent bonus
to evaluate the result. Mask of Many Faces. You can cast disguise self at will, without
Stealthy Adept. When you make a Stealth check, you can treat a expending a spell slot.
d20 roll of 9 or lower as a 10. Pact Boon (Pact of the Blade). You can use your action to create a
Stealthy Instinct. When you roll a 1 on an Dexterity (Stealth) pact weapon in your empty hand. You can choose the form that this
check, you can reroll the die and you must use the new roll. melee weapon takes each time you create it. You are proficient with
Surveillance. If you spend an hour observing a location and it while you wield it. This weapon counts as magical for the purpose
succeed on a DC 15 Wisdom (Perception) check, you can map the of overcoming resistance and immunity to nonmagical attacks and
general layout of a building. This includes the guard routes and damage. Your pact weapon disappears if it is more than 5 feet away
rotation times, building entrances and exits, and the potential from you for 1 minute or more. It also disappears if you use this feature
locations of valuables. again, if you dismiss the weapon (no action required), or if you die.

Talents. You can add your agent bonus to activities in the following Pact Magic. You regain expended spell slots after a short or a long rest.
situations:
Field Medic. Wisdom (Medicine) checks made during combat.
Rebel Sympathizer. Charisma (Persuasion) checks made when
interacting with those supporting resistance against the Empire.
Sneak. Dexterity (Stealth) checks to avoid detection.
Thespian. Charisma (Performance) checks made to convincingly act
in character.

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
PACT MAGIC
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 3RD oo
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll. Spell attack +7 Spell save DC 15
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones. SPELLS:
Cantrips (at will): eldritch blast, mage hand, minor illusion
1st level: command, hellish rebuke, unseen servant
2nd level: misty step, spider climb
3rd level: fly, stinking cloud

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 91


arp m e
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p T t
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AGENTS OF THE EMPIRE

leme eo sce a c
REIN

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

e
might have been a renowned performer in one of

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

irlleah t e
a good story and doesn’t mind embellishing for

c
effect. 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 - 6th 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 17
14 39

u i r e
+3 +1 +1 +0 +0 +3
(studded leather armor, (Hit Dice 6d8)
cloak of protection)
SAVING THROWS* PROFICIENT SKILLS
STR +4 INT +1 MOD SKILL BONUS
SPEED

30ft
DEX +5 WIS +1 Wis Animal Handling +3
Str Athletics +6
CON +2 CHA +7 Cha Deception* +9
*includes cloak of protection Wis Insight +3
Cha Intimidation +6
SENSES Wis Perception +3 Proficiency Bonus +3
Passive Perception 13 Cha Performance* +9
Passive Investigation 11
Cha Persuasion +6
Dex Sleight of Hand +4 Gold Pieces 25
Passive Insight 13

PROFICIENCIES AND LANGUAGES EQUIPMENT


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

92 AGENTS OF THE EMPIRE 4/6


ACTIONS FEATURES AND FEATS
MELEE ATTACKS REACH HIT / DC DAMAGE NOTES Bardic Inspiration (3/short or long rest). As a bonus action, a
creature (other than you) within 60 ft. that can hear you gains an
Dagger 5ft +6 1d4+3 piercing damage
inspiration die (1d8). For 10 minutes, the creature can add it to one
Longsword 5ft +6 1d8/1d10+3 slashing damage,
ability check, attack roll, or saving throw. This can be added after
Versatile
seeing the roll, but before knowing the outcome.
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES
Countercharm. As an action, you can start a performance that lasts
Dagger 20/60 ft. +6 1d4+3 piercing damage until the end of your next turn, granting you and friendly creatures
that can hear you within 30 feet advantage on saving throws against
being frightened or charmed. The performance ends early if you are
incapacitated or silenced, or if you voluntarily end it.

AGENCY: PERSONNEL DIVISION Cutting Words. When a creature that you can see within 60 feet of
you makes an attack roll, an ability check, or a damage roll, you can
Understanding, motivating, and manipulating individuals
use your reaction to expend one of your uses of Bardic Inspiration,
Agent Rank: 4 (Expert) rolling a Bardic Inspiration die and subtracting the number rolled
Agent Bonus: +1d8 from the creature’s roll. You can choose to use this feature after the
Deceptive Adept. When you make a Charisma (Deception) check creature makes its roll, but before the DM determines whether the
you can treat a d20 roll of 9 or lower as a 10. attack roll or ability check succeeds or fails, or before the creature
deals its damage. The creature is immune if it can’t hear you or if it’s
Deceptive Instinct. When you roll a 1 on a Charisma (Deception)
immune to being charmed.
check, you can reroll the die and you must use the new roll.
Fortune's Aura. When an ally within 5 feet of you makes an attack Expertise. Your proficiency bonus is doubled for any ability check
roll, an ability check, or a saving throw, you can use your reaction to you make with Deception or Performance.
give your Fortune Point to that ally to affect their roll. The ally must Font of Inspiration. You regain all of your expended uses of Bardic
immediately use the Fortune point. The ally uses your agent bonus Inspiration when you finish a short or long rest.
to evaluate the result.
Jack of All Trades. You can add half your proficiency bonus, rounded
Local Gossip. If you spend an hour speaking to individuals in an
down, to any ability check you make that doesn’t already include
area and succeed on a DC 15 Wisdom (Insight) check, you can learn
your proficiency bonus.
of rumors, political intrigue, or other gossip related to a subject of
your choice. This includes jobs and information people tend to hide Relentless Endurance (1/long rest). When you are reduced to 0 HP
from authorities. but not killed, you can drop to 1 HP instead.
Talents. You can add your agent bonus to activities in the Savage Attacks. When you score a critical hit, roll one of the
following situations: weapon’s dice one additional time and add it to the extra damage.
Beast Rider. Wisdom (Animal Handling) checks to control a mount.
Hidden Motives. Charisma (Deception) checks made when Song of Rest. If you or any friendly creatures who can hear your
answering questions about your actions or motives. performance regain hit points at the end of the short rest by
Innuendo. Charisma (Deception) checks to secretly communicate spending one or more Hit Dice, each of those creatures regains an
information. extra 1d6 hit points.
Virtuoso. Charisma (Performance) checks to perform using voice or
a musical instrument.

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 SPELL SLOTS
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 1ST oooo 2ND ooo 3RD ooo
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll. Spell attack +6 Spell save DC 14
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.
SPELLS
Cantrips: message, prestidigitation, vicious mockery
1st level: healing word, heroism, feather fall, silent image, sleep
2nd level: heat metal, invisibility
3rd level: bestow curse, counterspell, hypnotic pattern, revivify

TRACE OF DECEPTION | Appendix D: Player Characters - Level 6 93


APPENDIX E:
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.
Pronunciation Guide

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 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 frac-
tion 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.
APPENDIX E

NAME PRONUNCIATION DESCRIPTION

Adelock AD-eh-lohk A defunct fish cannery on


Cannery Karel's waterfront
Aether Pistol Ay-thur A smal magitech firearm
Aetherburst AY-thur-burst A magitech powered wand
Wand
Aetherial AY-thee-ree-al A portion of the Astral Plan
Expanse accessible by a permanent gate
in the Karelagne Empire
Aetherium AY-thee-ree-um A magical crystal used to power
magitech
Aetherlock AY-thur-lawk A rifle-like magitech firearm
Apricot Leng AY-pruh-kot A talented gnome metal sculptor
LENG and member of the Fuse
Arletta Tote AR-let-tah TOHT The human ex-spouse of
Horatz Tote
Arthunas ar-THOON-as God of light and truth
Blythe Adelock BLEYETH AD- A human widow of
eh-lohk Sword Adelock

AGENTS OF THE EMPIRE 4/6


NAME PRONUNCIATION DESCRIPTION NAME PRONUNCIATION DESCRIPTION

Brimstone BRIM-stohn A secretive organization within Larc LARK Human monk pregen character
the Karelagne Empire
The Limelight LEYEM-leyet A Karel apartment complex
Bruce Groud BROOS GROWD The human lover of Blythe
Adelock Maximilian MAX-ih-MIL- An experienced human
Storm ee-an Agency operative
Butabi BOO-taw-bee Dragonborn bouncer at the
Midnight Club Mayly MAY-lee Brimstone agent working at the
Midnight Club.
Cordis KOR-dis Human worker at the Midnight
Club Midnight Club MID-neyet A prestigious entertainment venue
Costal Foundry KOHST-al A waterfront landmark in Karel Mouse's Uncle MOWS-es A diner on the outskirts of Karel
FOWN-dree Uhng-kl
Dach DAWK Dwarf cleric pregen character Mrs. Waddley WAWD-lee A female human attempting to
Dalton DAHL-tun Half-orc bouncer at the reanimate her dead husband
Midnight Club Nas Bomjed NAS BAHM-jehd A half-elf Agency operative
Delbert Fox DEL-burt FAHKS Halfling superintendent of the Natalie Trace NA-ta-lee Owner of the Midnight Club and
Limelight TRAYS secret member of Brimstone
Domas Brandel DOH-mus The current Sovereign General Nelox NEE-loks A province in the
BRAN-dehl of the Karelagne Empire Karelagne Empire
Drago DRAH-go Human guard working at the
Old Marabeth MAIR-a-beth An elderly dwarf living in
Midnight Club
the Limelight
Drob Dunkle DROB DUHN-kl A dwarf shipping magnate and
Olen OH-len Tiefling wizard pregen character
member of the Fuse
Edosians eh-DOH-shee-ans An independent chain of islands Omair oh-MAIR Dragonborn warlock pregen
off the eastern coast of Tholus character

The Endeavor EN-de-vor Neloxan anti-imperial group. Raal RAWL A province in the
Karelagne Empire
Eth Gunt ETH GUNT An undercover Agency operative
in the Midnight Club Reef-runner REEF-run-er Shallow bottom boat.

Fej FEHJ Gnome rogue pregen character Rein RAIN Half-orc bard pregen character

Folly FAWL-lee A province of the Kareleagne Sovereign SAH-vruhn The leader of the Karelagne
Empire that fell victim to a disaster General Empire
Fuse FYOOZ A new anti-imperial group Spider SPEYE-dur The mysterious figure
crafting an aetherium bomb leading Brimstone
Gidget GID-jet Human worker at the Sprayskipper SPRAY-skip-er One-person water vehicle.
Midnight Club
Sword Adelock SOHRD AD-eh- A deceased human and previous
Gillean Moss GIL-lee-an MOS An elf aetherium researcher and lohk owner of the Adelock Cannery
colleague of Kaethara Block
Talavi tah-LA-vee A province of the
Gus GUS A dwarf cook and owner of the Karelagne Empire
Mouse's Uncle
Tempe Frett TEM-pay FRET One of the shadow sleights sent
Guymond GEE-mond Brimstone agent working at the to eliminate Maximilian Storm
Midnight Club.
Tholus THULL-us The homeworld of the
Hajuso ha-JEW-soh Half-elf ranger pregen character
Karelagne Empire
Horatz Tote HOR-atz TOHT A human demolitions expert
Tomas Tom TOH-mas TAHM A human office assistant
and member of the Fuse
working for Drob Dunkle
Jehpso JEP-soh Halfling fighter pregen
Tully TUL-lee Brimstone agent working at
character
the Midnight Club.
Karel ka-REL The capital city of the Karelagne
Van Lazarin VAN LA-zuh-rin A half-orc Agency administrator
Empire
Kabe Jingletoe KAYB JIN-guhl-toe A gnome art aficionado Velaasa Sorn vel-AY-sa A popular imperial dignitary
SOHRN
Karelagne KAIR-el-eyen The dominant government
Empire on Tholus Vingo VING-oh A popular but reculsive
Kareleagne singer
Kaethara Block KAY-tha-ra A human scholar at Karel Universi-
BLOK ty and member of the Fuse Zed ZED An Agency magitech expert

TRACE OF DECEPTION | Appendix E: Pronunciation Guide 95


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96 AGENTS OF THE EMPIRE 4/6


AGENTS OF THE EMPIRE

THE NEXT MISSION IS HERE...

EPISODE 5

MY ENEMY'S ENEMY
5E
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MAY 1, 2023 3
SEASON

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