GH - Fables - S3E04 - Trace of Deception
GH - Fables - S3E04 - Trace of Deception
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.
3
Brimstone now recognizes the heroes as a threat and use
moles within the Agency to frame the characters and turn
the Empire against them.
Episode 6: Planebreaker
SEASON
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
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
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
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
Welcome to Fables 7
FABLED FOLLIES
BY BRIAN PATTERSON
8 Welcome to Fables
THIS FABLE’S STORY
This primer on the story and backstory of Agents of swarms of insect-like fiends poured, feeling an instinctive
the Empire will help you tell a compelling and cohesive connection to Folly’s landscape of arcane devastation.
narrative from episode to episode. Arriving with this fiendish deluge were several swarms
manifesting an exceptional communal intelligence. Among
Overview their infernal powers was the ability to infest the bodies of
the newly dead, animating them to appear as they had in
In this Fable, the characters are secret agents working for life. Four of these powerful fiendish swarms infested people
the Agency, a covert organization protecting the Karelagne who had died in Folly’s planar disaster. The fiends adopted
Empire from nefarious groups. the personas of these individuals and integrated themselves
The characters learn over the course of this Fable that a into the Empire.
criminal organization called Brimstone has embedded itself
into the highest levels of the Empire. Additionally, their inves- Fiendish Sovereign General
tigations uncover a dangerous project threatening not only the Two of these infernal infestations took on the forms of
Empire but potentially the entire world and planes beyond. Domas Brandel and Velaasa Sorn, a pair of Karelagnian
aristocrats with strong connections in the imperial
Backstory government. Domas was a naturally charismatic leader,
and with Velaasa’s support, the fiend rose to be elected as
The Karelagne Empire is the undisputed power controlling the third Sovereign General to rule the Karelagne Empire.
the world of Tholus. Its rise to dominance over most of its
world ended centuries of bloody conflict between the rival
city states that sought to dominate one another.
Infernal Weakness
Though the fiendish infestations are powerful, their
separation from their infernal home and others of their
Discovery of the Aetherial Expanse kind gradually weakens them. They will eventually die
The true rise of the Empire began when Karel opened unless they can again bathe in the infernal energies of their
a stable gateway to the Aetherial Expanse, a vast sea of home world. Unfortunately for them, their home plane is
magical aether on the Astral Plane. Access to this realm exceedingly difficult to access and is impervious to most
brought a wealth of magical aetherium and energized planar transportation.
the development of new magitech. Karel’s technomages To rectify this, Domas is secretly using the Empire’s
created wonderous and powerful new technologies. New resources to open a permanent gateway to their infernal
aetherium-powered ships and devastating weapons gave plane in hopes of flooding Tholus with others of his kind.
the Empire a huge military advantage over its rivals. He dreams of leading swarms of his fiendish kin to conquer
all of Tholus and worlds beyond.
The Folly Disaster
However, an attempt by Karel to create another portal
Brimstone and the Spider
into the Aetherial Expanse resulted in the terrible event Domas may be confident he can open a portal to their
most refer to as the Folly Disaster. Waves of land-twisting infernal realm in time to prevent their demise, but Velaasa
magical energy washed over the land, devastating Sorn has been working on a backup plan in case he fails.
everything in its path. The incident effectively ended all Velaasa secretly created Brimstone, to be a covert
resistance to the Empire’s ascendance, with the last region organization that positions itself as “the Empire’s loyal
agreeing to join the Empire out of desperation, as well as opposition.” It works to simultaneously undermine
fear that Karel had developed a new super-weapon. the Empire while also researching a means to forestall
Velaasa’s death. Her goal is to survive until Domas finally
succumbs to the prolonged separation from their kindred.
A Fiendish Legacy Once she outlasts the Sovereign General, she plans to finish
What few realize is that the Folly Disaster temporarily the infernal portal to their home plane and take control of
opened a portal to a fiendish plane, through which their infernal brethren when they arrive.
Welcome to Fables 9
INTRODUCTION
Episode Overview
EPISODE 4 OVERVIEW
INTRODUCTION
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.
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.
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
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.
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:
Alley
Alley
Back Alley
Mouse's Uncle
1 Square = 5 feet
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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
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.
Getting Started
Loose Ends
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.
L11
Roof
L10
L6a L7a
L6b L7b
L6 L7
L6c L7c
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.
t f o r m
dehoiupcllhde
Once used as a common room, this large space is filled
with building materials.
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.
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.
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.
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.
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.
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.
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
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.
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.
Other Creatures
APPENDIX A
Aetherium Researcher
Medium or small humanoid, any alignment
Skills Arcana +3
Senses passive Perception 11
Languages any two languages
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
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!
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
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.
Actions
Multiattack. The agent makes three attacks.
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.
thecsoemperlaaonlfa
w
Medium Humanoid (Human), Lawful Evil
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.
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.
Mr. Waddly
Medium Undead, Neutral Evil
Actions
Multiattack. Mr. Waddly makes two mummy slap attacks.
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.
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.
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).
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
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
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.
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.
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
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
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
FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.
leme eo sce a c
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
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
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
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.
leme eo sce a c
LARC
u
The son of a wizard and a craftsman who worked
s
together to craft mobility aids for veterans of the
e
Folly Wars, Larc grew up helping to create and test
d a
their new innovations. Intrigued by the battlefield
irlleah t e
stories his parents’ clients told him, he routinely
c
asked his favorites to train him or give him combat
r
advice. He sees any battle he participates in as an
y
homage to these personal heroes. Though Larc will
t s i
avoid a fight if at all possible, often defusing tension
n
with a quip while simultaneously disarming his
h e oc l p
Larc - 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
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
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.________________________
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
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
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
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
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
EPISODE 5
MY ENEMY'S ENEMY
5E
COMPATABLE
MAY 1, 2023 3
SEASON