FB003 Ep2 Killing Aetherium V1.1
FB003 Ep2 Killing Aetherium V1.1
EPISODE 2
KILLING
AETHERIUM 3
5E
COMPATABLE 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 2/6
CONTENTS
Editor's message......................................5 Appendix A: New Monsters................... 60
New Creature Listing...........................................60
Welcome to Fables!.................................6 Aether Elemental..................................................61
You are a Game Master..........................................6 Aether Mephit......................................................62
Running this Fable..................................................6 Aetherium Researcher..........................................63
Aethertouched Beasts...........................................64
Fabled Follies..........................................8 Andronicus...........................................................66
“Animated” Slot Machine.....................................67
This Fable’s Story....................................9 Buucahb...............................................................68
Introduction.........................................................10 Haywire Mech Suit...............................................69
Episode 2 Overview..............................................10 Headmaster Stremolus..........................................70
Chapter 1: The Cat and the Pirate........... 12 Master Agent........................................................71
Snow Leopard......................................................72
Mission Brief........................................................14
Thorvin Saltspray.................................................73
Rendezvous with a Rival.......................................15
On the Trail.........................................................17 Appendix B:
Putting the Pieces Together...................................19
Cathedral of Valmunas.........................................20 New Equipment and Magic Items.......... 74
Debrief.................................................................23
Appendix C:
Character Advancement.......................................23
Player Characters - Level 4..................... 76
Chapter 2: Welcome to Talavi................. 25 Agent Advancement Rules....................................76
Mission Briefing...................................................26 PreGen Characters...............................................77
Power Grid Overload............................................29 Dach....................................................................78
The Avar Academy...............................................33 Fej........................................................................80
To the Casino!......................................................35 Hajuso..................................................................82
Jehpso..................................................................84
Chapter 3: Dice and Deceit..................... 36 Larc.....................................................................86
Headmaster’s Briefing..........................................38 Olen.....................................................................88
Entering the Grand Casino...................................41 Omair..................................................................90
Getting to Fenry...................................................47 Rein.....................................................................92
Chapter 4: The Magitech Laboratory...... 49 Appendix D: Pronunciation Guide............. 94
Welcome to Fenry.................................................50
The Aftermath......................................................59 Open Game License............................... 96
Debrief.................................................................59
Character Advancement.......................................59
The Story Continues.............................................59
3
FABLES TEAM
Episode 2: Killing Aetherium
Written by: Carl Sibley
Head of Fables: Joe Raso
Story Design: Joe Raso
Art Director: Marius Bota
Agents of the Empire Writing Team: Leon Barillaro,
Chad M. Lensch, JVC Parry, Joe Raso, Erin Roberts,
Carl Sibley, Jeff C. Stevens
Managing Editor: Joe Raso
Editors: Matt Click, Shawn Merwin, Christopher Walz
Graphic Design: Martin Hughes
Cover Design: Martin Hughes
Interior Illustrators: Kristian Agerkvist, Isabeau Backhaus,
Zoe Badini, Ioana Elena Barbu, Kerstin Evans, Andrei
Iacob, Katariina Sofia Kemi, Diana Khomutina, Ona
Kristensen, Natasha Nanook, Elizabeth Peiró, Andreia Ugrai
Aleksandra Wojtas
Cartographers: Andrei Iacob, Damien Mammoloti
Comic: Brian Patterson
VTT Asset Design: Joshua Orchard
Special Thanks: Mitchell Brown
GHOSTFIRE GAMING
TTRPG TEAM
General Manager, TTRPG: Phil Beckwith
Communications and PR: Hannah Peart, Kathryn Griggs
Products Design: Simon Sherry, Josh Orchard
Game Designers: Shawn Merwin, James J. Haeck, Joe Raso
Art Direction: Suzanne Helmigh, Marius Bota, Ona Kristensen,
Kerstin Evans, Matt DeMino
Graphic Design: Martin Hughes
Media Team: Bern Byrne, Dante Szabo
Ghostfire Gaming Discord Community Managers:
Ian “Butters” Gratton, Nelson “Deathven” Di Carlo,
Tom “Viking Walrus” Garland, Caleb “Connendarf” Englehart,
CREDITS
Credits
EDITOR'S MESSAGE
Welcome to our second Agents of the Empire episode. was nearly double the size of the Washington Monument,
Inside, you’ll find an exciting adventure crafted by the which was the world’s tallest structure at the time.
wonderfully talented Carl Sibley. This disbelief in the design’s feasibility was combined with
When we began designing the world of Tholus, we a disdain for its visual appeal. A petition signed by leading
wanted each region to feel unique, with its own culture that artists and architects was presented to stop its construction:
came through in the stories we would tell.
“We, writers, painters, sculptors, architects and passionate
The brunt of this adventure takes place in Talavi. Our
devotees of the hitherto untouched beauty of Paris, protest
setting guide describes the province as “…the cultural and
with all our strength, with all our indignation in the name
artistic heart of Tholus.” It’s the place where learning and
of slighted French taste, against the erection … of this
creativity are a way of life. What better place to show the
useless and monstrous Eiffel Tower …
conflict between adopting new technology and staying true
to the learnings of the past? The hatred of the new design comes through clearly.
The headmaster of the Avar Academy, our final villain for Reading these words today seems remarkable, knowing
this adventure, is an academic desperately railing against how beloved the tower has become. How do we decide
the irrepressible advancement of technology. He detests the which innovation should be embraced versus shunned?
arrival of magictech, believing it an insult to what is true “Creative Destruction” is a term coined by a German
and beautiful – the study of pure arcane magic. This conflict economist in the 1950s to explain industry’s continual evo-
between traditional spellcasting and the arrival of magitech lution, describing how innovation rebuilt economic struc-
is an apt interpretation of the province’s cultural conflict. tures by “…incessantly destroying the old one, incessantly
But is this conflict enough to drive the actions of a creating a new one.”
villain? Why would a person who revels in the study of This idea describes well the turmoil caused as old methods
magic be so violently against magitech’s development? are discarded for a new way of doing things. At the start of
The clash of ideals between what should be celebrated and the 1900s, automobile mass production eliminated the horse
what should be discarded is something we struggle with in our and carriage trade in only a few decades. One can question
world. A real-world example is Paris and the Eiffel Tower. whether the arrival of motorized vehicles was ultimately
The tower was constructed as the centerpiece for good for society, but what cannot be argued is that this
the 1889 World’s Fair. Today, the elegant iron lattice advancement changed the world.
skyscraper is a world-recognized symbol synonymous with As a GM, how will you present the world of Tholus?
the French capital’s enchanting mystique. When presenting Though the lives of most citizens have improved thanks
the tower’s design to France’s civil engineering society to magitech, others have certainly suffered because of
(Société des Ingénieurs Civils), Eiffel described it as: it. Our episode 2 villain has decided what’s
acceptable and what’s not. How will your
“…not only the art of the modern engineer, but also the
players respond to the conflict, and how
century of Industry and Science in which we are living,
will their characters react?
and for which the way was prepared by the great scientific
Until next time,
movement of the eighteenth century...”
happy adventuring!!!
Yet reception by intellectuals of the day was less than
enthusiastic. Many derided the design. Nothing of its Joe Raso
height had yet been constructed, and its 300-meter height Fables Editor
Editor's message 5
WELCOME TO FABLES!
You hold in your hands the second 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
This adventure is designed for 4th-level characters. GMs
are encouraged to use the new agent advancement rules
found in the Agents of the Empire Setting Guide.
EPISODE 2 OVERVIEW
This episode begins with the characters hunting down
a pair of escaped criminals in Karel with a fellow agent
Episode Overview
Disturbances in Talavi
The characters then investigate mysterious magitech
malfunctions in the Empire’s Talavi province. Shortly
INTRODUCTION
True Target
After investigating several suspects, the characters discover
that the events at the casino are a red herring intended
to keep them occupied while the true target, an advanced
aetherium lab, is attacked.
The characters must rush to this lab in a nearby city
and deal with threats before learning the headmaster has
coordinated these events. They also discover Stremolus
was goaded by a mysterious figure known only as “Spider”
to initiate these attacks and that Spider’s web of influence
may span the entire Karelagne Empire.
d r
Adventure Background
o t l l
Information about the province of Talavi and this episode’s
i
primary villains (Stremolus and Spider) are provided below.
e,m z aroc
Talavi
The province of Talavi is considered by most to be
the artistic hub of the Empire. The capital
of Avarna is home to some of Tholus’s most
glorious gardens, architecture, and greatest
h
artistic achievements.
l
The Avar Academy is renowned for training its students
edel
in sword, spell, and song. In addition to the study of the
arcane arts, it is famous for teaching the beautiful but
deadly fighting style known as the dance of daggers.
l
Spider is a mysterious figure whose existence is unknown
l
to the characters at the start of this Fable, though they
discover they have unknowingly aided Spider's aims.
u
In later episodes, they learn that Spider’s true identity
is Field Captain Velaasa Sorn, a Karelagne official
who secretly runs Brimstone, a powerful organization
.m
manipulating events across the world of Tholus.
Before the events of this episode, Spider exchanged
letters with Headmaster Stremolus, the overseer of Talavi’s
premier magic academy. Spider preyed on Headmaster
Stremolus’ fears of magitech and what it could mean for
the future of “pure” magic. Stremolus sabotaged aetheri-
um machinery across Talavi to sway public opinion against
the continued adoption of magitech. Spider provided
Stremolus with the contacts to the Whispered Wind, a
secretive faction looking for Talavi to take over the Empire.
Stremolus hopes to destroy all magitech research at Talavi’s
biggest aetherium lab by whatever means necessary, which
aligns nicely with the Whispered Wind’s goals of weakening
Karel’s grip on the Empire.
Character Advancement
The characters begin this adventure at 4th level and can
advance to 5th level at the end of this episode.
If the Agents of the Empire Setting Guide’s optional agent
advancement rules are used, characters can expect to gain
at least one agent milestone during this episode. If this is the
character’s first adventure working for the Agency, consider
allowing them to begin this episode as agents of rank 2.
Tactical:
• Snow Leopard was a deadly assassin known for his
CHAPTER 1
Agent Support:
• Agents will work with Andronicus, an Agency operative
with an extensive knowledge of Karel.
• Proceed immediately to Evergreen Park to rendezvous
with Andronicus to start your mission.
Primary Objective:
• Find and capture the fugitives.
• Return them alive to Agency headquarters.
WITH A RIVAL
them with his presence.
Andronicus and the characters know the following from
their briefing about escaped criminals Snow Leopard and
Each character received a mission scroll (see appendix B) Thorvin Saltspray:
containing the text of Operation Salty Snow. One charac- Who They Are. Snow Leopard was a deadly monk who
ter also possesses the team’s messaging plate (see appen- assassinated seven government officials in Karel before
dix B) for communicating with headquarters. being brought to justice. Thorvin Saltspray was a feared
The adventure begins with the characters waiting at a pirate on the Aetherial Expanse, known for sinking many
statue in Evergreen Park for Andronicus as directed by Karelagne ships. They are to be brought back to the
their mission scroll. Read or paraphrase the following: penitentiary alive so they can serve out the rest of their
sentences, and so the government can call upon them for
You stand beside a towering statue of Sovereign-General information about criminal networks across the Empire.
Domas Brandel, ruling leader of the Karelagne Empire. When They Escaped. Both criminals escaped Karel
His granite likeness cuts an imposing figure among the Penitentiary earlier this morning. Apparently Thorvin
trees and bushes of Evergreen Park. used smuggled explosives to blow a hole in their cell large
Here you were directed to meet with your partner for enough for Snow Leopard to slip through, at which point
this mission: a fellow agent named Andronicus. Soon, Snow Leopard knocked out a few guards and escaped with
you see someone approach — a man with chin-length
Thorvin in tow.
Where They’ve Been. According to the reports, the
blond hair and dark tinted glasses. He steps up to you,
pair were spotted together at three locations: a seedy bar
removes his glasses, and smirks.
called Darkmantle Den, an alleyway between 18th and Bell
“So, I take it you’re the agents assigned to tag along Street, and at an apothecary shop called Salt & Sage.
with me on this mission? Charmed.” Why Andronicus? The characters have been asked
to partner with Andronicus because of his extensive
This man is Andronicus (see appendix A). It was clarified in knowledge of Karel's City’s layout. He was born and
the mission brief that Andronicus and the characters were raised in the city and spent significant time studying its
to be partners on this mission: neither is of higher rank than every street and district. He can get the characters to any
the other. But Andronicus can’t stand sharing the spotlight destination they want by the most efficient routes possible.
with other operatives. He sees this up-and-coming team as a The Agency also thinks that Andronicus and the characters
threat to his success as an agent. He resorts to intimidation, could learn a thing or two from each other’s styles of
backhandedly congratulating the team’s previous efforts conduct (Andronicus doubts this).
c c
Andronicus accompanies the characters as they investigate
each of the three locations from the reports. He seems
reohtte
self-righteous and smug, but don’t have him take the
metaphorical front seat. The players should never feel like
Andronicus is taking narrative agency away from them.
By the end of this chapter, the characters should resent
Andronicus and see him as an insufferable rival. He’s a
recurring character who will return as an antagonist in
a
episode 6: so the more they dislike him now, the higher
the stakes will be later.
If Andronicus does fall unconscious during this
chapter, let him roll death saving throws like a player
character. If he dies, it’s not the end of his story: the “If
Andronicus Died” sidebar in chapter 2 provides guidance
on setting up for his return in episode 6.
ON THE TRAIL She’s the one who reported seeing Snow Leopard and Thor-
vin at the bar earlier that day. She’ll talk to the characters,
In this section, the characters and Andronicus visit each of but she’s not sure if they’re trustworthy. She doesn’t want to
the three places that Thorvin and Snow Leopard were last get tricked by any of Snow Leopard or Thorvin’s goons.
spotted. They can visit these locations in any order they If the characters can prove to Callie that they are work-
choose. Traveling from one location to another takes about ing to recapture the fugitives, then she tells them what
30 minutes on foot. happened. A convincing case followed by a successful DC
Characters can take short rests in this section if they feel 12 Charisma (Persuasion or Intimidation) check should
like it. But there’s no time for a long rest: they can’t let the be enough.
trail go cold.
Callie’s Summary
Callie saw Snow Leopard and Thorvin come in earlier
Optional City Encounter today at around opening time. Both were wearing
If you’d like another encounter to challenge your players, nondescript clothes that didn’t fit right: she figures the
the following can be used when they travel between the two of them probably knocked out the first poor suckers
three destinations. they could find after escaping, swapping prison uniforms
As the characters pass by a fountain, a young newly- for plain clothes. She only even recognized them because
engaged gnome couple calls out to them. Their names are Thorvin used to work here long before he became a
Anders and Janetta (commoners). Anders just finished pirate on the Aetherial Expanse. It seemed like he didn’t
proposing to Janetta, but as he was going to put the ring remember her, though. Thorvin ordered a drink at the bar,
on her finger he accidentally dropped it into the water. and Callie overheard the two planning to meet with an old
When they tried to retrieve the ring, the water formed friend in the Ocean Ward this evening.
into a face and snapped its teeth at them. Clues to Find the Fugitives. After chatting with Callie,
The couple begs the characters to retrieve their ring. the characters should know that they’ll find Snow Leopard
The ring was expensive, so the couple offers to pay 100 gp and Thorvin in the Ocean Ward. But there are too many
total for its safe return. buildings in the Ocean Ward to scour the entire area. If they
A water elemental lives in this fountain, which is haven’t already, they must narrow down their options by
littered with copper and silver pieces. The water elemental gathering more information from the other informants.
has “eaten” the ring. It’s visible through the water
elemental’s transparent body, but characters must defeat Greedy Patron
the elemental to retrieve the ring. The elemental attacks If the characters fail to convince Callie of their trustworthi-
anyone who tries to take anything from the fountain. ness, they can still get the information they’re looking for
The ring is worth 500 gold pieces. Its gemstone is a from someone else at this bar. But it’ll come at a price.
little diamond. A human man in a wide-brimmed hat sits at a corner
table, slowly drinking a mug of ale. His name is Raylis
Moining (N male human noble). He was recently laid off
from his job at the cartographer’s guild, and he’s been
Darkmantle Den wasting his days away at bars ever since.
Raylis Moining was here when Snow Leopard and
This bar has seen its fair share of shady deals and bar- Thorvin came through, and he heard everything that
fights. Darkmantle Den is nestled between two dishev- Callie did. But he wants some payment upfront, and not
eled apartment buildings, and it’s been around longer just any old payment: magic items. He knows that if the
than both of them. Instead of a sign above its door, the characters are working with the government, they’re
bar merely has a painted wooden cutout of a darkmantle bound to have some valuable loot. If the characters give
— a creature that looks like a cross between an octopus him a magic item or magitech item of uncommon rarity
and a stalagmite. or higher, he’ll tell them everything he knows. (Refer to
The characters know that their contact here is the Callie’s summary of events.)
bartender. Read or paraphrase the following when
characters enter the bar.
The day is still young, so this bar is mostly empty. The dim
purple lanterns hanging from the ceiling leave corners ...they'll find Snow Leopard and
of the room in light and others in shadow. A half-elf
bartender raises an eyebrow at you as she cleans a glass
Thorvin in the Ocean Ward.
behind the bar.
Helena’s Wares
The characters can buy herbalism kits at this shop, as well
as many herbal spell components. Helena also has two po-
tions of healing in stock. She secretly has two vials of basic
Salt & Sage poison in stock too, but she doesn’t publicize those.
PUTTING THE
This apothecary shop is in a safe and somewhat affluent
part of town. It’s not just a shop: it’s also a greenhouse.
Read or paraphrase the following as the characters enter:
CATHEDRAL OF VALMUNAS
perimeter of the cathedral...
The Cathedral of Valmunas sits in the Ocean Ward of
Karel, a few blocks from the docks. It is evening when the
characters arrive. Most dockworkers have cleared out of
this area by then, leaving it quiet and empty.
C1. Front Doors
Since the cathedral is closed to the public today, the ghost
C5 C4
C3
C2
Cathedral of Valmunas
1 Square = 5 feet
mo a
w
e e
p l
e
p e so m
u s
As directed in their mission scroll, the characters are
c
t celitsqhtueao
h
expected to deliver the fugitives to Agency headquarters.
a
The characters may consult with a mission administrator
using their messaging plate (see appendix B).
a y n t f
Andronicus is quick to handcuff the surviving criminals,
r
csoliw
hoping to take as much credit as possible for the successful
ipdehoo
mission. If one of the criminals were killed, he chides the
characters for letting them die, but ultimately remarks that
“one out of two isn’t so bad.”
The characters can return the criminals to Agency’s
headquarters without issue.
w e
If both criminals were killed, Andronicus freaks out. He’s
e
never failed a mission before, and he can’t bear the thought
m h
of going back empty handed. He suggests they wait for
o t
the contact Snow Leopard and Thorvin were expecting to
cae
arrive. When Petra shows up, he handcuffs her and brings
her back to the Agency.
If Petra dies too, the characters at least can rest easy
knowing they prevented these criminals from terrorizing
the Karelagne Empire any further.
Rewards
The Agency rewards each character with 50 gold pieces for
every criminal they returned to custody (this includes Petra
if they stuck around and waited for her).
CHARACTER
ADVANCEMENT
If you are using the optional agent advancement
rules from the Agents of the Empire Setting
Guide, award an agent milestone under the
following outcome:
Captured Captives. The characters suc-
cessfully captured at least one fugitive
and brought them alive to Agency
headquarters.
You see a familiar man coming down the hall toward you:
Andronicus. He stops beside you and smirks, pushing a
strand of his long blond hair behind his ears. “Ah, we
meet again.”
On Andronicus
Andronicus might return in later episodes of this Fable.
What neither the Chair nor Andronicus know is that
Sovereign-General Domas Brandel has scouted out
CHAPTER 2
If Andronicus Died
If Andronicus died during the events of chapter 1, omit
the encounter with him at the beginning of this chapter.
Unbeknownst to the characters, underlings of Sovereign-
General Domas Brandel seek out and retrieve whatever
is left of Andronicus’ corpse. They then infest the corpse
with buucahb (see Agents of the Empire Setting Guide),
turning him into a fiendishly powerful secret agent under
the Sovereign General’s control and who the characters
may have to contend with in later episodes of this Fable.
POWER GRID OVERLOAD At best, it could shut down and leave the streetlights in this
district without power for a few days; at worst, it could
A friendly coach driver named Lyle Keverro awaits the explode and cost lives.
characters when they arrive at Avarna. He’s been hired by Lyle directs the characters to a maintenance hole in the
the Chair and Headmaster Stremolus to chauffeur them street and tells them it should lead to the sewers, where
to Avar Academy and give them a little tour of the city in they’ll find the generator. Meanwhile, Lyle runs off to go
the process. find his parents, who live in the district.
Lyle can answer questions the characters have about The maintenance hole cover reveals a metal ladder
the city. (See the Introduction of this Fable or refer to leading down to Talavi’s sewers.
the Agents of the Empire Setting Guide for more details
The Sewers
of this region.) He delights in pointing out scenery as
the characters pass: a beautiful garden, a respected
performance hall, or any of Avarna’s many architecturally Talavi’s sewer system comprises giant tunnels 40 feet in
stunning arches. diameter. Each tunnel has a 10-foot-wide metal walkway
Midway through their tour, the group’s messaging plate on each side, with the middle sloping into a channel
buzzes with a message from the Chair. that holds sewage water. Pipes connect these tunnels to
individual buildings in the city above.
Unlike the perfectly-perfumed city above, the smell in
Urgent intelligence received. these sewers is putrid. The player characters must each
Immediately proceed to Avarna’s Fabric District. make DC 10 Constitution saving throws upon entering
the sewers. On a failure, the smell bothers a character
Sabotage event may be underway with so much that they have disadvantage on initiative checks
malfunctioning power generators. while in the sewers.
Send update on findings. It would normally be dark within these sewers, but
the characters can see erratic light and hear a strange
The Chair
humming sound coming down the northern part of the
tunnel. This puts their part of the tunnel in dim light.
Should the characters follow the light, they find the
If the characters communicate this to their driver Lyle, it
generator: but first, they must deal with the terrors
worries him, as it's the district where his parents live.
beneath the city.
He agrees to take the characters there as fast as possible.
Mysterious Creatures
The Fabrics District Flattened to the ceiling of the tunnel up ahead are four
buucahb, harriers (see appendix A). They’re hungry and
The Fabrics District is the city of Avarna’s main produc- attack the characters as soon as they draw near.
er of fine textiles. Boutiques, fabric shops, and tailoring Characters with a passive Perception score of 13 or less
businesses line its streets. But when the characters arrive, are surprised at the start of combat. (Note that unless the
the district is in a state of disarray. Read or paraphrase characters are using their own light source, this part of
the following: the sewers is in dim light. That means characters without
darkvision suffer a −5 penalty to their passive Perception.)
The lights in this part of the city flicker brightly. Streetlights Upon defeating the harriers, the characters can take a
give off sparks, and fountains spurt water erratically. It closer look at the creatures’ corpses. Even highly skilled
appears the Fabrics District is suffering from a widespread characters do not recognize these strange creatures. A Char-
techno-magical malfunction. The ground rumbles slightly acter who succeeds on DC 15 Wisdom (Nature) check de-
every few minutes, and people come running out of their termines that these creatures, while insectoid in form, are
houses, taking their belongings and small children with not of this world. Spells or abilities that detect fiends work
them in fear of a potential earthquake. as normal on the buucahb, revealing their fiendish nature.
The state of the Fabrics district worries Lyle immedi- Electrified Walkway
ately. He explains that each of Avarna’s districts are When the characters walk 50 feet farther down the tunnel,
powered by underground aetherium-powered generators a sudden jolt of electricity shoots down the metal walkway.
While magitech is still new to Talavi, recently-installed Characters on the walkway must make a DC 10 Dexterity
streetlights and fountains across the city were meant to saving throw, taking a 5(1d10) lightning damage on a
show the promise of magitech. Unfortunately, it appears failed save, or half as much damage on a successful one.
Suspecting Stremolus
Headmaster Stremolus is the mastermind behind Talavi’s This might be cause for suspicion, but the characters have
recent string of aetherium sabotages. But players should no definitive proof that Stremolus is up to something.
not learn this until chapter 3 or 4. Stremolus seems If the characters still convince themselves that
trustworthy here. Stremolus is guilty and directly attack him, he tries to
If the characters go out of their way to discern his escape. As he escapes, or if he is captured or dies, he
motivations through Wisdom (Insight) checks, refer to mentions the Grand Casino of Avarna in his final words,
Stremolus’ statblock in appendix A: his high Deception implying that a deadly sabotage is scheduled to happen
skill should come in handy. If they manage to see through there tonight. This should lead the characters onto
his lies, they notice he’s hiding something from them. chapter 3.
If the characters try to interrogate him via a zone If Stremolus dies or is captured, a human faculty
of truth spell, Stremolus objects to this rudeness and member named Professor Edelgard carries out Stremolus’
refuses to answer questions on principle. He calls in some mission in his stead. This partner-in-crime also uses
professors, who escort the characters out immediately. Stremolus’ statblock.
TO THE CASINO!
wooden dagger. If the character can dodge every swipe of
the dagger by the time Halfstep reaches the end of his song,
they earn his respect. You can represent this trial with a
DC 15 Dexterity (Acrobatics) or Strength (Athletics) check. Later that day (perhaps interrupting the characters’ further
The first time a character succeeds at this trial, Halfstep exploration of the academy), a pigeon soars over to the
congratulates the character and gives them a characters and perches on a surface before them. Then it
ring of the daggerdancer (see appendix opens its mouth and speaks in Headmaster Stremolus’ voice
B). Halfstep gladly practices with via the animal messenger spell, telling them to report to his
more characters, but he only office immediately: He’s received information from Talavi
gives out one ring. officials of a possible sabotage event.
The characters should head to Stremolus’s office for
further instructions. Proceed to chapter 3.
Suspects
Three suspects have been identified at the casino: a duch-
ess, a musician, and a businessman. Each has a potential
motive to sabotage the casino, and each was also seen near
the location of an earlier sabotage event.
The Duchess. Lady Pilsworth is a well-respected member
of the aristocracy in Avarna. However, it’s a well-
kept secret within elite circles that her family recently
lost a great deal of wealth. Could a sabotage be the
perfect distraction for her to steal a fortune from the
CHAPTER 3
Grand Casino?
The Businessman. Kraxis Cophinthialor is a business
mogul from Karel who moved to Avarna a few years
ago. Rumor has it he has business stake in several
other casinos in Talavi, but none in the Grand Casino.
Could this be his chance to take out the competition
with a bang?
The Musician. Arpeggia is a newly famous singer and
lute player. Her tour across the Karelagne Empire has
taken her to Talavi. Her music often criticizes the elite
and their excesses of wealth: so why would she be at the
wealthiest casino in Talavi? Is she planning to make a
grand and deadly statement?
cwr y sot l
aohsuialcde
w l
In a place like Avarna, a casino is so much more than an
ca l
opportunity to get rich quick. It’s also a place to rub elbows
with the elite, flaunt your wealth and fashion sense, and
close on business deals. The Grand Casino is filled with
the crème de la crème of Avarna’s society, and patrons
are only allowed entry if they’re dressed to the nines.
Headmaster Stremolus has seen to add the characters’
names (or false names, if any of them went with a fake
identity) to the VIP guest list, but they must look the
part. Characters must be wearing fine clothes to enter
the casino.
m e
emweosoceh
Characters who speak with Lady Pilsworth may learn
T
the following:
pht
Why She’s Here. Lady Pilsworth is at the casino with
some friends for a night out. She had also heard that a few
other members of the Avarnan aristocracy would be here.
In particular, a handsome gentleman from a wealthy family
was supposed to be there, but he turned out to be a no-show.
Her Family Fortune. Lady Pilsworth denies that
dthsetyseruaac
her family’s fortune is any less than it has always been.
However, she notes that if her family ever were to lose
their fortune, it would be because her father blew it all
on unwise investments. A character who succeeds on a
DC 10 Wisdom (Insight) check can easily tell from Lady
c
Pilsworth’s tone that this hypothetical situation is the
ae,lmoptornoeif
reality. Lady Pilsworth isn’t too worried about it, though—
she’s confident in her ability to marry into a family with a
more stable financial situation.
The Clocktower Sabotage. Lady Pilsworth is unaware
of any plots that might put the casino in jeopardy tonight.
p
However, she does recall seeing the famous clocktower of
e m
ehteoac
Avarna overheat a few weeks ago, causing the face of the
clock to explode and rain bits of metal and glass down
on bystanders below. From the angle she was sitting at,
she thought she saw a figure descend slowly from the
clocktower a few minutes before the explosion, as if under
the effects of a feather fall spell or similar magic. She
remembered relaying this to authorities, but nothing ever
seemed to come out of it.
i n t o
A character willing to join the next game of poker with
, w
Kraxis must put five casino chips in the pot. When the game
f o r m
begins, all players must roll one Charisma (Deception) check
e w
and one Wisdom (Insight) check to represent their ability to
e o p l
bluff and read others. The player with the lowest combined
pcaoem t
total is eliminated, at which point the remaining players
e
reroll until there is one winner. That winner then gets all the
ther
chips in the pot.
Kraxis uses noble stats but has a +6 to Insight and a +6
to Deception.
If a character runs out of poker chips, they can buy more
on the first floor for 2 gp per chip. They can also exchange
chips in the opposite direction, returning one chip and
getting 2 gp in return.
weosoeep hhT
on a specific number, and any player with chips on that
number wins extra chips in return.
Players can get creative on how to help Arpeggia cheat:
using magic to invisibly influence the ball, sneaking
underneath the table and manipulating the rotation of
t
the aetherium-powered wheel by hand, using divination
c
magic to predict where the ball will land, distracting the
dealer and other players after a roll and moving Arpeg-
e
hstoyseruacac
gia’s chips to the winning positions—all of the above are
valid techniques.
If a character is caught cheating, the dealer pulls them
aside and threatens to kick them out … but the dealer subtly
hints that they accept bribes to turn a blind eye. A sum of
10 gp buys the dealer’s ignorance, but the character can no
t
longer play at that dealer’s roulette table.
,elm n i
Once the characters help Arpeggia cheat at roulette
r
(she visits multiple tables if she must), she agrees to have
o f
an audience with them. If the characters refuse to help
p o
her cheat, they must bribe her with at least 200 gp to get
e p
her to talk.
m
hteac o
What the Musician Knows
Characters who speak with Arpeggia may learn the following:
Why She’s Here. Arpeggia is on the final leg of a
stressful tour, so she and the rest of her band are here
to blow off some steam. After this, they have a few more
shows in Talavi before Arpeggia heads back home to Karel.
Her Distaste for the Elite. Arpeggia’s lyrics often
criticize high society and its excesses of wealth. But Arpeg-
gia’s been raking in some large sums of gold pieces herself,
and she’s enjoying the high life. Though she never admits it
outright, her public persona of a plucky young songwriter
raging against the elite is mostly a façade.
If the characters try to speak with The Train Sabotage. Arpeggia knows nothing about
any sabotage planned for tonight. But she does recall being
Arpeggia, she subtly indicates that present when a train malfunctioned. The train went too fast
and careened off its rails, almost hitting her tour carriage.
she'll talk to them if they help her Luckily, she was unhurt. However, as she was being escorted
to safety, she overheard the train’s conductor swearing to
cheat first. officials he was charmed: he didn’t know how or by whom,
but it seemed magic was involved.
The three tattooed spies fall into trained battle stances. A slot
machine whirrs to life behind them, rolling forward on wheels
and lighting up the dark room with an eerie green glow. The slot machine shoots casino
These three spies are members of a secret Talavi spy chips at the characters at
network known as the Whispered Wind. They also have
an animated slot machine (see appendix A) on their side. bullet-like speed.
The slot machine shoots casino chips at the characters at a
bullet-like speed.
F12
F11
F9
F13
F6
F5
F10
F3
F2
F7
F4 F8
F1
A character who investigates the blueprints finds schemat- This room is where FenTech Labs stores its chemicals, from
ics for various vehicles. Some designs the characters might disinfectant to experimental solutions whose effects they
recognize, while others are new designs not yet seen by the intended to test on aetherium crystals. When Stremolus’
public, such as a helicopter-like machine and an hover- intruders came through this room, they smashed the vials
board-like device. It’s unclear if these designs are techni- against the walls and floor. This caused the chemicals to
cally sound. mix and produce a noxious gas.
A creature that passes through this room feels their eyes
F4. Prototype Vehicles water and their skin burn. One minute after passing through
the room, the creature must make a DC 10 Constitution
Prototypes of magitech vehicles sit ripped apart,
saving throw, taking 1d4 poison damage on a failed save and
half as much on a success. A character that showers or hoses
battered, and scorched in this room. The corpses of a
off in the rinse room (area F5) before the minute has elapsed
few technomages lie strewn across the floor. Above these
need not make the Constitution saving throw and takes no
corpses hovers a cloud shimmering like aetherium crystal. damage from the poison.
This room is heavily obscured. If a character enters the
The shimmering cloud is an aether elemental (see room without knowing where the doors are, roll a d4. On
appendix A). It was released in an unexpected arcane a 1-3, they stumble around for a few seconds before finding
reaction after Whispered Wind agents destroyed these the door opposite to the one from which they entered. On
aetherium-powered vehicles. The elemental attacks a 4, they find a vent and lever on the east wall. Flipping the
on sight. lever causes the vent to activate, sucking the gas out of the
One of the technomage corpses in this room wears an room and replacing it with clean air.
advanced-clearance magitech pass on a lanyard around Read or paraphrase the following if the characters clear
their neck. the room of gas:
F5. Rinse Room The eastern and western walls of this room are lined with
empty shelves. Glass vials lie shattered on the floor along
The walls of this room bear more than a few scorch marks. with a few puddles of indeterminate liquid.
Two shower-heads hang from the western wall, with
matching drains and hoses below. A closed metal cupboard The liquid on the floor is a mixture of all the chemicals that
stands between them. used to sit on the shelves. A DC 15 Wisdom (Medicine)
check reveals that it has the same properties as basic poison.
There is enough liquid remaining on the floor to fill ten vials.
The technomages of FenTech use this room as an
emergency rinse in the case of any chemical spills and to
quickly douse magitech that may catch fire. F7. Appliances Division
A DC 10 Investigation (Intelligence) check reveals that
the scorch marks on the wall aren’t recent. They were Floor-to-ceiling chalkboards cover the walls of this room.
accumulated from years’ worth of aetherium experiments They show diagrams and schematics of various magitech
going awry. appliances, along with scrawled calculations and notations.
Twisting a knob beneath a showerhead or hose makes it The corpse of a technomage lies on the floor in a pool of
spray a steady stream of water that washes down into the blood, a piece of chalk still in his hand.
drains on the floor.
The metal cupboard contains a healer’s kit and two jars
A DC 10 Wisdom (Medicine) check reveals that the
of restorative ointment.
engineer was killed via blunt force trauma. One of the
Whispered Wind thugs killed him with a mace.
The chalkboards on the wall depict magitech creations
for use in the home such as blenders, fans, and portable
lamps. Each design is bulky and visually unappealing.
Laboratory Basement
1 Square = 5 feet
F19
F20
F17
F22
F18 F21
F14 F15
F16
afttdnstyierac
ground floor and forced him to use his advanced-clearance
magitech pass to take them to the basement.
Characters who succeed on a DC 15 Intelligence (Arcana)
check recognize that Morris is deleting the lab’s files on
aetherium research at Stremolus’ command. After Morris is
done, Stremolus plans to kill him and do a final sweep of the
i l
lab to make sure there are no survivors.
ioh o s
If the Whispered Wind agents notice the characters, they
w
immediately alert Stremolus.
e p
The Villain Revealed
o w
Stremolus is angered that the characters made it out of
the casino, but he also can’t help but gloat, given the
e m
opportunity. Stremolus takes off his mask, revealing his
ehteoac
true identity.
How He Did It. Stremolus was the mastermind behind
all the recent aetherium sabotages in Talavi. They were all
pulled off either by himself or by Whispered Wind agents.
He traveled to various locations in the region and caused
aetherium-powered machinery to malfunction either
manually or using his bardic magic.
Why He Did It. The Avar Academy has been losing
many a brilliant young mind to the study of “brutish”
magitech. Stremolus considers magitech to be crude and
dangerous, nothing like the beautiful forms of traditional
magic taught at the Academy. Stremolus worries that
magitech will bring ruin to the Avar Academy and render
traditional magic obsolete. So, he has sought to sow distrust
in magitech among the common folk by staging aetherium
“accidents” across Talavi.
What’s Happening Now. Stremolus wanted to destroy
FenTech labs to set back aetherium research in Talavi
and to sow more distrust in magitech. After the lead
technomage is done deleting the research files, Stremolus
plans to make it look like aether elementals rampaged
through the labs, destroying the facility in another
freak accident.
CHARACTER
Stremolus’ work. But they lament that the Avar Academy’s
teachings are slowly being rendered obsolete by the rise of
ADVANCEMENT
magitech in Talavi.
Subsequent letters show the headmaster becoming
increasingly concerned and preoccupied with the threat
that magitech poses to his way of life. At this point, Spider At the end of this episode, the characters should advance
suggests the headmaster take matters into his own hands. to level 5.
Spider offers to introduce the headmaster to a spy network If you are using optional Agent Advancement rules
in Talavi that they’ve used in the past called the Whispered from the Agent of Empire Setting Guide, and you haven’t
Wind. According to Spider, the Whispered Wind will work already awarded an agent milestone at the end of chapter
for whomever gives them enough coin, no questions asked. 1, GMs should do so at the end of this adventure.
At one point in their correspondence, the headmaster
Challenge 4
GMs Prerogative
Every player group is different. Their characters, abilities,
strengths, and weaknesses can vary significantly from
table to table. This variance and a group’s tactics can
result in wildly different experiences. One group may find
a combat encounter unchallenging, while another group
could find that same encounter potentially deadly.
As a GM, you can adjust an encounter’s difficulty to
maximize the fun at your table. The strength of each
creature and the number of creatures your players face
are great ways to adjust the challenge of an encounter.
An easy way to adjust a combat encounter on the fly is to
modify a monster’s hit points. Creature stat blocks present
that creature’s average hit points along with their hit dice,
which describes a range of possible hit point values.
Aether Elemental
Large elemental, neutral
Armor Class 12
Hit Points 102 (12d10 + 36)
Speed 30 ft., swim 90 ft.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage.
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
AETHER MEPHIT
Death Burst. When the mephit dies, it explodes in a burst of ae-
ther. Each creature within 5 feet of it must make a DC 10 Constitu-
tion saving throw, taking 4 (1d8) poison damage on a failed save, or
When aether energy leaks from magitech or broken half as much damage on a successful one.
aetherium crystals, the arcane potential sometimes
False Appearance. While the mephit remains motionless, it is
coalesces into a minor elemental called an aether mephit.
indistinguishable from a cloud of aether gas.
These mephits delight in tormenting desperate creatures.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
3 (1d4 + 1) slashing damage plus 2 (1d4) poison damage.
When aether energy leaks from Aether Breath (Recharge 6). The mephit exhales a 15-foot cone
of aether gas. Each creature in that area must succeed on a DC 10
magitech or broken aetherium Constitution saving throw, taking 5 (2d4) poison damage on a failed
crystals, the arcane potential save, or half as much damage on a successful one.
Aetherium Researcher
Medium or small humanoid, any alignment
Skills Arcana +3
Senses passive Perception 11
Languages any two languages
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Reactions
Aethershield (1/day). When the researcher takes damage from an
attack, they can engage a protective arcane shield, reducing the
damage by 5 (2d4).
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Swarm. The swarm can occupy another creature’s space and vice
versa, and the swarm can move through any opening large enough
for a Tiny rat. The swarm can’t regain hit points or gain temporary
hit points.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the
swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing
damage if the swarm has half of its hit points or fewer.
Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Hold Breath. The aethertouched alligator can hold its breath for
15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d10 + 2) piercing damage, and the target is grappled (escape
DC 12). Until this grapple ends, the target is restrained, and the
aethertouched alligator can’t bite another target.
Andronicus
Medium humanoid (human), lawful neutral
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
These fiends are Fiendish Hold. The harrier has advantage on melee attacks
targeting creatures to which it is attached.
naturally communal—when one is
Inscrutable Mind. The harrier is immune to any effect that would sense
discovered, more are almost certain its emotions or read its thoughts, as well as to all divination spells.
m e
emweoosceh T
pht
d e s
eaathsotyeruacac
e ,lmp t n
r oif
t emooecp
68 AGENTS OF THE EMPIRE 2/6
Unfortunately, most FenTech mech
suits go haywire as soon as the
conditions around them become
anything less than perfectly stable.
Armor Class 18
Hit Points 104 (11d10+44)
Speed 40 ft., climb 30 ft.
Actions
Multiattack. Stremolus makes two attacks. He can replace one
attack with a use of Spellcasting.
Bonus Actions
HEADMASTER STREMOLUS
Wicked Words (3/Day). Stremolus targets one creature within 60
feet of him. If the target can hear him, the target must succeed on
a DC 14 Wisdom saving throw or have disadvantage on its next
Becoming the headmaster of the most prestigious magic
attack roll.
academy in all Talavi requires a great deal of knowledge,
cunning, and a passion for the job. Headmaster Galianndi
Stremolus possesses all three.
Stremolus believes in pure arcane studies and disapproves
of magitech’s rising influence. He’s seen many talented
students leave the academy to train under technomages.
Spurred on by correspondence with the mysterious figure Stremolus believes in pure
known only as “Spider,” Stremolus decided to take matters
into his own hands. By sabotaging aetherium-powered devices arcane studies and disapproves of
across Talavi and making the scenes look like accidents,
Stremolus hopes to incite public distrust of magitech with an magitech’s rising influence.
ultimate goal of getting all magitech banned. He doesn’t care
who he must kill to do it.
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.
Reactions
Fortune Favors the Bold (3/day). The agent can choose to have
advantage on an attack roll, ability check, or saving throw, and adds
1d6 to the result.
Actions
Multiattack. Snow Leopard makes three Unarmed Strike attacks or
three Dart attacks.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) poison damage.
Reactions
Deflect Missiles. In response to being hit by a ranged weapon
attack, Snow Leopard deflects the missile. The damage he takes
from the attack is reduced by 1d10+8. If the damage is reduced to
0, he catches the missile if it’s small enough to hold in one hand
and he has a hand free.
Slow Fall. When Snow Leopard falls, he reduces any falling damage
he takes by 20 points.
, w
Then he made the jump to piracy on the Aetherial Expanse,
f o r m
building up a crew and quickly making a name for himself
l e
by pillaging Karelagne ships. It wasn’t until he came back
pceaooemp
to Karel to sell off some of his ill-gotten goods that he was
e t
captured and sent to Karel Penitentiary.
Thorvin is an archetypal pirate, through and through:
ther
bushy beard, “arrr”s and all. Alcohol is his vice, especially
rum. Luckily, his dwarf stomach makes him quite a
heavyweight drinker.
Thorvin Saltspray
Medium humanoid (dwarf), chaotic evil
Actions
Multiattack. Thorvin makes two greataxe attacks.
Equipment
Aether Scythe
Weapon (magitech-glaive), rare
While not activated, this weapon resembles a 1-foot-long
metallic scroll tube. Clicking a button on the side causes a
rod to extend from the top and a glowing scythe-like blade
of solid aetherium to spring into existence.
An aether scythe uses the statistics of a glaive, but lacks
the heavy property.
Aether Wristwatch
Wondrous item (magitech), common
This wristwatch's bulky exterior contains all manner of
handy tools.
This wristwatch shows the time of day. It also doubles as
a set of tinker’s tools.
Flask of Goo
APPENDIX B
Potion, uncommon
This apple-sized crystal sphere is filled with a black tarry
substance. As an action, you can throw the flask into a
space within 60 feet of you. The sphere breaks on impact,
covering a 10-foot-square area with sticky goo. The goo is
difficult terrain and dissipates after 1 minute. When the goo
appears, each creature standing in its area must succeed
on a DC 13 Strength saving throw or become restrained
by the goo. A creature that enters the area or ends its turn
there must also succeed on a Strength saving throw or
become restrained. Creatures can use an action to make a
DC 13 Strength check, breaking free on a success.
Grapple Gun
Wondrous item (magitech), uncommon
This pistol-like device includes a spool of thin metal wire
wound on a spool connected to a dart in its muzzle.
As an action, you can fire the grapple gun at a target up
to 60 feet from you. A creature who succeeds on a DC 13
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 - 4th 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 35
u i r e
+1 +0 +2 +0 +4 +1
(Splint armor, Shield +1) (Hit Dice 4d8)
SAVING THROWS PROFICIENT SKILLS
STR +1 INT +0 MOD SKILL BONUS
SPEED
25ft
DEX +0 WIS +6 Wis Insight +6
Wis Medicine +6
CON +2 CHA +3
Cha Persuasion +3
Int Religion +2
SENSES
Passive Perception 14 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 16
Darkvision 60ft Gold Pieces 25
FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.
SPELL SLOTS
1ST oooo 2ND ooo
leme eo sce a c
FEJ
s u
Fej’s artificer parents hoped that raising him on
e
the Karelagne Crawler train would broaden his
d a
horizons, but he mostly learned endless ways to
irlleah e
cause trouble. While his antics were generally
t
harmless, Fej’s attempt to pick the pocket of a
c
notorious thief put him in her debt and led to him
r
to move deeper into her crime ring. Frustrated
s y i
with his lack of options, Fej purposefully stole from
t n
an Agency higher-up to get a one-on-one meeting
toroefp
and pitch himself as exactly what the organization
lswa ,om
needed, failing to mention that after a lifetime on a
train, he’s still getting used to life on solid ground.
h e oc l p
Fej - 4th 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 27
u i r e
+0 +3 +1 +2 +0 +2
(Studded leather armor) (Hit Dice 4d8)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +4 MOD SKILL BONUS
SPEED
25ft
DEX +5 WIS +0 Dex Acrobatics +5
Int Arcana +4
CON +1 CHA +2 Cha Deception* +6
Wis Perception +2
SENSES Dex Sleight of Hand +5
Passive Perception 12 Dex Stealth +5 Proficiency Bonus +2
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 - 4th 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 32
u i r e
+1 +3 +1 +2 +2 +1
(Studded leather armor) (Hit Dice 4d10)
SAVING THROWS PROFICIENT SKILLS
STR +3 INT +2 MOD SKILL BONUS
SPEED
30ft
DEX +5 WIS +2 Wis Animal Handling +4
Str Athletics +3
CON +1 CHA +1 Wis Insight +4
Int Investigation +4
SENSES Wis Perception +4
Passive Perception 14 Dex Stealth +5 Proficiency Bonus +2
Passive Investigation 14 Wis Survival +4
Passive Insight 10
Darkvision 60ft Gold Pieces 25
SPELL SLOTS
1ST ooo
leme eo sce a c
JEHPSO
s u
Jehpso always thought she would be a farmer, but
e
when construction of the transcontinental railroad
d a
displaced her family, and her brother gambled
irlleah e
away the empire’s payout for their land, she turned
t
to 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 - 4th level Fighter (Champion), Halfling
w t e m t e a
STR DEX CON INT WIS CHA
o h
ARMOR CLASS HIT POINTS
13 18 14 10 13 10
16 36
u i r e
+1 +4 +2 +0 +1 +0
(Breastplate) (Hit Dice 4d10)
SAVING THROWS PROFICIENT SKILLS
STR +3 INT +0 MOD SKILL BONUS
SPEED
25ft
DEX +4 WIS +1 Dex Acrobatics +6
Wis Perception +3
CON +4 CHA +0 Wis Medicine +3
Wis Survival +3
SENSES
Passive Perception 13 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 11
Gold Pieces 25
RANGED ATTACKS RANGE HIT / DC DAMAGE NOTES Halfling Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Dagger 20/60 ft. +6 1d4+4 piercing damage
Hand Crossbow 30/120 ft. +6 1d6+4 piercing damage
Improved Critical. Your weapon attacks score a critical hit on a roll
of 19 or 20.
Lucky. When you roll a 1 on an attack roll, ability check or saving
throw, you can reroll the die and must use the new roll.
AGENCY: LOGISTICS DIVISION
Naturally Stealthy. You can attempt to hide even when you are
Acquisition and movement of goods and personnel obscured only by a creature that is at least one size larger than you.
Agent Rank: 2 (Novice) Second Wind (1/short or long rest). Use a bonus action to regain
Agent Bonus: +1d4 hit points equal to 1d10 + your fighter level.
Driving Instinct. When you roll a 1 on a vehicle control check, you Two-Weapon Fighting. When you engage in two-weapon fighting,
can reroll the die and you must use the new roll. you can add your ability modifier to the damage of the second attack.
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.
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 - 4th 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 27
u i r e
+2 +4 +1 +0 +2 +1
(unarmored defense) (Hit Dice 4d8)
SAVING THROWS PROFICIENT SKILLS
STR +4 INT +0 MOD SKILL BONUS
SPEED
40ft
DEX +6 WIS +2 Dex Acrobatics +6
Str Athletics +4
CON +1 CHA +1 Wis Perception +4
Dex Stealth +6
SENSES
Passive Perception 14 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 12
Gold Pieces 25
leme eo sce a c
OLEN
e s u
Olen is a scholar at heart, and while they’ve been
d a
thrilled to see their research into aetherium used to
irlleah e
create practical tools, they’re still most comfortable
t c
in a lab, especially if given a chance to collaborate.
r
Their genuine thrill about knowledge and a tendency
y
to go on long but intriguing tangents about obscure
s i
magitech details have made them popular in the
t n
research community. To date, they are one of the
toroefp
few wizards to have worked on a project with a peer
lswa ,om
from notoriously insular Nelox. Rumor has it that
they primarily joined the Agency to get research
materials, though they fervently deny it.
h e oc l p
Olen - 4th 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 22
u i r e
+0 +1 +1 +4 +1 +2
(14 with mage armor) (Hit Dice 4d6)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +6 MOD SKILL BONUS
SPEED
30ft
DEX +1 WIS +3 Int Arcana +6
Int History +6
CON +1 CHA +2 Cha Persuasion +4
Cha Intimidation +4
SENSES
Passive Perception 11 Proficiency Bonus +2
Passive Investigation 14
Passive Insight 11
Darkvision 60ft Gold Pieces 25
FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20 SPELL BOOK
after advantage or disadvantage on the roll is resolved. You choose 1st level (burning hands, detect magic, disguise self, mage armor,
which of the d20 rolls to use for the attack roll, ability check, or magic missile, shield, silent image, sleep); 2nd level (hold person,
saving throw—the initial roll or the Fortune Point roll. You then invisibility, levitate, shatter)
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll. SPELL SLOTS
Fortune Points do not replenish; they are typically awarded by
1ST oooo 2ND ooo
the GM after achieving agent milestones.
Spell attack +6 Spell save DC 14
SPELLS:
Cantrips (at will): fire bolt, mage hand, message, minor illusion,
thaumaturgy
PREPARED SPELLS:
1.________________________, 5.________________________,
2.________________________, 6.________________________,
3.________________________, 7.________________________,
4.________________________, 8.________________________,
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 - 4th 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 23
u i r e
+2 +1 +0 +1 +0 +4
(14 with mage armor) (Hit Dice 4d8)
SAVING THROWS PROFICIENT SKILLS
STR +2 INT +1 MOD SKILL BONUS
SPEED
30ft
DEX +1 WIS +2 Int Arcana +3
Cha Deception +6
CON +0 CHA +6 Cha Intimidation +6
Dex Stealth +3
SENSES
Passive Perception 10 Proficiency Bonus +2
Passive Investigation 11
Passive Insight 10
Gold Pieces 25
Dagger 20/60 ft. +5 1d4+3 piercing damage Dark One's Blessing. When you reduce a hostile creature to 0
hit points, you gain temporary hit points equal to your Charisma
modifier + your warlock level.
Pact Magic. You regain expended spell slots after a short or a long rest.
AGENCY: OPERATIONS DIVISION Armor of Shadows. You can cast mage armor on yourself at will,
Tactical and extemporary fieldwork without expending a spell slot or material components.
Agent Rank: 2 (Novice) Mask of Many Faces. You can cast disguise self at will, without
Agent Bonus: +1d4 expending a spell slot.
Stealthy Instinct. When you roll a 1 on an Dexterity (Stealth) Pact Boon (Pact of the Blade). You can use your action to create a
check, you can reroll the die and you must use the new roll. pact weapon in your empty hand. You can choose the form that this
Surveillance. If you spend an hour observing a location and melee weapon takes each time you create it. You are proficient with
succeed on a DC 15 Wisdom (Perception) check, you can map the it while you wield it. This weapon counts as magical for the purpose
general layout of a building. This includes the guard routes and of overcoming resistance and immunity to nonmagical attacks and
rotation times, building entrances and exits, and the potential damage. Your pact weapon disappears if it is more than 5 feet away
locations of valuables. from you for 1 minute or more. It also disappears if you use this feature
again, if you dismiss the weapon (no action required), or if you die.
Talents. You can add your agent bonus to activities in the following
situations:
Field Medic. Wisdom (Medicine) checks made during combat.
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
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.
PACT MAGIC
2ND oo
leme eo sce a c
REIN
s u
If Rein had focused on music instead of gossip, she
e
might be a renowned performer in one of Talavi’s
d a
many concert halls, but she’s always loved a good
irlleah t e
story and doesn’t mind embellishing for effect.
c
Unfortunately, after a few juicy rumors about
r
influential locals were tracked back to her, she found
y
herself unofficially blacklisted from any but the most
s i
rundown of venues and forced to go on the road with
t n
a group of traveling entertainers. Did she use the
toroefp
snippets of information she heard while performing
lswa ,om
to blackmail the Agency into hiring her? On that
question, her lips are sealed.
h e oc l p
Rein - 4th 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 27
u i r e
+3 +1 +1 +0 +0 +3
(studded leather armor, (Hit Dice 4d8)
cloak of protection)
SAVING THROWS* PROFICIENT SKILLS
STR +4 INT +1 MOD SKILL BONUS
SPEED
30ft
DEX +4 WIS +1 Wis Animal Handling +2
Str Athletics +5
CON +2 CHA +6 Cha Deception* +7
*includes cloak of protection Wis Insight +2
Cha Intimidation +5
SENSES Wis Perception +2 Proficiency Bonus +2
Passive Perception 12 Cha Performance* +7
Passive Investigation 11
Cha Persuasion +5
Dex Sleight of Hand +3 Gold Pieces 25
Passive Insight 12
SPELL SLOTS
1ST oooo 2ND ooo
its tapestry.
g
Karel ka-REL The capital city of the
a
Vennis veh-NIS TA-loh-song An agent of the Whis-
Karelagne Empire
m
Tallowsong pered Wind and combat
e e r
Karelagne KAIR-el-eyen The dominant slot machine operator
h w l a
Empire government on Tholus
o
Weevil
p
WEE-vil Halfling gang leader.
T p t
Kraxis KRAKS-is KAW-fin- A business mogul in
s e e
Cophinthialor thee-a-lohr Avarna
tcahuecesoteh
m l i
Lady Pilsworth LAY-dee PILS-wurth A member of Avarna’s
d
aristocracy.
e r l
Larc LARK Human monk pregen
a l
character
a s t s
Lyle Kevarro LEYE-el KEH-var-roh Avarna coach driver.
c r y a
Moonblossom MOON-blah-sum Potions professor at
t o , w
Avar Academy
i n m w
Olen OH-len Tiefling wizard pregen
o r l e o
character
EPISODE 3