GH Fables S3E00-Extraction-final
GH Fables S3E00-Extraction-final
SAMPLE CHAPTER
RAZORFIN: EXTRACTION
5E
COMPATABLE
3
SEASON
AGENTS OF THE EMPIRE
This is a brief summary of the six episodes of this Fable.
Episode 1: Razorfin
The heroes thwart a rebel group's ill-conceived plans to
steal an aetherium-powered submarine.
3
Brimstone now recognizes the heroes as a threat and use
moles within the Agency to frame the characters and turn
the Empire against them.
Episode 6: Planebreaker
SEASON
Season Overview
AGENTS OF THE EMPIRE 1/6
CONTENTS
Editor's message......................................5
Welcome to Fables!.................................6
You are a Game Master..........................................6
Running this Fable..................................................6
Fabled Follies..........................................8
This Fable’s Story....................................9
Introduction......................................... 10
Session Zero.........................................................10
Episode 1 Overview..............................................13
Chapter 1: Extraction............................ 15
Mission Brief........................................................16
Mission Background.............................................16
Getting Into the Action!........................................18
Debrief.................................................................23
WHat's Next?.......................................................23
Appendix C:
New Equipment and Magic Items.......... 26
Appendix E:
Player Characters - Level 3..................... 28
Agent Advancement Rules....................................28
Pre Gen Characters..............................................29
Dach....................................................................30
Jehpso..................................................................32
Larc.....................................................................34
Olen.....................................................................36
GHOSTFIRE GAMING
TTRPG TEAM
General Manager, TTRPG: Phil Beckwith
Communications and PR: Hannah Peart, Kathryn Griggs
Products Design: Simon Sherry, Josh Orchard
Game Designers: Shawn Merwin, James J. Haeck, Joe Raso
Art Direction: Suzanne Helmigh, Marius Bota, Ona Kristensen,
Kerstin Evans, Matt DeMino
Graphic Design: Martin Hughes
Media Team: Bern Byrne, Dante Szabo
Ghostfire Gaming Discord Community Managers:
Ian “Butters” Gratton, Nelson “Deathven” Di Carlo,
Tom “Viking Walrus” Garland, Caleb “Connendarf” Englehart,
Cameron “C4Burgers” Brechin
Credits
EDITOR'S MESSAGE
Welcome to Razorfin: Extraction! Inside, you’ll find the Additionally with this season, every monthly issue comes
first chapter of Episode 1 from our new Fables Season 3 with the Agents of the Empire Setting Guide, an 80+ page
campaign – Agents of the Empire. source book that includes the following:
Every 6 months we release a brand-new Fable Season. • The geography, history, and lore of Tholus, the home
As with our previous seasons, the Agents of the Empire world of the Karelagne Empire
storyline progresses through six monthly issues to form
• A new pantheon of nine gods worshiped on the Empire’s
a complete adventure campaign – well over 400 pages of
home world
new story, characters, monsters, and NPCs! Each episode
• Character creation rules, including new agent
contains 2-4 chapters built to provide an entire month’s
advancement options to infuse characters with super-spy-
worth of exciting content! Additionally, each month’s
themed abilities
distribution delivers a host of digital assets including maps,
• Game mechanics to help bring exciting vehicle chase
tokens, and handouts to enliven game play at your real or
encounters to your games
virtual tables.
For our Season 3 campaign, we’ve decided to expand • A selection of new monsters, vehicles, and magic items to
the setting introduced with Season 2 - Pirates of the enliven the world of Tholus
Aetherial Expanse. However, instead of fighting against the We hope you enjoy this abbreviated adventure and
Karelagne Empire, the characters are now secret agents consider looking at our full Fables subscription, wherein
protecting the Empire’s home world from shadowy threats you can get the complete episode, the full Agents of the
that can’t be address by military might alone. Empire Setting Guide, along with subsequent monthly
Within the Empire, magitech (short for magic infused releases of our Fables publication.
technology) has ushered in a wondrous new age where
nearly anything is possible. Of course, these advancements
often fall into the wrong hands, and the characters are Joe Raso
often the only ones standing between innocent civilians Fables Editor
and a villain’s dastardly plans. This new Fables season
was inspired by super-spy action films with over-the-top
villains, outlandish world-threatening plots, and thrilling
high-stakes drama.
For this campaign, characters advance one level each
episode, starting at 3rd level and advancing to 9th by the
end of the final installment. For groups who prefer starting
their games at 1st level, we’ve included optional encounters
to advance characters to 3rd level before starting the
main campaign.
Editor's message 5
WELCOME TO FABLES!
You hold in your hands the first chapter of Agents of at your table are storytellers in their own right. Though
the Empire, a story of intrigue and excitement evoking they embody a single character each while you embody
thrilling super-spy adventures but set in a fantasy setting. many, the players have the power to make decisions
Each episode of this Fable contains about four game that will change the world forever. The best GMs are
sessions’ worth of thrilling fifth edition adventure, enough willing to improvise, even ignoring the text of a Fable
to entertain a weekly group of roleplaying game (RPG) when necessary, to ensure the characters’ actions have
players until the next episode arrives a month later. consequences — for both good and ill.
If you don’t plan to run this Fable, stop reading now.
6 Welcome to Fables
Access to aetherium rocketed Karel’s magical technology
ahead centuries. Their magitech advancements allowed Running a Fantasy
Super Spy Campaign
Karel to conquer its rivals, ending centuries of bloody
conflict, and creating the Karelagne Empire that now
effectively governs most of its homeworld.
Agents of the Empire is a story about daring super-spies
This new setting is described in the Agents of the Empire
working to protect the Empire from shadowy organizations
Setting Guide, included with each episode of this Fable.
threatening to destroy it. The villains use nefarious plans
Before beginning this Fable, familiarize yourself with the
to achieve their ends, and the heroes are often the only
locations, NPCs, and lore of the setting, as well as some
ones who stand in their way, often in seemingly impossible
new super-spy themed rules found in the setting guide.
situations. Only through their daring and determination
Additionally, the following information will help you run
can the heroes save the day.
this Fable as GM.
As the GM, consider it your role to communicate the
When you see boxed text like this, the characters have likely
This Fable’s story was inspired
entered a new area or triggered an event such as an NPC by super-spy action-adventure
entering the scene. This text is meant for the GM to read or
paraphrase aloud to the players to set the scene. films. These tales are filled with
over-the-top villains, outlandish
world-threatening plots, and
thrilling high-stakes drama.
Welcome to Fables 7
FABLED FOLLIES
BY BRIAN PATTERSON
8 Welcome to Fables
THIS FABLE’S STORY
This primer on the story and backstory of Agents of swarms of insect-like fiends poured, feeling an instinctive
the Empire will help you tell a compelling and cohesive connection to Folly’s landscape of arcane devastation.
narrative from episode to episode. Arriving with this fiendish deluge were several swarms
manifesting an exceptional communal intelligence. Among
Overview their infernal powers was the ability to infest the bodies of
the newly dead, animating them to appear as they had in
In this Fable, the characters are secret agents working for life. Four of these powerful fiendish swarms infested people
the Agency, a covert organization protecting the Karelagne who had died in Folly’s planar disaster. The fiends adopted
Empire from nefarious groups. the personas of these individuals and integrated themselves
The characters learn over the course of this Fable that a into the Empire.
criminal organization called Brimstone has embedded itself
into the highest levels of the Empire. Additionally, their inves- Fiendish Sovereign General
tigations uncover a dangerous project threatening not only the Two of these infernal infestations took on the forms of
Empire but potentially the entire world and planes beyond. Domas Brandel and Velaasa Sorn, a pair of Karelagnian
aristocrats with strong connections in the imperial
Backstory government. Domas was a naturally charismatic leader,
and with Velaasa’s support, the fiend rose to be elected as
The Karelagne Empire is the undisputed power controlling the third Sovereign General to rule the Karelagne Empire.
the world of Tholus. Its rise to dominance over most of its
world ended centuries of bloody conflict between the rival
city states that sought to dominate one another.
Infernal Weakness
Though the fiendish infestations are powerful, their
separation from their infernal home and others of their
Discovery of the Aetherial Expanse kind gradually weakens them. They will eventually die
The true rise of the Empire began when Karel opened unless they can again bathe in the infernal energies of their
a stable gateway to the Aetherial Expanse, a vast sea of home world. Unfortunately for them, their home plane is
magical aether on the Astral Plane. Access to this realm exceedingly difficult to access and is impervious to most
brought a wealth of magical aetherium and energized planar transportation.
the development of new magitech. Karel’s technomages To rectify this, Domas is secretly using the Empire’s
created wonderous and powerful new technologies. New resources to open a permanent gateway to their infernal
aetherium-powered ships and devastating weapons gave plane in hopes of flooding Tholus with others of his kind.
the Empire a huge military advantage over its rivals. He dreams of leading swarms of his fiendish kin to conquer
all of Tholus and worlds beyond.
The Folly Disaster
However, an attempt by Karel to create another portal
Brimstone and the Spider
into the Aetherial Expanse resulted in the terrible event Domas may be confident he can open a portal to their
most refer to as the Folly Disaster. Waves of land-twisting infernal realm in time to prevent their demise, but Velaasa
magical energy washed over the land, devastating Sorn has been working on a backup plan in case he fails.
everything in its path. The incident effectively ended all Velaasa secretly created Brimstone, to be a covert
resistance to the Empire’s ascendance, with the last region organization that positions itself as “the Empire’s loyal
agreeing to join the Empire out of desperation, as well as opposition.” It works to simultaneously undermine
fear that Karel had developed a new super-weapon. the Empire while also researching a means to forestall
Velaasa’s death. Her goal is to survive until Domas finally
succumbs to the prolonged separation from their kindred.
A Fiendish Legacy Once she outlasts the Sovereign General, she plans to finish
What few realize is that the Folly Disaster temporarily the infernal portal to their home plane and take control of
opened a portal to a fiendish plane, through which their infernal brethren when they arrive.
Welcome to Fables 9
INTRODUCTION
This adventure is designed for 3rd-level characters. It is
an extract of the first episode's opening chapter of the new
Fables Season 3 campaign – Agents of the Empire.
Fables subscribers receive the full episode along with
the Agents of the Empire Setting Guide, a sourcebook that
includes new optional agent advancement rules to use with
this campaign.
SESSION ZERO
Before running this Fable, it’s vital to prime your players
with a Session Zero. This pregame event allows you to
Session Zero
Setting Expectations
When setting expectations for this Fable, be prepared to
state what kind of content you’re excited to include, and
what content makes you uncomfortable. Then, ask your
players if they have anything to add to the “Yes, please!”
list, and anything they want to add to the “No way!” list.
Encourage your players to put things on the “Yes”
or “No” list even if someone else has named it on the
opposite list.
If you know your players extremely well, you may not
need to ask them about what type of content is exciting or
uncomfortable for them. Still, even if it feels overly formal,
it’s never a bad thing to check in with your players, and
yourself, to ensure the campaign remains fun and exciting
for everyone through its entirety.
a g
Super Spy Content
r
We can’t list every type of content you’ll encounter in this
m
Fable. However, some things to consider include:
e l
• Colonialism
e p e
• Captives
w
• Death
h o e l
• Drowning
s m
• Gore
p
Tthuecsoetshdtea
• Physical mutations and body horror
• Theft
• Torture
Voting Yes
a e y a w
GMs aren’t obligated to include every theme, topic, or
a
type of content their players want to see in the game, but
opl,ee
c icnrrtm
it’s a great way to build a list of cool things that will raise
the stakes, up the intensity, and increase your players’
investment in the story.
RAZORFIN | Introduction
o e 11
Hard No, Soft No Characters who use these rules select a division of the
Agency they belong to. Each division represents special
When the lists are made, go through the “No” list, and ask training or innate skills associated with an aspect of spycraft.
the group if it’s a “Hard No” or a “Soft No.”
A Hard No is a topic a player wants to avoid at all • Information Division. Identifying, intercepting, and
costs; these generally fall into the topics of traumas and evaluating information
phobias. A player who experienced a traumatic family • Logistics Division. Acquisition and movement of
death may want to avoid exploring similar things; someone goods and personnel
with a debilitating case of arachnophobia might not • Operations Division. Tactical and
want to encounter giant spiders, even though they’re a extemporary fieldwork
fantasy staple. • Personnel Division. Motivating and
If a topic is listed as a Hard No from even a single player, manipulating individuals
it shouldn’t be included in the game. They don’t owe Each division includes features and a selection of
anyone an explanation about why they want to vote Hard talents to further invest characters into the role of
No for a topic. specialized agents.
A Soft No, however, is a challenging topic a player might
Pre-Generated Characters
want to explore in a limited or specific way. Talk with your
player about how this topic, which might border on the
traumatic or phobic, could be used to make the game more Alternatively, instead of creating characters, pre-generated
exciting — and how the player can signal to avoid it. characters are included in this Fable. These characters
Veto Power. If a player has reached their limit on a were not optimized to be the most powerful combinations
Hard No or Soft No topic (whether they listed it in Session of each class and race but were instead intended to be a fun
Zero or discovered they’re uncomfortable with the topic and diverse collection of agents who fit into the world of
just that moment), they have the power to veto the topic this Fable.
instantly. RPG designer John Stavropoulos recommends
Character Leveling
using a card with an X marked on it and placing it on
the table within arm’s reach of everyone in case someone
needs to veto a scene. A player can also say something like This Fable was designed to advance character levels using
“I’m not comfortable with this, let’s move on.” Story-Based advancement. The Fable starts at 3rd level,
Some GMs prefer to move on instantly, no questions with characters advancing a single level at the end of each
asked. Others like to take a break, give everyone a chance episode so that by the end of Episode 6, characters should
to have a snack, and then move on to give people a chance reach 9th level.
to shake the awkwardness that sometimes comes with Episode 1 also includes supplementary encounters in-
expressing your discomfort. tended to advance characters from 1st to 3rd level for those
groups who prefer to start play using first-level characters.
Character Creation In addition, if the optional agent advancement rules
described in the Agents of the Empire Setting Guide are
It’s time for your party to create characters together! In used, characters can expect to also gain an agent milestone
general, your players should use the character-building during each episode, allowing them to advance in their
guidelines laid out in the fifth edition core rules. The agent rank.
Agents of the Empire Setting Guide includes more
information on how the core races and classes in fifth
edition fit into this setting, along with ideas to integrate
character backgrounds for the world of Tholus.
In addition to choosing your race, class, and background,
consider using the following optional agent advancement
rules to add more depth to your character and help them
Each division includes features
become a super-spy working for the Agency.
and a selection of talents to
Optional Agent Advancement further invest characters into
The Agents of the Empire Setting Guide (distributed with
the Fables subscription) includes new optional rules for the role of specialized agents.
agent advancement. These rules provide a significant boost
to character capabilities and it’s strongly recommended
that they only be used if all characters utilize them.
EPISODE 1 OVERVIEW railroads, Raal’s ecosystem has suffered, and many have
been ousted from their traditional agricultural work into
In this episode, the newly commissioned agent characters the growing railroads, factories, and docks of the Empire.
are tasked with putting their spy skills to work in the investi- The Reachers wish to restore their view of balance, one
gation of some strange occurrences in the Raal, an agrarian that excludes railroads and magitech. They want Raal to
state of the Karelagne Empire that has seen much indus- regain its autonomy, so that they might restore the natural
trialization with the influx of aetherium from the Aetherial world before the acts of the Empire drive it to destruction.
Expanse and recent magitech advancements. In order to do this, the Reachers have been meeting in
In the full version of Episode 1, the characters uncover Adon’s Reach and planning their next steps. Their con-
the plot of a rebellious anti-imperialist group. This clusion is that the Reachers alone could never truly break
faction, known as the Reachers (thanks to their hideouts the grasp of the Empire. Rather, they’ll commit rebellious
in the Adon’s Reach mountain range), intend to steal a acts designed to empower the people of Raal and make
submarine prototype from Karel, due to dock in Kitchek, them realize that they are strong and independent enough
one of Raal’s major south coast ports. to cast off the Empire’s yoke and live freely by their own
Unfortunately, the ill-prepared group creates a situation rules and traditions.
where serious damage to the ship, surrounding dock, and Until now, the Reachers have undertaken minor acts of
innocent bystanders is far more likely than the planned theft and sabotage, damaging railcars, and robbing the
theft, and thus the characters must act quickly to stop the cargo crisscrossing their lands. Now however, they seek to
Reachers and their plot. During this process, they might undertake a daring act aimed to garner public attention
also uncover clues pointing to a sinister figure who seems to with the theft of the Razorfin, a submarine prototype from
have funded and incentivized the rebellious act. Karel. This ship, while outfitted for war, is more of a tool
for imperial propaganda. It is decked out with fineries
Supplementary Adventures and luxuries designed to show the outer regions of the
Karelagne Empire what imperial unification can bring.
The full first episode contains supplementary adventures The Razorfin is setting off on a propaganda tour
for GMs wishing to start the Agents of the Empire from Karel, docking in major ports along the coast and
campaign at 1st level. Appendix C of the first episode surrounding isles. The Reachers aim to steal this boat
contains several short scenarios split between 1st and from the port of Kitchek on the southern coast of Raal,
2nd level designed to immerse characters into the action and in doing so, show the everyone that they need not be
of being a secret agent for the Karelagne Empire. These beholden to the Empire nor fall for its tricks.
encounters allow PCs to reach 3rd level before continuing In order to steal the Razorfin, the Reachers have been
with the main adventure in chapter 1. gathering aetherium and vehicle parts, using a mole within
the dockworkers to help steal these items. The fuel and
Adventure Background parts are being used to create a zeppelin capable of lifting
the submarine from the docks. The mole has gathered intel
Over the last 100 years, Karel has undergone an industrial about the ship and, most importantly, when it will arrive.
revolution thanks to the discovery of aetherium, a magical To help plan their activities, the Reachers used a dis-
fuel that can power new and remarkable magitech devices. gruntled noble from Karel to interrogate several individu-
This transformation quickly advanced Karel’s military als from Kitchek. Although the faction has been careful to
might and spread its influence world-wide. It precipitated hide these activities, they have not gone unnoticed. Episode
a rapid end to years of bloody conflict with neighboring 1 begins with the Agency sending the characters to rescue
states, many of whom were absorbed as provinces into the captives held in an abandoned estate and to uncover the
growing Karelagne Empire. reasons for their captivity.
Of course, not everyone is happy with the new imperial
rule. Many in the remote provinces felt that Karel had
overstepped, and the unification of the Empire was not
Character Advancement
a peaceful one. Still to this day, anti-imperialist factions The characters begin this adventure at 3rd level and can
continue to plot and scheme against the Karelagne Empire. advance to 4th level at the end of the full episode.
One such faction is the Reachers, a group from Raal If the Agents of the Empire Setting Guide optional agent
who believe that Karel forced this new mechanical, advancement rules are used, characters should begin the
technological way of life upon them. Raal has always main scenario as agents of rank 1. The full episode provides
been predominately agrarian, and its populace worked opportunities to award agent milestones, allowing characters
the land but also lived in harmony with it. Since the to advance their agent rank by its end.
RAZORFIN | Introduction 13
CHAPTER 1:
EXTRACTION
As operatives in the Agency, the characters are tasked
with extracting captives in a derelict automaton
workshop. After freeing the captives, the larger,
looming threat comes into focus.
MISSION BRIEF
During this chapter, the characters embark a mission to
free captives from a ruined automaton workshop in the
heart of the Raalian farmland. During their rescue oper-
ation, the characters must not draw too much attention to
themselves, as they are vastly outnumbered by the captors,
who work for some unknown cause.
After rescuing the captives, the characters learn the truth
of the situation, revealing a large-scale aetherium theft
ring in Raal. This leads the characters to investigate these
incidents in chapter 2.
MISSION BACKGROUND
This chapter focuses on freeing captives from a
remote abandoned estate owned by an influential
Karelagne family.
CHAPTER 1
p e e
NE female human bandit captain
e s m
Fren is an attractive middle-aged woman, standing nearly six
l
feet tall. She walks imperiously, often wearing a persistent
h o
scowl suggesting displeasure with the current situation.
tcaucestehdtearl
Fren is spoiled and cruel. She is driven to find a way to
hurt the political elite in Karel, the society from
which she’s been exiled.
Fren knows she’s helping an anti-imperialist
group, but knows little about them other than
the name of her contact, Rita.
a s s
Personality Trait. “I don’t care about others
y
as long as I’m happy.”
r a
Ideal. “Retribution. The elite of Karel must
c
be made to pay for my exile from the city.”
o w
Bond. “The elite must be brought low for
t ,
my embarrassment.”
n w
Flaw. “I’m more important than everyone else.”
io r m
fpceooem l e
ptheer t o
a
Fren is spoiled and cruel.
She is driven to find a way
to hurt the political elite in
Karel, the society from
which she’s been exiled.
Rita doesn’t trust Fren, given the exiled noble’s ties to Karelagne
aristocracy, and thus she has been careful to not share anything
about the Reachers...
E1
E2
E6
E3
E5
E4
though no clear indication of why they died can be
Estate Locations determined. If the characters encountered the buucahb in
area E1, they recognize the carapaces likely belong to the
The following descriptions are keyed to the map of the same creatures.
Kelvan Estate. For more on Gil and the buucahb who crossed into
Tholus, refer to “The Infernal Swarm” section of the
In contrast to the lush grasslands surrounding the estate,
Agents of the Empire Setting Guide.
the central grounds are dominated by parched earth and
patches of short, brittle grass struggling to survive.
E3. Stable
Characters who closely examine the ground and succeed
Attached to the factory is an old stable that has fallen into
on a DC 13 Intelligence (Nature) check recognize that
disrepair. The sheet metal construction is rusted and on the
the soil of the estate is contaminated with oil and other
chemicals, hindering vegetation growth. verge of collapse.
A successful DC 10 Wisdom (Survival) check identifies
numerous tracks crossing the estate’s grounds. Most tracks Creatures. Hidden within the stable is a prototype horse
were created by booted humanoids, though a few are automaton (use hell hound statistics but change its type
unrecognizable, made by the automatons on patrol. to construct). The automaton is haywire, and the product
was abandoned as the technomages could never create a
“tame” horse. The current inhabitants of the estate know
E1. Mansion Ruins to avoid it.
If the characters use the stable entrance as cover or
The broken remains of a once stately mansion crumble
a place to sneak through, the horse automaton notices
here. Beyond a few barely standing brick walls, little
them and charges. Characters with a passive Wisdom
remains of the original structure. (Perception) score of 12 or higher spot the horse automaton
and can avoid the stables.
Hidden within the structure are five buucahb, individuals Characters who incapacitate the horse automaton
(see appendix A), which attack any living creature within can use an action to attempt a DC 20 Intelligence check
5 feet of the mansion’s ruins. These fiendish creatures stay using tinker’s tools. On a success, they rewire the horse
near the ruins and are all that remains of the buucahb automaton and can use it as a loyal steed.
infestation that died in area E2. Hidden Entrance. The back wall of the stable has
Skeletal Remains. The patrols know to avoid this all but rusted through. The characters can easily break
area after one of their own fell victim to the buucahb. through the wall to access the office (area E6), but doing so
The unfortunate guard’s skeletal remains can be found is loud and may alert patrols.
among the ruins with a successful DC 13 Intelligence
(Investigation) check. While the skeleton is picked E4. Covered Court
clean, a working aether pistol (see appendix C) can be
found nearby.
A slanted sheet of metal covers this court, creating a space
once used to serve meals and take breaks before the estate
E2. Beetle Remains was abandoned. The benches and kitchen equipment
still remain.
A carpet of dead beetle-like creatures covers this patch
of ground. Each roughly palm-sized, the dry carapaces
Creatures. Hanging around in the covered court are four
shimmer with iridescent hues. The ground beneath the
human thugs charged with guarding the entrance to the
remains is black and twisted, reminiscent of the devastated warehouse floor (area E5). The guards are hired hands,
lands of Folly. and thus are susceptible to bribery, even offering to look
the other way if they spot the characters. A bribe of 10 gp
The dried carapaces are all that remain of the buucahb per guard is sufficient.
infestation that took on the guise of a Neloxan researcher
named Gil Lezen. Gil was the first of the four buucahb
infestations to fall victim to its separation from their
fiendish plane. The buucahb individuals found in E1 are all
that remain of this once formidable swarm. A slanted sheet of metal
Characters who closely examine the carapaces and
succeed on a DC 20 Intelligence (Nature) check recognize covers this court...
these creatures as not being natural or of this world,
m
to return to their normal lives.
e
DEBRIEF
h o we
As directed in their mission scroll, the characters are ex-
T p s m
pected to provide a mission report to Agency headquarters
e o
using the group’s messaging plate (see appendix C). This
d
can prove challenging given the limited word count availa-
h c
tcauaesytesh
ble when sending the message.
A few minutes after sending the status report, the
following response appears:
Report acknowledged.
r o
Agents arriving to process estate.
c t
Proceed immediately to Kitchek. Train tickets
ifoenrom
under the name: “Aetherial Exports.” Rooms
m l
reserved: Sylva Inn. Await further instructions.
p
Agency operatives arrive to take Fren back to Agency
headquarters in Karel. With the captives released and clues
o th
pointing to further suspicious activities in Kitchek, the
characters proceed to chapter 2.
Buucahb, Individual
Singular buucahb are palm size fiends that resemble
cockroaches with dull red glowing eyes. They are vora-
cious eaters burrowing into the flesh of their victims.
New Monsters
Buucahb, Individual
Tiny Fiend (Devil), Typically Lawful Evil
Actions
Ravenous Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 piercing damage. If the target is a creature, the buucahb
burrows into its body, and the creature takes 1 piercing damage at
the start of each of its turns. Any creature can use an action to kill
or remove the buucahb with a weapon that deals piercing damage,
causing 1 piercing damage to the target. A creature reduced to 0 hit
points by the swarm’s piercing damage dies
Automaton
Medium construct, any alignment
Firearms
One of the early developments in magitech was the
creation of aetherium-powered firearms that unleash bursts
of arcane force that deal piercing damage to their targets.
More advanced firearms are known to deal other types
of damage in addition to its normal bludgeoning or
piercing damage.
Firearms are considered martial ranged weapons.
Bards and rogues have proficiency with aether pistols.
Standard Firearms
NAME COST DAMAGE WEIGHT PROPERTIES
Weapon Properties
Aetherium powered. The embedded aetherium crystals
in these ranged weapons hold 9 charges. Making a ranged
attack with the weapon uses 1 charge. The aetherium
crystal regains 1d8+1 charges daily at dawn. If you expend
the crystal’s last charge, roll a d20. On a 1, the crystal
crumbles to dust and is destroyed.
Casting dispel magic or entering an anti-magic field
permanently drains the aetherium crystal and the weapon
becomes inert.
A bonus action is required to load an aetherium crystal
into the weapon as does removing a crystal from it.
Arcane Focus. The weapon can be used as spellcasting
focus by bards, sorcerers, warlocks, and wizards. These
spellcasters are proficient with the weapon and can use
their spellcasting ability in place of Dexterity as the ability
modifier for attack rolls.
i n t s
o t a l l i z
Four different pregen characters are detailed in this appendix. These characters are not intended to be fully optimized but
a
offer players a fun and exciting experience as they run through the Agents of the Empire campaign. Each episode of this
Fable will include an appropriate level version of these pregens for players to use during their games.
f o r m
peopl,e w sho ilc
w caoem e t o o
theriucma u
An agent's rank represents a combination of their standing
within the Agency, the Empire's secret agent organization, and the
character's spycraft expertise.
leme eo sce a c
DACH
s u
After a cave-in trapped her for days within one
e
of Nelox’s winding underground tunnels, Dach
d a
dedicated herself to the service of Arthunas,
irlleah e
god of light. Driven both by her faith and her
t
newly developed claustrophobia, she set out on a
c
pilgrimage across the Karelagne Empire, training
r
local healers to respond to even the unlikeliest
s y i
disasters. While her ability to always think of the
t n
absolute worst-case scenario in any situation often
toroefp
catches others off-guard, her friendliness and
lswa ,om
enthusiasm endeared her to many of the small
communities she visited along the way, eventually
causing the Agency to take note.
h e oc l p
Dach - 3rd level (Life Domain) Cleric, Dwarf
w t e m t e a
STR DEX CON INT WIS CHA
o h
ARMOR CLASS HIT POINTS
13 10 14 10 16 13
18 27
u i r
+1 +0 +2 +0 +3 +1
(Chainmail, Shield) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +1 INT +0 MOD SKILL BONUS
SPEED
25ft
DEX +0 WIS +5 Wis Insight +5
Wis Medicine +5
CON +2 CHA +3 Cha Persuasion +3
Int Religion +2
SENSES
Passive Perception 13 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 15
Darkvision 60ft Gold Pieces 25
SPELL SLOTS
1ST oooo 2ND oo
leme eo sce a c
JEHPSO
s u
Jehpso always thought she would be a farmer, but
e
when construction of the transcontinental railroad
d a
displaced her family, and her brother gambled away
irlleah e
the Empire’s payout for their land, she turned to
t
competitive arm wrestling and brawling to earn
r c
money to help her family. Boisterous and fond of
y
trash-talk, she racked up an impressive win streak
s i
that brought her to the attention of the Agency.
t n
While Jehpso is somewhat resentful at working for
toroefp
a government that harmed her family, she believes
lswa ,om
that being closer to the seat of power will help her
prevent others from going through the struggles her
family endured.
h e oc l p
Jehpso -3rd level Fighter (Champion), Halfling
w t e m t e a
STR DEX CON INT WIS CHA
o h
ARMOR CLASS HIT POINTS
13 16 14 10 13 10
16 28
u i r
+1 +3 +2 +0 +1 +0
(Breastplate) (Hit Dice 3d10)
SAVING THROWS PROFICIENT SKILLS
STR +3 INT +0 MOD SKILL BONUS
SPEED
25ft
DEX +3 WIS +1 Dex Acrobatics +5
Wis Perception +3
CON +4 CHA +0 Wis Medicine +3
Wis Survival +3
SENSES
Passive Perception 13 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 11
Gold Pieces 25
FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.
leme eo sce a c
LARC
u
The son of a wizard and a craftsman who worked
s
together to craft mobility aids for veterans of the
e
Folly Wars, Larc grew up helping to create and test
d a
their new innovations. Intrigued by the battlefield
irlleah t e
stories his parents’ clients told him, he routinely
c
asked his favorites to train him or give him combat
r
advice. He sees any battle he participates in as an
y
homage to these personal heroes. Though Larc will
t s i
avoid a fight if at all possible, often defusing tension
n
with a quip while simultaneously disarming his
h e oc l p
Larc -3rd level Monk (Way of the Open Hand), Human
w t e m t e a
STR DEX CON INT WIS CHA
o h
ARMOR CLASS HIT POINTS
14 16 13 10 14 12
15 21
u i r
+2 +3 +1 +0 +2 +1
(unarmored defense) (Hit Dice 3d8)
SAVING THROWS PROFICIENT SKILLS
STR +4 INT +0 MOD SKILL BONUS
SPEED
40ft
DEX +5 WIS +2 Dex Acrobatics +5
Str Athletics +4
CON +1 CHA +1 Wis Perception +4
Dex Stealth +5
SENSES
Passive Perception 14 Proficiency Bonus +2
Passive Investigation 10
Passive Insight 12
Gold Pieces 25
leme eo sce a c
OLEN
e s u
Olen is a scholar at heart, and while they’ve been
d a
thrilled to see their research into aetherium used to
irlleah e
create practical tools, they’re still most comfortable
t c
in a lab, especially if given a chance to collaborate.
r
Their genuine thrill about knowledge and a tendency
y
to go on long but intriguing tangents about obscure
s i
magitech details have made them popular in the
t n
research community. To date, they are one of the
toroefp
few wizards to have worked on a project with a peer
lswa ,om
from notoriously insular Nelox. Rumor has it that
they primarily joined the Agency to get research
materials, though they fervently deny it.
h e oc l p
Olen - 3rd level Wizard (School of Evocation), Tiefling
w t e m t e a
STR DEX CON INT WIS CHA
o h
ARMOR CLASS HIT POINTS
10 12 12 16 12 14
11 17
u i r
+0 +1 +1 +3 +1 +2
(14 with mage armor) (Hit Dice 3d6)
SAVING THROWS PROFICIENT SKILLS
STR +0 INT +5 MOD SKILL BONUS
SPEED
30ft
DEX +1 WIS +3 Int Arcana +5
Int History +5
CON +1 CHA +2 Cha Persuasion +4
Cha Intimidation +4
SENSES
Passive Perception 11 Proficiency Bonus +2
Passive Investigation 13
Passive Insight 11
Darkvision 60ft Gold Pieces 25
FORTUNE POINTS: 1
You can choose to spend a Fortune Point whenever you make an attack
roll, ability check, or saving throw. You can choose to spend the For-
tune Point after the roll is made and after any advantage or disadvan-
tage is resolved but before the success or failure of the roll is known.
Spending the Fortune Points allows you to roll an additional d20
after advantage or disadvantage on the roll is resolved. You choose
which of the d20 rolls to use for the attack roll, ability check, or
saving throw—the initial roll or the Fortune Point roll. You then
add your agent bonus to the determine a final result. You can spend
only 1 Fortune Point per d20 roll.
Fortune Points do not replenish; they are typically awarded by
the GM after achieving agent milestones.
SPELL SLOTS
1ST oooo 2ND oo
PREPARED SPELLS:
1.________________________, 5.________________________,
2.________________________, 6.________________________,
3.________________________,
4.________________________,
EPISODE 1
RAZORFIN
5E
COMPATABLE
JANUARY 1, 2023 3
SEASON