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Published by don.wertz_mail, 2023-09-26 19:06:39

Fables 3 - Agents of the Empire Episode 0 - Setting Guide v2

FB003_EP0_AOTE_SETTING_GUIDE_V2.0

SETTING GUIDE | Chapter 4 - New Mechanics 51 Pursuit Actions Participants declare their actions for the turn in initiative order. They can take any action on their turn as per normal combat rules. Non-movement actions are resolved immediately on each initiative, such as casting a spell or making a ranged attack. However, most characters are presumed to use the Dash action and their full movement each turn. The results of character movement on gap distances are resolved in the following steps. Action Adjustments Typically, both the pursuer and quarry use all of their efforts to either extend or shrink the gap between them. This implies each would normally use their full movement and the Dash action on each of their turns. Using Other Actions. Creatures who do not use their full movement or the Dash action on their turn have their gap distance adjusted as shown on the Gap Adjustment table. Multiple Dash Actions. Creatures who can use more than one Dash action on a turn also have their gap adjusted as shown on the Gap Adjustment table. In these situations, GMs are encouraged to use the optional guidelines for chase exhaustion described later in this section to add additional drama to chases involving fast creatures. Gap Adjustment table ACTIVITY PURSUER QUARRY Do not use their full movement Add counter Remove counter Do not use the Dash Action Add counter Remove counter Each additional Dash action Remove counter Add counter The results of these gap adjustments are applied simultaneously after all non-movement actions have been evaluated. The Gap Check At the end of each round, after non-movement actions are resolved and gap adjustments are made, participants make a gap check. A gap check is a contested ability check between each pursuer and quarry. If the pursuer wins, a gap counter is removed. Conversely, if the quarry wins, a gap counter is added. The ability used for this check is determined by the GM and may vary from round to round to reflect the changing conditions of the chase. Unexpected obstacles and complications can be represented through the use of different ability checks. Typical ability checks include: • Strength (Athletics) to represent a foot chase sprint across open terrain • Dexterity (Acrobatics) for foot chases through a crowded market • A vehicle control check to navigate airships through a twisting canyon GMs are encouraged to allow players to use alternative ability checks to reflect their actions each round. As an example, a burly warrior running through a crowded market might yell “COMING THROUGH!” allowing them to use a Charisma (Intimidation) to clear their path in place of the GM’s stated ability check. Gap Check Modifier The gap counter distance represents the typical movement rate of participants. To reflect the varied speeds of participants, characters receive a gap check modifier if their speed is greater or less than the chosen gap counter distance. In using 30-foot counters, such as in a foot chase, participants add a gap check modifier to their gap check rolls if their speed is greater or less than 30 feet. For every 5 feet of difference, creatures add 2 to their roll if they are faster or subtract 2 if their speed is less than 30 feet. If you are using 50-foot counters, make the same adjustment for every 10 feet of difference in speed. If your choice of gap counter distance is something else, choose a modifier distance that’s approximately 10 to 20 percent of the base token speed. Speeding up Gap Checks Running a gap check chase could result in a lot of rolls by the GM. To minimize these rolls, GMs can set a DC for the gap check instead of using contested rolls for NPCs. A DC of 10 + the NPC’s skill modifier works for most situations. You could use higher DCs to reflect challenging situations or lower ones when the NPC is hindered in some way. Ending the Chase Several situations can end the chase, with the following list being the most common: Escape Timer Exceeded. The escape timer runs out. The quarry has eluded their pursuer for the defined number of rounds and is deemed to have escaped. Pursuers Lose the Quarry. During the pursuit, the quarry may find a way to hide from their pursuers preventing the pursuit from continuing. Disappearing down a side ally or turning invisible could prevent the pursuers from continuing their pursuit. Pursuer’s Catch the Quarry. When zero gap counters remain, the participants are adjacent to one another. This doesn’t mean the chase has ended, but that the participants are now within melee range of one another. Once the pursuer finds a way to prevent the quarry’s escape, such as by grappling, or disabling the quarry’s vehicle, the chase ends.


AGENTS OF THE EMPIRE 52 Escape Timer 3 rounds Escape Timer 2 rounds Initial Gap 90 feet Initial Gap 90 feet 1 Square = 5ft 1 Square = 5ft Initial Position After GAP TOKEN GAP TOKEN One Round GAP TOKEN GAP TOKEN GAP TOKEN GAP TOKEN GAP TOKEN GAP TOKEN GAP TOKEN GAP TOKEN 90 FEET 90 FEET Example: An Urban Foot Chase Fej, a gnome rogue, and Olen a tiefling wizard catch the villain in the act of stealing plans to a new super weapon. The villain grabs the plans and bolts through an open window into an open marketplace with the PCs giving chase. The chase has begun, with the PCs as the pursuers and the villain as the quarry. The Setup. As this is a foot chase, 30-foot gap tokens are used to track progress. The GM decides the initial gap is 90 feet which translates into three gap tokens. The GM sets an escape timer of three rounds, because a waiting aerocar waits to whisk the villain away if they can reach it. Initiative is rolled, resulting in an initiative order of Fej, the villain, and Olen. Round 1. Fej sprints after the villain, using their full movement and the Dash action. Additionally, they use Cunning Action as a bonus action to use another Dash action. The villain sprints through the crowded streets using full movement and the Dash action. Olen casts misty step as a bonus action and then gives chase using her full movement and the Dash action. Positions are adjusted. Olen’s spell immediately removes one counter and the second Dash action allows Fej to remove a counter as well. The GM decides that the gap check this round should be Dexterity (Acrobatics), because they are running through a crowded market. Because Fej's speed is 25 feet, he gets a −2 modifier to his gap check. Fej's gap check is 16, Olen gets 11, and the villain gets 12. Fej beats the villain, removing a gap counter, but Olen fails the check and adds a counter to her gap tokens. ...a criminal organization called Brimstone has embedded itself into the highest levels of the Empire.


SETTING GUIDE | Chapter 4 - New Mechanics 53 Escape Timer 1 rounds Initial Gap 90 feet 1 Square = 5ft After Two Rounds GAP TOKEN GAP TOKEN 30 FEET Round 2. Fej continues to give chase using the same actions as he did in the first round. The villain leaves the main market square and sprints down a side alley. The GM decides that he can use a free action to drop a flask of goo as he runs, creating a 10-foot patch of difficult terrain for his pursuers. Olen uses her full movement and the Dash action but casts expeditious retreat as a bonus action allowing her to use a second Dash during the round.. Positions are adjusted. Both Fej and Olen remove a token because of their second Dash actions during the round. The GM decides on Strength (Athletics) for this gap check, given the open terrain of the alley. The difficult terrain resulting from the villain’s goo applies a penalty to the PC’s speed. The goo reduces Fej's speed to 15 feet, resulting in a −6 penalty. Olen's speed is reduced to 20 feet, giving her a -4 gap check penalty this round. The results of the gap checks are as follows: Fej gets a 6, Olen gets a 15, while the villain rolls 14. This results in Fej adding a counter and Olen removing a counter. Character Abilities During a Chase For some players, chase scenes may feel like a frustrating diversion, particularly when the abilities that make their character shine aren’t obviously applicable. GMs should look for creative ways to use the PCs’ abilities during a chase to increase player engagement and excitement. Consider a roof-top foot chase, where speed and careful footing often lead to success. Heavily armored, less nimble characters can be at a distinct disadvantage in such pursuits. In these cases, GMs could offer suggestions that play into the PCs’ strengths, such as the following: • Make a Strength (Athletics) check to knock over debris, creating an obstacle and slowing down the opponent. • An Intelligence check to understand street patterns to predict the location of an alley where they can gain advantage on a Dexterity (Stealth) check to elude pursuit. • A Wisdom (Perception) check to notice an easier path to granting a temporary increase to movement. • A Charisma (Intimidation) check to frighten people out of the way, increasing movement or hindering pursuit. Also, it’s almost always a good idea to encourage creative spell use. A wizard’s mage hand and unseen servant spells can manipulate objects to create interesting situations. A cleric’s thaumaturgy spell could open or close doors, hindering or aiding participants. A druid’s druidcraft spell could extinguish torches or emit a skunk’s stench, causing creatures to stumble and perhaps result in their checks being at disadvantage. Round 3. This is the last round of the chase. An open plaza stands between the villain and their waiting escape vehicle, but the heroes are closing in. Can the villain escape or will Fej and Olen capture the villain and prevent the secret plans from being stolen? GMs should look for creative ways to use the PC's abilities during a chase to increase player engagement and excitement.


AGENTS OF THE EMPIRE 54 Full Combat Chase In a combat encounter, it’s not unusual for combatants to flee rather than succumb to overwhelming odds. If their opponent gives chase, combat chase rules can be used. Running a Combat Chase For the most part, combat chase scenes are similar to normal combat. Creatures take turns based on their initiative and choose their actions, movement, and any bonus actions as normal. However, a few major differences distinguish normal combat from a combat chase scene: End of Round Movement. Although the characters take their actions in initiative order as normal, movement during a chase is resolved at the end of each round simultaneously for all participants. If a participant has a special action that provides movement, such as casting the misty step spell, those actions are resolved as part of the character’s action. In other words, a creature’s movement and possible Dash actions are resolved simultaneously at the end of a round, but all other actions are resolved on each creature’s initiative. Opportunity Attacks. Chase participants are assumed to be moving in the same direction at the same time. As such, participants can’t normally make opportunity attacks against each other. Creatures not participating in a chase can make opportunity attacks against the quarry or pursuer as normal. For example, characters running through a gate could trigger opportunity attacks from the guards stationed there. Complications Complications can be added to further challenge participants during the chase. Refer to the Chase Complications section below for ideas. Ending A Chase GMs should clearly define when a chase scene ends. Pursuers Catch the Quarry. If on a creature’s turn they are able to immobilize their quarry, using a grapple or cause the quarry’s vehicle to crash, the chase ends. Quarry Eludes the Pursuers. The quarry could escape from their pursuers by disappearing into a crowd, escaping down a side ally, or hiding behind an obstruction. Quarry cannot do this if they always remain in the pursuer’s sights. However, if the terrain includes obstructions or other creatures to block line of sight, the quarry makes Dexterity (Stealth) checks at the end of the round after all creatures have taken their turn. The result is compared against the highest passive Wisdom (Perception) scores of the pursuers. If the quarry’s check succeeds, they have escaped from their pursuers and the chase ends. Various factors can affect the quarry’s check. GMs are encouraged to consider the unique situations of the chase and refer to the Chase Factors table for items that could affect these checks. Quarry Eluding Factors FACTOR IMPACT ON QUARRY CHECKS The area is crowded and noisy Advantage Many obstructions or side routes available Advantage The area is uncrowded or quiet Disadvantage Few obstructions Disadvantage Pursuers are trained trackers or have proficiency in Survival Disadvantage Escape Timer. The chase ends if the pursuers don’t catch the quarry after a certain number of rounds or by a given distance. This works great when the quarry is trying to reach a destination like a waiting airship or a self-destruct button. Once the quarry reaches the target or the set number of rounds is reached, the chase ends. Chase Complications The best chase scenes include complications that challenge both the quarry and pursuers, potentially affecting the outcome. GMs can predefine when complications arise or randomly determine if one occurs in a given round. The rate at which complications occur can vary, though once every few rounds is suggested. The type of complications should reflect the type of chase (on-foot, mounted, or in vehicles) and the environment. Refer to the tables for examples of complications. During a foot chase, it's assumed players will leverage every movement advantage of their PCs, meaning they will both move and use a Dash action on each of their turns.


SETTING GUIDE | Chapter 4 - New Mechanics 55 Example Foot Chase Complications D6 COMPLICATION 1 Slick Ground. The terrain is covered by a slippery substance or is naturally slick. You must succeed on a DC 13 Dexterity saving throw or fall prone. 2 Hindering Objects. A series of small obstacles— boxes, barrels, or stacks of supplies—impedes the chase. You must succeed on a DC 13 Dexterity (Athletics) check to avoid 10 feet of difficult terrain. 3 Blinding Light. Sudden light makes it difficult to see where you’re going. You must succeed on a DC 13 Constitution saving throw or have your speed reduced by 5 feet and be blinded until the start of your next turn. 4 Street Fight. A bar room brawl spills onto the street and blocks the path. Each creature must make a DC 13 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (creature’s choice) to avoid the confrontation. On a failed check, the brawling crowd deals 3 (1d6) bludgeoning damage and is considered 10 feet of difficult terrain. 5 Stalled Vehicle. A large wagon or new magitech vehicle blocks the path, forcing a sharp turn to avoid colliding with it. Make a DC 13 Dexterity saving throw. On a failure, you charge into the vehicle taking 1d4 bludgeoning damage.. 6 Mistaken Identity. A Karelagne soldier (use guard stats) wrongly assumes you are a criminal to be apprehended. The soldier makes an opportunity attack against you with their cutlass (+4 to hit; 1d6 + 1 slashing damage on a hit). Air Vehicle Complications D6 COMPLICATION 1 Turbulent Winds. A concentrated blast of wind buffets your vehicle. The pilot must make a DC 13 vehicle control check. On a failure, the vehicle is pushed 10 feet in a random direction and its speed is reduced by 10 feet until the start of the next turn. 2 Air Pocket. A patch of unstable air disrupts your vehicle’s flight. The pilot must make a DC 13 vehicle control check. On a failure, the vehicle drops 10 feet and each creature in the vehicle takes 2 (1d4) bludgeoning damage. 3 Magitech Misfire. The new technology of your vehicle experiences a momentary malfunction, triggering a mishap check for the vehicle. 4 Birds! A flock of birds moves through your vehicle’s path. The pilot can choose to fly through the flock or attempt to avoid them, making a DC 13 vehicle control check. On a success, the vehicle’s speed drops by 10 feet until the start of the next round, but is otherwise unimpeded. On a failure, or if the pilot chooses to fly through, the flock deals 10 (3d6) bludgeoning damage to the vehicle. Additionally, the vehicle’s speed is reduced by 10 feet and all vehicle control checks are made at disadvantage until the end of the next round. 5 Stalled Zeppelin. A Huge zeppelin drifts into your vehicle’s flight path. The pilot must succeed on a DC 13 vehicle control check or crash into the zeppelin (see crashing rules). 6 Toxic Cloud. A nearby manufacturing facility released a cloud of toxic fumes. The pilot can try to avoid the cloud by making a DC 13 vehicle control check. On a success, your vehicle loses 10 feet of movement this round, but is otherwise unimpeded. Driving through the cloud or failing the check forces each creature on your vehicle to succeed on a DC 13 Constitution check or take 7 (2d6) poison damage and be poisoned until the end of their next turn. Optional Rule: Chase Exhaustion During a foot chase, it’s assumed players will leverage every movement advantage of their PCs, meaning they will both move and use a Dash action on each of their turns. Some characters have abilities that enable using the Dash action more than once a turn—likely resulting in them winning most chase sequences. However, even elite Olympic athletes cannot endlessly run at full speed—a 100m gold medal sprinter will likely lose a foot race with a marathoner once the distance becomes long enough. To account for this, the optional rules for chase exhaustion can be used. Tracking Dash Use Allow each participant to freely use the Dash action during a chase twice, plus a number of additional times equal to their Constitution modifier, with a minimum of two uses. Each additional Dash action taken during the chase requires a Constitution check at the end of their turn or gain one level of temporary exhaustion. The DC of this check equals 8 + the number of times the Dash action has been used during the chase. Once a creature gains their fifth level of exhaustion, their speed becomes 0. Removing Chase Exhaustion. Completing a short or long rest removes any temporary chase exhaustion. Temporary chase exhaustion stacks with any existing levels of exhaustion a creature possesses for determining exhaustion effects. Example. Markus the Quick has a Constitution modifier of +1. Markus can freely use the Dash action three times during a chase before needing to make Constitution checks (twice plus one additional time due to his +1 Constitution modifier). On their fourth use of the Dash action, Markus must succeed on a DC 12 Constitution check or suffer one level of temporary chase exhaustion. The quarry could escape from their pursuers by disappearing into a crowd, escaping down a side ally, or hiding behind an obstruction. Quarry cannot do this if they always remain in the pursuer's sights.


AGENTS OF THE EMPIRE APPENDIX A: NEW MONSTERS This appendix details several new creatures for use in your Agents of the Empire Fables campaign. The creatures are presented in alphabetical order. NEW CREATURE LISTING Aetherium Researcher. Medium or Small Humanoid. Challenge ¼ Buucahb, Drone. Medium Fiend (Devil). Challenge 3 Buucahb, Greater Swarm of Buucahb. Large Swarm of Tiny Fiends (Devil). Challenge 5 Buucahb, Harrier. Small Fiend (Devil). Challenge 1 Buucahb, Individual. Tiny Fiend (Devil). Challenge 0 Buucahb, Infestation (Corporeal Form). Medium Fiend (Devil). Challenge 11 Buucahb, Infestation (Swarm Form). Medium Swarm of Tiny Fiends (Devil). Challenge 11 Buucahb, Lesser Swarm of Buucahb. Small Swarm of Tiny Fiends (Devil). Challenge ½ Buucahb, Swarm of Buucahb. Medium Swarm of Tiny Fiends (Devil). Challenge 2 Master Agent. Medium or Small Humanoid. Challenge 5 Novice Agent. Medium or Small Humanoid. Challenge ½ Veteran Agent. Medium or Small Humanoid. Challenge 3 Other Creatures Any creature from the fifth edition rules may be found in the world of Tholus. The core of the Karelagne Empire is growing increasingly urban with each passing year, and the creatures encountered within the Empire should reflect this reality. Truly fantastical monsters, particularly larger creatures such as dragons and their kind, are now found only on the outskirts of civilization. The highest hardto-reach peaks of Adon’s Reach, the depths of the Great Eastern Ocean, and the mist-shrouded Gravespray Islands are all great homes for such wonderous beasts. New Monsters APPENDIX A


The mapowethese pcomcaused aethecrystainto apeopleform, wcome aetheSETTING GUIDE | Appendix A: New Monsters 57 AETHERIUM RESEARCHER With the advent of Magitech throughout the Empire, numerous aetherium researchers exist pursuing the latest technologies. Aetherium Researcher Medium or small humanoid, any alignment Armor Class 12 (leather armor) Hit Points 13 (3d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 13 (+1) 12 (+1) 10 (+0) Skills Arcana +3 Senses passive Perception 11 Languages any two languages Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions 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. Aetherburst Wand. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (1d8 + 1) bludgeoning 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). What if instead of shielding magitech from Gilbert-Pretzel events, we found a way to control the phenomenon? It could represent a new fabrication technology that advances the production of complex structures!


AGENTS OF THE EMPIRE 58 AGENTS Agents are skilled individuals adept at espionage and with a knack of succeeding even when the odds are against them. Novice Agent Medium or Small Humanoid, Any Alignment Armor Class 13 (leather armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 12 (+1) 12 (+1) 12 (+1) Skills Athletics +3, Deception +3, Sleight of Hand +4 Senses passive Perception 11 Languages Any two languages Challenge 1/2 (100 XP) Proficiency Bonus +2 Actions Multiattack. The agent makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Aether Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Cunning Action. The agent takes the Dash, Disengage, or Hide action. Reactions Fortune Favors the Bold (1/day). The agent can choose to have advantage on an attack roll, ability check, or saving throw, and adds 1d6 to the result. Veteran Agent Medium or Small Humanoid, Any Alignment Armor Class 15 (studded leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 14 (+2) 15 (+2) 13 (+1) 16 (+3) Saving Throws Dex + 5, Wis +3 Skills Athletics +4, Deception +5, Sleight of Hand +5, Stealth +5 Senses passive Perception 11 Languages Any three languages Challenge 3 (700 XP) Proficiency Bonus +2 Actions Multiattack. The agent makes three attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Aether Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Cunning Action. The agent takes the Dash, Disengage, or Hide action. Smoke Bomb (1/day). A burst of opaque smoke explodes outward, centered on a point within 30 feet, creating the effect of the fog cloud spell. Reactions Fortune Favors the Bold (2/day). The agent can choose to have advantage on an attack roll, ability check, or saving throw, and adds 1d6 to the result. Agents have a knack of succeeding even when the odds are against them.


e mthese ppowecomets liquid ato crystinto a people wform, wcome toaetheriSETTING GUIDE | Appendix A: New Monsters 59 Master Agent Medium or Small Humanoid, Any Alignment Armor Class 16 (studded leather) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 16 (+3) 13 (+1) 18 (+4) Saving Throws Dex + 7, Wis +4 Skills Athletics +5, Deception +7, Sleight of Hand +7, Stealth +7 Senses passive Perception 11 Languages Any three languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Actions Multiattack. The agent makes three attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Tainted Aether Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage and the target’s speed is reduced by 10 feet until the end of its next turn. Escape Boots (1/day). The agent gains a flying speed of 60 feet for 1 minute. If the agent is still aloft after a minute, they fall unless they can stop the fall. Bonus Actions Cunning Action. The agent takes the Dash, Disengage, or Hide action. Goo-Patch (1/day). A patch of sticky, black goo covers a 10-foot square that the agent can see within 60 feet. The goo is difficult terrain and dissipates after 1 minute. When the goo appears, each creature standing in its area must succeed on a DC 13 Strength saving throw or become restrained by the goo. A creature that enters the area or ends its turn there must also succeed on the Strength saving throw or become restrained. Restrained creatures can use an action to make a DC 13 Strength check, breaking free on a success. Smoke Bomb (1/day). A burst of opaque smoke explodes outward, centered on a point within 30 feet, creating the effect of the fog cloud spell. 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. Master Agents have survived countless missions and should never be underestimated.


60 AGENTS OF THE EMPIRE BUUCAHB The buucahb are fiendish arthropods sometimes simply referred to as “the swarm,” native to a nearly inaccessible pocket dimension hidden deep within the Elemental Plane of Fire. The swarm’s name for their home plane is a string of hisses and clicks indecipherable to most other beings. These fiends are naturally communal—when one is discovered, more are almost certain to be found nearby. Buucahb, Individual Singular buucahb are palm-sized fiends resembling cockroaches with eyes that glow red like embers. They are voracious eaters burrowing into the flesh of their victims. Buucahb, Individual Tiny Fiend (Devil), Typically Lawful Evil Armor Class 12 (natural armor) Hit Points 3 (1d4 + 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 6 (-2) Damage Resistances cold Damage Immunities fire, poison Senses darkvision 60 ft., passive Perception 10 Languages Telepathy 30 ft. Challenge 0 (10 XP) Proficiency Bonus +2 Inscrutable Mind. The buucahb is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. 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, but the target takes 1 piercing damage in the process. A creature reduced to 0 hit points by the buucahb piercing damage dies. Lesser Swarm of Buucahb Small Swarm of Tiny Fiends, Typically Lawful Evil Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 8 (-1) Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities fire, poison Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses darkvision 60 ft., passive Perception 10 Languages Telepathy 30 ft. Challenge 1/2 (100 XP) Proficiency Bonus +2 Inscrutable Mind. The buucahb is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. 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 creature. The swarm can’t regain hit points or gain temporary hit points. Actions Ravenous Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 8 (3d4 + 1) piercing damage, or 3 (1d4 + 1) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, the buucahb burrow into its body, and the creature takes 2 (1d4) 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, but the target takes 1 piercing damage in the process. A creature reduced to 0 hit points by the swarm’s piercing damage dies. These fiends are naturally communal -- when one is discovered, more are almost certain to be found nearby.


The magthese plapower cometliquid aetcausedto crystalinto a soform,whpeoplewldSETTING GUIDE | Appendix A: New Monsters 61 Swarm of Buucahb Medium Swarm of Tiny Fiends (Devil), Typically Lawful Evil Armor Class 11 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 10 (+0) Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities fire, poison Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses darkvision 60 ft., passive Perception 10 Languages Telepathy 30 ft. Challenge 2 (450 XP) Proficiency Bonus +2 Inscrutable Mind. The buucahb is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. 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 creature. The swarm can’t regain hit points or gain temporary hit points. Actions Ravenous Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, buucahb burrow into its body, and the creature takes 5 (2d4) 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, but the target takes 2 (1d4) piercing damage in the process. A creature reduced to 0 hit points by the swarm’s piercing damage dies. Greater Swarm of Buucahb Large Swarm of Tiny Fiends (Devil), Typically Lawful Evil Armor Class 9 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities fire, poison Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses darkvision 60 ft., passive Perception 10 Languages Telepathy 30 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 Inscrutable Mind. The buucahb is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. 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 creature. The swarm can’t regain hit points or gain temporary hit points. Actions Ravenous Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, buucahb burrow into its body, and the creature takes 10 (4d4) 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, but the target takes 5 (2d4) piercing damage in the process. A creature reduced to 0 hit points by the swarm’s piercing damage dies.


mag of tr comed liquither to allize intoch people olid form, uld come to aetherium. 62 AGENTS OF THE EMPIRE Buucahb, Harrier These flying, fiendish cockroaches relentlessly pursue their prey, ferociously clinging to their victims with hooklike claws. Buucahb, Harrier Small Fiend (Devil), Typically Lawful Evil Armor Class 13 (natural armor) Hit Points 36 (8d6 + 8) Speed 30 ft, fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 6 (-2) Damage Resistances cold Damage Immunities fire, poison Senses darkvision 60 ft., passive Perception 10 Languages understands Infernal but cannot speak Challenge 1 (200 XP) Proficiency Bonus +2 Fiendish Hold. The harrier has advantage on melee attacks targeting creatures to which it is attached. Inscrutable Mind. The harrier is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 8 (1d10+3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6+3) slashing damage and the harrier attaches to the target. A creature within 5 feet of the harrier, including the target, can use its action to make a DC 13 Strength check, detaching the harrier on a success. Buucahb, Drone Drones are the largest individual buucahb, resembling a cockroach the size of a small pony. The antennae of these blood-thirsty fiends quiver with excitement on sensing freshly spilled blood. Buucahb, Drone Medium Fiend (Devil), Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Skills Athletics +5, Perception +2 Damage Resistances cold Damage Immunities fire, poison Senses darkvision 60 ft., passive Perception 12 Languages understands Infernal but cannot speak Challenge 3 (700 XP) Proficiency Bonus +2 Blood Frenzy. The drone has advantage on melee attack rolls against any creature that doesn't have all its hit points. Inscrutable Mind. The drone is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Sense Blood. The drone has advantage on Wisdom (Perception) checks to detect injured creatures. Actions Multiattack. The drone makes a bite and two claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage. The antennae of these blood-thirsty fiends quiver with excitement on sensing freshly spilled blood.


SETTING GUIDE | Appendix A: New Monsters 63 Buucahb, Infestation These creatures are intelligent swarms of buucahb that have manifested a singular, communal mind. When resting in their natural swarm form, the individual buucahb group together in a form resembling a giant cockroach. Their name is taken from their second form, as they often infest a fresh humanoid corpse, animating it under their control. The infestation gains access to the corpse’s memories and the animated body appears as healthy and vigorous as it had in life. However, these intelligent swarms are dependent on the energies of their home plane. The cohesion of their communal mind suffers when on other planes and separated from their own kind. For this reason, infestations ensure they have others of their kind nearby or a means to return to their home plane. Buucahb, Infestation (Swarm Form) Medium Swarm of Tiny Fiends (Devil), Typically Lawful Evil Armor Class 13 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 18 (+4) Skills Deception +8, Perception +6, Persuasion +8 Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities fire, poison Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 120 ft., passive Perception 16 Languages Common, Infernal, telepathy 60 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Infernal Dependance. Infestations are dependent on the unique energies of their home plane. Every 24 hours they are away from their plane and where they have not spent at least 1 hour within 60 feet of another infestation, they must succeed on a DC 15 Constitution saving throw or suffer 1 level of exhaustion. With each level of exhaustion, the infestation’s Intelligence score is reduced by 1. Once its exhaustion level reaches 6, it does not die, instead it transforms into a swarm of buucahb with its current hit points. Infestations cannot recover levels of exhaustion until they return to their home plane or spend at least an hour within 60 feet of another infestation. Recovering 1 level of exhaustion also recovers 1 point of lost Intelligence. Inscrutable Mind. The infestation is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Wisdom (Insight) checks made to ascertain the infestation’s intentions or sincerity have disadvantage. Legendary Resistance (2/Day). If the infestation fails a saving throw, it can choose to succeed instead. Magic Resistance. The infestation has advantage on saving throws against spells and other magical effects. Swarm. The infestation can occupy another creature’s space and vice versa, and the infestation can move through any opening large enough for a Tiny creature. The infestation can’t regain hit points or gain temporary hit points. Actions Ravenous Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the infestation’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the infestation has half of its hit points or fewer. If the target is a creature, buucahb burrow into its body, and the creature takes 5 (2d4) 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, but the target takes 2 (1d4) piercing damage in the process. A creature reduced to 0 hit points by the infestation’s piercing damage dies. Biting Cloud (Recharge 5-6). The infestation momentarily expands to fill a 25-foot cube centered on its space. Each creature within the space must make a DC 16 Constitution saving throw. On a failed save, a creature takes 17 (5d6) piercing damage and is blinded until the start of the infestation’s next turn. On a successful save, a creature takes half as much damage and isn’t blinded. Spellcasting. The infestation casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16) At will: mage hand, message, minor illusion 1/day: calm emotions, detect thoughts, true seeing Legendary Actions The hive can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The hive regains spent legendary actions at the start of its turn. Bites.The infestation uses its Ravenous Bites attack. Rising Swarm. The infestation flies up to 30 ft., but must end its movement on a solid surface or fall. Infest Corpse (Costs 3 Actions).The infestation disappears into an intact corpse within its space that belongs to a Large or smaller humanoid and which is not protected by protection from evil and good. The infestation regains 32 hit points and uses the corpse to transform into its corporeal form. The new form has the same hit points as its swarm form and its initiative count doesn’t change.


64 AGENTS OF THE EMPIRE Buucahb, Infestation (Corporeal Form) Medium Fiend (Devil), Typically Lawful Evil Armor Class 14 (breast plate) Hit Points 127 (17d8 + 51) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 16 (+3) 14 (+2) 18 (+4) Saving Throws Int +7, Wis +6, Cha +8 Skills Deception +8, Perception +6, Persuasion +8 Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, paralyzed, petrified Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal, telepathy 60 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Healthy Façade. The corpse worn by the infestation appears normal and healthy as it did in life, with the infestation animating it as if it were alive. The infestation knows everything the creature knew, including languages but not spells. The corpse is protected as if by a gentle repose spell as long as the infestation remains within. The corpse is not undead and is not affected by spells or abilities that target the undead. Creatures within 5 feet of the infestation who spend an action to touch it and succeed on a DC 20 Intelligence (Investigation) check can discern the infestation’s body is not alive and that numerous Tiny creatures are hidden within. Infernal Dependance. Infestations are dependent on the unique energies of their home plane. Every 24 hours they are away from their plane and where they have not spent at least 1 hour within 60 feet of another infestation, they must succeed on a DC 15 Constitution saving throw or suffer 1 level of exhaustion. With each level of exhaustion, the infestation’s Intelligence score is reduced by 1. Once its exhaustion level reaches 6, it does not die, instead it transforms into swarm of buucahb with its current hit points. Infestations cannot recover levels of exhaustion until they return to their home plane or spend at least an hour within 60 feet of another infestation. Recovering 1 level of exhaustion also recovers 1 point of lost Intelligence. Inscrutable Mind. The infestation is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Wisdom (Insight) checks made to ascertain the infestation’s intentions or sincerity have disadvantage. Legendary Resistance (2/Day). If the infestation fails a saving throw, it can choose to succeed instead. Magic Resistance. The infestation has advantage on saving throws against spells and other magical effects. Return to Swarm. When the infestation drops to 0 hit points, it does not die. It regains 127 hit points and immediately uses its Burst the Corpse Legendary action. Award a party an additional 7,200 XP (14,400 XP total) for defeating the infestation after it uses Return to Swarm. Actions Multiattack. The infestation makes three attacks with its longsword or two attacks with fire bolt. Flaming Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft. one target. Hit: 16 (3d10) fire damage. Spellcasting. The intelligent hive casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16) At will: mage hand, message, minor illusion 1/day: calm emotions, detect thoughts, true seeing Legendary Actions The infestation can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The infestation regains spent legendary actions at the start of its turn. Attack. The infestation makes one longsword or one fire bolt attack. Move. The infestation moves up to half its speed without provoking opportunity attacks. Burst the Corpse (Costs 2 Actions). The infestation’s corpse shell disintegrates. The infestation reappears in its swarm form in the same space. The new form has the same hit points as its swarm form and its initiative count doesn’t change. The swarm form can immediately use its Biting Cloud action. The infestation gains access to the corpse’s memories and the animated body appears as healthy and vigorous as it had in life.


The magipower othese plancometscaused liqaether tcrystallizinto a solpeople woform, whcome to caetheriuSETTING GUIDE | Appendix A: New Monsters 65 Buucahb Implantation A horrid capability of buucahb infestations is implanting buucahb into living subjects, making the victim susceptible to their control. In unusual cases, creatures implanted with multiple buucahb can manifest remarkable abilities. Implant Buucahb (Ritual) One willing humanoid, or a humanoid that is incapacitated or restrained, must make a DC 20 Constitution saving throw. On a failure, the creature takes 5 (2d4) piercing damage as a buucahb burrows into the creature’s body where it remains until the creature dies or the buucahb is removed. On a success, the creature takes 10 (4d4) damage, but the buucahb dies and fails to burrow into the creature. While a creature is implanted with a buucahb, they are charmed by the buucahb infestation as if under the effect of a charm person spell. A detect poison and disease spell identifies that the creature is infected by a buucahb. The implanted buucahb has total cover against attacks and other effects originating outside its host. The implanted buucahb can be removed in any of the following ways: • Surgical Removal. A creature spends 1 minute cutting into the affected creature. The creature deals 5 (2d4) slashing damage to the affected creature and makes a DC 20 Wisdom (Medicine) check. On a success, the implanted buucahb is killed and removed. On a failure, the implanted buucahb remains alive and implanted in the affected creature. • Protection from Evil and Good. Casting protection from evil and good on the host allows it to repeat the DC 20 Constitution saving throw. On a success, the implanted buucahb dies and is expelled from the host’s body, dealing 5 (2d4) piercing damage. • Lesser Restoration. Casting lesser restoration on the host kills the implanted buucahb and expels it from the host’s body, dealing 5 (2d4) piercing damage. • Host Death. If the host dies, the implanted buucahb must leave it.


AGENTS OF THE EMPIRE APPENDIX B: MAGITECH VEHICLES This appendix details several new magitech vehicles that can be used in your Agents of the Empire Fables campaign. Ground Vehicles Ground vehicles are any vehicles that can only be driven along the ground. Spinebreaker. A two-wheeled contraption known for its fast, noisy and uncomfortable ride. Motivated Carriage. A four-wheeled wagon that’s great for shuttling goods and personnel short distances. Rolling Fortress. A heavily armored military vehicle typically loaded with powerful weapons. Water Vehicles Water vehicles are any vessels with a swim speed. Sprayskipper. A small, fast one-person vessel. Ironfish. An experimental one-person submersible. Air Vehicles Flying vehicles are any vessels with a flying speed. Skyhorse. A roaring two-person flying contraption. Flying Assault Cart. An armed four-person dirigible. Transport Dirigible. Increasingly seen air transport capable of carrying passengers and cargo. War Zeppelin. A massive new military dirigible armed with weapons developed for sailing ships on the Aetherial Expanse. Adding New Creations The Empire’s technomages continually pursue new magitech advancements as do countless independent aethereal researchers. GM’s are encouraged to add wild and wonderous vehicles to their campaigns, particularly if they help maniacal villains enact their dastardly plans of world domination. Magitech Vehicles APPENDIX B


power oThe mplanar ccaused laethercrystallizwould comwhich pea solid focall aetherSETTING GUIDE | Appendix B: Magitech Vehicles 67 GROUND VEHICLES Although the Karelagne Empire is known for their naval prowess, their magitech engineers have developed useful land vehicles as well. Spinebreaker This ramshackle construction of wood and metal rolls on two wheels and is notorious for its fast, noisy, and uncomfortable ride. Spinebreaker Land vehicle Size Medium (5 ft. by 5 ft.) Personnel 2 crew Cargo Capacity 100 lb. Speed 60 feet Maneuverability (1) High STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 8 (-1) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Drive System Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Body Armor Class 15 Hit Points 20 Repair DC 15 Damage threshold 5 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Drive System Armor Class 18 Hit Points 12 Repair DC 15 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail. Control Actions. Drive, Dodge Control Bonus Actions. Dash Motivators: Aetherial Encabulator Armor Class 16 Hit Points 25 Repair DC 20 Damage threshold 5 Impaired Effect. Speed reduced by 20 feet. Destroyed Effect. Speed reduced to 0.


ar s liquid ystallize er to people would orm, which to a solid come to call aetherium. 68 AGENTS OF THE EMPIRE Motivated Carriage Versions of this four-wheeled mechanical contraption have begun appearing across the empire to shuttle people and goods short distances. Motivated Carriage Land vehicle Size Huge (10 ft. by 15 ft.) Personnel 1 crew, 5 passengers Cargo Capacity 800 lbs. Speed 50 feet Maneuverability (1) High STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 12 (+1) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Drive System Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Body Armor Class 15 Hit Points 40 Repair DC 15 Damage threshold 5 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Drive System Armor Class 18 Hit Points 18 Repair DC 15 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail. Control Actions. Drive, Dodge Control Bonus Actions. Dash Motivators: Aetherial Encabulator Armor Class 18 Hit Points 30 Repair DC 20 Damage threshold 5 Impaired Effect. Speed reduced by 20 feet. Destroyed Effect. Speed reduced to 0.


SETTING GUIDE | Appendix B: Magitech Vehicles 69 Rolling Fortress This bulky, heavily armored vehicle can devastate enemies with its powerful blasting attacks. Rolling Fortress Land vehicle Size Huge (15 ft. by 15 ft.) Personnel 4 crew Cargo Capacity 1 ton Speed 20 feet Maneuverability (1) High STR DEX CON INT WIS CHA 22 (+6) 5 (-3) 18 (+4) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Drive System Weapon: Mini Wrath Cannon (2) Weapons: Mounted Aetherlock Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Body Armor Class 18 Hit Points 100 Repair DC 15 Damage threshold 10 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Drive System Armor Class 18 Hit Points 25 Repair DC 15 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail. Hull Protection. Full cover from attacks outside the cockpit, dropping to three-quarters-cover (+5 AC) if hull is impaired. Control Actions. Drive Control Bonus Actions. Dash Motivators: Shielded Aetherial Encabulators Armor Class 18 Hit Points 40 Repair DC 20 Damage threshold 10 Impaired Effect. Speed reduced by 10 feet Destroyed Effect. Speed reduced to 0. Hull Protection. Three-quarter cover (+5) from attacks outside the cockpit, dropping to half cover (+2 AC) if hull is impaired. Weapon: Mini Wrath Cannon Armor Class 16 Hit Points 40 Repair DC 18 Impaired Effect. Attacks at disadvantage. Destroyed Effect: Explosion. When reduced to 0 hit points, each creature within a 30-foot radius of the cockpit must make a DC 15 Constitution saving throw, taking 14 (4d6) force damage on a failure or half as much on a success. Ranged Weapon Attack (Recharge 5-6): +7 to hit, range 100/400 ft., one target within a 90-degree cone in front of the vehicle. Hit: 14 (4d6) bludgeoning damage. Each creature within a 10- foot radius of the target must make a DC 15 Dexterity saving throw, taking 14 (4d6) force damage on a failure or half as much on a success. Weapon: Mounted Aetherlock Armor Class 16 Hit Points 10 Repair DC 15 Impaired Effect. Attacks at disadvantage. Ranged Weapon Attack: +5 to hit, range 80/320 ft., three targets within 15 feet. Hit: 4 (1d8) piercing damage.


AGENTS OF THE EMPIRE 70 WATER VEHICLES The Karelagne navy is rightfully feared both in Tholus and across the Aetherial Expanse. A few of their new, smaller, aether-powered water vehicles are detailed below. Sprayskipper These small, one-person water vehicles are fast but notoriously difficult to control. Sprayskipper Water vehicle Size Medium (5 ft. by 5 ft.) Personnel 1 crew Cargo Capacity 100 lb. Speed 40 feet (on water) Maneuverability (0) Extreme STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 5 (-3) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Helm Weapon: Bolt Launcher Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Hull Armor Class 14 Hit Points 20 Repair DC 15 Damage threshold 5 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Drive System Armor Class 18 Hit Points 12 Repair DC 15 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail. Control Actions. Drive, Dodge Control Bonus Actions. Dash Motivators: Aetherial Propellor Armor Class 16 Hit Points 25 Repair DC 20 Impaired Effect. Speed reduced by 20 feet. Destroyed Effect. Speed reduced to 0. Weapon: Bolt Launcher Armor Class 16 Hit Points 10 Repair DC 15 Impaired Effect. Attacks at disadvantage. Ranged Weapon Attack: +5 to hit, range 30/120 ft., three targets within 15 feet. Hit: 4 (1d8) piercing damage.


gcal pese planmets causcrystallize intiquid aetherpeople would csolid form, whto call aetheriuSETTING GUIDE | Appendix B: Magitech Vehicles 71 Ironfish A recent and remarkable innovation, these one-person water vehicles can fully submerge for a short time. Ironfish Water vehicle Size Medium (5 ft. by 5 ft.) Personnel 1 crew Cargo Capacity 50 lb. Speed 30 feet (swim) Maneuverability (1) High STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 6 (-2) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Helm Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Hull Armor Class 16 Hit Points 25 Repair DC 15 Damage threshold 5 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Drive System Armor Class 18 Hit Points 12 Repair DC 15 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail. Control Actions. Drive, Dodge Control Bonus Actions. Dash Motivators: Aetherial Propellor Armor Class 16 Hit Points 25 Repair DC 20 Impaired Effect. Speed reduced by 10 feet. Destroyed Effect. Speed reduced to 0. Special: Air Pocket The Ironfish can submerge underwater. Each creature in the cockpit when it submerges can breathe underwater as if under the effect of a water breathing spell, but for only one hour. If still submerged after one hour has passed, the creature risks suffocation using standard rules unless they find another means to breathe.


AGENTS OF THE EMPIRE 72 AIR VEHICLES Flying vehicles are a recent development by Karelagne Technomages. Most are experimental in nature, with many calling them flying death-traps. Skyhorse In a short time, this roaring flying contraption has captured the imaginations of adventure seekers across the empire. Skyhorse Air vehicle (dirigible) Size Medium (5 ft. by 5 ft.) Personnel 1 crew, 1 passenger Cargo Capacity 100 lb. Speed 60 feet (flying) Maneuverability (1) High STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 8 (-1) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Cockpit Weapon: Mounted Aetherlock Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Hull Armor Class 14 Hit Points 30 Repair DC 13 Damage threshold 5 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Cockpit Armor Class 18 Hit Points 25 Repair DC 18 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle actions and bonus actions cannot be used. Vehicle control checks automatically fail. Hull Protection. Three-quarters cover (+5 AC) from attacks outside the cockpit, dropping to half cover (+2 AC) if hull is impaired. Control Actions. Dodge, Forced Climb/Dive Control Bonus Actions. Dash Motivators: Aetherium Rotors Armor Class 16 Hit Points 25 Repair DC 20 Damage threshold 5 Impaired Effect. Flight speed reduced by 20 feet. Vehicle descends at 10 feet per round unless movement expended to counteract. Destroyed Effect. If the vehicle moves into a space while its rotors are spinning, any creature or object in that space must make a DC 13 Dexterity saving throw, taking 14 (4d6) slashing damage on a failure or half as much on a success. A creature or object pushed into the vehicle's space must also make this saving throw. The vehicle's motivators take half the damage that was dealt to the creature or object. Weapon: Mounted Aetherlock Armor Class 16 Hit Points 10 Repair DC 15 Impaired Effect. Attacks at disadvantage. Ranged Weapon Attack: +5 to hit, range 80/320 ft., three targets within 15 feet. Hit: 4 (1d8) piercing damage.


SETTING GUIDE | Appendix B: Magitech Vehicles 73 Flying Assault Cart Sturdier than the Skyhorse and able to support multiple soldiers, this flying wagon is a capable addition to Karelagne’s military forces. Flying Assault Cart Air vehicle (dirigible) Size: Large (10 ft. by 5 ft.) Personnel: 2 crew, 2 passengers Cargo Capacity: 500 lb. Speed: 60 feet (flying) Maneuverability: (1) High STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 10 (+0) 0 0 0 Actions Each crew member can use their action to operate one of the following components. Controls: Flight System. Weapon: Mini Coil Gun Weapon: Mounted Aetherlock. Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Hull Armor Class 14 Hit Points 50 Repair DC 13 Damage threshold 10 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Flight Systems Armor Class 18 Hit Points 25 Repair DC 18 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle control checks automatically fail. Hull Protection. Three-quarters cover (+5 AC) from attacks outside the cockpit, dropping to half cover (+2 AC) if hull is impaired. Control Actions. Dodge, Forced Climb/Dive Control Bonus Actions. Dash Motivators: Aetherium Rotors Armor Class 16 Hit Points 25 Repair DC 20 Damage threshold 5 Impaired Effect. Flight speed reduced by 20 feet. Vehicle descends at 10 feet per round unless additional movement expended to counteract. Destroyed Effect. If the vehicle moves into a space while its rotors are spinning, any creature or object in that space must make a DC 13 Dexterity saving throw, taking 14 (4d6) slashing damage on a failure or half as much on a success. A creature or object pushed into the vehicle's space must also make this saving throw. The vehicle's motivators take half the damage that was dealt to the creature or object. Weapon: Mini Coil Gun Armor Class 16 Hit Points 20 Repair DC 18 Destroyed Effect: Lighting Burst. Each creature inside the dirigible must succeed on a DC 13 Constitution saving throw or take 5 (2d4) lightning damage. Ranged Weapon Attack (Recharge 5-6): +5 to hit, range 30/120 ft., one target within 90-degree cone in front of vehicle. Hit: 18 (4d8) lightning damage, or 10 (4d4) lightning damage if impaired. Weapon: Mounted Aetherlock Armor Class 16 Hit Points 10 Repair DC 15 Impaired Effect. Attacks at disadvantage. Ranged Weapon Attack: +5 to hit, range 80/320 ft., three targets within 15 feet. Hit: 4 (1d8) piercing damage.


gical pse planats caused aether to lize into a orm, which would come aetherium. AGENTS OF THE EMPIRE 74 Transport Dirigible This air transport vehicle is a slow and steady performer. The larger size has enabled it to become an effective aerial support vehicle for military action. Transport Dirigible Air vehicle (dirigible) Size Gargantuan (60 ft. by 20 ft.) Personnel 4 crew, 10 passengers Cargo Capacity 2.5 tons Speed 30 feet (flying) Maneuverability (2) Balanced STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 16 (+3) 0 0 0 Actions Each crew member can use their action to operate one of the following components: Controls: Flight Systems (4) Weapon: Mounted Aetherlock. Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Hull Armor Class 15 Hit Points 100 Repair DC 13 Damage threshold 10 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Flight Systems Armor Class 18 Hit Points 25 Repair DC 18 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle control checks automatically fail. Hull Protection. Three-quarters cover (+5 AC) from attacks outside the cockpit, dropping to half cover (+2 AC) if Hull is impaired. Control Actions. Dodge, Forced Climb/Dive Control Bonus Actions. Dash Motivators: Aetherium Rotors Armor Class 16 Hit Points 25 Repair DC 20 Damage threshold 5 Impaired Effect. Flight speed reduced by 20 feet. Vehicle descends at 10 feet per round unless additional movement expended to counteract. Destroyed Effect. Flight speed reduced to 0. Vehicle descends at 20 feet per round. Weapon: Mounted Aetherlock Armor Class 16 Hit Points 10 Repair DC 15 Impaired Effect. Attacks at disadvantage. Ranged Weapon Attack: +5 to hit, range 80/320 ft., three targets within 15 feet. Hit: 4 (1d8) piercing damage.


SETTING GUIDE | Appendix B: Magitech Vehicles 75 War Zeppelin The war zeppelin is a dreaded new addition to Karelagne’s aerial forces. This massive vehicle supports versions of the unique weaponry first developed for naval campaigns in the Aetherial Expanse. War Zeppelin Air vehicle (dirigible) Size Gargantuan (100 ft. by 20 ft.) Personnel 20 crew, 20 passengers Cargo Capacity 10 tons Speed 40 feet (flying) Maneuverability (3) Low STR DEX CON INT WIS CHA 24 (+7) 5 (-3) 20 (+5) 0 0 0 Actions Each crew member can use their action to operate one of the following components: Controls: Flight Systems Weapon: Coil Gun (2) Weapon: Flame Thrower (6) Weapon: Mounted Aetherlock Once a character uses their action to activate a component, the component can’t be activated again until the start of that creature’s next turn. Characters operating the component can also use any bonus actions of that component on their turn. Frame: Hull Armor Class 15 Hit Points 400 Repair DC 13 Damage threshold 10 Impaired Effect. GM rolls on twice on the Mishap table and chooses one. Destroyed Effect. Vehicle destroyed. Controls: Flight Systems Armor Class 18 Hit Points 25 Repair DC 18 Impaired Effect. Vehicle control checks at disadvantage. Destroyed Effect. Vehicle control checks automatically fail. Hull Protection. Three-quarters cover (+5 AC) from attacks outside the cockpit, dropping to half cover (+2 AC) if hull is impaired. Control Actions. Dodge, Forced Climb/Dive Control Bonus Actions. Dash Motivators: Aetherium Rotors Armor Class 16 Hit Points 40 Repair DC 20 Damage threshold 5 Impaired Effect. Flight speed reduced by 20 feet. Vehicle descends at 10 feet per round unless additional movement expended to counteract. Destroyed Effect. Flight speed reduced to 0. Vehicle descends at 20 feet per round. Weapon: Coil Gun Armor Class 16 Hit Points 40 Repair DC 18 Destroyed Effect: Lighting Burst. Each creature within a 20-foot cube originating from the front of the war zeppelin must succeed on a DC 15 Constitution saving throw or take 7 (2d6) lightning damage. Ranged Weapon Attack (Recharge 5-6): +7 to hit, range 30/120 ft., one target within 90-degree cone in front of vehicle. Hit: 32 (5d12) lightning damage, or 17 (5d6) lightning damage if impaired. Weapon: Flame Thrower Armor Class 16 Hit Points 20 Repair DC 18 Impaired Effect: The area of effect of the weapon is reduced to a 30-foot line. Flame Ray: A line of roaring flame 60 feet long and 5 feet wide emanates from the weapon within a 90-degree arc from the side of the vehicle. Each creature in the line must make a Dexterity saving throw. A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Weapon: Mounted Aetherlock Armor Class 16 Hit Points 10 Repair DC 15 Impaired Effect. Attacks at disadvantage. Ranged Weapon Attack: +5 to hit, range 80/320 ft., three targets within 15 feet. Hit: 4 (1d8) piercing damage. Military technomages have engineered wondrous armaments, engines, and supporting technologies severely outclassing any rival on Tholus.


AGENTS OF THE EMPIRE APPENDIX C: NEW EQUIPMENT AND MAGIC ITEMS This appendix details new equipment and magic items that can be used in your Agents of the Empire Fables campaign. From a game mechanic standpoint, there’s no practical difference between a standard magic item and a magitech item. Narratively, these items are very different, with magitech being created by technomages skilled at extracting magical energy from aetherium crystals, often driving clunky, mechanical contraptions. In contrast, typical magic items are directly infused with magic from traditional arcane, divine, or natural sources. Optional Rule: Dangerous Magitech Aetherium crystal is the rarest and most valuable form of aether found in the Aetherial Expanse. Aether in its more common liquid form is exceptionally poisonous. Many unlucky sailors have succumbed to aether poisoning after swimming in the Expanse’s magical seas. Devices powered by aetherium crystals could themselves be poisonous, either through extended use or with their destruction. When a magitech device is greatly damaged, the aetherium crystals powering it may erupt in a dangerous explosion. Chance of Exploding. Magitech devices have a 5% chance of exploding for every 10 points of bludgeoning damage or 5% for every 20 points of any other damage type. GMs may wish to increase the likelihood of an explosion if the device is extremely old or already damaged. Explosive Damage. When a magitech device explodes, the resulting explosion deals damage based on the item’s rarity as follows: • Common: 1d4 force damage in a 1-foot radius • Uncommon: 2d6 force damage in a 5-foot radius • Rare: 3d6 force damage plus 1d6 poison damage in a 10-foot radius • Very Rare: 4d6 force damage plus 2d6 poison damage in a 20-foot radius • Legendary: 10d6 force damage plus 4d6 poison damage in a 60-foot radius This damage assumes an item that can be held in the hands of a typical humanoid. GMs are encouraged to adjust this damage based on its function and size as desired. New Equipment and Magic Items APPENDIX C


SETTING GUIDE | Appendix C: New Magic Items and Equipment 77 Equipment In addition to items identified in fifth edition’s core rules, this section describes new equipment available in this setting. New Equipment ITEM COST WEIGHT Aethershield Bracers 500 gp 1 lb. Aether torch 25 gp 2 lb. Blasting Sticks – Mark 1 – Mark 2 – Mark 3 100 gp 1,000 gp 10,000 gp 2 lb. Escape Boots 1,000 gp 2 lb. Flask of Goo 100 gp 1 lb. Grapple Gun 250 gp 6 lb.. Hover Disk 5,000 gp 8 lb. Mission Scroll n/a -- Message Plate 500 gp 1 lb. Pocket Watch of Holding 1,000 gp -- Smoke Bomb 50 gp 1 lb. Stun Rod 100 gp 2 lb. Truth Powder 1,000 gp -- Aethershield Bracers Wondrous item (magitech), uncommon (requires attunement) These thick metal bracers are popular with technomages working in dangerous locations. As a reaction to taking damage, you can empower these bracers, reducing the damage you take by up to 2d4 damage. Once used, the bracers can’t again be used in this way until you’ve completed a long rest. Aether Torch Rod (magitech), uncommon While holding this rod, you can use an action to cause its crystalline tip to glow as if under the effect of a light spell. The light can be extinguished using a bonus action. Blasting Sticks Wondrous item (magitech), varies This effective throwing bomb consists of a one-foot wooden handle topped with a fist-sized metal cylinder. You can use an action to throw the blasting stick into a space within to 60 feet of you. The stick explodes on impact and is destroyed. Each creature within its area of effect must succeed on a Constitution saving throw or take damage and be stunned for one round or half as much damage on a successful save and not be stunned. Several variants of the blasting stick exist. The amount of damage, the blast’s area of effect, and the DC of the saving throw are determined by its version, as shown in the Blasting Stick Versions table. Blasting Stick Versions VERSION RARITY AREA OF EFFECT SAVE DC DAMAGE Mark 1 Uncommon 5-foot radius 12 14 (4d6) force damage Mark 2 Rare 10-foot radius 14 21 (6d6) force damage Mark 3 Very Rare 15-foot radius 16 35 (10d6) force damage Escape Boots Wondrous item (magitech), uncommon (requires attunement) Several complex metal components are affixed to the sides of these heavy leather boots. You can use your action to gain a flying speed of 60 feet for up to 1 minute. If you are still aloft after at the end of the duration, you fall unless you can stop the fall. Flask of Goo 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 the 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 Dexterity saving throw avoids the dart. Targets struck by the dart are considered grappled (escape DC 15). Until the grapple ends, the target is restrained. On subsequent turns, you can use an action to reel in the dart at a rate of 20 feet per round. When reeling in the dart and for as long as you hold on to the grapple gun, targets that weigh less than your push, drag, or lift capacity are pulled toward you, otherwise you are pulled toward the target. You can speak a command word as a bonus action to disengage the dart from its target.


AGENTS OF THE EMPIRE 78 Hover Disk Wondrous item (magitech), rare This metal disk is roughly the size of a large round shield. One side of the disk is mostly smooth but with a pair of control knobs affixed to its edge, while its opposite side is covered by an array of rivets, gears, and pipes. You can speak the disk’s command word as an action to make the disk hover and fly for up to 10 minutes. You control the disk’s speed and direction using the control knobs. The device has a speed of 60 feet and has a capacity of 500 pounds. The disk can hold up to twice this amount, but only flies at half speed. After 10 minutes, the disk shuts down and floats gently to the ground if it is still aloft, after which the disk cannot be used again until 2 hours have passed. Mission Scroll Scroll, uncommon The Karelagne Empire’s Agency developed these apparently mundane scrolls to discreetly pass messages among its agents. Parchment, paper, or other suitable writing material is infused with magic to discretely protect any inscribed message. Once a command word is spoken, any message written on the material is protected as if by an illusory script spell for up to 5 days. For the duration, the material appears non-magical to spells and magical effects, such as detect magic. Once the reader speaks another command word, or the duration of the scroll’s enchantment has ended, the material holding the message crumbles into dust and is destroyed. Message Plate Wondrous item (magitech), uncommon The Agency’s technomages have recently crafted these remarkable magitech devices allowing limited communications with their agents in the field. These devices come in linked pairs, each consisting of a book-sized sheet of aetherium-infused metal and a silver-tipped ebony stylus. You use the stylus to write a message up to twenty-five words upon the metal sheet. Upon speaking a command word, the message vanishes from the sending device, immediately reappearing on its linked pair provided it is on the same plane of existence. The receiving device momentarily vibrates and emits a brief sound when a message appears. The message on the receiving device remains visible for up to 10 minutes or until someone holding it speaks a command word. A creature holding the sending device knows if the message disappeared on the receiving device because its command word was spoken. Each device can send a single message to its linked pair, after which it can’t send another message until the next dawn. If one of the devices in the pair is destroyed, the other one becomes non-magical. The Agency's technomages have recently crafted these remarkable magitech devices...


SETTING GUIDE | Appendix C: New Magic Items and Equipment 79 Pocket Watch of Holding Wondrous item (magitech), uncommon This large, elegant timepiece can be opened to reveal an interior space considerably larger than its outside dimensions. The watch’s opening is roughly 4 inches wide. Its interior space can hold up to 10 pounds, not exceeding 1 cubic foot in volume. The watch weighs 4 ounces, regardless of its contents. If the watch is overloaded, or takes more than 10 points of damage, it is destroyed, and its contents are expelled somewhere into the astral plane. If a breathing creature is placed within the watch, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the watch inside an extradimensional space created by bag of holding, a portable hole, or similar item instantly destroys both items and opens a gate to the astral plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the astral plane. The gate then closes. The gate is one-way and can’t be reopened. Smoke Bomb Wondrous item, uncommon This small crystal sphere measures 2 inches in diameter and weighs an ounce. A black mist appears to slowly swirl within the sphere. You can use an action to throw the sphere into a space within 30 feet of you. The sphere breaks on impact. A burst of opaque smoke explodes, creating the effect of a fog cloud spell centered on the point. Stun Rod Weapon (mace), uncommon You gain a +1 bonus to attack and rolls and it deals an extra 1 point of lightning damage on a successful hit. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of your next turn. Truth Powder Wondrous item, uncommon Typically found in a small packet, this powder resembles sparkling white sand. As an action, you can blow this dust onto a creature within 5 feet of you. The creature must roll a DC 13 Charisma saving throw. On a successful save, the creature sneezes once and is otherwise unaffected. On a failed save, the creature doesn’t sneeze and can’t speak a deliberate lie for the next 10 minutes as if they were within area of effect for a zone of truth spell. Firearms One of the early developments in magitech was the creation of aetherium-powered firearms that unleash bursts of arcane force, 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 are proficienct with aether pistols. Standard Firearms NAME COST DAMAGE WEIGHT PROPERTIES Aetherburst Wand 75 gp 1d6 bludgeoning 1 lb. Aetherium powered (range 20/60), arcane focus Aether Pistol 150 gp 1d8 piercing 2 lb. Aetherium powered (range 30/120) Aetherlock 300 gp 2d6 piercing 8 lb. Aetherium powered (range 80/320), two-handed Weapon Properties. Aetherium powered. Attacks from aetherium powered firearms are magical. 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. Replacement Crystals Most aetherium-based firearms are sold with a standard sized aetherium crystal already installed. Replacement crystals cost at least 25 gp each. Specialized crystals exist which can change the damage type of the weapon it is loaded into, but these are exceedingly rare.


AGENTS OF THE EMPIRE APPENDIX D: RANDOM AGENT EQUIPMENT The optional agent advancement rules provided in chapter 3 include a section on agent equipment, whereby characters working for the Agency can acquire specialized equipment at the start of each mission. The Agency assumes consumable items will be used on missions and are not expected to be returned. However, most magic items are expected to be returned in good working condition. If not returned, agents are expected to provide a full accounting of the equipment’s whereabouts. The Agency recognizes that, on occasion, some equipment will become lost or destroyed, but agents who regularly fail to return items may lose their equipment privileges or even face punitive action if nefarious intent can be proven. The following tables provide lists of suggested consumables and magic items that follow those guidelines. These lists of equipment are divided into three groups – low rank, mid rank, and high rank items for both consumables and magic items. Agents may always choose items from a lower rank table in place of a higher one. These tables are only intended to act as suggestions. GMs are encouraged to adjust these tables to accommodate the specific interests and game play of their tables. Consumables At the start of each mission, agents may begin play with a consumable item as defined by the Agent Rank Consumables table. Agent Rank Consumables AGENT RANK CONSUMABLES Rank 0 – Prospect potion of healing Rank 1 – Recruit potion of healing Rank 2 – Novice One item from the Low Rank Consumables table Rank 3 – Veteran One item from the Mid Rank Consumables table Rank 4 – Expert Two items from the Mid Rank Consumables table Rank 5 – Master One item from the Mid Rank Consumables table plus one item from the High Rank Consumables table Rank 6 – Supreme Two items from the Mid Rank Consumables table plus one item from the High Rank Consumables table Random Agent Equipment APPENDIX D


The magipower othese plancometscausedliqetherttllizlhSETTING GUIDE | Appendix D: Random Agent Equipment 81 Low Rank Consumables ITEM 1 Potion of climbing 2 Potion of healing 3 Spell scroll – charm person 4 Spell scroll – disguise self 5 Spell scroll – magic missile 6 Spell scroll – sleep 7 Spell scroll – unseen servant 8 Smoke bomb (see appendix C) Mid Rank Consumables ITEM 1 Blasting sticks (Mark 1) (see appendix C) 2 Flask of goo (see appendix C) 3 Oil of slipperiness 4 Restorative ointment 5 Potion of climbing 6 Potion of healing 7 Potion of giant strength (hill giant) 8 Potion of greater healing 9 Potion of resistance 10 Potion of water breathing 11 Spell scroll – alter self 12 Spell scroll – arcane lock 13 Spell scroll – charm person 14 Spell scroll – clairvoyance 15 Spell scroll – detect thoughts 16 Spell scroll – disguise self 17 Spell scroll – dispel magic 18 Spell scroll – fireball 19 Spell scroll – fly 20 Spell scroll – haste 21 Spell scroll – hold person 22 Spell scroll – invisibility 23 Spell scroll – knock 24 Spell scroll – lightning bolt 25 Spell scroll – magic missile 26 Spell scroll – misty step 27 Spell scroll – spider climb 28 Spell scroll – web 29 Smoke bomb (see appendix C) 30 Truth powder (see appendix C) High Rank Consumables ITEM 1 Blasting sticks (Mark 2) (see appendix C) 2 Oil of etherealness 3 Potion of clairvoyance 4 Potion of gaseous form 5 Potion of giant strength (frost giant) 6 Potion of mind reading 7 Potion of superior healing 8 Spell scroll – arcane eye 9 Spell scroll – cone of cold 10 Spell scroll – confusion 11 Spell scroll – conjure elemental 12 Spell scroll – greater invisibility 13 Spell scroll – hold monster 14 Spell scroll – modify memory 15 Spell scroll – polymorph 16 Spell scroll – seeming 17 Spell scroll – stone skin 18 Spell scroll – telekinesis 19 Spell scroll – wall of fire 20 Spell scroll – wall of force At the start of each mission, the Agency makes specialized equipment available to its agents.


AGENTS OF THE EMPIRE 82 Magic Items At the start of each mission, agents have access to magic items based on their agent rank as defined by the Agent Rank Magic Items table. Generally, Agency administrators provide agent characters with a single magic item at a time and require that agents return previously acquired agency equipment before new items are dispensed. However, it is left to the GM’s discretion how Agency administrators respond to individual characters’ equipment requests, and their responses may vary depending on past character actions and the urgency of an agent’s mission. Agent Rank Magic Items AGENT RANK MAGIC ITEM Rank 0 – Prospect None Rank 1 – Recruit None Rank 2 – Novice One item from the Low Rank Magic Items table Rank 3 – Veteran One item from the Low or Mid Rank Magic Items table Rank 4 – Expert One item from the Low or Mid Rank Magic Items table Rank 5 – Master One item from the Low, Mid, or High Rank Magic Items table Rank 6 – Supreme One item from the Low, Mid, or High Rank Magic Items table Low Rank Magic Items ITEM 1 Aetherburst wand (see appendix C) 2 Aetherlock (see appendix C) 3 Aether pistol (see appendix C) 4 Bag of holding 5 Boots of striding and springing 6 Cloak of protection 7 Ring of warmth 8 Wand of magic detection 9 +1 weapon 10 +1 shield Mid Rank Magic Items ITEM 1 Aethershield bracers (see appendix C) 2 Amulet of proof against detection and location 3 Boots of elvenkind 4 Bracers of archery 5 Brooch of shielding 6 Broom of flying 7 Cloak of elvenkind 8 Cloak of the manta ray 9 Escape boots (see appendix C) 10 Eyes of minute seeing 11 Gauntlets of ogre power 12 Goggles of night 13 Grapple gun (see appendix C) 14 Hat of disguise 15 Helm of telepathy 16 Javelin of lightning 17 Mithral armor (breast plate) 18 Periapt of wound closure 19 Pocket watch of holding (see appendix C) 20 Ring of jumping 21 Ring of mind shielding 22 Ring of swimming 23 Rope of climbing 24 Slippers of spider climbing 25 Stun rod (see appendix C) 26 Wand of magic missiles 27 Wand of secrets 28 Wand of the war mage (+1) 29 Wand of web 30 Wind fan


er of agical ets planar er to liquid allize solid to call which would rium. SETTING GUIDE | Appendix D: Random Agent Equipment 83 High Rank Magic Items ITEM 1 Amulet of health 2 Armor, +1 3 Arrow-catching shield 4 Belt of hill giant strength 5 Boots of levitation 6 Boots of speed 7 Bracers of defense 8 Cape of the mountebank 9 Cloak of displacement 10 Elven chain 11 Figurine of wondrous power (griffon) 12 Hover disk (see appendix C) 13 Iron bands of binding 14 Mace of smiting 15 Mantle of spell resistance 16 Periapt of proof against poison 17 Ring of animal influence 18 Ring of evasion 19 Ring of feather falling 20 Ring of free action 21 Ring of protection 22 Ring of the ram 23 Rope of entanglement 24 Shield, +2 25 Staff of charming 26 Staff of healing 27 Wand of binding 28 Wand of fireballs 29 Wand of the war mage (+2) 30 Weapon, +2 As agents grow in experience and renown, they gain access to increasingly valuable equipment.


AGENTS OF THE EMPIRE Pronunciation Guide APPENDIX E APPENDIX E: PRONUNCIATION GUIDE This guide suggests pronunciations for many of the nonEnglish names and new terms found in the Agents of the Empire Setting Guide. Culture in the Empire Tholus, the homeworld of the Karelagne Empire and the setting where this Fable takes place, is very cosmopolitan. Peoples of many cultures live and work together in each of the Empire’s provinces. In this campaign setting, characters of varied racial backgrounds often have a stronger affinity with one another if they come from the same region. For example, a dwarf from Karel would likely feel more comfortable hoisting drinks with an elf who was also from the Empire’s capital than a dwarf from the distant northern province of Nelox. Make It Your Own. The Agents of the Empire Setting Guide presents only a fraction of the world’s history and cultures. Tholus was intended to be a rich cultural patchwork where GMs and players could freely imagine new characters, locations, and cultures to add to their games. Players are encouraged to explore this new world and add their own creations to its tapestry. NAME PRONUNCIATION DESCRIPTION Adon a-DON Creator God - Father world-maker Adon's Reach a-DON-s A mountain range in western Raal Adra Fenspark AD-ra FEN-spark A leader of the Reachers Aether Pistol Ay-thur A small magitech firearm Aetherburst Wand AY-thur-burst A magitech powered wand Aetherial Expanse AY-thee-ree-al A portion of the Astral Plan accessible by a permanent gate in the Karelagne Empire Aetherial Exports AY-thee-ree-al A company name often used by the Agency during missions Aetherium AY-thee-ree-um A magical crystal used to power magitech Aetherlock AY-thur-lawk A rifle-like magitech firearm Arthunas ar-THOON-as God of light and truth Asteth as-TETH God of conquest Aushoe Teatalk OH-shoo Leader of Nelox


SETTING GUIDE | Appendix E: Pronunciation Guide 85 NAME PRONUNCIATION DESCRIPTION Avar Academy A-var An elite school in Talavi Avarna A-var-na Capital of Talavi Brimstone BRIM-stohn A secretive organization within the Karelagne Empire Buucahb BOO-kahb Fiendish insect-like creatures Casdia KAZ-dee-a Creator God - Mother world-maker Deraal DE-rawl Capital of Raal Domas Brandel DOH-mus BRANdehl The current Sovereign General of the Karelagne Empire Dreck DREK God of death and destruction Flying Assault Cart A-salt An armed four-person dirigible Folly FAWL-lee A province of the Karelagne Empire that fell victim to a disaster Gallows Bay GA-lows Capital of the Edosians Gerrig Maltus GAIR-rig MAL-tus The first Sovereign General of the Karelagne Empire Gil Lezen GIL LEH-zen A Neloxian whose corpse for a time was the host for a buucahb infestation Gilbert-Pretzel GIL-burt A phenomenon where unshielded magitech can lead to twisted metal structures Gravespray Islands GRAYV-spray A mysterious chain of islands to the west of the Karelagne Empire Infernal Hive in-FER-nal The buucahb infernal plane Ironfish EYE-urn-fish A small experimental submersible Jermaliah Tidewall JAIR-ma-leye-a Leader of the Edosians Karel ka-REL The capital city of the Karelagne Empire Karelagne Empire KAIR-el-eyen The dominant government on Tholus Kharzel Blazebright KAR-zel The Endeavor's spiritual advisor Kingdom of Ayris EY-riss A rival power of the Empire in the Aetherial Expanse from another material plane world Koresh Baykeh KOH-resh BAY-keh Leader of Raal Magitech MA-ji-tek Magical devices powered by aetherium crystals Martial Council MAR-shul The governing body managing the affairs of the Empire Motivated Carriage MOE-ti-vay-ted A four wheeled magitech wagon Nelox NEE-loks A province in the Karelagne Empire Nuriel NUR-ee-el God of water, jealousy, and greed Qoz KWOZ God of cruelty NAME PRONUNCIATION DESCRIPTION Raal RAWL A province in the Karelagne Empire Reachers REE-churs An anti-imperial group in Raal Rolling Fortress FOR-tres A heavily armored magitech land vehicle Shimae shi-MAY Capital of Nelox Skyhorse SKEYE-hors A two-person flying vehicle Sol Theraine SULL THUR-ayn The second Sovereign General of the Karelagne Empire South Spire SPEYER Southern transportation hub in Raal Sovereign General SAH-vruhn The leader of the Karelagne Empire Spider SPEYE-dur A mysterious figure who encouraged the Reachers to take action Spinebreaker SPINE-bray-kur A two-wheeled magitech vehicle Sprayskipper SPRAY-skip-er A one person magitech water vehicle Talavi tah-LA-vee A province of the Karelagne Empire Technomage TEK-no-mayj An expert in aetherium powered magitech The Agency AY-jen-see An organization protecting the Empire from threats that cannot be addressed by military might alone The Crawl CRALL A heavily fortified train that travels across Folly between Tournelle and South Spire The Edosians eh-DOE-shee-ans An independent chain of islands that signed a non-aggression pact with the Empire The Endeavor en-DEV-or Neloxian group protecting Deep Knowledge The Flatlands FLAT-lands An industrialized region of Karel The Whispered Wind WIS-perd A secretive spy faction in Talavi Tholus THULL-us The homeworld of the Karelagne Empire Tisran TIS-ran A Raalian whose corpse for a time was the host for a buucahb infestation Toldi Lorespinner TOL-di Leader of Talavi Tournelle TOOR-nel A transportation hub in the province of Karel Transport Dirigible DUR-rij-ibl A flying transport Valmunas val-MYOO-nas God of the moon Velaasa Sorn vel-AY-sa SOHRN A popular imperial dignitary War Zeppelin ZEP-pel-in A military dirigible Zuhld ZULD God of nature


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COPYRIGHT NOTICE: Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document 5.1 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. OPEN GAME LICENSE


ALL THE MISSION'S ARE HERE... AGENTS OF THE EMPIRE 3 5 SEASON E COMPATABLE 5EAGENTS OF THE EMPIRE


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