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Security and Investigations

Pathfinder

1e

Michelle, Robyn

2016

Security and Investigations

In the bustling streets and shadowed alleys of New Corinth, danger doesn’t wait in dungeons—it walks right beside you. When a string of disappearances rattles the city’s underbelly, a mismatched crew of investigators is pulled into a case far bigger than any of them expected.


  • Koron Aedrhule, a steel‑clad fighter who trusts his armor more than anyone’s word, takes point when things get violent.

  • Kilo Azurefist, a dwarven paladin‑detective with an iron sense of justice, follows the clues no matter where they lead.

  • Turan, a flamboyant rogue with more swagger than sense, keeps getting in deeper trouble than he can talk his way out of.

  • Catinca “Tinca”, a halfling bard and sharp‑tongued manager, knows every rumor in town—and how to weaponize them.

  • Bashwell “Basher”, her half‑orc bruiser, solves problems with his fists, usually before anyone asks him not to.

  • Corgan Flashbottom, a fast‑talking halfling rogue, always seems to know someone who knows someone… even if that someone wants him dead.


What begins as a routine investigation spirals into a web of corruption, secret factions, and a threat lurking beneath the city’s polished surface. To survive, this unlikely team must combine brains, brawn, charm, and sheer chaotic luck—because the truth is never simple, and the wrong question can get you killed.

Notes

HOUSE RULES

Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles. The attacker will then roll a d10 which will determine the result of the fumble. An attacker can only fumble once per combat.


Death: When a character dies they roll for a chance of Divine Intervention from their Deity. A d100 will be rolled and if the result is 95 (90 for clerics) or above the character comes back to life with 0 HP. If they fail a cleric or paladin in the party can also attempt the same roll. There may be additional effects from coming back from the dead for the character as determined by the GM, especially if saved by a diety other than the characters.


Ammunition: You do not need to keep up with the number of arrows/bolts/bullets/darts used. It's assumed you’ll recover what you can after each battle and reuse them.


Rations: You don’t need to purchase or keep track of rations. It's assumed you have them and will resupply yourselves as you go along.


Character Build:

Ability Scores: Point Buy - 15

Sources Allowed: Core Rulebook

Adventures

Hangman's Noose (U2 Paizo) [Robyn] - Rise of the Goblin Guild (U2 Paizo) [Michelle] - Rise of the Goblin Guild (U2 Paizo) [Michelle] 

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