Intrepid Investigators

The pursuit of knowledge might be its own reward, but like any pursuit, it is not without cost. You are part of a group of individuals who seek a greater understanding of the mysteries of the universe. You could be explorers, ghost hunters, tomb robbers, or perhaps an expedition from Newforge tasked with indexing the more unusual flora and fauna of the Grimwood Forest. In the Wraith Coast, many
academics who spend time in the field learn how to handle a sword, but few are unwilling to hire guards and assistants to accompany them on their occasionally perilous research missions.

Journey Activity: Exhaustive Research

“Forewarned is forearmed,” as the saying goes. Before setting off on an adventure against unknown threats, you may spend time studying uncovering and researching pertinent firsthand accounts by making an Investigation check. Upon a success, each member of your party gains one Education die, a d4, unless they are part of your company, in which case the die is a d6. On a critical success, your party gains a d6 if they are not in your company, but a d8 if they are. Once during the adventure, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Education die but must decide before the GM says whether the roll succeeds or fails. Once the Education die is rolled, it is lost. You can have only one Education die at a time.

Company Accomplishments

Your company’s prestige increases whenever you uncover obscure information through acts such as the following:

  • Discovering an ancient ruin
  • Recovering ancient treasure or an artifact worth at least 1,000 gp
  • Observing a dangerous animal up close
  • Confronting a powerful undead creature or grimkyn
  • Solving an antiquated mystery or puzzle
  • Using your specialized knowledge to save someone’s life

Prerequisites

Any character can belong to an Intrepid Investigators company, but it must include at least one character with the Academic background or proficiency in Investigation or Survival.

Tier 1 : Fledgling Adventurers

At this tier, your company is a fledgling group of explorers. You might be the newest members of an established adventuring society or university or the founding members of a new organization dedicated to unraveling mysteries.

Benefits

Linguistics. You can replace one language you gain from your race or background with another. If the language has a written counterpart, you can read and write it.

An Eye for the Abnormal. You have a keen eye for any signs of something being out of the ordinary. With a mere glance, you can spot depressions in the ground that indicate the foundation of a long-collapsed structure or concealed passages. You gain a +2 bonus to passive Wisdom (Perception) checks to notice hidden entrances, ruins, ancient inscriptions, and similar elements.

Expedition Opportunities. You have access to a modest network of scholars, explorers, and savvy travelers who can provide you with information about expeditions into the wider world. If your company agrees to join an expedition, each member receives 50 gp to purchase
equipment and supplies for the journey. As part of the expedition, the company will be assigned a specific task. It could involve transporting an NPC to a significant ruin, retrieving an artifact, capturing a live specimen of a wild creature, making contact with a wilderness tribe, or any number of other tasks. To join an expedition, at least three members of the party must be from this company. Declare the adventure session to be an “expedition” by informing the GM – whom will give you your task conditions.

Tier 2 : Notable Explorers

At this tier, your company has participated in several successful expeditions, made important discoveries, and earned a name for itself among the explorer societies of your kingdom. This recognition brings with it numerous opportunities to set out and discover new information.

Benefits

Outfitters. You have a good relationship with local vendors of adventuring gear. You receive enough supply to sustain you and a single mount for the estimated duration of your journey.

Sponsorship. After making several noteworthy discoveries, you gain the attention of a sponsor for your adventures. The sponsor could be a noble patron, a university, or a religious organization. Your sponsor establishes an expense account of 100 gp per member per adventure. You can spend these funds however you see fit, but any unspent gold is lost at the end of the adventure. In return for this support, your sponsor expects to receive a monthly report of any discoveries you make, as well as the first chance to purchase any significant artifacts you discover in your adventures.

In order to keep sessions from getting bogged down with logistics, these funds must be spent prior to the adventure (but only after you have been rostered and confirmed your attendance) OR put placed on your character sheet for availability during the adventure. General shopping will not be allowed once the adventure starts. Please keep track of these funds, and the items purchased just in case a session is canceled, etc. – in which case you must return the items/funds.

Tier 3 : Famous Investigators

Upon reaching this tier, your company has firmly established itself as the foremost investigative body in your region. If it is associated with a university or another organization, it is counted among that organization’s most prestigious teams; if it is an independent operation, its members are held in equal esteem with prestigious academics of history.

Benefits

Applied Knowledge. A great deal of time spent delving into ancient trap-filled ruins, crumbling halls, and the lairs of fearsome beasts has armed you with a keen sense for potential dangers. Members of the company gain advantage on Dexterity saving throws to avoid traps or environmental hazards but cannot use this benefit if they are blinded, deafened, or incapacitated.

Noteworthy Investigators. You have earned so much prestige that other explorers and wilderness folk have taken notice of your accomplishments. While interacting with other explorers or wilderness tribes, you gain a +2 bonus to Charisma (Persuasion) checks.

Tier 4 : Masters of Discovery

At this tier, your company is recognized as the premier organization in its field. It has contributed significantly to the knowledge and understanding of the larger world, uncovered many relics and forgotten temples, made contact with isolated villages, and earned its place in history.

Benefits

Improved Sponsorship. As your notoriety increases, so too does the investment of your sponsor. To keep you happy—or to prevent you from seeking out a new sponsor—the sponsor increases your expense account to 500 gp per adventure.

Remarkable Accomplishments. Your company’s reputation as master explorers and investigators reaches far and wide. When interacting with others, you can replace Charisma (Intimidation) or Charisma (Persuasion) checks with Intelligence (Investigation) or Wisdom (Survival) checks, using stories of your exploits and accomplishments to impress or horrify your audience.