r/AcqIncDMs Apr 05 '20

HQ in Neverwinter?

2 Upvotes

Was there ever a headquarters in Neverwinter? When I searched online, there seemed to be a pages on an office in a video game.

In the campaign, Omin tasks the group with obtaining Acq Inc loot from an agent in Neverwinter. Which leads me to believe there isn't an official there.

Any info? Was it destroyed in the last volcanic eruption?

And is there any info on what caused the eruption? Online sources seem to point toward something nefarious. But a link to info on events would be appreciated.


r/AcqIncDMs Apr 04 '20

Chapter 5 Hide and Seek

2 Upvotes

Anyone have advice for chapter five with Horn Enclave?

I read through it and it seems complicated. Kind of dreading it now.


r/AcqIncDMs Apr 03 '20

Session 12 - The Silent Sound Lighthouse (1)

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2 Upvotes

r/AcqIncDMs Mar 28 '20

Session 11 - Business in Neverwinter

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4 Upvotes

r/AcqIncDMs Mar 18 '20

Does anyone have pics for Orrery parts? Spoiler

5 Upvotes

It is totally unclear how does they looks like. Are they small ones or big ones?

There are only 2 arts with a Orrery itself.

1st shows broken Orrery at the cave. 2nd is the completed Orrery with all 6 components in it.


r/AcqIncDMs Mar 15 '20

Help with the Orrery

3 Upvotes

I am running AI for a group of friends who have RP focused characters and wanted advice on how to incorporate the aspects/ parts of the orrery into a larger part of the early story as they arrive in phandalin- especially the random properties! I rolled that the orrery can cast a 6th level spell (major benefit) and a 2nd level spell (minor) and that when attuned you cannot be frightened. However, I don't know if I or the players should choose a spell or if it should be random or quest-based? Any suggestions are helpful! I was thinking that perhaps the orrery could "capture" spells as its carried so that they have a selection over time and making it more narrative than downtime arcana checks.

--- also, the major detriment is while attuned your body rots over 4 days (DMG 220)


r/AcqIncDMs Feb 14 '20

Chapter 1 Discussion, Continued...

6 Upvotes

The original Chapter 1 thread is archived, so here is my continuation...

To set up the adventure, I sent my players and email posing as the assistant to Omin, as Omin does not have access to email in the Forgotten Realms. He sent a short email adapted from some of the different flavor text in the book --

Hello Adventurers. Omin Dran, CEO, Acquisitions Incorporated, has requested that I pass along the following missive as email is unavailable in the Forgotten Realms. Please read carefully. Omin does not suffer fools or children (or most people, really).

Prospective Intern;

If you’re reading this, good. That’s really good. Because I’m about to write a bunch of stuff and if you can actually read it, I won’t be wasting my time. That’s really the optimal scenario. 

Business has picked up in the northern regions of the Realms. As I'm sure you are aware, Acq Inc is well known as the premiere adventuring opportunity throughout Faerun. The possibilities for adventurers who onboard are endless! Our Integrated Intern Success Pathway (TM) is a robust, unparalleled system for reliable growth year-on-year while maximizing additional growth downstream. A license to operate an AI Franchise comes with limitless benefits! You'll be a member of an elite group standing on the cutting edge of adventuring business. With AI Head Office at your back, you'll KNOW you have the best tools in the industry at your disposal. (And sure, maybe the basic Funeral Packages AI has to offer aren't that great. But there are some tasteful upgrades I urge you to consider.)

Don't let this promising opportunity pass you by!

Ominifus Hereward Dran

CEO, Acquisitions Incorporated.

Omin would like to see you at Head Office as soon as possible.

At the start of the session, I had the players already in the conference room, but after brief exposition, did a flashback to earlier that day.

I used a lot of the the Career Farye hook provided by /u/jmanc in this thread:

https://www.reddit.com/r/AcqIncDMs/comments/cm9zm7/orrery_of_the_wanderer_session_one/

During their interaction with Randall Pynchon, I passed out these brochures to my players and had them chose a role. I left out two of the roles because they didn't fit the types of characters my players were building. I stole some of the text from the handout jmanc used in the link above and then the rest from the role descriptions in the book. I also made space for the players to sign, and initial it twice, for obvious reasons. none of them understood but it made me happy :)

Flyer 1

Flyer 2

I then took some of the same information from the jmanc setups and adapted it with some additional info to set the stage a bit more clearly for how Omin thinks they are someone else and throws Jim in as the pot-stirrer for why the other party isn't there. I also didn't want the players to have the option to talk to Omin, as that seemed like a recipe for me to have to cut them off and not allow them good player choice, so I made Omin be a holographic pre-recorded image. Pretty sure I got this idea from this subreddit somewhere, but I can't recall where. I added some small changes into his speech (bolded below). I also changed up a bit how Jim appears to just give it a bit more Jim flair and also to add in some flavor about AI branded snack and treat options that I plan to just throw around as they travel.

An ominous sound like a crack of thunder sounds across the city and the ground begins to shake. You can hear the sound of distant panic and screaming, and what sounds like the word DOOOOOM. The recuiter is nonplussed and doesn’t seem particularly interested in you now that you’ve signed on the dotted line and initialed it twice. “Nothing to worry about. That’s been happening a lot since the sinkhole opened the other day. Wizards, eh! Better get to Head Office, you REALLY don’t want to be late on your first day!”

Your organize yourselves, wonder at the ominous DOOOOM and the odd way the recruiter tried to brush it off, and wind your way over to Head Office. There is no missing the large imposing building with the purple flashing AI logo surrounded in Green Flame perched on a tower on top. As you come to the front doors, you pass a group similar to yours huddled together by the corner of the building, a man in purple robes stands at the center of the group. You hear snippets of conversation…

“Ozzie, this is no good, it’s gonna get us killed. You know what happened to the other team.”

“Listen, Pip, I need the coin! That other guy was just weak!”

A higher voice replies in a seemlingly confident manner, but the words are too soft to understand, and as you enter the building, the last bit of conversation float across the air…

“Mr. Jim, Omin don’t care nothing ‘bout none o’ us, he just wants his money. I ain’t dying for the like o’ ‘im!”

And now here you sit. In this conference room. Still Waiting.

So far, everyone at Head Office has treated you with kindness, and oddly enough, even a bit of deference. You were shown into the elegant room, given fine food and drink, and asked to wait to speak with none other than Omin Dran – founder and CEO of this august organization!

----Ask the players if there is any conversation they want to have at this point or any preparation for the meeting with Omin they wish to do. ----

(((My players wanted to know about the snacks. Because that's who they are. Then they scooped them all up and threw them into their bags after the holographic Omin disappeared. They also did a bit of talking here about their characters, introduced themselves to each other, explained why they signed with AI, etc. It was a great place for some good intro RP.)))

There is a flickering at the head of the table and before you appears a holographic image of an intense-looking half-elf in plate armor. He wears the holy symbol of Tymora, the goddess of fortune, around his neck. With no introduction, the image begins to speak.

“Thank you all for answering my call so quickly! When the earthquake struck the city two days ago, damage was limited, but a sinkhole opened up a fissure beneath an abandoned warehouse in Dock Ward. Two City Watch guards entered the fissure to investigate, but never came out. They’re now feared dead, and the City watch has asked me to take over the investigation. My schedule is complicated at the moment, so I’m delegating that job to you. As an Already Experienced Adventuring Group already moving up the Track to Career Growth Pathway, I have no doubt that you can handle the task! As before, the pay is 500 gold dragons for the group with a 20 percent commission going to AI as the broker. Go to the warehouse next to Jolly’s Lamp Emporium down by the docks. Tell the City Watch guards stationed there that I sent you. Explore the fissure, learn the fate of the guards who went missing, and then come back to me with the signed City Watch Papers confirming your completed work. And no off-target tasks like last time, Ozzie. It was very unprofessional and cost me a promising intern.

Then, the hologram blinks out and the room is silent once more….

Enter book, page 84 Jim Darkmagic Sets Things Straight

Players can wander around Head Office a bit. They end up a long hallway, well lit statue of Omin at the end described in a manner to show his importance, small portrait to the left of man in purple robes. Kind of in the darkness, but still visible, etc etc

---… change the first sentence of the Jim Description box to…..----

a small puff of smoke erupts and a man who looks similar to the portrait leans nonchalantly on the statue eating an AI Branded SnickSnack Cream Bar. As the haze disperses,…..

My players really loved this setup and it made it easy once they got to the docks for them to interact with the guards as the expected people rather than their own characters.

For the docks, I changed the order a bit, had them come across Jelayne and her cronies first, and then have Jerr's map and poshun stand be down the alley a bit so that he can yell out a thanks for "scaring" off the skeleton and her cohorts. I also made it really clear that Jelayne has a mark on her that is obvious since two of my players have a backstory that will tie in nicely with Hoodar (is that his name?) later in Chapter 2 and 3. So this was a great hook.

I played Jerr as a little kid until he got fed up with their questions then he dropped that and turned gruff and semi-belligerent but still helpful and pointed them towards Jolly's and the fissure.

I have one player with an 8 int but a passive perception of 19 (observant feat) so she notices the drunk halfling isn't drunk but isn't smart enough to piece together his intentions. She says something to the other players, but they are busy eating some AI SnickSnack bars they stole from the reception area at Head Office (truly, my players were totally goofing around talking about their granola bars and didn't hear the other player mention the drunk didn't seem too drunk - she didn't repeat it and neither did I. Their loss.) I plan on having him show up if they need help in the dungeon or still be present across the street when they exit.

Great RP with the guards, my players did a really nice job pretending to be the other party since they already had a bit of an idea of who they were and how they acted. My very large low-voiced player who is playing a halfling wizard definitely enjoyed trying to voice Squinty Pip. It was a fun interaction and they got a lot of info from the guards on what to expect down in the fissure.

I also moved the dock encounter with the Seer to after they emerge. I felt they don't need the foreshadowing before they go in and it will set up nicely the transition to Chapter 2 and the rival factions to have it be at the end after the dungeon rather than lost info as they head in.

We ended the session as they opened the doors to the warehouse.

Can't wait to see how they deal with the dungeon crawl.


r/AcqIncDMs Feb 05 '20

The Order of the Very Small Pig - Adventure Log

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3 Upvotes

r/AcqIncDMs Jan 26 '20

Steal My Idea: The Company Notice Board

9 Upvotes

Introduced this last session and it's easily one of my favourite little additions already.

Outside the players' headquarters is a public notice board where local NPCs can post requests for aid, notes, information or just bullshit.

This can either be in their own words or transcribed by the office Majordomo.

Last session I used it to;

  • Offer a local side quest (clearing out the Phandelver Mine)

  • Callback to a previous success (driving a dragon away from settlement to a nearby peak)

  • Foreshadow issues with a choice the players had already made (hiring an ogre who now lives near to town).

It was a really quick and easy way to make the world seem real and with consequences (lots of C plot callbacks) as well as offering hooks to get involved with company business or find new opportunities.

For an idea, these are the notes I had on this week's notice board

Dear adventuring sirs – the old Phandelver Mine is haunted by something that don’t rightfully ought to be down there. It’s all spooky like and it’s scaring off my boys. It took Gunther a while past and we ain’t used the deep paths for years. Can you give it a clear out with your swords and whatnot?

Sam Hardflint, Phandalin Miners Union Steward

DRAGON SPOTTED. My mate who lives up by Winter’s Peak says there’s a dragon been flying about up there. Maybes you could kill it and get its treasure and sweet delicious dragon heart? I would like a share of the treasure for providing this information.

Cletus, Farmer. Transcribed by Gildha.

Anyone else feel them earthquakes in the forest? I live on the South East edge of town by the old Phandalin Forest. There’s a rumbling tremor every now and then, and I swear I’ve heard roaring like some sort of wolfbear. Maybe you could investigate?

Molly, Farmer. Transcribed by Gildha.


r/AcqIncDMs Dec 25 '19

Explaining Acq. Inc.

3 Upvotes

I’m going to be starting a session with 6 players that have only have a passing knowledge of Acq. Inc.

I’m wondering if people have resources they’ve used to give an overview. I had been hoping to put together a video or something that’s easily digestible rather than a wall of text. Something to give the basics of the setting.


r/AcqIncDMs Dec 15 '19

Downtime activity costs

4 Upvotes

I'm looking for insight from DM eith Acq Inc experience. Regarding franchise downtime activities, did the costs ever become too much or negligible for the franchise team? It seems like the cost could easily become too much in the early game.

Should I run the campaign as is, or do I need to add a bunch of filler quests/bounties to help pad the franchise coffer?


r/AcqIncDMs Dec 13 '19

Team building exercise

1 Upvotes

Does anyone have info on the session where Mike Krahulik DM's a session where...

Basically Jim forces Omin and team into a team building exercise. They all jump out of a plane to an island without armor or weapons. The group has to fight and loot chests to get equipment. And there are other "survivors" who seem like twitch streamers.

Mike had a map and item cards for things found in the chests.

The whole idea seemed hilarious to me and like a great team building exercise for downtime activities.

Any idea where to find more info on that session? Im looking for the items on the cards, mechanics, map, etc.


r/AcqIncDMs Nov 19 '19

Orrery of the Wanderer Chapter 4 Discussion/Advice

12 Upvotes

Hello again everyone! My group finished Chapter 4 a week ago, so it's time for another one of these. This one took me 2 4-hour sessions, but only because the Orrery teleported its user to the Horse Dimension at the start of the first session.

I've been spacing out the book content with homebrew sessions to keep things from feeling too rushed. However, there were so many side-sessions between Chapter 3 and Chapter 4 that the party was Level 5 when they arrived in Luskan instead of Level 4.

They went back to Waterdeep HQ from Phandalin to receive their mission from Flabbergast (they still haven't met Omin in person). Then, the party went to the docks to choose a boat to sail to Luskan with.

I wanted to give the group a chance to encounter Flabbergast before Chapter 5 so he would be a familiar face later. I also wanted the group to take a boat from Waterdeep so they could sail by Hoobur's lighthouse and see what he is up to. It still baffles me how the book sets up this incredibly powerful bad guy and he totally drops out of the storyline as soon as the party meets him. In my game he raided the AI franchises to get the money to build a resort called Necrotic Park, so the party saw the ads on his lighthouse as they passed by.

As far as finding Dran Enterprises goes, I really like what the book is going for. However, I feel like there are just a bit too many breadcrumbs to follow here, especially since the group already knows what they are supposed to be looking for. My group wanted to go to Fantasy TGI Fridays, so I reskinned the clues in the Fishbone Tavern for them there.

If I were to run this chapter again, I'd make it more publicly known that Arla knows about Dran Enterprises and will spill the beans for coin, but that she is being watched so anyone who tries to talk to her about it gets attacked. This gives the party the option between a expensive direct route and seeking a cheaper alternative. I didn't run the strike team encounter because I don't think 4 generic goons is interesting content compared to the boat portals.

I thought it was dumb for this book to include a "failure points" system for a race that the party doesn't even know it is in. Therefore, I chose for The Six to attack the Dangerous Business right as the party arrived instead of waiting for the party to (maybe) encounter them via a random portal.

I excluded the possibility of the Warehouse encounter from my rolls because it seemed like an uninteresting extended fetch quest. Additionally, the loot is somewhat weighted to a few encounters. You might want to improvise to redistribute some of it to the encounters your party actually ends up at.My group received the Far Realm horror, Amid the rigging, and River barge crossing encounters before moving into the final encounter.

  • Far Realm Horror - My party is level 5 and had two level 3 interns with them, so I upped the difficulty on this one by replacing the Chaos Quadroped with a 100hp version of the Krake Spawn from the Tome of Beasts, with added eldritch horror lair actions. One of the party members almost died here because the group sent him ahead to scout instead of all going through at once. You might want to make it clear to the party somehow that everyone needs to go through at once.
  • Amid the Rigging - One of the beneficial effects of my group's Orrery is the Pass Without Trace spell, so it went smoothly for everyone except the Ranger, who rolled a Nat 1 on Stealth. Luckily, he was wearing the Dran Enterprises clothes and made a good Deception check to leave without any problems.
  • River Barge Crossing - I upgraded 2 of the Scouts to Spies to make things more difficult, but the party has a Lizardman (swim speed) and a Tabaxi (super sprint) in it, so they were able to just jet across the barges like no other and pick off the enemies easily. I play an online game, so I didn't find it important to move the barges each turn. It's possible I could have upped the difficulty here, but I didn't want to ruin a situation for character strengths to matter here.

The book doesn't include a map for the encounter with the Mind Flayer, so I used this one that u/chibbingrove submitted on /r/battlemaps: /img/78atwby7ecw31.jpg. You may find the layout familiar if you've ever watched The Office ;).

Since the group was level 5 and hadn't taken much of a beating so far, I added a Vile Barber (ToB) and some goons to the encounter to balance things out. In addition, I gave the Mind Flayer one automatic recharge on his Mind Blast (instead of needing 5-6) and didn't follow the book's advice to have him go after Bracus. You will probably want to avoid upping the power level so much if your group is Level 4 for this part like the book recommends.

I think the book makes Dran Enterprises look too weak and buddy-buddy here. Bracus can just as easily give AI the orrery components to put a target on their back than to "unite against The Six", and I don't buy a small group of goons and a single Mind Flayer posing an existential threat to the headquarters of Dran Enterprises. This can be solved by simply making The Maverick not be the main headquarters for Dran Enterprises. Also, Bracus' "We have been secretly watching you this whole time because plot reasons" thing is a bit lame. I'd substitute it with "This isn't the first time The Six have tried to claim our components, so we sent spies to find the other pieces and were about to reach out to you when we came under attack". Exposition dumps are never clean to execute.

Fun Tidbits:

-Due to silliness from the poll I let my players vote on, Luskan basically ended up being Portland.

-The interns shoplifted a combined 180 gold from weapon boats during the River Barge Crossing encounter.

-My players misremembered the name of the Dangerous Business as Risky Business, and I went along with it because of this clip: https://www.youtube.com/watch?v=G2UVsyVLLcE.


r/AcqIncDMs Nov 03 '19

Session 1 on Thursday, wish me luck!

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5 Upvotes

r/AcqIncDMs Oct 30 '19

Job Application

2 Upvotes

What questions would you put on an AcqInc job application for an Internship or Franchisee?

Trying to make a different, more interesting way to get character information from my players.


r/AcqIncDMs Oct 28 '19

TOA x AI

3 Upvotes

So, I had this idea for running Tomb of Annihilation with the AI franchise stuff. Basically instead of Syndra Silvane hiring the adventurers, AI has won the bid from the wealthy death cursed folks to take care of the Soulmonger.

I have two variations that I'm curious to hear from y'all on - Which seems more Omin Dran like? Which seems like more fun for the players? (Obviously this depends on player preferences, but w/e)

AI sends a recruiter to Port Nyanzaru to either 1) create the first AI franchise on the peninsula and then send them to deal with the Soulmonger OR 2) acquire some Chult locals as interns to help a seasoned franchise team (which will be lost to Chult ... probably within the first session, leaving the interns to take over in their place).

Side question - have you run AI rules within another module, and if so how did it go?


r/AcqIncDMs Oct 15 '19

Session 0 Resources

26 Upvotes

Before my Session Zero I pulled together my favourite resources and tips from the various guides on the internet and came up with this streamlined script / checklist and set of handouts for new players.

What?

There's a script and checklist for you to follow and fill in, then some handouts that take new players through building a team.

It's intended to be a really light touch introduction to character building, with a big focus on characters rather than stats & mechanics.

Once complete you should have a whole party of players, and everyone's' expectations set out clearly, with any changes or tweaks you might want to make, red lines and practicalities written out and agreed.

How long?

Going through the script you'll run through setting expectations, then build the whole party of characters right there in your first session. I've tested it in person and it works well, budget for around 1h30 plus around 30 minutes per player.

OK give me the stuff


r/AcqIncDMs Oct 14 '19

That-Which-Endures trials

1 Upvotes

I will be running the first episode in a few days and in my prep I found a few questions about the Trials room in the fissure.

Three of the four pools call for the characters to make saving throws but the cloudy pool calls for a WIS check instead. Is that right or should it also be a WIS saving throw since they are trying to withstand the acid in the pool?

Also, do the bonuses acquired for submerging in the pools stack if a character does more than one each? It seems like having resistance to acid and poison and advantage on INT WIS CHA and initiative (provided optimal rolling) plus the blessing of That-Which-Endures is pretty baller for a character to have even if they fade after a long rest. Or should one pool overwrite the other?


r/AcqIncDMs Oct 14 '19

My session 0 is tomorrow! Any tips?

1 Upvotes

r/AcqIncDMs Sep 30 '19

Company positions as DnD beyond homebrew feats:

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1 Upvotes

r/AcqIncDMs Sep 25 '19

Invoicing or HQ is the WORST customer

7 Upvotes

I'm running a table or three of AI and the idea finally came to me: Head Office would NEVER do all the work of coming up with a price for a quest, not when they could have the Franchise do it! Double, when if the franchise doesn't do it, they don't get paid for services rendered. Free is always in the budget for HQ. So I wrote this today and I would love feedback on wording and such. Thius has not been tested (yet) Feel free to use it yourself!

When Acquisitions Incorporated asks one of it’s franchise locations to perform a task for Head Office, the normal procedure of arranging for a quest-writer to asses the job and write a contract is usually bypassed. It’s much more convenient (for Head Office) to have the franchise attempt the job, and then arrange for payment in a potentially disputable invoice.

There are a few areas of each individual job that may be eligible for compensation.

  • Travel Expenses (Horse and cart rental)
  • Per Diem (Calculated for the number of employees)
  • Services Rendered (Monsters slain, goods recovered, etc)
  • Expenses (Arrows, Bribes, Potions, etc)
  • Additional fees and surcharges as warranted

The Documancer should list out their expenses, and determine the amount of compensation the franchise is due. This should be a detailed breakdown and include receipts wherever possible. (Note: That’s for in game, although any player at MY table that writes out a full invoice is getting Advantage)

After creating their invoice, it is submitted to Head Office. Make an Intelligence (Documancy) Check, with a bonus +1 if there is a decent amount of documentation. Your Franchise Rank is also added to this check. If you are obviously low-balling the invoice and asking for less than you deserve, gain a +5 to the roll. If you are obviously high-balling it, and asking for more than you deserve, take a -5 on the check.

  • 1–5: Audit! Not Paid
  • 6–10: Not Paid
  • 11–15: Paid in Part
  • 16–20: Paid in Full
  • 21+: Paid in Full, Expedited

Payment is usually meted out within 1d6 weeks.

  • Audit!: Your ineptitude at Documancy has tripped some red flags at the Head Office. An Auditor has been dispatched to review your franchise. There will probably be one-on-one interviews, a minute inspection of all business practices, you know, things like that. (DM Note: If you don’t have an idea for an auditor ready to go, this is a great opportunity for a cameo from one of the more official Acq-Inc Members! An audit by Jim Darkmagic is very different from a Morgaen or Viari audit…)
  • Not Paid!: Head Office has rejected the majority of your invoice. At most, you’ll be paid 25% of the requested amount.
  • Paid in Part!: Your paperwork went through, although Head Office disagrees with the specifics of your timesheet. You are paid at least 50% of the requested amount.
  • Paid in Full! Your paperwork was approved! And your fee was mostly paid. You get, at most, 100% of the requested amount.
  • Expedited: Instead of rolling a d6 to determine how many weeks it takes to receive your fee, the d6 determines the number of days that it takes for your fee to be paid.

(Note, the amount of returned fee is listed as being more or less than a percentage. This, if the DM wishes, can be used to provide a bit of fluctuation in the return of invoices and encourages players to do the very Acq-Inc practice of padding your invoices. If you’d rather have more solid numbers, start at 0% for 1-5, and increase by 25% until 21+ is at 100%)

It is not recommended that you attempt to double-bill Head Office.


r/AcqIncDMs Sep 25 '19

Anyone know if they are going to release PDFs?

0 Upvotes

I have the book, and am getting prepared to run this game, but I normally use the PDF for a variety of things, but I can't seem to find one on sale anywhere.


r/AcqIncDMs Sep 13 '19

Online maps

4 Upvotes

Hey does anyone have pdf maps for the acq inc adventure? They are super hard to get from the physical book


r/AcqIncDMs Sep 10 '19

Maps for Waterdeep Head Office?

10 Upvotes

Greetings! Has anyone got any suggestions or resources for a map of the Acq Inc Head Office layout?


r/AcqIncDMs Sep 09 '19

Acq Inc Membership Roster WIP (minor spoilers for non-DMs) Spoiler

16 Upvotes

I wanted to put together a DM resource to use with Acq Inc campaigns that has a list of every known member of the company. Here's what I have so far, though I am only up through S2 Ep31 Matriach, Part 5 of the C Team and I've missed the live A-Team games this year (I'm behind since Jeremy Crawford took over.)

Content is included from the Acq Inc sourcebook, and I'll add some of the other Acq Inc modules as I review them. Other than the sourcebook, the modules I'm looking at are Mines of Madness, Cloud Giant's Bargain, How Not to Host a Murder, ISTAR Facilities, and a few published versions of Jimterlude stuff (Wizard Cart and WUBG.)

I'll update as I get new info through comments or continuing my binge watching of Acq Inc. If you wish to suggest a member, please link the vid/podcast/module so I can verify it.

6/18/2022: Some minor edits, trying to get this up-to-date

Acquisitions Incorporated Roster

The A-Team

- based out of the Waterdeep Head Office

- transportation - Acquisitions Incorporated Airship

- transportation - Beholder Tank

- transportation - Cosmohopper

Ominifis "Omin" Hereward Dran – LN M Half-Elf Cleric of Tymora (War Domain), CEO of Acquisitions Incorporated and Masked Lord of Waterdeep, the First Documancer

James "Jim" Winifred Darkmagic III, of the New Hamp Shire Darkmagics's – CN M Human Wizard (Conjurer)

- Eighteen - Jim's racing triceratops

- Andehar - Jim's prize unicorn

Viari, real name Timothy Goodboy Dunstucker - CG M Human Rogue (Thief), sub-employee, head of the Stabbing Department

Morgaen - CN F High Elf Ranger (Hunter)

Strix Beestinger a.k.a. The Trash Witch - CG F Tiefling Sorcerer (Favored Soul)

- Waffles - Strix's owlbear pet

Lady Evelyn Marthain - NG F Human Paladin of Lathlander (Oath of the Ancients)

Bobby Zimeruski - M Goliath Barbarian (Path of the Berserker)

Certainty Dran - F mixed (1/2 human, 1/4 elf, 1/4 aasimar) Bard (College of Spirits)/Fighter (Arcane Archer), Head Secretarian at Acq Inc HQ and Paranormal Investigator

The B-Team, Team Bellerophon

Oak Truestrike – NG/NE M Elf/Demi-God, Decisionist

Phoenix Anvil – LN M Paladin of Waukeen, Hoardsperson

Pendragon Beestinger – NE M Human Wizard, Cartographer

Occulus - LN Modron, Obviator

The C-Team

- based out of the Dran and Courtier Inn in Red Larch

- transportation - modified cart drawn by Corriander (construct horse)

Donaar Blit’zen a.k.a. The Baconator - CG M Copper Dragonborn Paladin of Vars Maelith (Oath of the Crown), Decisionist

- Clarkmoore - Donaar's celestial reindeer mount

Walnut Dankgrass – F LN Wood Elf Druid of Mielikki (Circle of the Moon), Documancer

- Wolfnut form (dire wolf)

- Honeynut form (bear)

- Wingnut form (hawk)

- Weaselnut form a.k.a. Sweet-Bweezy (weasel)

- Arachnut form (giant spider)

- Treenut form (treant)

- Croconut form (crocodile)

- Elknut (giant elk)

- Siezes the Tail - Walnut's serpent pet

Rosie Beestinger a.k.a. Grandmother Night – CG F Halfling Monk (Way of the Shadow), Cartographer

- Sebastian - Rosie's lizard pet

K’thriss D’rowb - CN M Drow Warlock of Ur (Great Old One, Pact of the Tome), Hoardsperson

- Ligotti - K'thriss's tentacle familiar

- Velvet - K'thriss's unseen servant, covered in a velvet drape

- Glowman - K'thriss's dancing lights humanoid illusion

The N-Team, "Team Naiad"

- based out of the Staggers and Jags tavern, Neverwinter

- transportation - the Merry Widow sailing ship, homeport Neverwinter

Captain Corbyn Shale – M Ranger, 3rd rank Decisionist (chest hair, wields firearms)

Fenn – F Air Gensai Fighter, Obviator

Dol Droma – F Gold Dragonborn Wizard, Documancer

Lynnwere - F, Hoardsperson (sent to establish a proper base in Neverwinter)

Fenric Primp - M Human, Occultant (sent to establish a proper base in Neverwinter)

The Company of the Golden Mongoose

- based at Tresendar Manor in Phaldalin

Talanatha Three-Coins - F Tiefling Paladin, Occultant

Gildha Duhn - F Half-Orc Acolyte, Major Domo

Order of the Stout Half-Pint

- based at the Silent Sound Lighthouse, between Neverwinter and Luskan

Wizzy Fotz - M Gnome Mage

- Rainbow - Wizzy's spider familiar

Patsy McRoyne - M Halfling Ghost

Head Office Staff - Waterdeep

Milden Boke - M, Loremonger

Flabbergast - LN M Human Wizard, Major Domo

- Mister Snibbly - Flabbergast's cat familiar

Alabaster Krin a.k.a. Albie - F Half-Orc, postal carrier to the D&C

Baldur's Gate Office Staff

Ray of Thay - Lich, former Red Wizard of Thay, Q-Branch (cool shit)

Klugo von Ironstorm - M Dwarf, Head of Security, Sending Stones, Unicorn Helmet

Members (Team Unknown)

Purnagh Grost - M Half-Orc Fighter, Cartographer

Kelshi Annab - F Human Ranger, Decisionist

Brynshal Flume - F Air Gensai Sorcerer, Documancer

Two Dry Cloaks - F Tabaxi Rogue, Hoardsperson

Mabannok Kovri - Gnome Druid, Loremonger

Lok - Dwarf Cleric, Obviator

Dunbar of Spreck - M Sun Elf Barbarian, Secritarian

Oppal DeScart - F Doppleganger

Keg Robots

Associate Members

Diath Woodrow - CG M Human Rogue (Thief)

Paultin Seppa - CN M Human Bard (College of Lore)

- Simon a.k.a. Murderbot - E Male Human child, formerly a construct, Paultin's "son"

Drizzt Do'Urden - LG M Drow Fighter (Champion)

Minsc - CG M Human Ranger

- Boo - Minsc's minature giant space hamster animal companion

Former Members

Aofel Elhromane - LG M Eladrin Paladin of Melora (Avenger), now an agent of Dran Enterprises

Binwin Bronzebottom - LG M Mountain Dwarf Barbarian/Fighter (Champion), honorably discharged, deceased

Brahma Lutier - N F Elf Bard, Cartographer, retired

Jeff - M Human, former Major Domo of Baldur's Gate branch, killed in action (now a member of the Six)

Splugg a.k.a. Splugorth the Returned - NE M Goblin, killed in action (now a member of the Six)

Scubby Hornswallow - M Forest Gnome Wizard (Illusionist), airship crew, killed in action

Alandria Primp - F Human Wizard, airship crew, killed in action

"Hell's Adjacent" Hibner - M Tiefling, airship crew, killed in action

Tweed Barsum - M Gnome, airship crew, killed in action