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The Premier Adventuring Company of Tellenheim

Welcome to P.A.C.T.!     A multi tiered adventuring company comprised of pre set roles that allow people to set up their own franchises and get to work! Your benevolent patron, Agrimor, will set you up with the items you need to succeed. Each role gets a magical artifact that will level up with you and help you help your company accomplish it’s goals. It’s the first adventuring company that allows the participants to own a part of the company.
  Owner - Agrimor Zaedulus Omegaron
CEO - Zooey Thorndawn
CFO - Frisson Gorbulus
Secretary - Ontus Jostle
Lawyer/Fixer - S’Chall Gutman - A Gnome monk   Regional Director - Penthaheim - Trusilla Fane A Half-Orc woman
Regional Director - The Forest Lands - Honculus Ax - A Firbolg
Regional Director - Ventenheim - Umbical Fentelus a Loxodon
Regional Director - The Eigerlands - Bolan Valderman a Half-Elf

Structure

New Franchises get a home base of operations in a selected city with no competition within 25 miles. This home base will level up as your franchise does.  Or, if necessary, the franchise can move to a larger base of operations.
P.A.C.T. Requires each franchise to pay 20 % of their earnings to maintain their franchise membership.  This may seem steep at first but this stipend pays for any staff and upkeep for the headquarters.  The franchise itself must pay for the upkeep on their headquarters starting at 250 gp per month.  As your headquarters grows or changes those costs will increase as well.  
hirelings - Your new franchise gets funds to hire your own hirelings to help you run your home base. The franchise begins with a skilled Hireling who runs the day to day and the upkeep of the home base while the party is off doing their job.  At rank 2 of your franchise you are able to hire two more skilled hirelings to help with any new modifications to your headquarters.  Some of these, when leveled up, become mobile.  Franchisee’s can handle the hiring and firing of employees by themselves or put one in charge as chief of staff and make them do the dirty work.  Any extra employees will be paid by the adventuring party themselves.  Rank 3 adds another hireling and rank four will allow 2 more paid for by Home Office. 
  Roles and Gear - Members of your franchise each get to select their role in the company. This role is accompanied by a special instrument that helps augment that role. Roles and gear increase in level as the franchise gets more experienced.
Your Headquarters :  At rank 1 you are given a local point of interest to call your own.  This may seem run down or not up to your standards, but be patient things will change.  Your HQ grows with you as a franchise.  At rank 2 your HQ gets refurbished and expanded.  Some HQ’s if possible may be given other enhancements.  A houseboat may become a real working ship, An abandoned lighthouse may become a working lighthouse with defensive capabilities.  Some headquarters can have additions built on to accommodate more staff and some may get cannons or electrified floors.  It all depends not the type of HQ you have.  At Rank 3 your HQ is modified again to suit your needs.  That house boat that is now a ship may get a magic sail to help you speed around the oceans.  At Rank 4 it may get a detachable submarine.
Monthly Business Performance : Each month a franchise performs the running a franchise task. The result of this task is used to calculate the final monthly cost and is deducted from the franchise’s coffers.

Public Agenda

P.A.C.T. Is the first adventuring company that in interested in archaeology and preserving ancient art and historical artifacts. That doesn’t mean we can’t all find some handsome profits on the way though! Our benefactor and the CEO of the company has committed himself to preserving ancient lifestyles and to document our great continent’s history. Eventually we will build museums and create a way for the public to enjoy the rich past of Tellenheim. In the meantime, let’s get out there and raid those tombs!

Assets

Positions-
Scout- This character is presented with an amulet that grants +2 to initiative, +20 feet of movement and the ability to move easier in rough terrain. Maybe an arcane telescope that levels up with the character. Starts with 300 yards of magnification plus another 50 per level. Gains Dark vision, then thermal, then death vision, and eventually detect magic vision.
The Hammer - This character gets a +1 belt of strength, which also grants +1 to AC. If this character attacks first in any battle he or she obtains inspiration
The communicator - Gets an earpiece that allows one way communication with any member of his or her party with a limit of 20 words. +1 to intelligence and +1 to Intimidation, Insight and Persuasion checks.
The Catalogue - Gets a bag of holding with specialized pockets which allows for 5 distinct spaces within the bag. The bag of holding also grants +1 to constitution. +1 to athletic checks as well as +1 to sleight of hand and perception checks.
Sharpshooter or TrickShot - is presented with a quiver of arrow reproduction and +1 to Dex. Or maybe just a +1 to attacks with range weapons and a +2 when 100 feet away.
Medic - A small handle has a blade that forms out of the end made of pure healing energy. It can be thrown or jabbed into any living creature and heals it for 3d8+3 HP. One charge per day at level one. The medic also gets +1 to charisma. +1 on Medicine checks and saving throws. As the blade levels up it can turn into an arrow and a bolt and gains stronger healing.
Stonecracker - +2 to Athletics checks. A magic belt with runes of figures surrounding it doing athletic things. When lifting non living objects get +4 to Athletics checks. Unarmed combat skills improve? Grappling and bull rush are enhanced. +1 to Athletics checks. +2 if it’s specifically grappling or bull rushing.
Detective - A magic Jeweler’s Loupe is given to this player. Adds a +1 to Investigation checks as well as insight checks. Can sometimes reveal an item or weapon to be magical with a good enough check. Levels up to +2 and more eventually. Utility belt?
Rockroot - Gets bonuses to survival and animal handling checks and Nature checks. Magic Pants! Pants can instant dry, cool or warm. They enhance climb checks on natural surfaces like cliffs and trees. Bonuses to attacks against natural creatures/animals.
Chronicler - Keeps the majority of the parties notes and deeds. Gets a scroll set and a quill which never runs out of ink. Gets +2 to checks such as history, Arcana, and Religion. +1 to Wisdom.
P.A.C.T. - Military style Alphabet
  • A - Armor
  • B - Bugbear
  • C - Cantrip
  • D - Dire
  • E - Ettin
  • F - Frost
  • G - Grimm
  • H - Hammer
  • I - Incubus
  • J - Jackal
  • K - Krull
  • L - Larva
  • M - Manticore
  • N - Nightmare
  • O - Ogre
  • P - Pixie
  • Q - Quiver
  • R - Roc
  • S - Slaad
  • T - Troll
  • U - Umber
  • V - Vrock
  • W - Wight
  • X - Xorn
  • Y - Yeti
  • Z - Zombie

Exploration, Adventure, and profit


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