The beginning of the Acquisitions Incorporated campaign sees the four characters arriving Port Zoon on the Menagerie Coast as they have appointments at the headquarters of Acquisitions Incorporated seeking employment. The players and their characters are:
- Matt playing Smog Scaleborn, a male green dragonborn sorcerer
- Eric playing Ash, a male goliath barbarian
- CJ playing Monty Chancewell, a male Verdan Cleric
- Tim, playing Simon Le Magnique a male Eladrin Bard
In the past Ash has worked as the roadie for Simon on his musical tours. They and the other two characters have decided they need a better quality of life and more stable jobs so here they are at Acquisitions Incorporated.
They waited in the waiting area and were getting to know each other, sampling the snacks and drinks and thinking at the very least they got some free food out of the deal. It wasn’t long before the door to the conference room opened, and an intense-looking half-elf in plate armor entered. He wore a holy symbol of Tymora, the goddess of fortune, around his neck. It’s Omin Dran! With no introduction, the CEO of Acquisitions Incorporated spoke:
“Thank you 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. But my schedule is complicated at the moment, so I’m delegating that job to you. As an experienced adventuring group, I have no doubt that you can handle the task.”
Before they had any chance to respond, Omin dropped a hefty bag of coins onto the table. “The pay is 500 gold dragons for the group, with a 20 percent commission going to Acquisitions Incorporated 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.”
Then without another word, Omin Dran turned and left the room. Weirdly enough the bag of gold disappeared with him.
Thoroughly bewildered and realizing that this legendary Dran has them mistaken for another group, they debated what to do until they were interrupted yet again:
A puff of smoke erupted out of nowhere. As the haze dispersed, a handsome figure stepped forward. It’s Jim Darkmagic of the New Hampshire Darkmagics! Except he was wearing a set of glasses that he apparently thought was an effective disguise as he bowed before the party.
“I’m no one you know,” he said. “But I couldn’t help but notice that you seem a little flustered. I believe Omin just offered you work. And I also have a feeling you might not be the adventurers he thinks you are.”
Jim looked around to make sure no one else was listening in, then leaned forward to deliver a conspiratorial whisper. “You want my advice? Do the job. If you can pull it off, Omin will be so impressed that you’ll have a leg up on everybody else trying to gain footing with the company. You’ve heard the phrase “opportunity knocks?” Well, opportunity is heading right at your door with a battering ram. Stand in that doorway, friends. Let opportunity smash its way in.””
After asking him a few questions, the characters decided, what the heck, a job is a job and maybe this will allow them to get in and get their own franchise. So off to the Docks they went. Or, at least tried to given they were new to town.
As they wandered the docks area trying to find the warehouse district and the sinkhole, they came across a young rapscallion boy named Jerronimous “Jerr” Burntberry, who was selling healing potions and maps of the area. He seemed like a good lad and they could use the healing potions, so Ash bought one. They then asked him if he had maps to the warehouse district, to which he replied that he could actually guide them for the small fee of ten gold pieces. As they were new in town and completely lost, they took him up on the offer.
The young lad guided them through various alleyways in the warehouse district. When they turned a corner and went part way down an alley, they found their way blocked by a mysterious hooded figure with glowing eyes and three thugs in leather armor. They turned to ask the boy what was going on and he was nowhere to be seen. However, there were two more thugs behind them. The hooded figure removed their hood to reveal a skeletal face and demanded in a raspy voice, "Your money or your life." Knowing it was quite rare to run into a skeleton that could actually talk, they realized this was a serious threat and engaged their enemies. However, the combat was over in a few moments, with half the thugs on the ground unconscious and the rest running away. The skeleton was utterly destroyed. In a belt pouch on her person, they found a healing potion, 10 gold pieces, and the bones of four of her toes that she had kept because she was really attached to them at one time. However, after taking on some damage, they decided they better find a bar or pub and take a short rest.
On their way to find a bar, they came upon what was obviously a kidnapping. An old hobbling man, using a long staff to walk, was grabbed by two figures and dragged into an alley. They confronted the figures and demanded they release the man. The two figures were a dark dwarf and a tiefling and they could do math, seeing themselves outnumbered two to one. They quickly released the man and ran away. The man was named Cal and seemed sort of oblivious to what was going on, often looking about and talking to himself and seeming very unfocused. But as they were asking him if he was okay and checking on him, Cal’s eyes came into focus and he became as sober as a priest of Ilmater at sunup. “Their plans were afoot,” he whispered. “Their staff were ready. Their balance sheets were totaled, and that total was grim. They meant to bring the end of all things! You had to seek the magic! Only you could stop them! Only you! You … were who again, sorry?” After the brief moment of lucidity, he went back to looking all over the place in an unfocused manner and mumbling to himself. They decided he was no worse for wear and let him go on his way.
Not long after, they located a pub and settled down for a short rest and some drinks. They got directions from bar patrons and off to the warehouse district they went.
They did eventually find their destination, Jolly's Lamp Emporium, which was in an unassuming ramshackle shop in the middle of other unassuming ramshackle shops. Inside the shop, they found Jolly, a half-orc who ran the business, and a female half-elf named Feather, who appeared to just be hanging around but seemed perhaps like she was nursing a wound of some kind. The odd thing about this emporium was that there was a grand total of six lamps on display.
Jolly was not very chatty, but he did tell the party of intrepid adventurers that there had been a sudden earthquake of some kind a few days before and that a sinkhole had opened up, collapsing part of the warehouse next door, and he knew the watch was checking it out. He also offered that his understanding was there used to be tunnels underneath the street level, probably used by the Thieves Guild in the past, and he knew they had stopped using them for some mysterious reason. He believed the sinkhole had collapsed and created an opening into those tunnels, but he wasn't going in to check it out.
The party then left the Emporium and headed over to the warehouse, finding a captain of the watch and two guards on duty. Captain Mergin Tuff, a female elf, was a rather laconic figure. It looked like she would rather have been somewhere else. When she saw the party approaching, she pulled out a scroll and, glancing at them, said, "Well it took you long enough. Let's get this done so we can get on with our lives." She was expecting a party from Acquisitions Inc. and began asking them if they were the different people on her list, which they clearly were not. The party realized yet again that someone thought they were someone they were not, but they wanted the job, so they went along with it. It was fairly obvious the captain didn't really care as long as someone went down and investigated the fissure and as long as that someone was not her. She told them that two members of the City Watch — Sergeant Ava Teeshe and Constable Yander Boot — had descended into the fissure a day earlier to make sure it held nothing dangerous. From the bottom of the sinkhole, they had followed an underground passage north. They hadn’t been seen or heard from since. The city had contracted with Acquisitions, Inc. to investigate the fissure and find out the fate of the guards and also ensure that it was safe to send down civilian inspectors. If, upon completion of the task, the inspectors were later sent down and harm came to them because it was not indeed safe, Acquisitions Inc. would be sued, and the party knew Acquisitions Inc. would come after them for repayment of their fee. Upon completion of this task, the party would receive 500 gold pieces minus the 20% commission that Acquisitions Inc. would take. The party was not keen on going down into a dark hole in the ground, but money was money and starving was not fun, so down they went…