Pitch Options

Option 1: Plans Gone Bad

Premise

When a up and coming criminal organization sets out to strike it rich on a planned shipment from the Moh’Drun Empire they make their getaway to a resupply depot a few miles from Tarruset. Here a few travelers, the workers there, and craftsmen get pulled into the heist. But not everything goes according to plan for the members of the gang when tensions rise.

After any altercation it will be on the PC’s to come together to help make up for the damages to the merchants, tradesmen, and rebuild in Tarruset while the criminals wronged can find another lease on life assisting those impacted. Eventually success will come with other complications as well as the opportunity to find those who have wronged them.

Suggested Requirements

  • 1 to 2 Criminal Characters who are non-leaders in the gang of varying rank and tenure. To be betrayed.
  • 1 to 2 Craftsmen Travelers who are at the depot who will not be able to overpower the gang but are still capable of survival and other skills. One of the trades being the focus of the future Company Party
  • Optional: Other travelling character of non-combat focused occupation, capable of handling themselves but not the full gang. I.E. Investigator, Map Maker, Researcher, Etc.
  • Characters may not know of each other but could at least know rumors of affiliations. Knowing about the upstart gang, or the other professions etc.

Long Term

Focus on building up the company while taking jobs and dealing with influence of competing businesses working alongside a cult. Eventually dealing with some form of BBEG in regards to the cult and regularly travelling from Tarruset to do so after established.

Option 2: Gathered and Gained

Premise

At the request of a connected benefactor within Tarruset, characters from various background will be hired to investigate some mysterious going ons in the city. Each of the characters will come from the same information brokerage network and could know , or know of, each other.

During the job things will unfold and require the group to form some sort of company to continue their work, or take over for another front. The investigation itself may or may not be tied to the future investigations of the cult. The efforts will be primarily legal within Tarruset but likely not legal in the Moh’Drun Empire.

Suggested Requirements

  • 1-2 Combat Focused Profession Characters
  • 1-2 Research, Skill, or Talent based Characters (Not skill junkies on a mechanical level required)
  • Optional: Craftsmen or other characters still capable of holding their own.

Option 3: Skiff Sacking

Premise

Characters of various background will find themselves under attack by something while travelling on a large transport skiff towards Tarruset from the Eye of Huvzalte. During this time they will be drawn together and find benefit in keeping company with one another long term in a way that can benefit each other.

After coming together and their survival of whatever incident occurred they will have some notoriety to follow up with. Eventually causing them and their efforts to clash with a cult for various reasons.

Suggested Requirements

  • 1-2 Combat Focused Profession Travelers
  • Any other sort of travelling characters.
  • Optional: Characters not aboard the skiff directly but in the region stumbling upon the incident.
  • Characters may or may not know of anything about the other characters.
  • Predetermined discussions on what the characters could provide each other after the incident.

Character Creation

  • At least one of the following Humans/ Elves / Half-Elves / Dwarves
  • At least one of the following Orcs / Tabaxi / Thri-kreen / Rock Gnomes / Goliath / Earth or Fire Genasi
  • Character may be no older than 120 Years Old
  • Start at Level 3
  • 500 Gold in addition to your classes starting equipment. Speak to me if you wish to buy mundane enhanced items (Different material or flat bonuses)
  • 1 Uncommon or Common Consumable
  • 1 Uncommon or Common Item of any kind
  • Point Buy Custom
  • Custom Origins Only
    • 1 Origin Feat
    • 2 Skill Proficiencies
    • +1/+2 or +1/+1/+1 to any stats of your choice (None higher than 18 in combination with Point Buy)
    • 1 Tool/Operation or 2 Language Proficiencies
  • Origin Feat Change
    • Crafter - Only select one kind of tool. Gain Expertise. May make more items than on the lists. Can make a permanent item worth 10gp per Long Rest worked on for free. (Bigger items with materials and investment of coin.)
  • 1 Free Fighting Style Feat OR Magic Initiate