Acquisitions Incorporated

(Jeff_L) #1

CQUISITIONS INCOf~PORATED WAS FOUNDED
in Seattle, Washington, in a time spoken of
in only hushed tones: the year 2009. It first
saw life as a podcast, which. at the time,
was an unusual way to play Du CEONS &
DRAGONS. The intervening decade saw
Acq Inc take on many forms- streams, re-
corded content, comics, and, of course, live roleplaying
shows. While these are all now completely normal ways
to discover and enjoy D&D, back then, not so much. We
just did it because it seemed like a cool idea, and ten
years later, it seems like maybe we were right. Today,
Acq Inc's adventures continue, dutifully chronicled on-
line at acq-inc.com.
Our intention with Acquisitions Incorporated was to
bring dark office comedy to a world of swords. sorcery,
dungeons, and (dare we say) dragons. This book, cre-
ated in concert with Wizards of the Coast, sets you up
for success in your own fantasy-business endeavors.
Chapter 1 provides an orientation for new franchise
members, detailing how to start a game and play the
Acquisitions Incorporated way. Chapter 2 explores the
various positions within an Acq Inc franchise, introduc-
ini;i a variety of roles vital to an adventuring enterprise's
success. Chapter 3 delves into backgrounds for Acq
Inc franchise members, entrenching company goals at
the core of their beings. In Chapter 4, all this comes to-
gether in an adventure taking characters from level^1 to
6, establishing a party's claim on a world they"ve begun
to explore and strip-mine for profit.


Following these chapters, appendix A presents stal-
warts of the Acquisitions Incorporated world, founding
members and characters frGm the company's ongoing
adventures. Appendix B details foes, from terrifying
deep crows to infamous keg robots. Appendices C, D,
and E conclude this guide with a variety of Acq Inc tools
and treasures. from vehicles like the battle balloon to
the mighty Orreryofthe Wanderer.
Many hands worked diligently throughout the process
of creating the Acquisitions Incorporated campaign and

this resulting book. If you put your ear very close to the


pages, you will hear us whisper, "thank you."

IT'S JUST BUSINESS


With its roots set firmly in heroic fantasy, D&D might
feel out of sync with modern-day business dealings.
But the game and its settings are actually a perfect fit
for such tropes. What better way to think of the big bad
monster at the center of a web of even bigger and badder
plans than as the CEO of a megacorporation, using ev-
ery resource to dominate the market? What is an adven-
turing party but a limited-liability corporation, with each
member contributing specialized skills to growing the
brand and expanding a power base?
Likewise. hirelings. sidekicks. apprentices, and other
paid laborers working for the heroes have been staples
of Du CEO s & DRAGONS since the earliest editions of
the game. Charisma in AD&D was good for little other
than determining how many followers your character
might gather- and, more importantly, how much pain

C HAPTER I I ACQUISI I JO:>IS INCORPORATED
Free download pdf