the fact that we need 8 hours of sleep is ridiculous we should only need 4 and the other 4 should be used to be cozy in your bed and rub your legs together like a cricket and listen to music and think about your little scenarios
“Another job down, quick, clean, downright immaculate if I say so myself. Now, since we’ve proved we’re more than capable of cutting our way through a whole warren of blood-mad cultists, how about we address that bonus I floated when we signed on.”
Setup: The players aren’t the only adventuring party in the world, as in addition to the mercenary bands and guilds of monster hunters that protect the settled lands, there are plenty of sellswords willing to take a few coins to get their hands dirty. The Peerless pride themselves on being a cut above of these fools and their petty errands: They do the job they were hired to do without getting involved in personal drama, world saving tangents, or burning the tavern down along the way. Naturally this efficacy makes them the go-to choice for clients who’re willing to pay extra for precision work, which ends up with the Peerless operating in a moral grey area if it means getting the job done.
Adventure Hooks:
The party first encounters the Peerless celebrating their victory after rescuing a noblewoman’s son from a group of occultic kidnappers. Flush with cash and good spirit, they’ve decided to hit the local tavern and buy everyone a few rounds ( if only as a marketing ploy to bolster their reputation and foster positive associations with their name). By the time the players have slept off their hangovers however, the Peerless have moved on to the next job, and strange phenomenon begin to occur throughout the settlement. As it turns out, those cultists had finished their diabolist ritual, unleashing a tomb lurking demon into the winding crypts beneath the city’s old district leaving the party to do the cleanup with none of the reward or glory.
Sent into a dungeon by a wizard to recover a direly important artifact, the party is alerted to the presence of another delving crew by the signs of slain monsters and the sounds of battle ahead of them. The Peerless are dug in against one of the dungeon’s bosses and it’s horde of minions, having underestimated just how many of them there were on their initial scouting mission. As it turns out, the wizard sent BOTH groups after the artifact, and only truly intends on paying one of them. Will they help these rivals? Try and blitz across the battlefield and outrun them?
After reneging on a quest from a less than trustworthy patron, the players find themselves harried by artifice and magecraft, picked off one by one as they venture around town or blindsided in an ambush while traveling through the wilderness. The Peerless have taken an offer from the shady patron looking to reclaim the resources the party owes and finish the job they were sent to do. While not looking to kill the party ( unless they’re outlaws) they’ll most certainly beat them to a pulp and take all their stuff, earning your player’s enmity for life.