As a run-of-the-dungeon adventurer, your character might kick through countless locked doors, lay down ancient magics, or send any number of monsters to the afterlife in the pursuit of fame and treasure. But when you take your place as part of an Acquisitions Incorporated franchise, you become something more than a mere hero. As a member of an elite group standing on the cutting edge of the adventuring business, the brand precedes you. And sure, sometimes the blades on the cutting edge are kind of sharp. But with Head Office at your back, you know you have the best tools in the industry at your disposal. And maybe the basic funeral packages Acq Inc offers aren't that great, but there are some tasteful upgrades you might consider.
This chapter introduces the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and upgrades for a franchise headquarters, and more. This chapter also introduces company positions—a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and franchise activities, allowing players to help shape the business and the narrative of the campaign even when they aren't in the field.
Franchise Advancement
A license to operate an Acquisitions Incorporated franchise comes with nearly limitless benefits! When your party starts a franchise, you receive a region in which to operate, a franchise headquarters, and a majordomo to assist with basic headquarters needs. As your characters become accomplished adventurers (and continue to contribute to Head Office coffers), Acquisitions Incorporated helps your franchise gain even greater benefits! See the following 1 for a summary of what you get at each rank.
Franchise Rank
By default, a franchise rank is gained at each tier of play (beginning at level 1 and advancing when the average party level reaches level 5, 11, and 17). The DM might choose to increase or decrease the level of play at which franchise tiers are gained, or tie advancement to story or campaign goals. Each franchise rank provides characters the opportunity to operate in a larger geographic area, hire staff and direct them to execute franchise tasks, and customize the franchise headquarters.
Licensed Region
When a franchise first starts out, it is licensed to operate in a small region focused on a settlement or similar mercantile point. You might think this means Head Office doesn't trust its new franchisees. Not at all! No! It's just so much easier to support a group when they start in a focused area. Don't worry at all that a rival Acquisitions Incorporated franchise will outmaneuver you. It seldom happens. Keep growing your business, and the Acq Inc license will expand to help you find more customers and increase your brand presence.
Within your licensed region, you have the right to use the full power of Acquisitions Incorporated branding. No other Acquisitions Incorporated franchise will operate in your region, and all the region's customers are exclusively yours. Of course, non-Acquisitions Incorporated rival organizations might be present. You are expected to drive them out of business. (Or give them untimely deaths. You do you.) A franchise can build or operate any number of locations, such as warehouses and trade shops, within its region. You may not maintain property or establish formal operations in a settlement outside your region, even if you ship goods to that location.
You may not use the Acquisitions Incorporated brand outside your licensed region without written, documancer-generated permission, since those areas might belong to other licensees. You can adventure outside your territory, of course, and can assist or work for other organizations. However, you are expected to prioritize missions given to you by Head Office.
Rank 1: Settlement
Acquisitions Incorporated grants your franchise a license to operate in a settlement, and in a territory around the settlement approximately 10 miles across. If your region includes a coastline, you are granted the rights to engage in sea trade within that region. You can ship goods (over land, water, or air) to one city or other settlement outside your region. (The DM approves this location, and might wish to establish your franchise's relationship with it through play as part of the campaign.)
Rank 2: Small Territory
Your license now expands to include a region similar in size to a province or a small kingdom—typically up to 50 miles across, with your starting settlement somewhere within. (For mapping purposes, this area is roughly the same scale as a province-scale map. See "1" in chapter 1 of the Dungeon Master's Guide.) You are expected to expand your trade and branding throughout the region. You'll seize new markets, develop new offerings, increase your network of contacts, and safeguard the king and queen's spoiled kids so the monarchs think of you positively. You can ship goods to two cities or other settlements outside your region.
Rank 3: Large Territory
Your license grows to include a broad expanse of provinces, a few small kingdoms, or a large kingdom or federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are theoretically working with (and perhaps overseeing) smaller franchises rather than working against them. You can ship your goods to any destination, and can assign staff to a city to which you ship goods—solely to oversee the distribution of those goods, and certainly not to compete with rivals. Don't cause too much trouble and Head Office will stay happy.
Rank 4: Limited Extraplanar
Your franchise now includes specific locations located on other planes of existence. These could include such fabled trading locations as Sigil, the City of Brass on the Elemental Plane of Fire, or a githyanki outpost in the Astral Plane. Your license to operate in these regions is not exclusive. Your region on the Material Plane might or might not expand, depending on both your performance and the goals of the campaign. The DM might establish extraplanar locations through play. Failing—or succeeding—in securing an extraplanar location could create interesting and deadly rivalries!
| Levels | Franchise Rank | Licensed Region | New Staff | Franchise Tasks | Headquarters Features | Costs |
|---|---|---|---|---|---|---|
| 1–4 | 1 | Settlement | Majordomo, 2 untrained hirelings, 1 skilled hireling | 1 task | Starter headquarters | × 1 |
| 5–10 | 2 | Small territory | 4 untrained hirelings, 1 skilled hireling, 10 crew | 2 tasks | Cosmetic, expansion, transportation, weapon | × 1.5 |
| 11–16 | 3 | Large territory | 8 untrained hirelings, 2 skilled hirelings, 10 crew | 3 tasks | Arcane, defensive, franchise choice | × 3 |
| 17–20 | 4 | Limited extraplanar | 16 untrained hirelings, 4 skilled hirelings, 20 crew | 4 tasks | Arcane, franchise choice, secret | × 5 |
Staff
5 of the Player's Handbook details the costs for characters to hire skilled and untrained hirelings. As is true of characters in any campaign, Acquisitions Incorporated franchisees are free to hire any NPCs they want, within whatever limitations the DM wants to set on such employment. But the franchise itself comes with a number of staff whose wages are part of the franchise's cost, providing not only labor but story potential.
Each franchise rank grants a number of new staff members who live in the franchise headquarters or within its geographic scope. The cost of maintaining staff is included in a franchise's costs. Each staff member has a proficiency bonus equal to 2 + the franchise's rank. For skilled hirelings or crew, the DM might substitute NPC statistics when that seems appropriate. Each time a franchise gains a rank, existing staff members can be gifted with early retirement (that is, fired), and replaced alongside new hires that fit the franchise's needs.
A franchise might engage all kinds of hirelings and agents over the course of a campaign, but specialized franchise staff fall into four different categories.
An employee is like a friend you pay.
Majordomo
A majordomo administers a franchise headquarters. They typically reside within the headquarters and seldom leave it, sending out communications through a dedicated messenger (at no extra cost, and traveling on foot or by means the franchise provides). A majordomo is proficient in Charisma (Persuasion) and two skills of the DM's choice.
The DM is encouraged to use the rules for creating nonplayer characters in 4 of the Dungeon Master's Guide to detail the majordomo, giving this individual a vibrant personality and backstory. The majordomo's goals should be aligned with the franchise and with Acquisitions Incorporated as a whole, allowing them to properly act as an ally and steward for the party.
It can be helpful to a campaign to provide the majordomo with a backstory that complements a franchise's evolution over time. A sage might research how the franchise gains new capabilities. Or perhaps the majordomo was the pilot of a vessel capable of planar travel, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress as the party returns with gold, lore, and resources.
Untrained Hirelings
As described in the "5" section in chapter 5 of the Player's Handbook, untrained hirelings provide general labor, and can function as builders, cleaners, porters, and other workers. Untrained hirelings can work for a franchise or its allies, perhaps tending a garden for a noble family or helping a merchant unload cargo from ships. They will not engage in combat and do not leave the headquarters to join the party on adventures.
The DM should name at least one hireling who acts as a leader for any interactions with groups of untrained laborers. Providing hirelings with a similar background (such as a band of ex-soldiers or reformed criminals) can add personality to the group. Consider using the rules in 4 of the Dungeon Master's Guide, applying the results of a single set of rolls to the entire group. Those hirelings could all shave their heads zealously, be brawny but absentminded, play various musical instruments, use colorful oaths and exclamations, and so on.
Group ideals, bonds, and flaws, along with a shared history, can all add depth to a group of untrained hirelings. Those musicians might be connected by the ideal of tradition, and bound to the franchise to protect a cultural heirloom they value above all else. Their flaw and secret could be that they stole the heirloom from their former employer, a rival merchant organization. Over time, the same hirelings might show up as part of the characters' adventures time and time again, revealing aspects of their past and creating story continuity.
Skilled Hirelings
A skilled hireling has one or more skill, weapon, or tool proficiencies. A franchise can request skilled hirelings when needed (up to the maximum allowed by franchise rank), with the players describing the concept behind the hirelings and selecting one proficiency for each. The DM can then customize the hirelings as desired, perhaps by adding additional proficiencies or adjusting their combat statistics.
Skilled hirelings can be fired and hired as needed. A franchise might bring on a couple of thugs to act as distraction during a street fair, then release those NPCs to hire a different set of skilled hirelings to conduct franchise tasks and downtime activities.
Hirelings cannot perform more than one task at a time. A full complement of skilled hirelings assisting the party on a mission precludes other skilled hirelings from helping with franchise tasks and downtime activities until the mission is completed. As with untrained hirelings, detailing a group background and assigning personality characteristics to a group leader can make for a fun play experience.
Adventuring
Characters can adventure with up to one skilled hireling at a time. An NPC with a challenge rating of roughly half the franchise rank works well for most adventures, providing utility without disrupting balance. The loyalty system described in 4 of the Dungeon Master's Guide can be used to determine whether the hireling remains dedicated to the party's goals, or the DM can make that decision on the basis of how the adventure plays out and the characters' attitude toward the adventuring NPC.
Tasks and Downtime
Skilled hirelings can also be assigned to franchise tasks, as described in the "Franchise Tasks and Downtime" section later in this chapter.
Hirelings are kindling in the fire of opportunity!
Crew
Crew are skilled hirelings trained in tasks pertaining to the physical maintenance of a franchise (for example, servers or gardeners) or the navigation of a mobile headquarters (sailors for a seagoing franchise, engineers for a giant hollow statue, and so on). Crew do not leave a franchise and cannot perform franchise tasks. They typically run rather than fight back when attacked, though the DM can decide otherwise. If a mobile franchise headquarters requires more crew than is granted by the franchise's rank, the characters must hire the remainder (typically at the skilled hireling cost of 2 gp per day).
Hiring crew can become a cooperative roleplaying activity. Potential crew might hear of Acquisitions Incorporated or the party's exploits and come to interview with the franchisees. Choices might be offered by the DM, as between a team of ex-militia who lost their last battle and a crew of recently released criminals who swear they were wrongly imprisoned. Names, personalities, and roles can be assigned to crew by the DM and the players. Rather than simply interacting with the cook and the first mate, the characters can instead deal with Pepper, the chef who loves spicy foods, and Brazen, the veteran sailor who always talks back, creating the potential for entertaining interactions as the franchise grows.
Headquarters Features
Acquisitions Incorporated Head Office provides the members of each franchise with a place to call their own. It might not be initially impressive (cleaning any old blood stains is the franchisees' responsibility). But over time, characters in an Acq Inc campaign are granted resources to help construct the headquarters of their dreams! Each franchise rank affords the characters a number of choices, allowing customization and creativity. Sample features are provided as guidelines, but a franchise's features can include literally anything decided on and agreed to by the players and the DM.
Group Design
When selecting a feature, the characters must make decisions together—meaning the players must do the same. Deciding on the features of a headquarters should be a team effort, both in game and around the table. What should a headquarters look like initially? Do the characters prefer to travel by land or by sea, or to operate from a fixed location? Is a ruined keep more interesting than an old vine-covered wizard's tower in the woods? Is the headquarters remote or within a settlement—perhaps an old tavern or caravansary the characters can restore?
It can be helpful to think ahead as well. Acquisitions Incorporated is known for mobile franchises, helping to bring goods and adventuring services to distant locations. When a franchise headquarters becomes mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk?
Everything depends on the type of headquarters. The top of a wizard's tower might detach and shoot skyward like a missile. Or a franchise's headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure could contain a portal or teleportation circle, allowing the characters to travel to distant locations while the stronghold remains behind.
There are a lot of perks to being an intern that people overlook. The hours are very flexible, you get a 20 percent discount in the gift shop, you get a bathroom break every four hours as long as you ask your supervisor first. And sometimes if you go into the conference room after a meeting, there will be a bunch of soda and leftover subs. You can just take as much as you want! As long as nobody sees you.
Incorporating Benefits
The characters' collective skill proficiencies, tool proficiencies, backgrounds, and positions within their franchise could all impact the design and construction of a headquarters. A glassblower might make beautiful stained-glass windows, while a herbalist fills the headquarters with pleasing or mysterious scents. An acolyte could outfit a small area of the headquarters as a chapel, while a sage sources a unique desk at which to work. Such features are cosmetic or limited in impact, but enable players to feel more interested and invested in their headquarters.
Starter Headquarters
Each franchise's starter headquarters is a mundane site, which has often been selected or handed down by Acquisitions Incorporated. The characters' initial base of operations could be a ruined tower, a worn horse-drawn carriage, a beat-up fishing boat, a dilapidated store or farm, or any similar structure or site. The DM might direct the characters toward a single ideal location, or might provide a range of options for players and characters to choose from. And of course, many potential franchise locations will have an interesting past—a haunted mansion, a mysterious lighthouse, an old wizard's tower filled with malfunctioning magic, and so forth.
The DM approves the headquarters concept and decides how large or small the initial structure can be, as well as any useful features. DMs and players can work together to create a map of the headquarters and its surroundings. 5 of the Dungeon Master's Guide can help detail both wilderness and urban locations.
Many franchisees will use their starter headquarters as a point for expansion, adding new features, new rooms, new levels—and, of course, new magic as the franchise grows in rank. Other campaigns might be better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in the end. Any potential headquarters site might be discovered by the characters as part of the campaign, or sites might be suggested or allocated by Head Office.
Any of the following suggestions can make a great starter headquarters, or can provide inspiration for other headquarters features.
Abandoned Lighthouse
Raided by orcs who left no one alive? Those are probably just stories. And even if true, the orcs won't come back (probably). This abandoned lighthouse headquarters is strong enough to stand against any storm (probably), and many of the leaks have been fixed already. And just look at that cool light up top, and the oversized storage cellar. Docks close by are perfect for a starter franchise that comes into possession of a boat, and are also a sign of the lighthouse's importance to coastal trade. Commandeering it will likely win over the locals and maybe even the region's royalty!
Beat-Up Keelboat
Any franchise can take to the seas in this new (okay, very used) keelboat! Pirates killed the previous owners, and Head Office picked it up for an excellent price. Most of the holes in the hull are repaired, and the sails are only a little bit moldy. Even better, there's a small covered area in the rear protected from the elements that makes a perfect living space! The keelboat holds a half-ton of cargo, and might even come with reduced docking fees at some ports of call.
Statistics for a standard keelboat are found in chapter 5 of the Dungeon Master's Guide. The DM might adjust the number of people the boat can comfortably carry, but having such a headquarters typically implies that most franchise staff are itinerant or live elsewhere in whatever settlement is the boat's primary port of call.
I don't have rivals. I have partners who simply don't know it yet.
Old Tavern
With just a little work and some better furniture, this place could be the talk of the town. The tavern is certainly not haunted. Seriously, no one listens to those rumors. But if it were, and if the story was spun the right way, the marketing potential could be huge. Some even say that the ghosts (which totally don't exist) like to sing, so that's a plus! The kitchen is already stocked with plates, mugs, and lots of knives, and a few rooms upstairs are ready to rent out to travelers.
Worn Carriage and Horses
This humble, worn carriage, previously owned by a now-defunct trading company, makes a perfect starter headquarters. The carriage's exterior is weathered wood, and the interior seats and cushions have seen better days. Still, it offers all the perks of home plus the ability to change the neighbors every time you take to the road.
The rear of the carriage features a generous cargo space for up to 500 pounds of goods, and is protected from the weather. The horses are hardworking and love apples. The carriage has AC 11 and 75 hit points, and moves at the speed of its draft horses (40 feet). Four passengers can ride inside, two up front with one steering, and two atop the rear cargo area. Up to three people can also sit on the roof of the cabin, for an especially exciting perch when the cart is moving quickly!
Because this sort of franchise typically can't hold the characters and all their staff (at least not comfortably), such staff are often itinerant or based in whatever settlement the carriage returns to most often.
Cosmetic Features
A cosmetic improvement, gained at franchise rank 2, allows a franchise to radically alter the look and feel of its headquarters. A beat-up wagon could become a gilded carriage, with luxurious interiors and servants dressed in matching finery. A tavern could proudly display the party's kills in the drinking hall, feature mugs gathered from dwarven holds around Faerûn, and have decor matching a particular theme.
Improvements can also be of a fantastic or magical nature, such as flickering magical torches or portraits that watch and interact with observers. The DM has final approval over such improvements, and is the arbiter as to whether cosmetic improvements might provide any actual benefits during play. When allowed, such benefits should be situational and limited. A foe might become distracted the first time a ghostly figure appears in a haunted tavern, but the quality of the illusion is such that it doesn't stand up to continued scrutiny.
Cosmetic effects can also be focused on selling and branding a franchise, such as adding manufacturing capabilities, a light-up sign, a customer showroom or service center, and other commercial features. At the DM's discretion, such features might generate additional income or lower the costs of certain franchise tasks.
Draconic Ship
This once-innocuous seagoing vessel has been detailed to appear as a brass dragon. The ship's interior is decorated in draconic art, and platforms among the rigging are linked by silk ropes attached to pulleys. These might provide benefits to crew trained in their use if the ship is ever attacked.
Enchanted Wizard's Tower
In the entrance hall of a former-wizard's-tower headquarters, enchanted portraits display visages of the franchise's recently vanquished foes. Smaller portraits throughout the tower display important moments in the franchise's adventuring history, and the whole interior is set with magical lighting, decorated with candelabra, and features drapes and carpets matching the franchise's chosen motif.
Expansion Features
At rank 2, an expansion feature allows a franchise to double the size of its headquarters. When doing so, players and characters can define the changes to the current configuration. Perhaps the headquarters expands in size laterally, or gains an extra floor. Perhaps a new basement is excavated—or poking around the existing basement reveals a secret level of dungeons heretofore unknown.
Franchise members can decide on what features are involved in the expansion, including new windows, doors, and furniture. Adding certain types of space might also call for extra supporting features. If storage is on an upper floor, a winch might be installed to lift goods. A cellar could add another exit and an area for storing wine or alchemical supplies. Or a carriage headquarters could gain a second cart to become a wagon train.
All construction is low cost but functional, as in the following examples.
Expanded Lighthouse
The lighthouse is now taller, with two additional levels, an upgraded beacon, and a stronger exterior. A stairway leads down into a network of old caverns, including some used as storage space, and finally onto a small beach with a dock.
Expanded Tavern
The building adjacent to the tavern has been bought out and connected to it, allowing for more guest chambers, a larger common room, a larger kitchen, and staff quarters. A large fireplace fills the common room with light and warmth, while new tables and chairs create a welcome environment. Guest chambers might feature a patio or balcony.
Transportation Features
Also at rank 2, every franchise gains some form of mobility, with players and DM working together to determine how a headquarters facilitates travel (or expands on its normal travel modes) from one location to another. A ship might gain a magic sail, or could add a balloon to become a battle balloon airship. A hollow statue could gain the ability to stride across the landscape. A wizard's tower might teleport from place to place. Or doors within a tavern could be revealed as a magical portal connected to various locations in far-flung lands.
The DM has final approval over the method of locomotion, and can put in place any reasonable limitations or constraints on that movement. Additionally, any method of movement should have a weakness or drawback determined by the DM. As a rule of thumb, a mobile headquarters can travel a distance of 30 miles per day (equivalent to a fast travel pace) per franchise rank. This rate of travel can vary depending on weather, visibility, availability of maps, or other conditions.
Giant Stone Statue
A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the statue's head, the statue can be directed to walk across the land. The statue ignores 3, usually by simply crashing through it. However, the navigator has a limited sight line while peering out through the statue's large eyes. When the terrain is cluttered or subject to combat conditions, it can be hard to avoid creatures or objects smaller than a large building.
A good idea is to swim in the wake of an existing business. Somebody else did the market research and decided this was a good location? Awesome! Now use that decision against them. Set up direct competition. Then spread rumors about them until they're forced to leave the area in shame. Now the market is yours. That's how you business.
Battle Balloon
A hot air balloon is lit by a magic furnace channeling elemental power. A galleon suspended below the balloon features a helm that controls the ship. The vessel can fly virtually anywhere, ignoring 3, but it is at risk from storms and strong winds. If the balloon takes significant damage, the ship could be forced to descend—or might even crash.
(6 features vehicle statistics for a typical battle balloon. For characters who choose this highly coveted feature for their headquarters, the DM can impose limitations on the ship's attacks and make changes to its statistics.)
Self-Contained Train
This mobile franchise headquarters features a magical-mechanical locomotive that lays down its own track. Mechanical arms at the front of the locomotive set down crossbars and rails in front of the headquarters at ridiculous speed, while arms at the back of the headquarters pick up the track as it passes. The train moves at quarter speed over 3 (instead of half speed). It can pass over rivers, but cannot cross lakes or large bodies of water.
Extradimensional Wagon
A seemingly simple wagon drawn by an old horse channels powerful magic. The wagon's driver can cause the wagon to teleport the distance of a day's journey, targeting a known location over the course of one or more extradimensional jumps. Such teleportation is usually done when no one is looking, to avoid arousing suspicion or frightening the locals. Though the wagon eventually arrives at the intended destination, the intervening stop-off points are unknown—and quite possibly perilous.
Weapon Features
At rank 2, the members of a franchise can add a weapon to their headquarters, choosing from the options in the "8" section of chapter 8 of the Dungeon Master's Guide. The DM can limit those options or change the details of specific choices, and players can also design unique offensive features, subject to approval by the DM. For example, a walking statue that strikes with a fist could be treated as a ram—or the DM and the players might agree that it would be fun to use some of the effects of Bigby's hand for such an attack.
Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to operate, and such weapons might be slow to reload or recharge. Headquarters weapons are not particularly effective against small bands of creatures (such as a group of goblins), but they can be useful against a single large threat (such as a dragon). If siege weapons are abused by franchisees, they might be targeted by enemies, break down, or require costly maintenance each time they are employed in battle.
Giant Statue's Fists
A giant hollow metal statue acting as a franchise headquarters features a control center from which the statue's arms can be manipulated. One fist can be used per round to strike at foes, using statistics similar to a ram (AC 15, 100 hit points, immunity to poison and psychic damage).
Giant Fist
Melee Weapon Attack: +8 to hit, reach 15 ft., one object or creature. Hit: 16 (3d10) bludgeoning damage.
Lighthouse Energy Blast
Magical power can be focused through a lighthouse beacon, requiring 1 round to gather energy and aim. The following round, the energy can be released. The beacon has AC 12, 75 hit points, immunity to poison and psychic damage, and vulnerability to cold. The explosion of energy can be treated as a scorching ray, fireball, or lightning bolt spell, as the DM determines. More powerful features might require more time to recharge, or could be usable only a certain number of times per day. Such attacks might function at longer range but be unable to target creatures or objects within 60 feet of the lighthouse.
Arcane Features
At rank 3, an arcane feature provides a unique magical capability to a headquarters. A haunted headquarters might gain a permanent cohort of friendly undead servants, while a giant statue headquarters could gain the ability to allow the characters to see at great distances and through darkness or fog. A more generic arcane feature could instead grant any franchisee the ability to cast a specific spell of 6th level or lower, with a limitation of one casting per day.
An arcane feature should be something that doesn't fit within another category (specifically, a transportation or weapon feature), though the DM is the final judge of what arcane features are acceptable.
Money is an attempt to discretize the ephemeral—an impossible task. When Head Office comes knocking, tell them that money is an attempt to discretize the ephemeral.
Ever-Changing Ship
Whether an oceangoing vessel or an airship, this headquarters can alter its appearance with illusion magic. Additionally, the appearance of some or all creatures aboard can be changed as if they were affected by a seeming spell. Franchisees can alter the appearance of the ship and its occupants a number of times per day, or can drop the illusory effects as needs be. The nature of the illusion magic means that the ship's size and features do not change, and individuals interacting with the ship or investigating its appearance have a chance to see the true form of the ship and its crew.
Spectral Wait Staff
A tavern headquarters (which already has a cosmetic feature to make it appear haunted) now gains spectral wait staff. The spectral staff serve customers expertly, and speak and understand speech as if intelligent. However, they are magical creations similar to those conjured by the unseen servant spell, able to perform all the functions of such a creation and any other functions agreed to by the DM. Spectral staff can momentarily become insubstantial, along with anything they carry, allowing them to serve food and drink through walls. Any member of the franchise can spend an action to telepathically command one or more spectral staff members.
Defensive Features
Also at rank 3, the headquarters gains one defensive feature, planned out by the players in collaboration with the DM. Ships and other vessels with statistics can gain an increase to hit points or AC. Or a general defensive feature could include the choice of any two effects noted in the guards and wards spell, which can be enabled or disabled by any franchise member.
Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have transparent windows as strong as steel, and the ability to retract any rails or platforms upon which attacking foes could stand. Defensive features might impose conditions on enemies, or even deal damage. The DM should limit damaging effects to dealing 10 damage to a single target (5 damage for a multi-target or area effect) per franchise rank. When a saving throw is required, a good DC is 12 + franchise rank.
Carriage Ejector Platforms
A carriage gains potent defensive capabilities in the form of sections of its roof and walls set with powerful concealed springs. This defensive feature can be activated as a bonus action by the driver or any creature within 5 feet of them. When a creature steps or grabs onto a protected section, that creature must succeed on a Dexterity saving throw or be flung from the wagon to a distance of 10 feet per franchise rank. The creature takes falling damage as if it had fallen that distance.
Electrified Floors and Rails
Specific areas of a ship or airship's floor and railings are warded with elemental lightning, up to an area the size of half the ship's upper deck. A character at the helm can activate this magic as a bonus action. Any creature making contact with a warded area takes 13 (3d8) lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn.
Grease Compartment
Whether a building, a vessel, or some other structure, a franchise is equipped with a compartment holding grease. When activated, nozzles release the grease either in a 30-foot cone or into a specific area no larger than 20 by 20 feet—typically focusing on an area through which attacking creatures are likely to move. Any creature entering the greased area must succeed on a Dexterity saving throw or fall prone and end its movement that turn. A creature driving a vehicle that enters the greased area must make an appropriate ability check against the save DC. On a failure, the vehicle veers 3d10 + 10 feet in a random direction, then ends its movement for the round.
Franchise Choice Features
At ranks 3 and 4, a franchise can outfit its headquarters with any one feature from among the lower-tier features (cosmetic, expansion, transportation, or weapon features). In consultation with the DM, this might cover additional features to augment the headquarters' existing look or combat capability, or a plan to instead make an existing feature even stronger. A method of transportation might double its speed and remove an existing drawback, or an offensive feature could deal more damage or target more than one creature per round.
Secret Features
A secret feature, gained at rank 4, is one that remains unnoticed to most inspection, typically requiring a successful DC 25 Intelligence (Investigation) check or Wisdom (Perception) check to notice. A headquarters might have a secret exit that guarantees escape and allows franchise members or staff to leave and enter without detection. A secret feature should usually add in-game benefits, such as a potion-brewing laboratory in a secret level of a castle, or a secret cargo hold within a ship that can keep perishables fresh and provide endless stocks of food and water to crew and passengers.
Escape Pod
A walking statue's head can also serve as an escape pod. If the headquarters is ever destroyed, or if the character controlling the statue activates the escape mode as an action, the head detaches from the body and takes to the air with a flying speed of 80 feet. The flight lasts for up to 5 rounds, and is directed by the same controls that originally controlled the statue. If the head is not on the ground when the flight ends, it falls and any creatures within take falling damage.
Extradimensional Tavern
Several of the doors in a franchise's tavern are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side. These rooms can function as libraries, laboratories, meeting rooms, kitchens, prisons, private quarters, and more, with each room's setup and contents chosen when the rooms are first installed. Each room's initial furnishing and equipment are included, though characters can later add to these features as they wish.
Glider Launcher
A hidden compartment within an airship holds ten gliders. A secret door leads to the compartment, which features an exterior escape hatch activated from within any glider. Each glider accommodates one Medium or smaller creature and up to 50 pounds of gear, has a flying speed of 60 feet, and must descend at least 20 feet each round. A glider can be piloted as an action by any character with proficiency with flying vehicles. Characters without such proficiency might need to make ability checks of the DM's choosing to pilot a glider successfully. A glider weighs 100 pounds, has AC 14, 50 hit points, and is immune to poison and psychic damage.
Franchise Costs
Running an Acquisitions Incorporated franchise offers countless benefits to an adventuring party—but those benefits aren't cheap. Operating the franchise, installing and maintaining franchise features, paying staff, creating merchandise with proper branding, settling legal issues, and more are all encompassed by the baseline cost for a franchise's headquarters, a multiplier from the franchise's rank, and the franchise party's business performance for the month.
If a franchise's costs leave a party low on cash, that's a sign that it's time to go adventuring. Alternatively, characters might use downtime to structure a leaner business or engage in non-adventuring activities to bring in more gold (see "1" later in this chapter for more information). A franchise's majordomo handles these finances and makes all necessary payments to Head Office, suppliers, and other agents—as long as sufficient funds are available.
Baseline Costs
The baseline monthly cost of a franchise is calculated based on the franchise's headquarters, as noted on the Baseline Costs table on the next page. The costs on this table differ from the costs found in the "6" section of chapter 6 in the Dungeon Master's Guide. (That section details the costs characters might expect to pay to own an inn, a keep, or other types of properties.) This is because franchise costs include a tithe to Head Office, repayment to Acquisitions Incorporated for funding the initial construction or purchase of the headquarters, the use of approved contractors for construction and maintenance, and other subtle fees.
Baseline costs are for representative dwellings, and can be adjusted by the DM as needs be. A noble estate that is the envy of other nobles might demand expenditures of double or triple the baseline cost. A franchise's baseline costs might also change during the course of the campaign. A party might initially start out headquartered in an abandoned lighthouse with monthly expenses of 250 gp. But as time passes and headquarters features are added, that lighthouse might grow in size, weapon features, and magic to resemble a fortified tower. The DM will modify baseline costs as needed to fit the headquarters and the campaign style.
| Franchise Headquarters | Monthly Cost |
|---|---|
| Horse-drawn carriage or wagon | 15 gp |
| Farm or rural enterprise | 20 gp |
| Settlement enterprise (guildhall, inn, tavern, shop, and so forth) | 120 gp |
| Sailing ship, including all port fees | 200 gp |
| Remote enterprise (fort, lighthouse, trading post, roadhouse, and so forth) | 250 gp |
| Noble estate, large manor, fortified tower | 350 gp |
| Airship | 800 gp |
| Giant walking statue, magic locomotive | 1,000 gp |
| Keep or small castle | 3,000 gp |
| Large castle or palace | 12,000 gp |
Some characters might decide to maintain more than one headquarters for their franchise, or to control additional sites as part of the franchise's overall operation. A franchise might use a ship as its headquarters, while also owning a number of remote trading posts run by franchise staff. The costs for all such "virtual headquarters" should be added together to derive one monthly baseline cost.
Franchise Rank Multiplier
The multiplier on the Franchise Advancement table is applied to a franchise's baseline cost. This represents the increased costs a franchise faces as it expands into larger markets.
Monthly Business Performance
Each month, a franchise performs the running a franchise task, which can be found in the "1" section later in this chapter. The result of this task is used to calculate the final monthly cost, and is deducted from the franchise's coffers.
Defaulting
No self-respecting franchise would ever run out of money and fail to make its monthly payments. Right? Were that to happen, the amount owed—plus a modest 15 percent penalty—would be due to Head Office the following month. Failing to make payments—and especially defaulting on two or more payments in a row—is likely to trigger campaign consequences. Head Office might send inspectors to a troubled franchise, or assign the franchisees a difficult (and hopefully profitable) mission. Rival groups and entrepreneurs might smell blood and attempt to attack the franchise or take over its markets. Nefarious NPCs will most certainly come calling.
Defaulting on franchise payments can also strain relationships with nobles, merchants, and others who value a franchise more for its assets than for the characters. Such relationships typically turn frosty until the characters are able to prove that the franchise is back on its feet.
Company Positions
A franchise is a complex affair, requiring its participants to fulfill a myriad of important duties necessary for its proper growth (and the enrichment of Acquisitions Incorporated Head Office). A company position establishes a character's role within a franchise, as well as a relationship with the larger Acq Inc organization.
When you choose a company position for your character, that choice is independent of and in addition to your character's background, class, and other options. Though Head Office might tell would-be Acq Inc franchisees to play to their strengths, you should choose the position that speaks to you—and that feels like it'll be the most fun. All characters who take on an Acquisitions Incorporated franchise must take a company position. A character can take only one position within a franchise.
Each company position has its own distinct flavor—and comes with a range of preternatural benefits. Some of these benefits take the form of material boons granted by Head Office, including specialized magic items available only to Acquisitions Incorporated franchisees. Others are shaped by the subtle power of your position and the franchise's rank.
Joint Effort
Players—and especially new players—should keep in mind the amount of creativity and collaboration a company position requires when determining which position is the best fit for their character. In addition to their various mechanical benefits, the features of each company position are intended to offer players and DMs the opportunity to collaborate on crafting campaign narrative. Sometimes this is straightforward, as when a feature allows a character to learn useful information about enemies or allies, as with the obviator's Read the Opposition feature. Sometimes this calls for a focused collaborative effort between player and DM, as with the cartographer's Tale of Safe Travel. Where the narrative options in a position's features lend themselves to interpretation, the DM works with the players to determine how those options play out, as is the baseline model of every Acquisitions Incorporated campaign.
Position Proficiencies
Accepting a company position with Acquisitions Incorporated means more than just a title and hopes of a paycheck. With it comes access to trade secrets, best practices, and corporate shortcuts central to fulfilling one's role within a franchise. When a character takes a specific company position, they gain proficiency in the tools and skills associated with that position. Such proficiency also extends to a variety of business practices, day-to-day tasks, and hazard mitigations that are all part of the job. Professional functions that characters can add their proficiency bonus to are detailed in the "Position Proficiency" section of each of the following company positions.
Gaining Ranks
You choose your character's position when the character first joins an Acquisitions Incorporated franchise. Your character's position rank is equal to your franchise's rank. Starting from rank 1, you gain specialized training (including new proficiencies), special equipment, and your rank 1 position feature. Then, as the franchise grows, the scope of your position grows with it. Each time the franchise gains a rank (normally at levels 5, 11, and 17), your character is promoted to that new rank in their position and gains the appropriate benefits.
Cartographer
I've seen a million places, and I've mapped them all!
Acquisitions Incorporated missions can lead across vast tracts of wilderness, into ancient ruins, deep underground, or to even more dangerous and remote places. The cartographer selects the method and route of travel for a franchise, and creates and maintains maps of the journey. As the characters travel, the cartographer maps important locations and resources, later providing finished maps to Head Office. The franchise's cartographer is also often responsible for the selection and care of vehicles and mounts.
As a cartographer, you have a sharp eye for detail and take an interest in people, history, and natural features. You help advance your franchise by discovering and mapping new locations or hidden features, acquiring rare maps, and using different modes of transportation in secure and clever ways.
Noteworthy Cartographers: Rosie Beestinger ("C" Team), Brahma Lutier ("B" Team, retired), Pendragon Beestinger ("B" Team), Purnagh Grost
Essential Functions: Create and maintain maps of a franchise's journeys; dictate directions
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus when you make an ability check to create or examine maps, search for new paths in the wild, or assess a route for possible dangers.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, It's a Rental |
| 2 | Spyglass of Clairvoyance, Tale of Safe Travel |
| 3 | Map of Shortcuts, Map of the Moment |
| 4 | Elder Cartographer's Glossography, Greater Tale of Safe Travel |
Proficiencies and Starting Equipment
As a rank 1 cartographer, you gain proficiency with cartographer's tools, and your choice of vehicles (land) or vehicles (water).
Head Office also grants you the use of cartographer's supplies (quill, ink, parchment, a pair of compasses, calipers, and a ruler), a waterproof leather map case, a spyglass, and a supply of colored inks.
It's a Rental
At rank 1, at the start of any mission, you can requisition a second-hand draft horse and cart (barely functional), riding horses and ponies (typically well aged, one for each party member), passage on a ship or ferry (might require minor labor as part of the fare), and similar transportation. Any damage or losses to requisitioned equipment is expected to be repaid to Head Office.
Spyglass of Clairvoyance
At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
Tale of Safe Travel
Starting at rank 2, you gain the ability to perform a 45-minute ritual using your cartographer's tools, maps, and 50 gp in consumed material components. By doing so, you ensure safe travel for you and other creatures, from your current location to another location you could normally reach within one day. The destination must be one to which you have traveled previously, or for which you have an accurate route and map.
If your tale is told with reverence and precision, you and up to six other creatures plus their gear (including vehicles or mounts) become encircled in a magical bubble and are pulled into the 2 (see chapter 2 of the Dungeon Master's Guide). During the ritual, you tell a story of your future journey, relating details of what will be seen en route. The DM can choose to add to the story, imparting additional details or planting seeds for future adventures. If you wish, the ritual can be ended early, allowing the party to encounter what's being described by the DM.
Whenever the ritual is ended or interrupted by you, all the travelers arrive safely at the destination. At the DM's discretion, all the travelers affected by the ritual can gain the benefit of either a short rest or a long rest during the voyage.
Map of Shortcuts
At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment
Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.
| d8 | Landmark |
|---|---|
| 1 | The Ancient Sarcophagus of Gerald Smith |
| 2 | A tree labeled "This tree" |
| 3 | "The Last Resting Place of My Rich Brother that is Also a Bear Cave" |
| 4 | A range of peaks known as the Slightly Wobbly Spires |
| 5 | An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere |
| 6 | A cave filled with screaming bioluminescent worms |
| 7 | The most haunted forest for ten miles in any direction |
| 8 | A huge pile of rocks with no other rocks within sight |
Elder Cartographer's Glossography
When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
Greater Tale of Safe Travel
Also at rank 4, your Tale of Safe Travel feature can now span up to three days of travel. If your franchise headquarters is mobile, you can include it in your Tale of Safe Travel, and can also include items or goods weighing up to 2,000 pounds.
It's of the utmost importance to remember that a good cartographer knows how to tell a story to a horse. The story does not have to be accurate, but it does have to entertain the horse.
| d8 | Reason |
|---|---|
| 1 | A paranoid person by nature, you like seeing what's ahead of you at all times. |
| 2 | Your parent was a cartographer, their parent was a cartographer, and by the gods, you're going to be one too. |
| 3 | You're fairly certain no one else in your party even knows how to hold a map, let alone read one. |
| 4 | You like spyglasses. A lot. |
| 5 | Your nickname as a child was "the cartography kid." |
| 6 | Contrary to popular opinion, the destination is much, much more important than the journey. |
| 7 | A good map is like an adventure without the bugs. And the mud. And the wolves. |
| 8 | You suffer from the nagging feeling of never knowing why you've come into a room, and you need the professional flourish that lets you cover for that. |
Decisionist
I'm not saying there aren't other perspectives. Just that my perspective is the only one that's on-brand.
A decisionist brings decisive leadership to an Acquisitions Incorporated franchise. They settle disputes and ensure that the team moves forward toward its goals, often serving as a leader (officially or otherwise) and compass for the party. A signature move of the decisionist is to impress the importance of a particular looming choice on the other franchisees, then call for a vote. The results of all franchise votes are recorded, then later reported to Head Office. Decisionists are also concerned with franchise morale and teamwork, helping all members of the franchise work together effectively.
All decisionists vary in their approach to the task. You might primarily attempt to convince others through charismatic arguments, or through force of will or intellectual cunning. You might lead by example, or by extolling the examples of other people who've done the things you haven't quite gotten around to yet. Many decisionists go on to publish famous tomes, such as the best-selling Habits of Effective Adventuring Parties and I Don't Care If the Rogue Stole Your Coins, We Have a Job to Do. You help advance the franchise by calling for votes, making sure you're always on the side with the most votes, and resolving disputes within the franchise party.
Noteworthy Decisionists: Donaar Blit'zen ("C" Team), Kelshi Annab
Essential Functions: Receive one extra vote on franchise matters; resolve inter-party conflicts
Position Proficiencies: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to influence a decision being made by a group, assess the popularity of certain customs or individuals, or boost the morale of franchise hirelings.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, Tiebreaker |
| 2 | Absentee Ballot, Coin of Decisionry |
| 3 | Better Odds, Inspired Decision |
| 4 | Charming Misdemeanor, Clandestine Kit |
Proficiencies and Starting Equipment
As a rank 1 decisionist, you gain proficiency with a musical instrument (horn).
Head office also grants you the use of a musical instrument (your choice of horn), a voting kit (ballots, a ballot box, an "I Voted" sticker set), and a coin of decisionry. This large gold coin is emblazoned with the sigil of Acquisitions Incorporated as "heads," and has a "tails" image that varies.
| d8 | Tails |
|---|---|
| 1 | Omin Dran |
| 2 | Yourself |
| 3 | A pumpkin |
| 4 | A fourteen-headed hydra (it's a big coin) |
| 5 | An old despotic tyrant, their image defaced |
| 6 | A demon lord |
| 7 | A foaming tankard of beer |
| 8 | A Masked Lord of Waterdeep |
Tiebreaker
Starting at rank 1, whenever the members of your franchise take a vote, you can present your coin of decisionry and cast two votes.
Absentee Ballot
Starting at rank 2, if a member of your franchise party is absent, you gain their vote and can decide quite confidently how they would have voted. In addition, if a vote is ever taken while you are absent, you can call for a recount and add your two votes to the final voting result.
Coin of Decisionry
Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face. Roll a d4 on the following table to determine the message.
| d4 | Decision |
|---|---|
| 1 | Lucrative |
| 2 | Brand Appeal |
| 3 | Indeterminate |
| 4 | Ruinous |
The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
Better Odds
When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn.
Inspired Decision
Starting at rank 3, whenever a serious franchise vote is taken and the result goes the way you voted, you can inspire the rest of the franchise team with a brief speech. Make a DC 15 Charisma (Persuasion) check. On a success, each franchise member of your choice who can hear you gains advantage on the next ability check, attack roll, or saving throw they make in the next hour. Once you use this feature, you can't use it again until you finish a long rest.
Charming Misdemeanor
As a rank 4 decisionist, you can present your coin of decisionry to grant yourself an extra vote when your franchise votes, for a total of three votes. Once you do so, you cannot do so again until dawn seven days later.
Clandestine Kit
At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can't be used again until the next dawn.
Decisionists work best when a verdict is unilateral and in direct contradiction to the rest of their team. Do the opposite of whatever they want, even if you want to do that thing too. It's about setting an example and establishing a pecking order.
| d8 | Reason |
|---|---|
| 1 | It's always you who picks where everyone has lunch. |
| 2 | Roughly half your choices are the right ones. You might as well just toss a coin for it. |
| 3 | You have no idea. In fact, you're constantly plagued by indecision. |
| 4 | Democracy is the greatest force for change in the world, but is ruined by everyone else voting. |
| 5 | All the other positions were taken. |
| 6 | You've always felt it was your calling to tell other people what to do. Now to make it official. |
| 7 | When faced with two choices, you've always yearned for the freedom to choose both. |
| 8 | As a child, you had a sibling make you choose which of your toys lived or died. You were never the same. |
Documancer
Contracts have mystical power. Break my contract and I'll use your bones for my next quill.
Every great Acquisitions Incorporated quest begins with a contract from Head Office—and a franchise's documancer is most likely the one who controls and channels the power of that contract. A documancer bears the responsibility of managing each of a franchise's quests, of ensuring that every condition of the quest is fulfilled, and of recording and sending on information vital to Head Office when the mission is complete. When creating contracts with other organizations, a documancer makes sure that the language benefits both the franchise and Acquisitions Incorporated.
As a documancer, you are respected for having the commitment and mental fortitude required to work with Head Office. You advance your franchise by using documancy for communication, insisting on recording all deals in writing, retaining records, destroying other records, and recalling vital information.
Not everyone truly appreciates the art of documancy, and only the best and brightest are chosen for this most important work. Come to think of it, I'm not sure you make the cut.
| d6 | Method |
|---|---|
| 1 | Any way you like, provided you make a copy first |
| 2 | Mimic shredder |
| 3 | Fake dragon-head incinerator |
| 4 | The bottomless hole in the basement—at least you're pretty sure it's bottomless |
| 5 | Feeding it to the goat out back |
| 6 | Making your coworkers eat it by slipping it into their food, piece by piece—it's the only way to be sure |
Noteworthy Documancers: Walnut Dankgrass ("C" Team), Brynshal Flume
Essential Functions: Record information; track job and quest details within the franchise
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to organize lore, analyze official or arcane documents, or convey a legally binding point of view.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, Gift of Words |
| 2 | Documancy Satchel, Fluent in Boss |
| 3 | Satchel of Holding, Document Flexibility |
| 4 | Scroll Humidor, Scroll Service |
Proficiencies and Starting Equipment
As a rank 1 documancer, you gain proficiency with calligrapher's supplies.
Head office also grants you the use of calligrapher's supplies (ink, a dozen sheets of parchment, and three quills), a documancy satchel for your calligrapher's supplies, a ledger, sealing wax, copper and silver leaf, a documancer's seal of limited authority, and a scroll case.
Gift of Words
At rank 1, you are fluent in the semi-arcane language of documancy. This knowledge grants you advantage on Intelligence checks to decipher codes or similar scripts. The DM might also provide you with hints whenever you try to solve a puzzle or decipher clues involving writing.
Documancy Satchel
At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office.
Fluent in Boss
Also at rank 2, your documancer training allows you to better process Head Office communications, as well as to understand what pleases your superiors. You can cast the augury spell, with the spell's omens of weal or woe based solely on the perspective of Head Office. (It should be noted that Head Office at times has a surprisingly high disregard for potential woe to its employees.) Once you use this feature, you cannot use it again until dawn seven days later.
Satchel of Holding
At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a bag of holding.
Additionally, you can use an action to draw forth from the documancy satchel a spell scroll of comprehend languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn.
Document Flexibility
Also at rank 3, you gain proficiency with a forgery kit. One such kit (containing several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal) is always contained within the extradimensional space of your documancy satchel.
Scroll Humidor
At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scrolls. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action.
Scroll Service
Also at rank 4, you can use an action to request one spell scroll containing a spell of up to 3rd level from Head Office. If you succeed on a DC 15 Intelligence (Arcana) check, the scroll instantly appears within your documancy satchel. Only you can use this scroll. The scroll vanishes when used, or ten minutes after it has been summoned. After a successful use, this property of the satchel can't be used again until dawn seven days later. If you failed the check, this property can't be used again until the next dawn.
| d8 | Reason |
|---|---|
| 1 | You heard a rumor once that signing a contract with your off hand is technically nonbinding, and you're desperate to see if it's true. For reasons. |
| 2 | All businesses have their ups and downs, but there's always money to be made from "processing fees." |
| 3 | You have a habit of always being clear about what you've promised, but never saying when you'll do it. |
| 4 | You love doing decorative scrollwork on documents, knowing that's the best place to hide the fine print. |
| 5 | As a child, you learned to cross your fingers behind your back when making a promise. Now you yearn to make that legally binding. |
| 6 | Your habit of screaming, "No take backs!" after any group decision seemed to suggest your true calling. |
| 7 | You believe that language is an art, not a science. Who's to say what is or isn't a "real" word? |
| 8 | The smell of old parchment makes you giddy. |
Hoardsperson
Disbursement of coin is at my discretion. Be really nice to me.
As the name suggests, Acquisitions Incorporated is all about the acquiring, and the hoardsperson's job is all about storing that hard-earned loot. Each hoardsperson plays the vital role of managing a franchise's resources—including the inventory of all supplies used and treasure gained during an adventure. Hoardspersons pay particular attention to making sure that supplies are requisitioned through Acquisitions Incorporated-approved sources whenever possible, and ensuring that the proper selection of loot is sent to Head Office at the end of a mission.
As a hoardsperson, you are known as a trustworthy and responsible individual. You support your franchise by demonstrating accuracy, avoiding shortfalls, and anticipating resource needs.
Noteworthy Hoardspersons: K'thriss Drow'b ("C" Team), Phoenix Anvil ("B" Team), Two Dry Cloaks
Essential Functions: Manage stores and items; track resources
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to negotiate a price for goods and services, assess the quality of equipment and treasure, or analyze resources in a local area.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, What a Deal |
| 2 | Living Loot Satchel, Living the Good Life |
| 3 | Secret Satchel, That Thing You Need |
| 4 | Portable Hole Satchel, That Expensive Thing You Need |
Proficiencies and Starting Equipment
As a rank 1 hoardsperson, you gain proficiency with jeweler's tools.
Head office also grants you the use of jeweler's tools (a small saw and hammer, files, pliers, and tweezers) and an account ledger, as well as up to 5 gp worth of equipment from the following options: barrel, basket, block and tackle, bucket, chest, flask or tankard, jug or pitcher, iron pot, pouch, sack, saddlebags, vial, and waterskin.
What a Deal
Also at rank 1, you can use your extensive supply network to buy one item found on any table in the "5" or "5" sections in chapter 5 of the Player's Handbook and have it delivered to your franchise headquarters within one day. With a successful DC 15 Charisma (Persuasion) check, you also negotiate a 50 percent discount on the item.
If you fail the check, you cannot use this feature again until you finish a long rest. When you use this feature successfully twice, you cannot use it again until your franchise attains the next rank.
Living Loot Satchel
As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles.
| Class | Satchel |
|---|---|
| Barbarian | Broad belt with a dozen hanging pockets |
| Bard | Lute case |
| Cleric | Hollowed-out holy tome |
| Druid | Made from natural, organic, locally sourced woven fibers |
| Fighter | A thick, battle-scarred iron lockbox |
| Paladin | A metal case with fine engraving and scrollwork |
| Ranger | A fur-lined bindle |
| Rogue | A nondescript coin pouch |
| Sorcerer | A battered leather satchel, prone to spitting out multicolored sparks at the seams |
| Warlock | A patchwork monster-leather satchel with a "purely decorative" fanged mouth. |
| Wizard | A pocket dimension hidden up your sleeve or inside your hat |
The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
Living the Good Life
Also at rank 2, Head Office trusts that as long as your needs are met, you have no reason to skim any profits. You maintain a wealthy lifestyle at no cost to you.
Secret Satchel
As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the 5 table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.
Portable Hole Satchel
At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel.
The key to the hoardsperson's job is cataloging all goods that enter the party's possession. You may also catalog goods that do not belong to the party. Sometimes it works.
That Expensive Thing You Need
Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole.
| d8 | Reason |
|---|---|
| 1 | You once tried to dive into a huge pool of gold coins. It hurt. |
| 2 | You've been betrayed by your adventuring party before, and there's no way now that you'll trust anyone else to hold on to the loot |
| 3 | Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom. |
| 4 | Material possessions don't mean that much to you. Or at least that's the story you're going with. |
| 5 | You've never had a problem spending other people's money. Surely keeping other people's money can't be that hard. |
| 6 | You believe there's no such thing as worthless goods. Only unmotivated buyers. |
| 7 | You're not a hoarder. More of a passionate collector. You can stop anytime you want. Really. |
| 8 | Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted |
Loremonger
I never forget a detail... though many wish I would.
Information has value, and the loremonger is that information's keeper. A franchise's loremonger studies and records all lore relevant to its operation, including tracking the economic, technical, and arcane methods by which the franchise can be improved. A loremonger records the deeds and history of the franchise, including the names of places visited and people met during missions. Those records are then sent to Head Office (often through a franchise's documancer) to ensure brand integrity.
As a loremonger, you are a studious individual, usually with an interest in history or technical subjects. You might revel in your role, working as a central figure in your franchise as you use your knowledge to promote it. Or you might operate from the shadows, resembling a clever spymaster and allowing others to be the franchise's public face. You help advance your franchise by discovering secrets, tracking important lore gained during the characters' travels, and reporting on competitors' goals and methods.
Noteworthy Loremongers: Mabannok Kovri
Essential Functions: Record names, dates, and vital information
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to analyze the operation of a franchise, assess historical records, or decipher codes.
Loremongers talk a lot. It's best to let them.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, Whisper Jar |
| 2 | Need to Know, Whispered Encyclopedia |
| 3 | Construction Permits, Whispered Warnings |
| 4 | Efficient Upgrades, Whispered Arcana |
Proficiencies and Starting Equipment
As a rank 1 loremonger, you gain one of the following proficiencies of your choice: artisan's tools (choose type), navigator's tools, vehicles (land), or vehicles (water).
Head office also grants you the use of an appropriate tool kit if you chose a tool proficiency, as well as ink and an ink pen.
Whisper Jar
Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.
| d8 | Recording |
|---|---|
| 1 | A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof |
| 2 | The life's work of the loremonger who owned the jar before you |
| 3 | Every courageous thought you've ever had, to cover for how scared you are most of the time |
| 4 | Everything, because everyone else around you will eat their words one day! |
| 5 | The top seven places to eat fried rat skewers in every settlement you've ever visited |
| 6 | The entire family tree of every royal line, extant or lost, in Faerûn |
| 7 | A moment-by-moment review of your favorite Jim Darkmagic stage performance |
| 8 | The sound of raucous applause, which you play back liberally |
Need to Know
At rank 2, your insight grants you preternatural knowledge of the creatures around you. As an action, select one humanoid you can see and make a DC 15 Intelligence (Investigation) check. On a success, you learn the following information: the creature's name, up to three aliases it has used within the past month, its primary profession, and its skill proficiencies. Once you use this feature, you can't use it again until you finish a long rest. You can use this feature only once on any creature.
Whispered Encyclopedia
At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn.
Construction Permits
At rank 3, your knowledge of best practices for improving an Acquisitions Incorporated franchise results in a 20 percent reduction in your franchise's monthly costs (see "1" earlier in this chapter, and "1" later in this chapter).
In addition, choose one room in your franchise headquarters that belongs to you alone. That room gains one cosmetic feature, and the headquarters as a whole gains one secret feature over and above those gained normally through franchise advancement. See "1" earlier in this chapter for more information.
Whispered Warnings
Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn.
Efficient Upgrades
At rank 4, your knowledge of franchise lore and development yields further dividends. Your franchise headquarters gains one weapon feature and one cosmetic feature over and above those gained normally through franchise advancement. See "1" earlier in this chapter.
Whispered Arcana
Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can't be used again until the next dawn.
| d8 | Reason |
|---|---|
| 1 | Your favorite thing to hear is, "I probably shouldn't say anything, but did you know... ?" |
| 2 | Your whisper jar is a better conversationalist than most people you've ever met. |
| 3 | You can't keep a secret for the life of you, and you need to tell someone this thing you know or it's going to kill you! |
| 4 | You never know when someone else's words will come in handy. |
| 5 | Peoples and cultures can never die as long as their stories are still told. |
| 6 | You talked about a really cool idea once when you were drunk, and can't remember a word of it now. That'll never happen again. |
| 7 | A person is only as good as their word, and you feel compelled to keep others honest. |
| 8 | You can't read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit. |
Obviator
I adjust the odds and remove obstacles to create maximum convenience for our franchise.
Obstacles abound along the path to riches. A franchise's mission success might require combating a rival organization's disinformation attempts one day, then besting a castle's defenses the next. The day after that, some poor sap named Bob might need to be disposed of. And no matter what the type of challenge that needs to be overcome, the franchise's obviator determines the optimal way to shut down and destroy that challenge. (Nothing personal, Bob. It's just business.)
As an obviator, you hatch convoluted plots to fight the overwhelming odds presented by each mission—by whatever means are necessary. Sometimes, you might prefer brute strength and improvisation. Other times, you might undertake a deep study of conflicts and rival organizations, working carefully to stay three steps ahead of the opposition. In all cases, though, you help advance your franchise by hatching effective plans and tactics, anticipating problems, and learning about your foes—ideally before they can treat you as an obstacle to their own success.
Noteworthy Obviators: Lok
Essential Functions: Destroy targets (people and information); study conflicts
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to make sense of an enemy's tactics, discern a hidden threat, or intimidate a foe whose weaknesses you have previously assessed (see "Read the Opposition" below).
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, Read the Opposition |
| 2 | Alchemist's Insight, Obviator's Lenses |
| 3 | Advanced Preparations, Travel Alchemical Kit |
| 4 | Enhanced Lenses, Obviate the Opposition |
Proficiencies and Starting Equipment
As a rank 1 obviator, you gain proficiency with alchemist's supplies.
Head office also grants you the use of alchemist's supplies (two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, powdered iron, and purified water); your choice of a vial of acid, a flask of alchemist's fire, or a vial of antitoxin; and a hunting trap.
Read the Opposition
Also at rank 1, you can attempt to get a reading on one creature you can see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this feature, you can't use it again until you finish a long rest. You can use this feature only once on any creature.
Obviation is as much a philosophy as it is a practice. It's not a good fit for those who want to remain... you know, fully alive.
Possible details you might learn include the creature's goals or motivation, bonds or ideals, personality traits, flaws, combat strategy (including common attack methods or tactics), financial information, lair location, allies or foes, romantic entanglements, sense of humor, or favorite songs.
Alchemist's Insight
At rank 2, you can use an action to use your alchemist's supplies to identify any unknown substance (including alchemical items, potions, and other magical substances). Once you use this feature, you cannot use it again until you finish a long rest.
| d8 | Learning Experience |
|---|---|
| 1 | You traveled with a charlatan alchemist for years, until they were arrested for selling fake healing potions. You still remember how to get the taste just right. |
| 2 | You were once the head dishwasher in a famous wizard's college. |
| 3 | One of your parents was a healer in a small outpost, and they taught you that even the most mundane flora and natural materials can be used to wondrous effect. |
| 4 | While lost in the Underdark, you were forced to consume mold, fungus, and insect parts to survive. You developed a taste for that sort of thing. |
| 5 | You think you might be addicted to holy water. You just can't stop drinking it long enough to find out for sure. |
| 6 | You were once the personnel manager of a struggling business and needed to come up with a herbal cure-all that would keep employees awake for eighteen-hour shifts. No one died. Mostly. |
| 7 | As the child of a wealthy and despotic noble, you learned to smell poisoned pastries a mile off. A shame that your siblings weren't so talented. |
| 8 | As a server in a tavern, you refined the perfect hangover cure but never wrote the recipe down. Now you're desperate to recreate it. |
Obviator's Lenses
Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn.
Advanced Preparations
At rank 3, you gain the ability to declare that you're totally prepared. This preparedness takes the from of asking yourself one question, then making a DC 15 Intelligence (History) check. On a success, you recall information you could have uncovered through earlier research about your mission. The information can be a discreet revelation, a vague hint, or even a riddle. Once you use this feature, you cannot use it again until you finish a long rest.
Travel Alchemical Kit
Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade.
You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
Enhanced Lenses
At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn.
Obviate the Opposition
Also at rank 4, when you use your Read the Opposition feature and fail the check, you still learn one detail about the target creature, as chosen by the DM. Additionally, you can use Read the Opposition more than once on the same creature, but if you do so, you cannot use that feature again on the same creature until you finish a long rest.
| d8 | Reason |
|---|---|
| 1 | There's nothing that excites you more than a puzzle you can't immediately solve. |
| 2 | Your favorite saying is, "All according to plan." Especially when you have no idea what's going on. |
| 3 | You have an entire room dedicated to notes and sketches connected by red yarn. |
| 4 | Your plans are so detailed that they have plans of their own. |
| 5 | You find the little details so much more interesting than... well, anything else. |
| 6 | You already had the chemical burns on your hands. Might as well make it official. |
| 7 | Methodical. Calculating. Brilliant. One day, you hope these words will apply to you. |
| 8 | It's not paranoia if they really are out to get you. And if you're out to get them first. |
Occultant
Our next kill changes everything.
An occultant tracks the creatures and foes that a franchise has bested or killed, weighing them against the deeds the franchise has achieved. Using the eldritch abacus for which this position is named, an occultant measures the karmic coordinates of their franchise, hoping to gain portents of that which is yet to come.
Like all occultants, you are a grim and enigmatic figure. Even your closest companions might be wary of the power you channel—and nobody wears that aura of dark mystery like you do. You help advance your franchise by determining whether foes should live or die, prognosticating correctly (or at least authoritatively), keeping the rest of the party attuned to the importance of karma, and making the right calls on how best to "clean up" any incorrect readings or misunderstandings.
Noteworthy Occultants: Talanatha Three-Coins
Essential Functions: Track kills; assess the value to the franchise of the living and the dead
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease or poison killed a creature, or explain what that dead body is doing under your bed at the inn.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, Read the Kill |
| 2 | Eldritch Occultant, Bring Out Your Dead |
| 3 | Bead of Instant Karma, Death's Omen |
| 4 | Bead of Diverted Karma, Correct the Balance |
Proficiencies and Starting Equipment
As a rank 1 occultant, you gain proficiency with one of the following of your choice: cook's utensils, leatherworker's tools, or weaver's tools.
Head office also grants you the use of a tool kit for your chosen proficiency, a merchant's scale, five waterproof belt pouches in which to store creature parts or other tools, and a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.
Read the Kill
Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.
| d6 | Reading |
|---|---|
| 1 | Using a tiny bellows to pump one last breath into a corpse. |
| 2 | Reading the entrails with special reading-the-entrails glasses. |
| 3 | Burning a small piece of the body and looking for shapes in the smoke. |
| 4 | A cautious, reasoned, professional guesstimate. |
| 5 | Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe. |
| 6 | You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately. |
Eldritch Occultant
Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn.
Bring Out Your Dead
Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest.
Bead of Instant Karma
At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
Death's Omen
Also at rank 3, you gain the ability to read the grim portents of a creature's demise. As a bonus action, choose a creature you can see that is below its hit point maximum and make a DC 15 Wisdom (Insight) check. On a success, you determine whether this creature's immediate death would have neutral, negative, or positive ramifications for you and your franchise. If the ramifications are different for you and the franchise, you learn this as well.
Bead of Diverted Karma
At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
Correct the Balance
As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.
If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later.
I don't really understand occultants, and to be honest, they scare the Abyss out of me.
| d8 | Reason |
|---|---|
| 1 | You believe in karmic balance, but hate the idea that "balance" means good and bad things can both happen to you. Good things happening to you and bad things happening to other people seems perfectly reasonable. |
| 2 | You love drinking tea and hate cleaning up, so pretending that the dregs in those dozens of empty cups are there to show ill omens and portents is a perfect cover. |
| 3 | You collected beads carved as skulls as a child. Nobody ever told you there was a career in that sort of thing. |
| 4 | You watched someone close to you die, and were overcome by the feeling that you should be making money off it somehow. |
| 5 | You've always owned a stuffed cat. You're not sure where it came from, but it's given you great career advice so far. |
| 6 | You've always worn a lot of black. |
| 7 | You really wanted a job where you can hide a fog machine under the desk for dramatic effect during meetings. |
| 8 | You have an obsession with death that clearly marks you for great things. |
Secretarian
I've sold ice in Icewind Dale.
A secretarian's focus is on people—and all the potential value that might be wrung out of them. Every person met outside a franchise is a potential customer to a secretarian, who does whatever they can to bring that relationship to fulfillment. A secretarian seeks always to promote their franchise and gain greater value than they give. They have the skills to negotiate with subemployees, temporary hirelings, seasonal staff, and other humanoid (usually) resources. When staff members have problems, the secretarian is the one who patiently listens (or at least pretends to) until everything calms down.
As a secretarian, you are respected for having the fortitude to listen to both customers and coworkers without going insane. You help advance your franchise by keeping staff happy (enough), hiring competent (enough) workers, coming up with slogans and catchphrases, launching marketing schemes, and getting jingles and slogans stuck in customer's heads. And while your superiors don't officially condone undermining the branding efforts of other organizations, no one can argue with the effectiveness of that approach.
Noteworthy Secretarians: Certainty Dran, Dunbar of Spreck
Essential Functions: Extract information; assess the strengths and weaknesses of others
Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to convince a suspicious crowd of your good (or at least non-evil) intentions, encourage franchise hirelings to work faster, or improvise a jingle extolling the virtues of your franchise.
| Franchise Rank | Features |
|---|---|
| 1 | Proficiencies and Starting Equipment, Sending Stone |
| 2 | Portfolio Keeper, Rumor Mill |
| 3 | Cards of Sending, Improved Rumor Mill |
| 4 | Always Hiring, Charming Introduction |
Proficiencies and Starting Equipment
As a rank 1 secretarian, you gain proficiency with one of the following of your choice: gaming set, musical instrument, or disguise kit.
Head office also grants you the use of a tool kit for your chosen proficiency, a collection of sales brochures, a set of business cards, a metal bell, and a set of fine clothes.
My daughter Certainty created the secretarian role. Proved it out as a concept. I told her we didn't need them. I was wrong.
Sending Stone
Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn.
Making contact with another secretarian assumes that they are in possession of their own sending stone.
| d8 | Quirk |
|---|---|
| 1 | It's a flip stone. |
| 2 | It gets great reception everywhere except in your headquarters. |
| 3 | It sometimes picks up other magical conversations. |
| 4 | It's the perfect size, shape, and weight to be used as a skipping stone. |
| 5 | It heats up when you use it, to the extent that it once burned through your gloves. |
| 6 | It has an obnoxious ringtone that you can't work out how to change. |
| 7 | It fails to notify you of incoming messages except for a faint pulsating glow. |
| 8 | It's voice activated, so that every time you talk to someone, it tries to send a message to someone else. |
Portfolio Keeper
At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme.
When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.
Rumor Mill
Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts.
Cards of Sending
At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
You can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
Improved Rumor Mill
At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.
Always Hiring
At rank 4, you have little trouble finding the right people for the job. As an action, while in a populated area, you can make a DC 15 Charisma (Persuasion) check to locate an NPC who can provide a service immediately, no questions asked, for the standard fee (see "5" in chapter 5 of the Player's Handbook). On a successful check, information regarding the potential hire comes to you as supernatural insight, word of mouth, an advertisement blowing into your face, or a similarly convenient method. Once you use this feature, you cannot use it again until you finish a long rest.
Hirelings acquired through this feature are in addition to any franchise staff. They can be invited to bolster existing staff or fill a sudden need, but they are not part of the baseline staff gained through a franchise's rank. Their pay is not covered by the franchise's normal costs.
Charming Introduction
Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card.
| d8 | Reason |
|---|---|
| 1 | You believe that people shouldn't work harder; they should work smarter. And then they should work harder. |
| 2 | You've always yearned to be in the people business, because inanimate objects can't pay you. |
| 3 | Being able to hand out "Employee of the Month" stickers has been a life-long dream. |
| 4 | You believe that customer loyalty can't be bought, but that it can be rented at reasonable terms and rates. |
| 5 | Your habit of constantly telling other people how they can improve makes you a master of performance reviews. |
| 6 | You've always believed that the customer is satisfied when you say the customer is satisfied, and not a second before. |
| 7 | You love the joy that other people get when you tell them what to do. |
| 8 | Buzzwords was your first language. |
Franchise Tasks and Downtime
As talked about in the Player's Handbook and the Dungeon Master's Guide, downtime activities allow players and DMs to make the breaks between adventures into a compelling part of the campaign. In between the highlights of slogging through dungeons, infiltrating death cults, and being generally heroic, characters can practice professions, engage in research, create special items, and indulge other activities beyond adventuring.
Because an Acquisitions Incorporated campaign is focused on the franchise, downtime is typically a big part of the game. (The adventure that makes up chapter 4 of this book, "0," sets up downtime options between adventure episodes as a key component of the campaign.) But an Acq Inc campaign offers even more robust options for characters who want to get things done outside adventuring time, because the heroes of an Acquisitions Incorporated campaign have something that most adventurers don't—a well-paid (okay, an occasionally paid) staff.
In addition to the downtime activities characters undertake on their own, the hard-working subemployees and interns of a franchise can carry out orders and further the characters' goals through research, crafting, social encounters, and so forth. This lets the players direct behind-the-scenes activities even as the characters focus on the more rarefied pursuits of killing monsters and taking their stuff. Before your party sets out for the Fortress of Eternal Peril, an intern can be sent to research that magic book found in a previous adventure. Your majordomo might spend time currying favor with nobles as a means of expanding the franchise's reputation. And what could be more fun (for you) than to have the staff engage in a bit of dangerous criminal activity? If they're successful, the franchise gets the profits! And if they get caught, who are these people you barely know?
Franchise Tasks in the Campaign
By allowing franchise tasks to take place not just during downtime but while the characters are adventuring, it's possible for players in an Acquisitions Incorporated game to try to push the pace of the campaign. Characters might try to avoid taking downtime of their own in favor of having franchise employees take care of all that boring not-adventuring stuff. But because an Acq Inc campaign makes great use of social encounters, research, and intrigue, players should be encouraged to not treat downtime as optional. Moreover, DMs can and will make use of rivalries and complications during franchise tasks to drag characters into that part of the game.
Between Adventures
Using the traditional approach to downtime, franchise tasks can be run at set break points during the campaign. When the characters return from adventuring, they take on some of the responsibility for bookkeeping, maintenance, long-term planning, and the like, making franchise staff available for other activities under the characters' guidance. In this model, characters and staff run downtime simultaneously between sessions of adventuring. This follows the standard approach of using downtime to advance the timeline of the campaign.
Ongoing Activities
A more wide-open approach to franchise tasks sees the characters direct those activities at any point during the campaign, alongside traditional adventuring. During any game session, the players can decide to focus on what the franchise staff are up to by setting assignments, giving orders, and making checks to determine the success of franchise tasks. If those tasks tie strongly into the adventure, franchise tasks can effectively become a fourth pillar of an Acquisitions Incorporated game, alongside exploration, social interaction, and combat.
Selecting Franchise Tasks
Whether franchise tasks are undertaken during regular downtime or alongside other adventuring activities, a franchise's rank puts a hard limit on the number of tasks the franchise's staff can undertake. See the "1" section earlier in this chapter. (This limit is only for franchise tasks undertaken by staff. The characters are free to undertake whatever downtime activities the DM allows, as normal.)
For each available franchise task slot, players can allocate one or more staff members to a chosen franchise task. Those tasks can include any of the downtime activities in the Player's Handbook or the Dungeon Master's Guide, the new and revised downtime activities in Xanathar's Guide to Everything, and the new activities in this section. When all of a franchise's task slots are filled, one of those tasks must be completed before staff can be allocated to a new franchise task. (The one exception to this rule is the running a franchise activity, presented later in this section. That activity must be performed by a franchise, but does not require that specific characters or staff members be allocated to it.)
Staff allocated to a franchise task are no longer available for other needs, including other franchise tasks. Any costs or resources associated with a franchise task must be provided by the franchise (which is to say, by the characters).
For example, a rank 2 franchise can undertake two concurrent franchise tasks. If the characters are setting out to explore the Swamp of Lingering Malaise, they might order their majordomo to send messages to various noble families while they're away, carrying out the sowing rumors activity from the Dungeon Master's Guide. The task follows the regular rules for that downtime activity, but is carried out by the majordomo. At the same time, the characters might send out another staff member to engage in the explore territory activity (a new activity detailed below).
You can't expect to get everything done yourself. Delegation is key. And the consequences for fumbling a simple task should be real, immediate, and serve as a lesson to others who serve you. No dessert for a tenday! That'll teach 'em.
Making Task Checks
When a franchise task requires an ability check, a staff member can use their own ability check modifier to determine success. (This modifier might depend on the staff member's statistics, if an NPC, or it might be based on the franchise's rank. See the "1" section.) Alternatively, the staff member can use the check modifier of a character overseeing the task and giving the staff member direction. This can encourage the characters to develop closer relationships with franchise staff through roleplaying, and keeps the players involved in staff-focused franchise tasks.
Franchise Tasks as Narrative
Franchise tasks can be an exciting, story-rich part of a gaming session. Over time, franchise tasks and character downtime activities can expand the story of a franchise and add depth to the characterizations of its NPC staff members. The successes, failures, and complications of franchise tasks might even become pivotal moments in the campaign.
As with all aspects of an Acquisitions Incorporated campaign, franchise tasks are about creating narrative. As such, to make those tasks a part of the campaign story, the DM and the players can work together to break tasks down into distinct scenes using the following guidelines.
Establish Goals
When the characters select a franchise task, the players share their goals for that task with the DM. Having clear motives helps establish the stakes and provides ideas that the DM can weave into the campaign story. The DM might work up a narrative based on the players' initial discussions, and might ask additional questions to help narrow down options.
As an example, consider a group of characters whose franchise headquarters is a submersible ship, and whose staff are largely former pirates. While the characters head out for a mission on the mainland, they direct the ship's staff-member captain to surprise other vessels and liberate goods from them. The DM decides that such acts of piracy fit the shady business practice activity (introduced later in this section), and quickly sketches out a few ideas for the task.
Opening Scene
The DM describes the beginning of the task activity, setting the stage for the NPCs' actions. For the submersible headquarters discussed above, the DM might begin to describe how the ship leaves port in search of easy prey. The captain and crew are in a good mood. There's a storm in the area, but it doesn't threaten the submersible. The DM might ask the players to describe a few undertakings the crew can engage in to pass the time, or might even ask players to temporarily take on the roles of one or more staff members, helping to bring those NPCs to life through roleplaying.
Ability Check Scenes
For each ability check required by a franchise task, the DM describes what's happening, determines the applicable ability, and decides whether a skill or tool proficiency is appropriate (usually as suggested in the activity write-up). Whether the check is made by a staff member or the character who directed or set up the franchise task, a player makes the roll. The DM can encourage roleplaying by asking about what kind of guidance a character provided to the staff member, or what part of the staff member's background makes them good at the task at hand. The DM then describes successive scenes based on checks and roleplaying as the crew members locate a likely target ship and commence their attack.
Concluding Scene
The DM determines the overall outcome for the franchise task, then narrates the outcome to wrap up that small part of the overall story. If the check for the activity indicates any degree of success, the DM describes how the franchise's pirates manage to grab some valuable cargo, in addition to other benefits as noted in the write-up for the shady business practice activity. With treasure aboard, the ship is ready for the characters' eventual return.
Ongoing Story
Rather than treating franchise tasks as isolated episodes, the DM can weave the story of one task into the next, and can tie franchise tasks into the overarching campaign. Doing so assigns importance to franchise tasks, and lets the players understand how the success or failure of those tasks might drive the campaign. Even after a specific franchise task has concluded, the DM can make notes for how that task might tie to future tasks. For the characters running the submersible franchise, the ship that fought off the franchise's pirates might remember a few details about the franchise crew. Or perhaps the plundered vessel belongs to a franchise rival, or even a foreign dignitary the characters will eventually meet, setting up a future plot twist.
Complications and Rivals
The franchise and downtime activities introduced in this section all incorporate the idea that such activities can introduce ongoing complications to the campaign, and that anything a franchise's characters or employees do might bring the franchise into conflict with rivals.
If you use Xanathar's Guide to Everything in your games, you're probably already familiar with complications and rivals as part of downtime, but you don't need to own that book to make use of these ideas. Rather, just remember that an Acquisitions Incorporated campaign is always about story. Each time the characters engage in downtime or direct their staff in a franchise task, the players and the DM can think about how those tasks and activities might complicate the ongoing campaign narrative, and how the franchise's enemies—or potential enemies—might get caught up in those complications.
When a complication or a rival comes into play during downtime or franchise activities, the DM determines the particulars. The activities presented at the end of this section all come with tables of possible complications, but the DM is free to come up with even more dastardly complications to suit the campaign.
Who's Watching?
An easy way to focus on complications and rivals in a campaign is to think about who might be paying attention to a franchise's activities. For example, a successful philanthropic enterprise (one of the new activities in this section) could draw the attention of a noble who begins to question the reputation and honesty of the characters running the franchise. Or the party might launch a marketeering campaign (another new activity), only to discover that their branding has an accidental resemblance to the logo of an assassins' guild. Complications are an excellent way to develop rich interactions between the setting and the characters. In an Acquisitions Incorporated campaign, even the smallest actions can have unexpected (and, ideally, hilarious) consequences.
Rivals represent any of the factions and organizations that can come into play during an Acquisitions Incorporated campaign. Rivals don't have to be villains or mortal enemies of the characters, though. Other Acq Inc franchises all compete with the characters' franchise, seeking to expand their own reach and impress Head Office. Governments, merchants, guilds, religious institutions, and noble families can all take notice as a franchise grows in power. And outside the characters' immediate sphere of influence, factions such as Dran Enterprises and the Six work dark plots that might make the characters targets for assimilation or destruction. (The plots of the Six and the operations of Dran Enterprises both play a part in the adventure "0," chapter 4 of this book.)
When a complication occurs during a downtime or franchise activity, the DM determines whether and how that complication connects to a rival. Certain complications might be caused by rivals, as when the orc army camping in the characters' territory is revealed to have been invited there by a competing franchise. Other complications might draw a rival in, as when a greedy noble decides they want a piece of the franchise's action.
Rival NPCs can be worked up using the rules in chapter 4, "4" of the Dungeon Master's Guide, incorporating schemes, methods, and weaknesses. If you use Xanathar's Guide to Everything in your game, that book provides example rivals and talks about establishing a rival's goals, assets, and plans. See also the "2" section in chapter 3 of this book for an introduction to some of the rival organizations that might appear in an Acquisitions Incorporated campaign.
Complications as Story
Complications and rivals make excellent adventure seeds. Whenever a complication or rival draws the interest of the players, the DM can make a note of that for future development. As the campaign progresses, the agendas of rivals change over time, just as the characters' goals and agendas change as a result of their franchise's success (or their efforts to stave off failure).
The DM can decide how to invoke complications as the campaign story unfolds. Perhaps the characters were forced to slay an evil guard in a raid gone bad. Later, their majordomo engages in a little gambling as part of a franchise task... and finds the suspicious husband of the guard at their gaming table! Likewise, if a franchise has recently tangled with Dran Enterprises or opposed another Acq Inc franchise, the chance of a complication with either group likely goes up.
Downtime and Franchise Activities
In addition to the downtime activities found in other books, characters and their franchise staff can undertake the new activities presented in this section, either as regular downtime activities or as franchise tasks that can be undertaken at any time. These activities reflect the central role of the franchise in an Acquisitions Incorporated campaign.
The length of time required for these new downtime or franchise activities varies, from a number of days to one workweek (5 days) or more. All the normal rules for downtime must be followed by the character or NPC undertaking the downtime or franchise activity, including spending 8 hours each day engaged in that activity for the day to count toward the activity's completion. The one exception to this rule is that any costs for a franchise activity are paid for by the characters, even if franchise staff are executing the task.
Some downtime and franchise activities alter a franchise's monthly costs. See the "1" section earlier in this chapter for how to determine a franchise's base monthly costs, and see the "1" section below for more information on how that activity modifies the base cost.
- Explore Territory
- Franchise Restructuring
- Headquarters Modification
- Marketeering
- Philanthropic Enterprise
- Running a Franchise
- Scrutineering
- Shady Business Practice
- Schmoozing
- Team Building