Acquisitions Incorporated D&D5e
Acquisitions Incorporated D&D5e
INCORPORATED.
CREDITS
This book was a collaboration between Wizards of the Coast and Additional Design: Luke Lancaster, Zac Naoum
Penny Arcade. Members of the Wizards of the Coast team are Additional Flavor Text Writers: Jerry Holkins, Mike Krahulik, Patrick
marked with an asterisk. Rothfuss, Morgan Webb, Amy T. Falcone, Kate Welch, Ryan
Hartman, Kris Straub, Luke Lancaster
Creative Directors: Jerry Holkins, Elyssa Grant,
Scott Fitzgerald Gray Production Services: Cynda Callaway,* Jefferson Du nlap.* David
Designers: Shawn Merwin, Teos Abadfa, Jerry Ho lkins, Scott Gershman*
Fitzgerald Gray
Producers: Elyssa Grant, Dan Tovar* Brand and Marketing: Ryan Hartman, Elyssa Grant, Greg Tito,* Cate
Associate Producer: Bill Benham* Olsen, Anna Vo,* Stride PR, 360 PR*
Development: Shawn Merwin, Tees Abadfa, Scott Fitzgerald Gray,
Chris S. Sims, Ben Petrisor*, Jeremy Crawford* Additional Penny Arcade Team Members: Mike Buland, David
Coffman, Beth Damis, Patrick Groome, JeffKalles, Lidija Piper.
Lead Editor: Scott Fitzgerald Gray Joshua Price, Laura Stringer
Editors: Michele Carter, Chris S. Sims, Scott Fitzgerald Gray,
F. Wesley Schneider* <:Additional D&D Team Members: Bart Carroll, Pelham Greene,
Indexing: Lyz Liddell Adam Lee, Ari Levitch, Christopher Lindsay, Shelly Mazzanoble,
Mike Mearls. Christopher Perkins, Satine Phoenix, Hilary Ross,
Art Directors: Mike Krahulik, Francisco Villasenor, Shauna Narciso,* Liz Schuh, Nathan Stewart, Greg Tito. Kate Welch, Richard
Kate Irwin'' Whitters, Shawn Wood
Additional Art Direction: Je rry Holkins, Elyssa Grant, Scott
Fitzgerald Gray Full Acquisitions Incorporated Cast: Jerry Ho lkins as Ominifis
Graphic Designers: Amy T. Falcone, Emi Tanji,* Trish Yochum1' Hereward "Omin" Oran. Mike Krahulik as James Winifred
Cover Illustrator: Mike Krahulik "Jim" Oarkmagic Ill, Patrick Rothfuss as Viari, Morgan Webb as
Interior Illustrators: Dabe Alan, Joy Ang, Darren M.A. Calvert, Morg~n, WWE Superstar Xavier Woods as Bobby Zimeruski,
Oaarken, Michele Giorgi, Gavin Greco, Leesha Hannigan, Tyler Wil Wheaton as Aeofel Elhromane, Amy T. Falcone as Walnut
Jacobson, Nicholas Kay, Ju li an Kok, Dora Litterell, Nurse Normal, Dankgrass, Ryan Hartman as Donaar Blit'zen, Kate Welch as
Aviv Or, Klaus Pillon, Carmen Sinek, Kris Straub, Kim Van Deun, Rosie Beestinger, Kris Straub as K'thriss Orow'b, Scott Kurtz as
Francisco VillasePlor, Chris Walton Binwin Bronzebottom, Holly Conrad as Strix Beestinger, Anna
Cartographers: Jared Blando, Jason Engle, Robert Lazzaretti, Mike Prosser as Evelyn Marthain; with Dungeon Masters Jeremy
Schley Crawford and Ch ristopher Perkins
ON THE COVER
Ominifis Hereward Dran, CEO of Acquisitions Incorporated, leads
an assau lt on an lllithid lair in this vibrant piece by Mike Krahulik.
Disclaimer: Acq1.1isit1om Incorporated hos made every legal. moral, and ateont o:umpr
to ensure che safety of1he 1'nformotiof1 coruoined herein. Tho: being said, should or1 em·
ployee meet their end in the servir,e ofAcquisitfons Incorporated. we do reserve the rlgh: ro
reonimo•• you ro perform ligh1 office •asks. Maybe you should read 1he1e conrrocu mort
corefulfy, eh?
6200255000001 EN
ISBN: 978-0-7869-6690-5
First Printing: June 2019
987654321
CE
DUNGEONS&. DRAGONS , O&D, Wizards of the Coast, fo(gotten Realms, die d ragon ampersand, Player's H<JndbooJc. Monster Manual. Otmgton Moiier's Cuid~. all other Wizards of
the Coast product names. and their respective logos are trademarks of Wizards of the Coast m the USA and other countries. Penny Arcade. the PA logo. Acqu1stt1ons Incorporated. the
Al logo. Omin Oran. Jim Darkmagit, and Oonaar Blit':zen are trademarks of Penny Arcade, Inc. The uadcmarks and copyrights associated with the following Acqu1s1t1ons Incorporated
characters are owned by their respective players but used herein under express and ell'.clusive license granted to Penny Arcade, l!"lc.: V1ari (Patrick Rothfuss), MOrgaen {Morgan Webb):
Walnut Dankgrass (Amy T. Falcone); Rosie Beestinger (Kate Welch): and K'thriss Drow'b (Kris Straub). Acquositions Incorporated is the exclusive property of Penny Arcade, Inc ..
© 20 19 all rights reserved. T his matern1l 1s protected under the copyright laws of the United States of America. Any reproduction or unaulhonzed use of the material or artwork con-
tained herein is prohibited without the exp1ess written permission of Wizards of the Coast and Penny Arcade, Inc.
<
Pnnted in rhe USA. ©2019 Wizards of the Coast LlC, PO Box 707, Renton, WA 98057·0707. USA. Manufactured by Hasb<o SA. Rue Emile·Bocchat 31, 2800 Delemont. CH.
Represented by Hasbro f 11rope 4 Tbg Sguare Stockley Park lhbndge Middlesex UBJJ 1ET t JK
CONTENTS
Preface .......................................................... 4 Fighter ...................................................... 59 App. A: AcQ lNc ....................................... 196
Ch. I: Acquisitions Incorporated .......... 5 Monk ......................................................... 61 Om in Oran ................................................196
h 's jus1 Business.......................................... 5 Paladin ...................................................... 62 Jim Darkmagic ......................................... 197
A Corpora1e Prospectus ............................ 6 Ranger ...................................................... 64 Viari ............................................................ 198
Fas1 Franchise Gcncra1or.......................... 8 Rogue ........................................................ 65 M6rgren ...................................................... 199
Ch. 2: Growing Your Franchise ............. 9 Sorcerer ................................................... 67 Flabbergast .............................................. 200
Franchise Advanceme111 ............................ 9 Warlock .................................................... 68 The ..C .. Team .......................................... 200
Company Positions ................................... 18 Wizard ...................................................... 70 The "B.. Team ...........................................205
Cartograph er........................................... 19 New Race: Verdan ..................................... 72
House Dran ...............................................207
Decision isl ............................................... 21 New S peII s .................................................. 74
App. 8: Monsters ....................................209
Documancer ............................................ 23 Factions and Rival s................................... 77
Chaos Quadrapod ....................................209
I loardsperson ......................................... 24 Ch. 4: The Orrery of the Wanderer..... 79
Clockwork Dragon ..................................209
Loremonger ............................................. 26 Running an Acquisitions Incorporated
Campaign ................................................. 80 Deep Crow................................................. 210
Obviator .................................................... 28
Story Overview........................................... 80 Keg Robot .................................................. 212
Occultant .................................................. 30
Episode 1: Right Place, Wrong Splugoth the Returned ........................... 213
Secrclarian .............................................. 32
Heroes ...................................................... 81 Iconic Faction Features ......................... 2 14
Franchise Tasks Md Downtime ............ 34
Episode 2: Fun in Phandalin .................. 97 Iconic Franchise Features..................... 215
Ch. 3: Player Options .............................. 47
Episode 3: Darkness al the App. C: Vehicles ...................................... 2 17
Backgrounds............................................... 47 Lighthouse ............................................. 11 8
Playing with Class .................. ,.................. 52 E . d D E 8 aule 8 alloon ........................................... 217
p1so e 4: ran nterpriscs ................ 13 6
Barbarian ................................................. 52 E . d H .d dS k Mechanical Beholder.............................. 219
p1so e 5: 1 e an ee ..................... 154
Bard ........................................................... 54 Episode 6: Showdown with the Six .... 176 App. D: Orrery and Components ......220
Cleric ......................................................... 56 The Ca a·g to Co App. E: Trinkets...................................... 222
mp 1 n me ....................... .. 195
Druid ......................................................... 57 Index ..........................................................224
PREFACE
e ~t tM i! im t. 5 cc al p
l (}) [a lui jw 4 we!Cfl/1f£J,p a l
mlb~ cJ
~fad, we'ne cJtgk d- tl te riM &u d & utd caf!ui@ppoA&udf;f.
&m g fm p &
@hM, IA, ffte jMd Jfep af ffte jM
tpa!d af a a,
&JUXCSJ,r-~tue
wltile lrildu:d up &;. aull
c9lid~ a 11r,dc<plw!i fan flte lei lrd of
l ~ ca fl ui @p po /d wt~. GU1t&J .. . f/c17w i.J,.
o/l~f;. @hew i.&;f;t l a plac e
d ~ & ge l flww. pfmae td me htatu.
@ppoA&mil;p ~ a !ladpEace M
hc mJ J lw m
di
CQUISITIONS INCOf~PORATED WAS FOUNDED Following these chapters, appendix A presents stal-
in Seattle, Washington, in a time spoken of warts of the Acquisitions Incorporated world, founding
in only hushed tones: the year 2009. It first members and characters frGm the company's ongoing
saw life as a podcast, which. at the time, adventures. Appendix B details foes, from terrifying
was an unusual way to play Du CEONS & deep crows to infamous keg robots. Appendices C, D,
DRAGONS. The intervening decade saw and E conclude this guide with a variety of Acq Inc tools
Acq Inc take on many forms- streams, re- and treasures. from vehicles like the battle balloon to
corded content, comics, and, of course, live roleplaying the mighty Orreryofthe Wanderer.
shows. While these are all now completely normal ways Many hands worked diligently throughout the process
to discover and enjoy D&D, back then, not so much. We of creating the Acquisitions Incorporated campaign and
just did it because it seemed like a cool idea, and ten this resulting book. If you put your ear very close to the
years later, it seems like maybe we were right. Today, pages, you will hear us whisper, "thank you."
Acq Inc's adventures continue, dutifully chronicled on-
line at acq-inc.com. IT'S JUST BUSINESS
Our intention with Acquisitions Incorporated was to
With its roots set firmly in heroic fantasy, D&D might
bring dark office comedy to a world of swords. sorcery,
feel out of sync with modern-day business dealings.
dungeons, and (dare we say) dragons. This book, cre-
But the game and its settings are actually a perfect fit
ated in concert with Wizards of the Coast, sets you up
for such tropes. What better way to think of the big bad
for success in your own fantasy-business endeavors.
monster at the center of a web of even bigger and badder
Chapter 1 provides an orientation for new franchise
plans than as the CEO of a megacorporation, using ev-
members, detailing how to start a game and play the
ery resource to dominate the market? What is an adven-
Acquisitions Incorporated way. Chapter 2 explores the
turing party but a limited-liability corporation, with each
various positions within an Acq Inc franchise, introduc-
member contributing specialized skills to growing the
ini;i a variety of roles vital to an adventuring enterprise's
brand and expanding a power base?
success. Chapter 3 delves into backgrounds for Acq
Likewise. hirelings. sidekicks. apprentices, and other
Inc franchise members, entrenching company goals at
paid laborers working for the heroes have been staples
the core of their beings. In Chapter 4, all this comes to-
of Du CEO s & DRAGONS since the earliest editions of
gether in an adventure taking characters from level 1 to
the game. Charisma in AD&D was good for little other
6, establishing a party's claim on a world they"ve begun
than determining how many followers your character
to explore and strip-mine for profit.
might gather- and, more importantly, how much pain
WHAT Is ACQUISITIONS
INCORPORATED?
An Acquisitions Incorporated campaign has a unique
texture, because it combines deeply ordinary clerical
toil with multiverse-spanning stakes. And in the end,
you never know which one of those tropes might save
your life.
Acquisitions Incorporated is high fantasy by way of
office comedy. Imagine the Fellowship of the Ring in-
sisting they only trekked from nine to five. Think about
Conan barbarously assailing his way up the corporate
ladder. Or perhaps King Arthur insisting that Excali-
bur's real magic lie in brand awareness, or Robin Hood
pivoting the Merry Men toward a pyramid scheme.
Starting your own Acquisitions Incorporated fran-
chise means stepping into a world of possibility. It opens
up countless adventure hooks, rules for building and
growing your own personalized base of operations, and
a way to introduce Acquisitions lncorporated's specific
sense of farcical corporate culture, questionable moral-
ity, and unfolding narrative to your own game.
Within the world of Acquisitions Incorporated, the
franchise is the center of brand expansion throughout
the world of Faerun and beyond, even as it provides a
new set of tools for player expression and involvement.
In a way, it provides players with a greater purpose to
explore. And although entirely nonnegotiable, franchise
fees are incredibly reasonable.
-Omin Dran
. ot always what the
ship began when Jim was the only surviving candidate \Vhat the customer wants is n
or gets. ·
in the running for a hotly contested position with the customer needs ... - Jim Oark111ag1c
company. (Any deaths incurred in this process wer e in-
cidental , and not the result of the actions or negligence
of Acq Inc.)
How I T START ED and- most crucially- paying a cut of the profits into
company coffers on a monthly basis.
Acquisitio ns Incorporated began as most adventuri ng
groups do, with the wholesale removal of irksome ko- THE A DVENT U RI NG Biz
bolds, scouting ruined towers, delving into dwarven
necropoli s-cities. and abandoni ng wounded goblin In the years between its founding and today. Acquisi-
hirelings named Splug to a terrible fate. The usual stuff. tions Incorpora ted has pried deep into the underbell y
But in short order, Acq Inc traded kobolds for dragons. of Waterdeep, commandeered battle balloons above
and upgraded ruined towers to eldritch temples. As the the jungles of Chu It. faced down mechanic al beholders,
company grew. so too did its demand for willing and and robbed a bank operated by devils. The team has
able-bodied adventurers. However, a limited payroll also rubbed shou Ide rs with some of the most notorious
meant having to settle for one or the other. figures in the Forgotten Realms. including bumping
After coming to the conclusion that a mission state· into Drizzt Do'Urden while journeyin g through the
Underdar k.
ment best described as "minion harvestin g'' sent the
wrong message. Acquisitio ns Incorpora ted started an When Jim Darkmag ic became afflicted with the Death
internship program. In accordance with the truism "you Curse. there was no definitive proof that this was a
get what you pay for," the very first Acq Inc intern died direct result of his employm ent with Acquisitio ns In-
corporate d. or had been incurred while on assignment.
on his second assignme nt with the company. But like all
However, as Om in had already made his stance on the
good leaders, Om in Oran understoo d that truisms cut
subject of death and terminati on of employm ent con-
two ways, and he led the remainin g team on a legendary
trek through the Nine Hells to recover the soul of said tracts very clear. he sought to break the curse. Dabbling
intern. (Clearly. none of those hells paid for him either.) in some light cloning and contractin g the help of a trash
The rogue Viari is one of Acquisitio ns lncorpora ted's witch, the team managed to restore Jim to peak produc-
best internship success stories. I n fact, he was so suc- tivity. Never one to waste company resources. Om in
cessful that he remained the company's flagship intern also traded Jim's clone to a devil. lt seemed prudent
at the time.
for nearly a decade. He first joined Acquisitio ns Incorpo-
rated during an expedition into the Undermo untain dun- However, nothi ng in Acquisitio ns Incorpora ted's sto·
geons of Halaster Blackcloa k (who. due to an ongoing ried history encapsulates the company's efficacy better
defamation suit, we can no longer refer to as "the Mad than the recovery of Omin"s siscer, Auspicia Oran. from
Mage"). From regrowing his own arm after an unfortu- the Wanderin g Crypt. The specifies of her initial capture
nace incident with the Apocalyp se Dagger, to wrangling by that dread creatu re remain shrouded in mystery.
dinosaurs to win street races, Viari has earned some- Some say it was inspired by the e\•il actions of Omin"s
thing far more valuable than a regular salary with Acq other sister, Portentia. Some also speculate that as the
Inc. He's earned on-the-job experience. sole sharehold er of Acq Inc. Om in founded the company
for the express purpose of rescuing his beloved sister.
AGGRE SSIVE EXPAN SION Acquisitio ns Incorporated will not be making further
statements on the matter at this time.
Thanks to the company's continuin g success and robust
internship program, Acquisitio ns Incorpora ted has long No COMPE TITION
since outgrown garden-va riety slaughter and disregard
for public well-being. Morgren. an elf ranger from the The company's mounting successes have led. of course,
to imitators and rivals. The Six, counting among their
Elsewynn. joined the team as a troublesh ooter some
number a certain left-for-dead goblin now named Splu-
time ago, and quickly showed that her propensit y for
goth the Returned, have been a persisten t splinter in the
slaughter and disregard for the public well-being is far
beyond garden variety. Acq Inc corporate paw for ages. Suggestin g that acqui-
Morgren's recruitment coincided with Acquisitio ns sition is a family business, Omin's own sister Portentia
now runs and serves a competin g company called Oran
Incorpora ted acquiring its first airship. Diviners have
Enterpris es. Originally founded by what turned out to be
theorized that this was no coincidence. but the com-
a false version of Omin's lost sister, Auspicia. Oran En-
bined psychic will of all mortal creatures to put as much
terprises has long sought to execute a hostile takeover
distance between them and the ranger as possible. More
of Acquisitio ns Incorpora ted. All such efforts have been
practical minds see the folly in this. since the airship
simply gave Morgren a better vantage point. skillfully rebuffed, of course, with Acq Inc embracin g its
Beyond the core Acquisitio ns I ncorporat cd crew, place as an always-independent (and clearly superior)
operation.
Omin Oran has overseen regular strategic expansion
Riding its past success into a completely deliberate
of the Acq Inc brand. The "C" Team. the "B" team, and
and planned expansion across the multiverse. Acqui-
numerous other franchise operations have been estab-
sitions Incorpora ted shows no signs of slowing down.
lished. flying the Acq Inc flag. bearing the Acq Inc sigil,
(Because that would likely require self-reflection and
FR A NCHI S E AD VA N CEMENT
Franchise Licensed Franchise
Levels Rank Region New Staff Tasks Headquarters Features Costs
1-4 l Settlement Majordomo, 2 untrained l task Starter headquarters x1
hirelings, l skilled hireling
S- 10 2 Small territory 4 untrained hirelings, 1 skilled 2 tasks Cosmetic, expansion, x l.S
hireling, 10 crew transportation, weapon
11- 16 3 Large territory 8 untrained hirelings, 2 skilled 3 tasks Arcane, defensive, franchise x3
hire lings, 10 crew choice
17- 20 4 Limited 16 untrained hirelings , 4 skilled 4 tasks Arcane, franchise choice, secret xS
extra planar hirelings, 20 crew
18
C HAPTE R 2 I G RO WI NG YOU R I RAN<.; Jll SE
Noteworthy Cartographers: Rosie Beestinger ("C"
COM PAN Y T O OL S Team), Brahma Lutier ("B'' Team, retired). Pendragon
The tools and items that are granted to a character as part Beestinger (''B" Team), Purnagh Grost
of a company position are unique objects created and Essential Functions: Create and maintain maps of a
bestowed by Head Office on trusted franchisees. A set of franchise's journeys; dictate directions
Acquisitions Incorporated tools might resemble mundane Posi tion Profici ency: In addition to the proficiencies
tools, but they are never the same. Countless mundane noted below, you can add your proficiency bonus when
cartographers in the world have proficiency with cartog-
you make an ability check to create or examine maps,
rapher's tools. But only an Acquisitions Incorporated car-
search for new paths in the wild, or assess a route for
tographer has access to a cartographer's map case and the
ability to use it. possible dangers.
Magic items gained as part of a company position al-
ways require attunement, but they do not count against THE C AR T OGRAPHER
the number of magic items a character can normally at- Franchise
tune to. Each item can be attuned to only by the character Rank Features
to whom it has been granted by Head Office. If the tools 1 Proficiencies and Starting Equipment, It's a
of other Acq Inc franchisees are ever found, they cannot
Rental
be attuned even by characters with the applicable position.
(It goes without saying that such tools found at large are 2 Spyglass of Clairvoyance, Tale of Safe Travel
expected to be returned to Head Office immediately.) 3 Map of Shortcuts, Map of the Moment
Each position magic item is representative of the signif- 4 Elder Cartographer's Glossography, Greater Tale
icant mystic expertise of Acquisitions Incorporated-and of Safe Travel
no matter who might use them, position items always be-
long to the franchise proper. The use of such items is typ·
ically revoked upon leaving the company, and Head Office PROFICIENCIES AND STARTING EQUIPMENT
is known for the diligence with which it retrieves items that As a rank l cartographer. you gain proficiency with car-
are "accidentally" held onto. tographer's tools. and your choice of vehicles (land) or
vehicles (water).
Head Office also grants you the use of cartographer's
GAINI NG R AN K S supplies (quill, ink, parchment. a pair of compasses,
calipers. and a rul er), a waterproof leather map case, a
You choose your character's position when the character
spyglass. and a supply of colored inks.
first joins an Acquisitions Incorporated franchise. Your
character 's position rank is equal to your franchise's
IT's A RENTAL
rank. Starting from rank 1, you gain specialized train-
At rank 1, at the start of any mission, you can requisition
ing (including new proficiencies), special equipment,
a second-hand draft horse and cart (barely functional),
and your rank 1 position feature. Then, as the franchise
ridi ng horses and ponies (typically well aged. one for
grows, the scope of your position grows with it. Each
each party member), passage on a ship or ferry (might
time the fran chise gains a rank (normally at levels 5, 11,
require minor labor as part of the fare), and similar
and 17), your character is promoted to that new rank in
transportation. Any damage or losses to requisitioned
their position and gains the appropriate benefits.
equipment is expected to be repaid to Head Office.
C A RT O G R APHER SPYGLASS OF CLAIRVOYANCE
I've seen a million places, and I've mapped them all! At rank 2, your Head Office-supplied spyglass becomes
a common magic item. As an action, you can look
- Cartographer's boast
through the spyglass of clairvoyance at a location within
1 mile of you that is obstructing your view. such as a
Acquisitions Incorporated missions can lead across mountain. castle. or forest. You must then succeed on a
vast tracts of wilderness, into ancient ruins. deep under- DC 15 Wisdom check using cartographer's tools to map
ground. or 10 even more dangerous and remote places. the natural terrain found within three miles of that cho-
The cartographer selects the method and route of travel sen point. You do not gain any knowl edge of creatures,
for a franchi se. and creates and maintains maps of the structures, or anything other than natu ral terrain. This
journey. As the characters travel, the cartographer maps property of the spyglass cannot be used again until the
important locations and resources, later providing fin - next dawn.
ished maps to Head Office. The franchise's cartographer
is also often responsible for the selection and care of TALE OF SAFE TRAVEL
vehicles and mounts. Starting at rank 2. you gain the ability to perform a
As a cartographer, you have a sharp eye for detail and 45-minute ritual using your cartographer's tools, maps,
take an interes1 in people. history, and natural features. and 50 gp in consumed materia l components. By doing
You help advance your franchise by discovering and so, you ensure safe travel for you and other creatures,
mapping new locations or hidden features, acquiring from your current location to another location you could
rare maps, and using different modes of transportation normally reach within one day. The destination must be
in secure and clever ways. one to which you have traveled previously, or for which
you have an accurate route and map.
D EC IS IONIST
I'm not saying there aren't other perspectives. just that my
perspective is the only one that's on-brand.
- Decisionist sales pitch
KELSHJ ANNAS
Huma n Decisio n ist (Ranger)
There are dccisionists ol'all stripes. Domineering
narcissists gravitate toward the role, to be sure,
and occasionally that unyielding demeanor has its
purpose. Occisionist An nab approaches the role
in another way, considering herself in many ways
outside the party she travels with, even though she
has served in th is capacity for years. When she
leverages her mi11 4 d1·0~1i"111:v. g linting with its final, C H 1\PH. R 2 I GROWING YOUR F RANCH ISE
QI
unswerving resolve, it is because she has heard all.
T HE D ECI SO NI ST ercing the user toward a specific course of action. The
Franchise creature flipping the coin can detect your manipulation
Rank Features with a successful DC 13 Wisdom (Insight) check.
1 Proficiencies and Starting Equipment, Tiebreaker
BETTER ODDS
2 Absentee Ballot, Coin of Decisionry
When you reach rank 3, your coin of decisionry gains
3 Bet ter Odds, Inspired Decision
a measure of actual divination power and becomes an
4 Charming M isdemeanor, Clandestine Kit
uncommon magic item. In addition
to its normal function, you can
PROFICIENCIES AND STARTING EQU I PMENT use an action to flip the coin
As a rank 1 decisionist, you gain proficiency with a musi- of decisionry twice while
cal instrument (horn). pondering a specific plan or
Head office also grants you the use of a musical instru- objective, noting both random
ment (your choice of horn), a voting kit (ballots, a ballot results. If you succeed on a DC
box, an "I Voted" sticker set), and a coin of decisionry. 15 Intelligence (Arcana) check,
This large gold coin is emblazoned with the sigil of you learn which of the
Acquisitions Incorporated as "heads," and has a "tails" two results is more
image that varies. applicable to
the course of
COIN OF DEC I SIONRY " TAILS" I MAGE action. This
d8 Tails property of the
1 Omin Dran coin can't be
2 Yourse lf used again until
3 A pumpkin the next dawn.
4 A fourteen-headed hydra (it's a big coin)
lNSPJRED D ECIS TON
5 An old despotic tyrant, their image defaced
Starting at rank 3, whenever a serious franchise vote is
6 A demon lord taken and the result goes the way you voted, you can in-
7 A foaming tankard of beer spire the rest of the franchise team with a brief speech.
8 A Masked Lord ofWaterdeep Make a DC 15 Charisma (Persuasion) check. On a
s uccess, each franchise member of you r choice who
TIEBREAKER can hear you gains advantage on the next ability check,
Starting at rank 1, whenever the members of your attack roll, or saving throw they make in the next hour.
franchise take a vote, you can present you r coin of deci- Once you use this feature, you can't use it again until
sionry and cast two votes. you finish a long rest.
THE DocuMANCER
Franchise
Rank Features
l Proficiencies and Starting Equipment, Gift of
Words
2 Documancy Satchel, Fluent in Boss
3 Satchel of Holding, Document Flexibility
4 Scroll Humidor. Scroll Service
BRYNSHAL FLUME
Air Genasi Docu mancer (Sorcerer)
\.Yhen other children borrowed her toys, Brynshal
kept unnervingly robust records- duration. wear,
remittance in case ofloss, that kind of thing. Tn time,
this hunger to define and make official the rhythm of
daily li fe found its expression in documancy, a kind
of mystic bureaucratic art founded by Omin Oran.
Anything you put a signature to has power. And
Brynshal wields that power with ease.
(The genasi can be found in Pri11ce,14 the '4.pm:a~VP""
and the E/1•menta/ £,,;/ Player:r Co111pa111im.) 21
P ROFlCIENCIES AND STARTlNG EQUIPMENT SCROLL SERVICE
As a rank 1 documancer, you gain proficiency with cal- Also at rank 4,
ligrapher's supplies. you can use an
H ead office also grants you the use of calligrapher's action to request
supplies (ink, a dozen sheets of parchment, and three one spell scroll
quills), a documancy satchel for your calligrapher's containing a spell
supplies, a ledger, sealing wax, copper and silver leaf. a of up to 3rd level
documancer's seal of limited authority, and a scroll case. from Head Office.
If you succeed on a
GIFT OF WORDS DC 15 Intelligence
At rank 1. you are fluent in the semi-arcane language of (Arcana) check,
documancy. This knowledge grants you advantage on the scroll instantly
Intelligence checks to decipher codes or similar scripts. appears within
The OM might also provide you with hints whenever you your documancy
try to solve a puzzle or decipher clues involving writing. satchel. Only you
can use this scroll. O OCUMl\N C V SATCME~
D OCUMANCY SATCHEL The scroll vanishes
At rank 2, your documancy satchel becomes a common when used, or ten minutes after it has been summoned.
magic item. allowing you to magically send and r eceive After a successful use, this property of the satchel can't
documents to and from Head Office through a special be used again until dawn seven days later. lf you failed
pouch. Your documancy satchel magically produces pre- the check, this property can't be used again until the
written and signature-ready contracts at your request, next dawn.
covering most common contractual needs. It also occa-
sionally produces sticky notes printed with useful infor- WHY BE A 00 CUMA NCER?
mation and inspirational quotes from Head Office.
d8 Reason
FLUENT IN Boss You heard a rumor once that signing a contract with
Also at rank 2, your documancer training allows you to your off hand is technically nonbinding, and you're
belier process Head Office communications. as well as desperate to see if it's true. For reasons.
10 understand what pleases your superiors. You can cast 2 All businesses have their ups and downs, but there's
the augury spell. with the spell's omens of weal or woe always money to be made from "processing fees."
based solely on the perspective of Head Office. (It should 3 You have a habit of always being clear about what
be noted that Head Office at times has a surprisingly you've promised, but never saying when you'll do it.
high disregard for potential woe to its employees.) Once 4 You love doing decorative scrollwork on documents,
you use this feature. you cannot use it again until dawn
knowing that's the best place to hide the fine print.
seven days later.
5 As a child, you learned to cross your fingers behind
SATCHEL OF HOLDING your back when making a promise. Now you yearn to
At rank 3, your documancy satchel gains additional fea- make that legally binding.
tures and becomes an uncommon magic item. One of 6 Your habit of screaming, "No take backs!" after any
the satchel's pouches now functions as a bag of holding. group decision seemed to suggest your true calling.
Additionally. you can use an action to draw forth from 7 You believe th at language is an art, not a science.
the documancy satchel a spell scroll of comprehend lan- Who's to say what is or isn't a "real" word?
guages. The scroll vanishes when used, or ten minutes 8 The smell of old parchment makes you giddy.
after it appears. This property of the bag can't be used
again until the next dawn.
HOARDS PERSON
DOCUMENT FLEXIBILITY
Disbursement of coin is at my discretion. Be really
Also at rank 3. you gain proficiency with a forgery kit.
One such kit (containing several different types of ink, nice to me.
a variety of parchments and papers, several quills, - Hoardsperson joke (not joking)
seals and sealing wax, gold and silver leaf. and small
tools to sculpt melted wax to mimic a seal) is always As the name suggests. Acquisitions Incorporated is
contained within the extradimensional space of your all about the acquiring, and the hoardsperson'sjob is
documancy satchel. all about storing that hard-earned loot. Each hoards-
person plays the vital role of managing a franchise's
SCROLL HUMIDOR resources including the inventory of all supplies used
At rank 4, your documancy satchel gains additional and treasure gained during an adventure. Hoards-
power and becomes a rare magic item. Within the persons pay particular attention to making sure that
satchel, a dedicated extradimensional space can hold supplies are requisitioned through Acquisitions In-
up to thirty documents or spell scrolls. Placing a single corporated-approved sources whenever possible, and
document into the scroll humidor is an action. Drawing
forth a desired scroll is a bonus action.
- l<'thriss Orow'b
Loremongers talk a lot. It's best to let them.
- O min Oran
jar with a long tap hose. T he jar is used to record oth-
ers' stories and your own observations, like a verbal
notebook with unlimited space. The whisper jar records
Position Proficiency: In addition to the proficiencies as fast as a creature can speak into it, and whispers
noted below, you can add your proficiency bonus to an back words at the same pace they were recorded.
ability check to analyze the operation of a franchise , Activating the playback of a particular recording is
assess historical records, or decipher codes. an action.
WHISPERED ENCYCLOPEDIA
At rank 2, your whisper jar becomes an uncommon
magic item that can tap into the broader lore of Acqui-
sitions 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 some-
where, sometime by another Acq Inc loremonger. This
property of the whisper jar can't be used again until the
next dawn.
MABANNOK KOVRI
Gnome Loremonger (Dr uid)
Even without a whi.Jperjnr, 1Viabannok Kovri is an
incomparable trove of lore. With the jar-that misty,
transparent urn that a ll loremongers use as a tool of
their station-they can scoot close to omniscience.
"J\11ab" decants their wl.11:1perjar to share and protect
a ny information vital to the franchise. But they have
a particular sideline hobby o f greedily trapping
ribald dwarven poetry and recipes that "honor the
noble turnip."
WHY BE A L O REMON G ER?
d8 Reason
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
compe lled to keep others honest.
8 You can't read or write, so this whole reco rd ing-and-
CONSTRUCTION PERMITS playing-back-what-you-say-in-a -jar thing is a huge
Al rank 3, your knowledge of best practices for improv- benefit.
ing an Acquisitions Incorporated franchise results in a
20 percent reduction in your franchise's monthly costs 0BVIATOR
(see "Franchise Costs" earlier in this chapter, and "Fran-
chise Tasks and Downtime" later in this chapter). I adjust the odds and remove obstacles to create maximum
Jn addition, choose one room in your franchise head- convenience for ourfranchise.
quarters that belongs to you alone. That room gains -Obviator creed
one cosmetic feature. and the headquarters as a whole
gains one secret feature over and above those gained
Obstacles abound along the path to riches. A franchise's
normally through franchise advancement. See ..Head-
mission success might require combating a rival organi-
quarter s Features" earlier in this chapter for more
zation's disinformation attempts one day, then besting a
information.
castle's defenses the next. The day after that. some poor
WHISPERED WARNINGS sap named Bob might need to be disposed of. And no
Also at rank 3, your whisper jar gains additional power matter what the type of challenge that needs to be over-
come. the franchise's obviator determines the optimal
and becomes a rare magic item. As an action, you can
cause the jar to function as a wand ofenemy detection, way to shut down and destroy that challenge. ( othing
whereupon it whispers the direction to foes within personal , Bob. It's just business.)
range. This property of the whisper jar can't be used As an obviator, you hatch convoluted plots to fight
again until the next dawn. the overwhelming odds presented by each mission-by
whatever means are necessary. Sometimes. you might
EFFICIENT UPGRADES prefer brute strength and improvisation. Other times.
At rank 4, your knowledge of franchise lore and develop- you might undertake a deep study of con flicts and rival
ment yields further dividends. Your franchise headquar- organizations, working carefully to stay three steps
ters gains one weapon feature and one cosmetic feature ahead of the opposition. In all cases, though. you help
over and above those gained normally through franchise advance your franchise by hatching effective plans and
advancement. See "Headquarters Features" earlier in tactics, anticipating problems, and learning about your
this chapter. foes-idea lly before they can treat you as an obstacle to
their own success.
WHISPERED ARCANA
Notewor t hy Obviators: Lok
Also at rank 4. your whisper jar gains access to even Essential Functions: Destroy targets (people and infor-
more magic. By whispering the name of one of the fol- mation); study conHicts
lowing spells into the jar as an action, you can cast that Position Profi ci ency: In addition 10 the proficiencies
spell from the jar: detect evil and good. detect magic, noted below, you can add your proficiency bonus to
detect poison and disease, find traps, identify. or locate an abil ity check lo make sense of an enemy's tactics,
animals or plants. This property of the whisper jar can't discern a hidden threat, or intimidate a foe whose
be used again until the next dawn. weaknesses you have previously assessed (see "Read
the Opposition" below).
Also at rank 1, you can attempt to get a reading on one d8 Learning Experience
creature you ca n see, trying to learn useful information You traveled with a charlatan alchem ist for years, un-
about it. As a bonus action, make a DC 15 Wisdom til they were a rrested for selling fake hea ling potions.
(Insight) check. On a success, you learn three details You sti ll remember how to get the taste just right.
of your choice about the creature. Once you use this 2 You were once the head dishwasher in a famous wiz-
featu re, you can't use it again until you finish a long rest. ard's college.
You can use this feature only once on any creature. 3 One of your parents was a healer in a sma ll outpost,
and they taught you that even the most mundane flora
and natural materia ls can be used to wondrous effect.
4 Wh ile lost in the Underdark, you were forced to con·
sume mo ld, fungus, and insect parts to survive. You
developed a taste for that sort of thing.
S 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 strug-
gling business and needed to come up with a he rbal
cure-all that wou ld keep employees awake for eigh·
teen-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 serve r in a tavern, you refined the perfect hang·
over cure but never wrote the recipe down. Now
you're desperate to recreate it.
LOK
Dwarf Obviator (Cleric)
Like many Obviators, "Lok" chooses to use a
working name rather than her actua l name out of
an abundance of caution. Obviators are cautious
because t hey know precisely how dangerous any
moment ca n be-and they are dangerous for the
same reason. An obviator is like a letha l wa lking
Iibrary. And if you were to face some kind of
walking library at some poinl, Lok would know
exactly what to do about it.
OBVIATE THE OPPOSITION
Also at rank 4. when you use your Read the Opposition
featu r e and fail the check, you still learn one detail
about the target creature, as chosen by the OM. Addi-
tionally, 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.
WHY BE AN 0BVIATOR?
d8 Reason
There's nothing that excites you more than a puzzle
you can't immed iately solve.
2 Your favorite saying is. "All according to plan." Espe·
cially when you have no idea what's going on.
3 You have an entire room dedicated to notes and
TRl\V(l ALC.HEMIC.l\L K1T sketches connected by red yarn.
4 Your plans are so detailed that they have plans of
0BVIATOR'S LENSES their own.
Also at rank 2. you gain the use of an uncommon magic 5 You find the little details so much more interesting
item taking the for m of a pair of spectacles. a spyglass, than ... well, anything else.
a monocle. or any other device with one or two lenses. 6 You already had the chemical burns on your hands.
When you look through the obviator's lenses. you use a Might as well make it official.
bonus action to make them funct ion as eyes of minute 7 Methodical. Calculating. Brilliant. One day, you hope
seeing or eyes ofrhe eagle. Once you make this choice, it
these words will apply to you.
cannot be changed until the next dawn.
8 It's not paranoia if they really are out to get you. And
ADVANCED PREPARATION S if you're out to get them first.
At rank 3. you gain the abi l ity to declare that you're
totally prepared. T his preparedness takes the from of 0CCU L TANT
asking yourself one question, then ma ki ng a DC 15
Intelligence (History) check. On a success. you recall Our next kill changes everything.
information you could have uncovered through earlier - Occultant divination
research about your mission. The information can be a
discreet revelation, a vague hint, or even a riddle. Once An occultant tracks the creatures and foes that a fran-
you use this feature. you cannot use it again until you chise has bested or killed. weighing them against the
finish a long rest. deeds the franchise has achieved. Using the eldritch
abacus for which this position is named. an occultant
TRAVELALCHEMICAL KIT
measures the karm ic coordinates of their franchise,
Also at rank 3, Head Office provides you with a travel hoping to gain portents of that which is yet to come.
alchemical k it- an uncommon magic item containi ng Like all occultants. you ar e a grim and enigmatic fig-
miniaturized versions of both alchemist's supplies and ure. Even your closest companions might be wary of the
a poisoner's kit (glass vials, a morta r and pestle, chemi- power you channel-and nobody wears that aura of dark
cals, and a glass stirring rod). You gain proficiency with mystery like you do. You help advance your franchise by
a poisoner's kit as part of this upgrade. deter mining whether foes should live or die. prognosti-
You can use this magical kit as long as it is on your cating correctly (or at least authoritatively). keeping the
person, with no need to draw or stow it. If you are ever rest of the party attuned to the importance of karm a,
searched. finding your travel alchemical ki t requires a and making the right calls on how best to "clean up" any
success ful DC 20 Intelligence ( Investigation) or Wisdom incorrect readings or misunderstandings.
( Insight) check.
Noteworthy Occultants: Talanatha Three-Coins
ENHANCED LENSES Essential Functions: T rack ki l ls; assess the value to the
At rank 4, your obviator's lenses gain additional power franchise of the living and the dead
and become a rare magic item. The lenses now function Position Proficiency: In addition to the proficiencies
as both eyes of the eagle and eyes of minute seeing. noted below. you can add your proficiency bonus to an
Additionally. you can focus the power of the lenses ability check to intimidate a creature close to death.
to gain accuracy in combat. gaining advantage on a assess what disease or poison killed a creature, or
weapon attack roll (no action required). If that attack explain what that dead body is doing under your bed
hits. roll one additional weapon damage die. This at the inn.
property of the lenses can't be used again until the
next dawn.
MARKETEE RINC
Every s uccess ful franchise knows that brands require
constant manageme nt. Deve loping new marke ts,
shaping catchy s logans, and s urveying and e ngaging
customers can all create new sources of re ve nue.
Should you write and sell exciting chapbook
s e rials based on the exploits of Omin, Jim ,
Morgren, and Viari? Should you s e ll a comple x
inves t me nt sche me to a city's guild mas te rs?
Should you create a branded s tage production
based on your franchise's exciting adve ntures,
with a line of clothing to matc h? All those
things and more are e ncompas sed by the fine art
of marke teering.
R e sources. The playe rs must first sketch out
the ir marke teering plan a nd pres ent it to the DM.
A chara cte r or franch ise staff me mber must spend
at le ast one workweek to e ngage in marke teering,
and must spend 100 gp per franchise rank in
e xpe ns es. Spending more money increases the
chance of the plan's success.
Resolution. A marke teering e ffort requires
thre e ability checks, re presenting drafting the
campaig n, launching the campaign, and managing
its s uccess. Any of the c haracte rs or staff me m·
be rs involved in the marke teering can make a
check. The DM decides which abilities and skills
are applicable, based on the marke teering plan.
THE MAGIC. OF MllRKETEERING
For example, a plan involving s elling a new line of
GAMBLER
All you need to make a lot of gold is a little gold. Except
at those times when all you need to have no gold at all is
a little gold. Whether you're a good gambler or a bad one
rarely matters, because no one can divine the whims
of Lady Luck. Sometimes you're up, sometimes you're
down. But the thing about gambling is that someone is
always willing to take a bet.
d6 Flaw
The person who gains the most reward for the least
Even when the law is not on your side, you can use com- effort wins.
plex terms l ike ex injuriajus non oritur and cogitation is 2 Three magic beans for just one cow? What a deal!
poenam nemo patitur to frighten people into thinking 3 I have only one vice, but it controls my life.
you know wh at you're talking abou t. With common folks 4 Sleep is for the weak. We need to keep training more if
who don't know any better, you might be able to i ntimi- we're going to be ready for the challenges ahead.
date or deceive to get favors or special treatment. S Until my songs are sung in every tavern in this realm, I
won't be satisfied.
SUGGESTED CHARACTERISTICS
6 If people find me unpleasant, that's their problem.
Plaintiffs come in many varieties. Some are innocent
bystanders who want only fair compensation for their
injuries. Others are professional courtroom operatives, RIVAL I NTERN
going to extreme lengths to appear wronged in pursuit You were an intern at a rival of Acquisitions Incorpo-
of a large payout. rated, and you gained a healthy respect for nocjusc the
job and the franchising opportunities. but for the ruth-
d8 Personality Trait less and efficient way Acquisitions Incorporated goes
I can 't believe I have a chance to join Acquisitions about its business. Why deal with the rest, when you can
Incorporated! The fun I'm going to have! work for the best?
2 I've been wronged my entire life, and the world owes Perhaps the rival did not treat you as well as you were
me. hoping, or you washed out of that organization. Maybe
3 I have always tried to make the best of a bad situation. you hope to leverage the knowledge you gained there for
4 The law doesn't protect the honest and the hard an advantage at Acquisitions Incorporated. Either way,
working. I'm going to do whatever needs to be done to you're now bringing your talents to the company, ready
make things right. to put your skills lo use.
5 I'm always in the wrong place at the wrong time. Skill Proficiency: History, Investigation
6 My superiors are smarter and wiser than I am. I do Tool Proficiencies: One type of artisan's tools
what I'm told. Languages: Any one of your choice
7 Never pass up the opportunity to make an easy bit of E quipment: One set of artisan's tools, a ledger from
your previous employer containing a small piece of
coin. That's my motto.
useful information, a set of fine clothes, and a belt
8 I'm beginning to feel like the gods are not on my side.
pouch containing 10 gp
d6 Ideal FEATURE: INSIDE IN FORMANT
Justice. Those who break the law need to answer for You have connections to your previous employer or
their crimes. (Lawful) other groups you dealt with during your previous em-
2 Freedom. People must have the freedom to do what ployment. You can communicate with your contacts.
they want and pursue their dreams. (Chaotic) gaining information at the DM's discretion.
3 Greed. Everyone I see is getting theirs, so I'm surely
SUGGESTED CHARACTER ISTICS
going to get mine. (Evil)
If you were happy with your previous internship. the
4 Chaos. You're out of order! And you're out of order!
parting of ways might have been amicable. If not, it
This whole realm is out of order! (Chaotic)
might have involved armed guards removing you from
5 Humility. I'm just a small part of a larger whole. So is
the premises. If you were passed over at your previous
everyone else. (Neutral) position, it might have left you a blend of seething rage,
6 Responsibility. We all have our roles to play. I'll hold up practiced nonchalance, and keen knowledge of where
my end of the bargain. (Any) the bodies are buried (perhaps literally).
SIGNATURE ITEMS
dlO Item
A tooth from a previous victim, wrapped in a silk
handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your
own hand
4 Petals from your favorite flower
5 Six drops of blood, either your own or someone
else's
6 A carved ivory die with an eye instead of a pip on
the l face
7 A copper coin bearing the likeness of a reaper
8 A tiny vial containing a few drops of the homemade
ale you're so pro ud of
9 A riddle, joke, or ve rse
10 An IOU, accompanied by you taking something
from the victim
STY LE M A K ES T H E R AIDER
Your savage kin of the wilds sport tattoos to celebrate
their connection to their tribes or ancestors. They might
wear fetishes or carry totems symbolizing their alle-
giance to ancestral spirits. That's cute and all, but you
have your own style. Whether in the boardroom or on
the battlefield. you announce your presence. When you
stride into a fight, people say. "There's a force to be reck-
B A RB A RI ANS IN T H E COR PORATE W O RLD oned with! And who does their tailoring?!''
For every CEO building up or bringing down busi-
nesses. it's a safe bet that there's a barbarian standing BARBARIAN STYLE
behind them. Often literally. with a large weapon in dlO Style
hand, and waiting for the order to go out and remove A fur-lined , double-breasted suit with a corporate
vital organs from another CEO. Corporate barbar ians
logo on the pocket
are the muscle behind the civil face of a franchise. It's
2 A hand-woven turban from a master ta ilor of Calim·
not that they enjoy losing their composure and hav-
sh an
i ng to make other people's nice clothes all bloody, but
3 Soft leather boots with a notable personal symbol
some ci rcu mstances require carefully applied mar tial
force. And others require the same thing. but w ith a lot etched into the side
less care. 4 A pair of suspenders made from the hide of a dis·
placer beast
S END£NC A CLEAR MESSAGE 5 A gold belt buckle de picting the Dwarvish rune for
As a barbarian in an Acquisitions Incorporated cam- chaos
paign. you're not all about killing. Maiming and dis- 6 A specially tailored belt pouch that you wear at the
figurement are also a big part of the job. Permanently
small of your back
eliminating someone who owes your franch ise money
7 Stylish mirrored spectacles
or who double-crossed you on a deal sends a short. clear
8 A specially dyed tunic containing all the colors of the
message. But leaving them hobbling when they walk or
incapable of eating without a team of specialists sends a rainbow in a swirled pattern
glorious. evocative poem the kind of violent sonnet that 9 An overcoat with numerous pockets and leather
resonates not just with the recipient. but with bystand· patches on the elbows
ers as well. 10 Golden grillwork for your teeth, set with small gems
To maximize the power of your intimidation. you need that mark out ancient glyphs translating as "Getting
to make sure the world knows who's delivering it. That's Paid"
why you employ a tool of your trade: the signature item.
Whenever you're particularly proud of a completed
d6 Spirit Guardian
A half-ore enforcer called joey Plantain, missing his
right arm
BARD
2 A disgraced tax collector named Ni bbin Clutchquill There is nothing Twould like to do more than explain to
3 An overly enthusiastic morale liaison called Apricot you why I'm standing here with stolen goods and my rapier
Reese sticking out of this still-warm corpse, officer. I assure you, l
4 A grumpy dwarf carriage driver nicknamed Bolt
have a completely reasonable and plausible explanation.
5 A pair of identical twi n circus performers called Stella
and Bella
Singing songs and strumming lutes might be fine for
6 An elf bodyguard known as Mistress Leafwind
most bards. Who doesn't like a rous ing shanty now
and then? But standing in a crowded tavern playing for
PATH OF THE TOTEM WARRIOR copper pieces tossed by commoners isn't for everyone-
Unlike your wilder cousins, your connection to the spirit and it certainly isn't for bards in the Acq lnc world. The
world is a little less woodsy and a little more civilized. power and magic tied up in the voice of a franchise bard
However, that doesn't mean you still can't invoke the is meant for greater things. More profitable things.
power of a totem creature when you need it. Rathe r than Adventuring and commerce are where the true les-
calling upon the bear, eagle, or wolf as your totem, you sons of life are learned, and your bardic magic guaran-
might gain the same features by calling upon more ur- tees your mastery of those lessons. Your love of music
ban creatures. has shown you that the world of commerce is a finely
Totem Animal Urban Replacements tuned instrument in its own right- and you're just the
Bear Otyugh, giant spider one to pluck it.
Eagle Crow, flying snake MASTE R OF O NE T RADE: AWESOMEN E SS
Wolf Giant rat, giant fi re beetle As a bard, you're known as the go-to figure when things
need to get done. Your tremendous array of ski lls and
PATH OF THE ZEALOT abilities mean that you're often the first one called upon
You might not be particularly faithfu l, but your dedi- to do the hard jobs. And if you're going to do something
cation to your job can easily be mistaken for a kind of difficult, you might as well do it with panache. Since
religious zeal. For Jong years, that dedication has been most of your franchise compatriots likely think ''pa-
a force that guides you, granting you abilities beyond nache" is some kind of elven delicacy, it's all the more
those of other skilled warriors. Rather than worshiping impressive.
Tempus or Bane, Gruumsh or Tyr, you instead bow jumping a small pit? Land with the flourish of a world-
down before the altar of your own superiority. channel- class gymnast! Slaying a kobold? Take it down with a
ing your ego to drive your franchise's s uccess. legendary oath, and no one will realize that an asth-
matic farmhand could have done the same thing with a
rusty sickle. Running across a room? Use prestidigita-
tion to blow your hair back, making it look like you have
Seeming " the speed and grace of Corellon themself.
ab b a square pe ,, r
ar arian . g ror the t k
would destrorn~ht be an ex.ce//en;:h a_t first glance,
corners in thy ot11 the round h I oice, as they
see if this wo;k:~empt_to serve. ~ ::n7 their Own
outside of a I u d be neat to
n ana ogy.
- K'th nss
· Drow'b
CUTTING WIT AND WICKED BARBS NOTABLE ENEMIES
When others pick on you about being a bard, you need dlO Enemy
only remind them that you and you alone have the power A guard captain who was fired for failing to catch you
to insult creatures to death. just the other day, your after you flouted the law
harsh word about a goblin's haircut caused it to keel 2 A former master bard whose songs you stole and
over, bleeding from its ears. But with such great power knowledge you plundered
comes the great responsibility- of not being lame. When 3 A lesser noble who you double-crossed in a brilliant
you use your spells and class features to denigrate your
scheme
enemies into an early grave, you need to have a number
4 A fa llen paladin who you tricked into breaking their
of tried and true zingers at hand to add the perfect insult
to the ultimate injury. oath
5 A leader of another adventuring party who blames
INSULTS TO DIE FOR you for their downfall
d20 Insult 6 A former adventuring partner who you cut loose be-
l Did your mother have any children who lived? cause of their lack of skill
2 Who dressed you, a grimlock? 7 The master of a powerful guild whose wares you were
3 You smell like a hell hound's hindquarters. involved in pilfering
4 You're as helpful as a halfling. 8 A government official who you tricked into providing
5 Let me guess. You're a self-taught wizard? secrets
6 Your personality has all the warmth of a winter wolf. 9 A former tavern owner who lost their business when
7 You're the loveliest hag in the coven. you implicated them in a scheme they weren't actu-
8 You're not the sharpest piercer in the cave. ally involved in
9 Aren't you a little short for a giant? 10 A moneylender who you inadvertently bankrupted
l0 Truly, your intellect is as deep as a Tenser's floating
disk. TRA NSF ERRIN G COLLEGES
11 Did you wake up in a troglodyte den this morning, or The loose association of minstrels and masters that
is that how you normally smell? was your bard college helps to define your knowledge
12 You must have been sick the day they taught lighting and skills. Still, no matter what your original collegiate
at warrior school. connections, as a bard in an Acquisitions Incorporated
13 Gruumsh must have closed his eye when he created campaign, you now focus that learning into your own
you. personal school of business.
14 I can see you, but where's the dragon that pooped
COLLEGE OF GLAMOUR
yo u out? The lessons taught by the College of Glamour are right
15 You've got all the good sense of a mind flayer's last in your wheelhouse. Being able to make friends and
meal. influence people is the bread and butter of you r profes-
16 You don't know a beholder from a gas spore. sion. Rather than ply this trade in public squares and
17 I suspected you'd fallen out of the idiot tree, but I seedy alehouses, however, you have trained yourself to
didn't know you were dragged through Stupid Forest deliver your speeches in boardrooms and guildhalls.
afterward. It's all about convincing people to see your side of an is-
18 There's nothing about your looks that a ful l-face hel- sue-then motivating them to do exactly what you want.
met wouldn't improve.
COLLEGE OF L ORE
19 You're about as useful as an ore horde at a tea party.
Some people swear by a well-rounded liberal-arts edu-
20 I've seen better-looking faces on a gibbering cation. But the lore you seek out is a little more useful
mouther. in its application. Knowing the capital cities of all the
nations of the world might be nice on trivia night down
THE WRONG KIND OF PEOPLE at the tavern. But knowing the identity and location of a
While being the most impressive member of the party dozen nobles' illegitimate children carries a little more
can be beneficial, it does come with some drawbacks. utility in the adventuring world.
Attention and renown make others fear and respect you
for sure, but that renown eventually draws sworn ene- COLLEGE OF WHISPERS
mies to you whose sole purpose is your downfal l. And The College of Whispers teaches a skill set that's attrac-
no matter how fast you eliminate or convert one of those tive in terms of its power, but which can be incredibly
enemies, it's only a matter of time before another one off-putting to anyone with any moral compass. Thank-
takes their place. fully, that'll never be a problem for you. The ability to
mess with others' minds is a skill that needs to be used
cautiously and wisely. Otherwise, you'll never gain the
much-needed trust that's part and parcel of being an ef-
fective business leader.
BY THE BOOK
The writings of famous monks of the past sometimes
become holy texts that come to define entire monastic
traditions. The monks of your monastery have dedicated
their training and their lives to the insight gleaned from
an ancient monastic tome.
ANCIENT T OMES
dl O Tome
l Gambling with the Gods
2 Plowshares into Swords
3 The Poetry ofFlumphism
4 Monsters are People Too
s Oracles ofthe Futu re
6 The Sociable Hermit
ffi
7 The Enigma ofAir
8 The Compendium of Limitless Space
9 The Organic Sun and Moon Cookbook
10 Life is Endless Calamities, What Are You Going to Do
About /t?
FIXER OF PROBLEMS
When problems arise as a result of your franchise's op-
erations- and clearly through no fau lt of your own- you
stuff loses a ton of resale value. Your instinctive ability to blend into the natural back-
ground has applications even outside the wilderness.
During business meetings with rivals or attempts to play
Loving nature, exploring the wilderness, companionin g
nice with the nobility, bei ng forbidden from carryi ng
with animals: most people wouldn't view these things
weapons doesn't slow you down. Whether you channel
as obvious assets for the rough-and-tumble business of
your enemies' impending destruction through mundane
running an Acquisitions Incorporated franchise. But
equipment, thoughtful gifts, or a packed lunch. you and
most people are wrong about everything. Few Acq Inc
your improvised weapons are always ready for action.
franchises set their roots or undertake all their business
i n urban areas. As such. countless adventures will call a D ISG UI SED WEAP ON S
franchise into the wilds. where a qualified ranger makes
d6 Object (Improvised Weapon)
the difference between forlorn failure and fabulous
The roa sted drumst ick of a huge bird (greatclub;
success. Even when a franchise engages i n commerce
in the cities and towns of the real m, a ranger's keen longsword if a shard of bone is broke n off)
senses, sharp blades. and Resh-seeking arrows will 2 A long loaf of stale bread (mace)
never find lack of use. 3 A m usical instru m ent missing all but one string
(short bow)
CONTROL OF THE MARKET 4 A racket used in a popular sport (handaxe, battleaxe)
The notion of being a defender is core to your identity as 5 A m etal-ti pped crutch (greatsword, spear)
a ranger. As a member of Acquisitions Incorporated , you 6 A large bottle of wine (mace, shortsword if shattered)
ARCANE MASTERS
d8 Master
Ph ilia Fjor, a half-elf abjurer who baked cupcakes that
functioned as potions.
2 Oghhga, a mute half-ore diviner who beat her unsuc-
cessful students to death with rocks.
3 lmpler Rickys, a gnome transmuter who lived under
a bridge and worked for candied beets and honey
peanuts.
4 Dame Melna Rothburntonberryville, a 238-year-old
elf croquet player and evoker, and hero of the first,
second, third, fifth, and sixth Troll Wars. (She was out
on maternity leave during the fourth.)
S Fernstern Drockburn, a deep gnome ventriloquist
and conjurer, and his "dummy" Vinceroy, an imp fa-
miliar in a puppet suit.
6 Loa Hatt, a tiefling illusionist and cobbler, whose
rumored dealings with devils led to many jokes about
fixing soles while destroying souls.
LINGERING NIGHTMARES 7 Reni the Hare, a halfling enchanter with an odd fond-
d6 Nightma re ness for carrots. You ate a lot of carrots as an appren-
You stand atop a cliff as an apocalyptic sea monster tice. You don't much like carrots anymore.
emerges and begins painting the world around you 8 Sylvester Delague, a human necromancer whose
with a brush in each tentacle. You cannot escape its greatest possession was a portrait painted by an
attention, but wake up just before you are recolored. ex-student, said to capture his green eyes perfectly.
2 You dream about walking on pieces of paper, each In truth, Sylvester was color-blind, and the portrait's
of which is scribed with the word "eggshells." This eyes are bloodshot red. No one ever told him.
is written in multiple languages, some of which you
can't read. MATRICULATIN G FROM THE
3 You are giving the most important presentation of
SCHOOLS OF MAGIC
your career, and the magic you are using to create an
impressive visual display has gone haywire. It now With so many schools of magic available to wizards,
displays an illusory image of you wearing noth ing but each type of specialization brings a different set of skills
a strategically placed scarf. and strengths to a franch ise. Your chosen school can
help defin e your ro le in the business. as well as your fel-
4 A franchise staff member has gained a huge inheri-
low franchise members' expectations for you.
tance and retrred. A note signed by you indicates that
you withdrew the same huge amount of cash from ABJU RATION
company accounts the day before, but you have no Protective magic is often underappreciated by the mem-
memory of doing so. bers of the lesser character classes. with their focus on
s You feel the pleasant tickling of feathers, then look dealing the most damage in the flashiest way possible.
up to find a cockatrice preening on your chest. But in an Acquisitions Incorporated franchise, where
6 All your pockets have been torn open, but you can't property and real estate need protection as much as
stop placing valuable objects in them. Each time an the party members. your rol e as an abjurer is always
greatly appreciated.just don't make the rookie mis-
object falls out of a pocket, you pick 1t up, then put it
take of protectin g everybody else before you take care
in a pocket again.
of yourself and the goods. And if you need to reserve
CULTURAL
CHAMELEON S
The clan homes of the Underdark
goblinoids who became the verdan
covered an enormous area. As the
verdan fled to the surface world, they
DISTORT VALUE
FAST FRIENDS
1st-level illusion
3rd-level enchantment
Casting Time: 1 minute
Casting Time: 1 action
Range: Touch
Components : V R ange: 30 feet
Components : V
Duration: 8 hours
Duration: Concentratio n, up to 1 hour
Do you need to squeeze a few more gold pieces out of a
When you need to make sure something gets done, you
merchant as you try to sell that weird octopus statue you
can't rely on vague promises, sworn oaths, or binding
liberated from the chaos temple? Do you need to down-
contracts of employment. When you cast this spell,
play the worth of some magical assets when the tax col-
choose one humanoid within range that can see and
lector stops by? Dis tort value has you covered.
hear you, and that can understand you. The creature
You cast thi s spell on an object no more than l foot
must succeed on a Wisdom saving throw or become
on a side, doubling the object's perceived value by
charmed by you for the duration. While the creature is
adding illusory nourishes or polish to it, or reduc ing
charmed in thi s way, it undertakes to perform any ser-
its perceived value by half with the help of illusory
vices or act ivities you ask of it in a friendly manner, to
scratches, dents, and other unsightly features. Anyone
the best of its ability.
examining the object can ascertain its true value with
You can set the creature new tasks when a previous
a successful Jntelligence (Investigation ) check against
task is completed. or if you decide to end its current
your spell save DC.
task. If the service or activity might cause harm to the
At Higher Le vels. When you cast this spell using a
creature. or if it conflicts with the creature's normal
spell slot of 2nd level or higher, the maximum size of the
activities and desires. the creature can make another
object increases by 1 foot for each slot level above 1st.
Wisdom saving throw to try to end the effect. This save
is made with advantage if you or your companions are
fighting the creature. If the activity would result in cer-
tain death for the creature, the spell ends.
When the spell ends, the creature knows it was
charmed by you.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher. you can target one addi-
tional creature for each slot level above 3rd.
SPELLS BY CLASS
You're free to pitch the OM on allowing any class access to
these new spells if they seem a good thematic fit for your
character, as befits the wide-open, laissez-faire nature of
an Acquisitions Incorporated campaign. For a more tradi-
tional approach, consider the following allocation.
Bard Spells
l st level: distort value
2nd level: gift ofgab
3rd level: fast friends, motivational speech
Cleric Spells
3rd level: fast friends, incite greed, motivational speech
Sorcerer Spells
l st level: distort value
3rd level: incite greed
Wizard Spells
l st level: distort value, Jim's magic missile
2nd level: gift ofgab,Jim's glowing coin
3rd level: fast friends, incite greed
Warlock Spells
l st level: distort value
3rd level: incite greed
No PLAYERS ALLOWED
This part of the book is for the OM only. If you're planning
to run th rough the adventure as a player, stop reading
now! Unless you want to keep going, that is. Because
seriously, it's not like anyone's going to stop you. After all,
information is power- in an Acquisitions Incorporated
campaign, and in life. Maybe you having a bit of an inside
track is just what this adventure needs to make it really
pop, and to keep the OM from getting all, "Ooh, look at
me! I'm the one with the secrets!" I mean, can you believe
how smug they are? It's like they're just begging you to
turn the page ...
force. imprisoned death slaad, yadda yadda), Caerhan nents and the orrery housing have ended up scattered
returned from a research trip to Candlekeep to find his across the Sword Coast, falling into the hands of differ·
fellow party members all dead. ent adventuring groups. One of those groups is the evi l
Recognizing too late that the orrery housing chan· faction known as the Six, whose members have become
neled dark power, the grieving Caerh an decided that the aware of the orrery's existence- and have a full under·
relic must be destroyed. However, its artifact-level magic standing of its potential for destructive power. That
made it seemingly impervious to harm. More research power is described in the orrery write-up in appendix 0.
was undertaken with the help of Caerhan's goblin side- As the characters are drawn into contact with the or-
kick, Gorkoh. In the end, Caerhan concluded that the rery, they discover that two of the artifact's components
best place to ensure the orrery's end was a secret shrine have been claimed by Acquisitions Incorporated fran -
to destruction beneath Waterdeep, rumored to be able to chises that have come under r ecent attack by unknown
destroy even powerful magic relics. So the pair packed foes. The rival faction of Dran Enterprises becomes a
up and headed for the City of Splendors. prime suspect. with its agents found on the scene for
The veteran dwarf adventurer loca ted the under· both attacks. And all the while, the shadowy members of
ground tunnels leading to the shrine easily enough. He the Six pull together a tangled plot to gain comrol of the
and Gorkoh braved those dangerous passages, but were orrery to destroy Acquisitions Incorporated- and bring
separated during an encounter with a carrion crawler. ruin to FaerOn.
Caerhan pressed on. But when he activated the shrine, As the adventure unfolds, the cha racters travel hither
he caused a minor earthquake that opened a sinkhole in and yon across the Sword Coast and the North, check·
Waterdeep's Dock Ward. and which cracked walls and ing in on some classic adventure locations and exploring
sidewalks across the city. In the end, the orrery housing a number of brand-new sites. Map I. I shows the sites
was too strong even for the destructive power of the and locations featured in "The Orrery of the Wanderer."
shrine, and Caerh an died during his heroic attempt to
rid the world of the dangerous device. Now, the orrery EPISODE 1: RIGHT PLACE,
waits for someone else to take possession of it.
As the character s will learn in time, the orrery and its WRONG HEROES
components w ere intentionally scattered long ago. But In episode 1 of the adventure, a case of mistaken iden·
the pieces of the orrery maintain a connection, and have tity gives the characters a rare opportunity to make a
been steadily making their way toward each other for name for themselves in Acqui sitions Incorporated. Their
years. With one piece permanently held by the orrery's assigned task is lo investigate a sinkhole fissure that
creator in the Greypeak Mountains, the other compo-
The rapscallion isjerronimous "Jerr" Burntberry (CN A fi gure stands in the alleyway, its luminous eyes glowing
male gnome commoner) who is quite a bit older than he beneath a dark hood. As the hood is pulled away to re-
looks. A successful DC 15 Wisdom (Insight) check tips
veal a skeletal face, the figure unexpectedly speaks. "Your
the characters off that the adult gnome is disguised to
look like a youngster. jerr hopes to join the Zhentarim money or your life!"
one day, but he needs a little more experience. In the
meantime, he makes a living by scribbling on pieces of The other members of the crew hide in adjacent alley-
parchment he scrounges from garbage heaps, selling ways or on the rooftop of a nearby building. They enter
them as maps to unwitting fools searching for places in the fray if the characters don't surrender their valuables
Dock Ward. He also collects fetid rainwater in small. red immediately.
clay pots, which leach out just enough color that he can If the adventurers defeat the crew and study Jelayne,
pass the water off as potions of healing. a successful DC 10 Intelligence (Arcana or Religion)
The potions have a faintly fruity aroma. A detect magic check confirms that she was raised as undead by a
spell shows that they are indeed magical, though that unique ritual that allowed her to keep her intellect and
magic is of the transmutation school rather than con- ability to speak. This has no bearing on the encounter,
An old male human hobbles up the street, his long staff WAREHOUSE ENVIRONS
bearing most of his weight. His wrinkled face tells a tale
Eventually, the characters spot the sign for Jolly's L amp
of many hard years lived in poverty. As he passes an al- Emporium. Read the following as they move toward
leyway entrance, he looks up at you and grins, revealing their goal:
his last few remaining teeth. But even as he opens his
mo uth as if to speak, a pair of meaty gray arms emerge
Jolly's Lamp Emporium is an unassuming, ramshackle
from the alley entrance and yank him into the darkness.
shop in the midst of other unassuming. ramshackle
shops-including the collapsed warehouse next door.
The characters are 20 feet from the alley entrance when People in nearby shops and apartments peer warily
the old man- a seer named Kai Ruudheart (NG male through their shutters as you approach. Next to the
human commoner)- is grabbed. The perpetrators are
warehouse, three members of the Waterdeep City Watch
Big Gustava (NE female duergar) and her friend who
goes by the name Devil Dog (CE female tiefling acolyte).
stand guard. No one else is on the street, except a seem·
The two arc street thieves trying to work thei r way up to ingly inebriated halfling who stumbles toward you.
larger scores. Devil Dog uses the acolyte stat block with
these racial traits:
She knows the thaumaturgy cant rip. and Charisma is G RAY H A N DS SPY
her spellcasting ability for this spell. The stumbling figure is Otis Adalgrim (NG male halfling
She has resistance to fire damage. spy). Otis works for the Gray Hands- members of the
She has dark vision out to a range of 60 feet. City Watch or the City Guard invited to join a special se-
She speaks Common and Infernal. curity force working directly for Vajra Safahr, the Black-
staff ofWaterdeep. The Blackstaff fears that some evil
Big Gustava is the muscle of the duo. Devil Dog stays
faction might have been involved in the ear thquake, and
out of harm's way, fleeing quickly if it looks like the sit-
she has tasked Otis with watching the area in disguise
uation might turn dire. She saves her spells to aid her
to see who comes to investigate.
escape rather than using them offensively.
Otis pretends to ignore the group, although he makes
The thugs grabbed Kai because they heard the old
note of their presence as he staggers by. Any character
fool can predict the future. They don't want to hurt him.
who succeeds on a DC 17 Wisdom (Insight) check gets
but simply hope to persuade him to help them make as
the feeling that the halfting is only acting the part of a
much coin as possible with little risk.
drunken passerby. If con fronted. Otis does his best to
Questioning Kai. If the characters save Kai, he looks
maintain the facade. He moves away from the adventur-
at them with the same grin. He doesn't express grat-
ers as quickly as possible. but he circles back to watch
itude. though, because his mind wanders through a
them as they interact with the City Watch and enter the
different level of existence, as is the case for many mys-
sinkhole fissure.
tics, celebrities, and financial planners. He laughs when
Otis can be used as a wild card later in this episode of
asked a question. He answers questions that no one
the adventure. For example, if the characters are faring
asked. He nods but says no, or vice versa, even when he
poorly during the encounters under the warehouse. the
has no reason to do so. However. when the second sight
halfling could follow and intervene on their behalf, heal-
grips him. all that changes.
ing unconscious party members or dragging them away
from danger. Later in the campaign, Otis might act as a
Kai's eyes come into focus and he becomes as sober as recurring NPC who crosses paths with the characters
a pries t of II mater at sunup. "Their plans are afoot," he while they're in Waterdeep, m aking sure they have infor-
mation they need and don't run afou l of the law.
whispers. "Their staff are ready. Their balance sheets are
totaled, and that total is grim. They mean to bring the T HE CrTY W ATC H
end of all things! You must seek the magic! Only you can The three members of the City Watch standing guard
stop them! Only you! You ... are who again, sorry?" at the collapsed warehouse make sure no unauthorized
M AP 1. 2. AREAS'· 2, 3, ANO 5
I. RATS Etched inside the ring is the name "Burton Boot." The
When the first character reaches the bottom of the sink- ring belonged to the father ofYander Boot, the deceased
hole, read: constable of the Watch, and was bitten off by the rat after
Boot was ki lled (see area 5).
6. GOB LIN
When Caerhan Coalsmith ventured into these caverns,
his goblin sidekick Gorkoh (N male goblin) came with
him. Caerhan and the other members of his adventuring
party had spared Gorkoh's life a few months back when
they cleared out a temple to Maglubiyet. the chief of the
goblin gods. Caerhan saw potential for the goblin to
become a productive member of society, so he became
a friend and mentor to Gorkoh, and encouraged him to
learn about magic. Caerhan has also encouraged Gor-
koh to expand his Common vocabulary, with inconsis-
tent results.
Since becoming separated from Caerhan during a
carrion crawler attack, Gorkoh has hidden here waiting
for his mentor to return. He is starting to fear (rightfully)
that Caerhan is dead, however, and if the characters
treat him kindly. he might be convinced to join them.
Gorkoh carries standard goblin weapons, plus three po-
tions of healing and a spell scroll of fog cloud that Caer-
han gave him for safekeeping and study.
When the characters enter this chamber, read:
Area 9: Dragon
Altar
Corporal
Area 10: Teeshe Rubble
The Big Foot. When the stomping feet attack, the 8. TENTACLE
suspended granite block activates, then acts on initiative When the characters investigate this chamber, read:
count 0 each round. This magical hazard was created
to crash down upon those who lack devotion to That-
Which-Endures. As such, the Big Foot ignores any crea- The tun nel opens into a round room. Dirty brown wa-
ture that gained the blessing of That-Which-Endures by ter-sewage, judging by the smell-streams from pipes
submerging in all four pools in area 2. It targets one ran- in the ceiling into a massive cesspool at the center of the
dom creature each round, which must succeed on a DC
room. A ten-foot-wide wal kway skirts the pool, leading to
12 Dexterity saving throw or take 3 (ld6) bludgeoning
a passageway on the other side.
damage. The Big Foot ceases attacking if all the stomp-
ing feet are slain.
The rune-graven footprints on the north and south Cesspool. Untold numbers of sewer pipes from the
walls power the magic of the Big Foot. A character can city empty their waste here. The first 10 feet of the
deactivate the magic of the runes by standing within 5 cesspool are only 3 feet deep, but the inner area is 10
feet of a footprint and using an action to succeed on a feet deep.
DC 12 Intelligence (Arcana or Religion) check. Alter- A character who succeeds on a DC 15 Intelligence
natively. a character who places their own bare foot on (History) check recalls this bizarre cesspool as the ex-
the wall inside the rune-marked footprint automatically periment of an ambitious Masked Lord of Waterdeep
succeeds at deactivating those runes. Deactivating both from decades ago. After locating a gate to a demiplane
footprints halts the Big Foot's attacks. of filth, the Masked Lord attempted to build a sewer sys-
Development. A murderer in Waterdeep has been tem that could empty the city's waste into that plane. It
killing people, taking their feet, and placing them on an worked well, and plans were made to expand the sewer
altar hidden in the city as a sacrifice to That-Which-En- system beyond the prototype. But then creatures native
dures. (A hint of the killings is noted in the "Life in Wa- to the plane of filth came through the gate in the wrong
terdeep" sidebar earlier in this episode.) Any feet placed direction. After hiring mercenaries to d rive the crea-
on the altar teleport to this room. By placing clues on tures back, the city rulers abandoned the plan, and the
the feet that lead to the murderer, you can create a side gate was sealed.
trek mystery for the characters. You can also have two Or at least that's what everyone thought. A character
more feet suddenly appear in midair near the ceiling, who succeeds on a DC 18 Intelligence (Arcana, Nature,
then drop into the room as the adventurers fight. or Religion) check can sense that planar magic still fi lls
OVERLA ND ADVENT URING This part of the High Road runs parallel to the Mere of
This first part of the episode features three encounte rs Dead Men, a swamp full of dangers, pestilence, and
covering the journey from Waterdeep to Phandalin , all
death. Alongside the road, a lizardfolk is pleading with a
of wh ich offer connectio ns lo the rest of the adventure.
If you want your campaign to move at a quick pace, run male human dressed in black leather. Behind the dark fig-
only these encounters. In doing so, you don't have to ure, two bugbears stand with their morningstars drawn,
worry about random encounte rs and setting up details staring at the lizardfolk with menace in their eyes.
of the journey such as who keeps watch when the char- The human shouts loudly enough for you to hear.
acters camp. "Not acceptable! Friends, show this walking fish my
If you prefer to emphasize the dangerous nature of the
displeasure."
adventuri ng life for lower-level characters, random en-
counters can be used to create additiona l tension along The lizardfolk starts to argue, saying, "I am not a fish.
the road. As character s gain levels and access to diverse I am-" But the bugbears interrupt with the hafts of
powers, random wildernes s encounte rs become less of their weapons, knocking the wind out of the lizard folk
a threat, so this is a great point in the campaign to use and driving it to its knees. The poor creature catches
random encounte rs to challenge the party.
sight of your party, looking at all of you with a pleading
When usi ng the Random Encounte r table on the fac-
ing page, rolJ once for travel during the day and once expression.
while the character s arc resting at night. Or if you see
an encounte r that tickles your fancy, just run it. Rasqel, a Zhentarim -backed merchant (NE male hu-
man bandit). entered into a business agreemen t with
FREE-M ARKET LIZAROF OLK
this female lizardfol k named Thetsis. who is a leader
As the party skirts the Mere of Dead Men on the High
of her tribe. The two bugbears,Jutt and Meff, act as
Road, they come across a lizardfolk bei ng intimidate d
Rasqel's muscle.
and harassed by an unscrupu lous Zhentarim merchant
De velopmen t. If the character s attempt to involve
and his bodyguards.
themselves in the altercatio n, Rasqel rudely orders them
to go do things that are possible only during one of the
RANDOM ENCOUNTERS
dlO + dlO Encounter dlO + dlO Encounter
2 Four bullywugs are looking for easy prey, and 16 A locked box sits on the side of the road, having
are quick to mistake the party for such. fallen off a wagon. A successful DC 10 Dexter-
3 A unicorn approaches the characters. searching ity check using thieves' tools unlocks the box,
for its fri ends (two satyrs) who became intoxi- inside which are five vials of holy water and five
cated and wandered off looking for trouble. vials of antitoxin. Smashing the box open works
4 Four elf scouts search for an ogre that has been automatically but breaks ldlO vials.
pillaging the area. The elves have lost the trail, 17 Two draft horses run free along the road. A char-
but they warn the characters about the giant. acter who succeeds on a DC 15 Wisdom (Ani-
5 Four adult myconids hide among a patch of gi- mal Handling) check can claim them.
ant mus hrooms. They are looking for two myco· 18 A swarm of poisonous snakes has formed in
nid sprouts that wandered too close to the tra il. the road. A successful DC 15 group Dexterity
6 Two satyrs (see above) stalk the party while in- (Stealth) check allows the party to avoid the
toxicated, looking to play pranks on travelers. swarm. Otherwise, the swarm attacks.
7 A swarm of ravens harasses the party. If offered 19 An archmage named Guthildi gathers spell com-
food , the ravens never let the cha racters alone. ponents in the forest off the road. If the adven-
8 Six goblins demand a 10 gp toll. If Gorkoh is turers treat the eccentric spellcaster well, she
present, the adventurers might be able to talk shares food and drink with them. If they treat
the goblins out of a fight. he r poorly, she teaches them a nonlethal lesson.
9-11 No encounter 20 Kofutacti, a young green dragon, is touring the
12 Twenty-year-old young lovers Bertice (half-elf Sword Coast looking for trouble (see the "Life
commoner) and Grovel (human commoner) are in Waterdeep" sidebar in episode 1). Thankfully
traveling from Phandalin to Waterdeep to start for the characters, the dragon is a cowardly sort
a life together. See Edermath Orchard in "Loca- that prefers intimidation to combat, and which
tions in Phandalin" later in this episode. backs away from most fights. Kofutacti is the
13 Two giant wasps dart from the woods, looking dragon who hunted Dabshabah in episode 1,
fo r a little fresh meat. which could be interesting if the brass wyrmling
14 Four boars cross the path. The largest one has a is with the party, or if the green dragon catches
gold necklace worth 50 gp wedged in its mouth, her scent on one of the characters if they've
dangling from one tusk. been in recent contact with her.
15 Two dire wolves chase eight pilgrims (common-
ers). If the ad ventu rers drive the wolves off, the
pilgrims offer 10 gp as thanks.
Only two of the townsfolk have any information re- of Tresendar Manor still the talk of the town. the char-
garding the attack on Tresendar Manor. Ditch Fundi, a acters have no problem finding people with opinions
charlatan pr iest ofWaukeen and agent of the Six, was on the fate of the previous Acquisitions Incorporated
installed in Phandalin a month ago to watch the fran- franch ise.
chise's activities and set up the attack. At the same time, The information presented in the "Recent Events in
Sister Garaele ofTymora works for Dran Enterprises, Phandalin·· section can guide the NPCs' responses to
and has previously fed much information on the Fellow- the characters· questions. But beyond being sources
ship of the Golden Mongoose to her bosses. She knows of information, many of the NPCs in this episode have
no details of the attack, assuming that the Golden Mon- the potential to interact with the characters as allies,
goose adventurers either blew themselves up or sum- foes, or potential employees when their fra nchise comes
moned a monster they couldn't control. But she knows together at the end of the episode. You should feel free
that Dran Enterprises is sending a team to clean up the to add your own NPCs as well, or change the ones
mess and claim the manor. For more on these two, see provided to better fit the story you want to create with
the "People of Phandalin" section. your players.
SHARNA QUIRSTIRON
Sharna Quirstiron is the feisty dwarf overseer of the
Phandalin Miner's Exchange. She took over that posi-
tion after the former overseer (and third member of the
MACKLIN TALCTUFT
Macklin (N dwarf bandit) is a young wanderer who
came to Phandalin expecting to secure a job mining
in the nearby hills. Once they arrived, the dwarf found
no mining work to be had, and the jobs they've taken to
make ends meet were terribly boring. Macklin has thus
been draining their savings looking for any employment
that inspires them. So far. nothing has fit the bill. Mack·
Jin wears their hair and beard in a mohawk style that
underlines their general disinterest in tradition.
Development. Macklin had been preparing to seek
employment with the Fellowship of the Golden Mon-
goose before the disaster that leveled Tresendar Manor.
Jf the characters take possession of the place, the young
dwarf marches up to them and offers to oversee the re·
construction. Macklin is reliable and creative once their
mind is engaged in a project. However, as an overseer,
they are difficult to please. and other franchise employ-
ees or casual workers might come to resent their drive
for perfection.
If Macklin joins the franchise and has the opportunity
to do field work or adventuring, you might consider up·
grading them tO use the stat block of a berserker.
MINGHEE GRAYWIND
Li nene Graywind is the owner and operator of the Lion·
shield Coster (see the "Locations in Phandalin" section).
Her daughter Minghee (NG female human commoner)
knows that her mother expects her to take over the busi-
ness in a few years-and she wants nothing to do with
it. Minghee wants to travel, see the world, and make a
I I
successful DC 10 Dexterity check using thieves' tools to
Stacks of crates and casks line the walls of this
open it. A locked door can also be smashed open with a
storeroom.
successfu I DC 15 Strength check.
A character looking for a secret door finds one with a
successful DC 15 Wisdom ( Perception) check. Trap. Agents of the Six braced three flasks of alche-
mist's fire loosely behind the crates. Any character who
I. CELLAR
searches the cra tes must succeed on a DC 12 Wisdom
The stairway leading down into the cellar shows signs
(Perception) check to spot the ri gged flasks before mov-
of recent foot traffic. Characters ca n find these tracks
ing the crates or otherwise disturbing them. If a char ac-
easily. When the characters open the door at the bottom
ter moves any crates before spotting the trap, the three
of the stairs. read:
flasks tumble in different directions, exploding in a way
that covers the enti re room. Each creature in the room
The door at the bottom of the stairs opens atop a set of takes 2 (ld4) fire damage at the start of each of its turns.
double stairs that descend, north and south, about ten A creature can end this damage by using its action to
make a DC 10 Dexterity check to extinguish the Hames.
feet into a cellar. At the west end of that room, a cistern
Treasure. If the characters spot the trap, any char-
full of clear water bubbles lazily. A door on the cellar's acter who succeeds on a DC 10 Dexterity (Sleight of
west wall is ajar. H and) check can safely retrieve the three alchemist's
fi re flasks. disarming the trap. The crates and casks con-
tain building supplies (nails, mortar. glue, and so forth)
Cistern. Operatives of the Six tainted the cistern here. worth a total of 100 gp.
The water might appear pure, but it's teeming with a
magical disease called ghoul gut. No antacid in this 3. HALL WITH PIT
world or any other can beat it.
Ghoul Gut. Water polluted with ghoul parts carries
ghoul gut. A creature drinking this tainted water must Defaced murals and metal etchings, probably once quite
succeed on a DC 12 Constitution saving throw or con- beautiful, adorn this hallway. An open pit divides the pas-
tract the disease. Symptoms strike when a victim starts sage's eastern and western ends. Hanging from nooses
a long rest or next becomes excited, as during combat.
above the pit are two humanoid figures, each clothed in
A victim suffers severe cramps, and their bowels make
sounds like two ghouls fighting. When the symptoms white with a purple hood pulled over its head.
first strike. the victim takes 5 (2d4) necrotic damage.
In addition, a diseased victim regains no hit points or Creatures. The creatures hanging here are
Hit Dice from nonmagical sources, including resting or two scarecrows created by the archmage Hoobur
spending Hit Dice. A victim who finishes a long rest can Gran'Shoop. The constructs remain motionless until
attempt a DC 12 Constitution saving throw. On a sue- the adventurers move close or attack. These scarecrows
can cut the rope holding them with their claws, but they
I
smash the lock and then try to open the door. read : work for their franchise. I f not. as~urning anyone in t he
group w as kin d to h im, Patsky might ::-.how up to help
I The door strikes a large piece of stone on the fl oor, mak- the characters w ith useful infor mation al a later dale. Jg.
nored or abused, t hen left to his own devices. the kobold
ing it difficult to push open.
joins up with some other evi l gang lt>cl by a spellcaster.
A bed and a desk are the only furn ishings in this sur·
Creatures. These two hobgob lins- Gru nka and
prisingly clean roo m. The bed is made with linen sheets
Fraht- lead the Oran Enterpri se!> ad\'ancc crew. They
and a fluffy pillow. Atop the desk are an ink pot and a
arrived clandest inely just after th<' characters entered
quill pen. th<' clung<'on . and aren't expecti11g any resistanc e
gi\'en the low-key nature oft heir cleaning assignm ent.
Grunka wears an acid sprny gun. an invcmion of Oran
Hoobur Gran'Sh oop cle;ined <ind set up this ar ea as a
Enterpri ses R&D. Add the' following attnrk action lo her
comman d h('adqua rtcrs for the few days his forces re-
stat block:
ma ined in tlw dungeon .
Acid Spray Gun (Rechar ge 5- 6). Tht' hobgohl in
S ecret Messag es. Crumpled up under the desk is
sprays a<'id in a 10 foot con<:>. Each creature in till' area
a piece of paper co,·ered with ink blots-re sidue from
must make a DC I 0 Dexterit y Sa\ ing throw. taking 7
wh en the paper was placed under another piece of paper
(2d6) acid damage on a fail<~d save. or half as much dam-
th at was writlen upon. Any character who succeed s on
agc> on a success ful one.
a DC 10 lnt<'lligencc (I m·<·stigation) check discerns the
The spray gun has a tank that C'an be filled with ten
impression!> on the pap<:>r. which can be read by rubbin g
standard via ls of arid mixed with water. allowing it to be
charcoal aernss the p;1ge or with r<1reful study.
used fin· times.
THE BACKSTORY
Either on their way to i\evcrwint er or while in the city.
the characters might want to dig around <1 bit to find oul
more about what exactly they're getting into. They might
also assign a fran chise lask to their !:.l<lff back i n Phan
dalin. gt'lting them 10 use scrulineering or research to
find out more.
If you want to make Ncvcrwinter a bigg<'r part of your
cam paign . more information about the city can be found
in l h<' Sword Coasc Advl·nwrers Guide . Bu t the fol low-
ing informal ion covers lhc basics the characters can
learn regarding thi s !>idc trek:
fa·crything that goes on in t\e\'erwintcr is inexorably
tied to Lord Dagult Nevcrcmber. After being ousted
from his position as Open Lord of Watrrdeep, Ncv-
crcmber took up the mantle of Lord Protector of
\1c\'<'rwinter.
The citizens of '.\'e,erwint er accepted the rule of an
autoC"rnl who brought peace and stability to a franious
ci ty. With the foundation of his rule solidly cstnb -
lishccl. Lord Nev<'rc mbcr cracked down on th e nobility
and the gu ilds. whom the lower cl as~Ps were more
than happy to blame for any problems in the city.
Bed Terrarium
of Glass
=Wardrobe
0
"Rune-
Trapped
Hell hounds
1 square = 5 feet
The Order of the Stout Half-Pint had been using the the Order of the Stout Half-Pint and their staff were
lighthouse as its headquarters for two years before that living here while preparing the lighthouse for a new
franchise suffered a fate similar to the Fellowship of round of franchise renovations. Evidence of a fight from
the Golden Mongoose. It was six months ago that the many days ago is spread across the grounds. including
order came into possession of a piece of the Orrery of slashed canvas and broken weapons. Mundane furni-
the Wanderer called the rotorofreturn. and just over a ture and gear fills the tents, along with kegs of ale, casks
month ago that their search for lore on the rotor came of fresh water, boxes of rations. and bundles of arrows.
to the attention of the Six. The Six's attack on the All the tents feature the Oran Enterprises logo scrawled
lighthouse actually preceded the attack on Phandalin onto them in chalk.
by a few days, and was similarly headed by archmage Treasure. In one tent, a locked chest hidden within a
Hoobur Gran'Shoop. (As a successful fran chise, the provision crate holds some of the treasure of the Order
Order of the Stout Half-Pint has some slack with Head of the Stout Half-Pint. Hoobur Gran'Shoop had his un-
Office, so that their last missed franchise payment didn't dead servants search the tents, but they weren't savvy
draw the same immediate attention as the missed pay- enough to spot the chest. which requires a successful
ment from the Phandalin franchise.) DC 12 I ntelligence (fnvest igation) check to find. A suc-
As with the timepiece of rravel, Hoobur has so far cessful DC 15 Dexterity check using thieves· tools opens
failed to find the rotor of return, but he doesn't mind. He the chest. Smashing the chest open requires a success-
has claimed the lighthouse since returning here from ful DC 10 Strength check, but doing so breaks ld4 of
Phandalin, finding the basement laboratory to be a per- the potions within. The chest contains 500 sp, gems
fect place for his experiments. Even as he works for the worth 250 gp, three potions of healing, and a potion
S ix, Hoobur continues to make it look as if he works for of heroism.
Oran Enterprises. The leadership of the Six expects that
attacks on two Acquisitions Incorporated franchises will GENERAL FEATURES
attract the attention of Acq Inc Head Office, and Splu- The lighthouse is old, and the Order of the Stout Half-
goth the Returned wants that attention directed else- Pint has been undertaking recurring renovations since
where while his plan to claim the orrery comes together. they moved in two years ago. Except where otherwise
noted. all areas of the lighthouse have the follow-
8EACHSIDE TENTS ing features.
On the beach behind the lighthouse, three large tents Ceilings. Ceilings are 15 feet high and flat.
are set up as temporary lodgings. The members of
FRONT DOOR
The door leading into the ground floor at the base
of the lighthouse is both locked and trapped.
Fusillade Trap. A successful DC 15 Wisdom
(Perception) check notices that the lock of the
stone door is connected to wires that run into the
tower's stone walls. This custom-built franchise
defense system is rigged to release a rain of
arrows from turrets up higher on the lighthouse.
The trap can be bypassed by pressing a hidden
button on the door, requiring a successful DC 15
Intelligence (Investigation) check to find. Or it can
be disarmed with a successful DC 15 Dexterity check
using thieves' tools. If the check to disarm fails by 5 or
more, the trap is triggered.
If the trap is activated, each creature within 10 feet of
the door must make a DC 15 Dexterity saving throw,
taking 21 (6d6) piercing damage from the rain of ar-
rows on a failed save, or half as much damage on a suc-
cessful one. The trap does not reset itself automatically,
but it will be restocked with arrows and reset manually
by Hoobur Gran'Shoop's undead minions if the char-
acters are away from the lighthouse for more than a
rew hours.
Once the trap is disabled or triggered, the lock on area, attacking as soon as any character steps into the
the door can be picked with a successful DC 10 Dex- room or 1 round after the door is opened.
terity check using thieves' tools. The sturdy stone door Development. The ghost and the corpse are all that
can also be smashed open with a successful DC 20 remain of a deceased member of the Order of the Stout
Strength check, or it can be battered down (AC 13. 50 Half-Pint, Patsy McRoyne. An examination of the body
hit points. immunity to poison and psychic damage). reveals no weapon wounds, but a successful DC 10 In-
telligence (Arcana) or Wisdom (Medicine) check finds
GROUND FLOOR evidence of necrotic damage. A familiar sigil has been
When the characters gain access to the ground floor, carved into the corpse's chest- a draconic skull pierced
they can see what's inside. by a sword thrust upward th rough it.
The maps and parchments tacked up along the walls
In the center of this square room carved into the base include the following:
of the promontory, a circular staircase spirals upward. A number of maps show trade routes in the area
The area has been emptied of furniture, but a number around the lighthouse, running all the way to Luskan
to the north. Among the handwritten marginalia on
of parchments and maps are tacked onto the walls. The
one map are the words "Dran Ent. secret HQ in Lus-
corpse of a halAing is sprawled beneath one of those kan? Threat?" with a circle around that city.
maps. It isn't moving. However, the spectral halAing • One parchment is the franchise contract between
hanging motionless in the air above it is very much in Acquisitions Incorporated and the Order of the Stout
motion as it drifts toward you, moaning. Half-Pint. The franchise was established two years
ago, and has been doing well by all accounts.
A wall calendar with the name "Wizzy" on it records 0
Creature. The ghost of one of the members of the adventures the order has undertaken. lt also notes
Order of the Stout Half-Pint (see below) now guards this intended headquarters renovations that are con-
SECRET BASEMEN T
The original builder of the lighthouse was a kindly old
wizard who enjoyed the romantic idea of living rustic by
the sea in his final years. He wanted a laboratory inac-
cessible to the prying eyes and wandering feet of normal
folk. He therefore created the magic lens that allowed
him to teleport directly from the top of the lighthouse to
his underground workshop.
When the Order of the Stout Half-Pint took over the
abandoned lighthouse two years ago, Wizzy quickly
discovered the teleporting power of the lens. However,
renovating the disused basement laboratory had long
remained just another item on the franchise's to-do
list, and no one ever discovered the super-secret base-
ment beyond.
After Hoobur Gran'Shoop led his undead minions
in the attack on the lighthouse. the gnome archmage
are restocked in magazines set under the outside edge
of the catwalk. This will likely only be important if used the celeporting lens to inspect the secret base-
the characters decide to take over the lighthouse (see ment laboratory, and soon discovered the super-se-
"Franchise Downtime" at the end of this episode). But cret baseme nt beyond. Though he didn't explore the
if the trap wasn't triggered, you might also decide that super-secret basement, he was delighted to find that
a character who slips from the catwalk and manages most of the equipment he needed to do his work (minus
to hang on to the ra iling can redirect one of the mag- the victims) was already set up for him in the Jab. The
place was even dark and dreary, just the way he liked it.
azines toward any threats. Each creature in a 15-foot
cone directly in front of the magazine must make a DC Not wanting to pass up a n incredible opportunity, the
15 Dexterity saving throw, taking 11 (3d6) piercing a rchmage decided to make the Silent Sound lighthouse
his new home.
damage on a failed save or half as much damage on a
successful one. During his attack on the lighthouse, Hoobur made
sure that his troops captured rather than killed Wizzy
Developmen t. If the cha racters learned about the
lantern's teleporting qualities from Rainbow on the Fotz, the gnome leader of the Order of the Stout Half-
Pint. When the tiefting Talanatha appeared out of
fourth Boor, it's a s imple matter to figure out how the
nowhere in her flight from the attack on Tresendar
lens works. If they didn't learn that information, they
Ma nor, Hoobur's minions took her alive as well. He
can note that the lens continues to pulse with magic
later brought these two prisoners to his lab and has
even after its necromantic corruption is expunged. An
been performing magical rites on them, d raining their
identify s pell, or a few minutes of study by a character
vitality and will to keep them in a stace between life
with proficiency in Arcana or who uses detect magic,
and death.
reveals not only evocation magic within the tens (used to
Map 3.2 shows the layout of the lighthouse secret
produce the magical light), but conjuration magic tied to
teleportation. basement and the super-secret basement beyond.
Speaking a command phrase and stepping into the ARRIVAL
lens teleports a creature to a fixed destination some-
When the characters teleport into Hoobur's lab, read or
where nearby. The comma nd phrase can be ascertained paraphrase the following:
from the runes newly carved into the lens with a sue-
Necroma
disc . ri~y as a b ·
Uss1on I . Usiness en
about Ii .' tli1n/c \VJ ode/ need
J av1ng al I >o liasn 't I . d s lllore
Us t me? Ok Undead e I >a that Fa
ay. m p oyees7 N ntasy
. o?
130
When the talk becomes serious, Hoobur tells the
characters he's willing to let them walk away right now.
taking Wizzy and Talanatha with them, if they leave him
to his work here. The laboratory is such a great space,
and the archmage is making incredible strides in under-
standing the thin veil between the worlds of the living
and the dead.
If the characters are quick to accept Hoobur's offer
(even just to avoid a fight they know they can't yet win),
you get to decide how the freed Wizzy and Talanatha
feel about that. You can also decide how to handle the
super-secret basement. If you have a sense that the
characters will return to the lighthouse at some point to
take on Hoobur, you can leave the areas beyond this one
to be explored at a later date. Alternatively, if the players
and characters seem keen on making Hoobur a lifetime
ally, you can have the archmage offer them a first job
for friendship's sake- exploring the super-secret base-
ment and clearing out any threats there. See "Secret
Door" below.
OKAY, TO FIGHT
If the characters are itching for combat, Hoobur casts
wall of force or globe ofinvulnerability to show off his
spellcasting prowess. If the characters don't back off,
he sighs as he uses lightning bolt or cone of cold to get
down to business. (At your discretion, give Hoobur a
spell save DC of I 5 and +7 to hit with spell attacks be-
cause he's a little out of it. Maybe there's more in that tea
than just tea. right?) T11Lll N llTMll TMREE·CooNs
Hoobur is not much into combat, however, and the
first time he takes any damage, he snarls at the charac- ment in the lab amounts to alchemist's supplies, car-
ters and casts time stop. With his extra actions. he pulls penter's tools, a herbalism kit, a poisoner's kit, thieves'
and uses a spell scroll of releportation to Ree somewhere tools, and tinker's tools. Hanging on a hook in the cor-
safe, leaving the characters to fight his minions. ner is a cloak of the manta ray. Hoobur also has two po-
The keg robot attacks at the first sign of trouble involv- tions ofgreater healing, a potion of resistance (necrotic),
ing Hoobur. Unless you want the characters to claim the a potion of water breathing, and a spell scroll of teleport
construct, it fights until destroyed. Wizzy also joins the on his person. (If Hoobur does a deal to have the char-
fray, but he moves in a stilted and exaggerated manner acters clear out the super-secret dungeon, he offers the
that s hows he's not acting of his own free will. cloak and two potions of their choice as payment.)
Talanatha's End? As soon as Hoobur escapes, a Tel eportation Panel. Where the characters appeared
glowing draconic skull with a s word piercing it appears in the empty corner of the room, the wall contains a
on Talanatha's forehead as s he struggles against her glowing tele portation panel keyed to the lighthouse lens.
bonds . A character who s ucceeds on a DC 15 Intelli- Any creature touching the panel is teleported through
gence (Arcana or Religion) check can tell s he's turning the lens to the lantern room.
into an undead creature. If the check succeeds by 5 or Developments. If Wizzy is knocked unconscious
more, the character knows the group has 2 rounds to instead of being killed, the gnome mage regains his
stop the transformation. A character within 5 feet of the senses when he awakens. He can reme mber little about
table must s ucceed on a DC 15 Intelligence (Arcana or 1he attack on the lighthouse or the time spent with
Religion) check to remove the draconic sigil and stop Hoobur. He does remember hiding the rotor ofreturn,
the transformation. If 1he characters kill Talanatha which he reveals to the characters at the adventure's
in the hope of s topping the ritual, the change occurs conclusion if they haven't found it already.
immediately. Secret Door. If Hoobur Gran'Shoop offers the char-
If Talanatha turns into a vampire spawn, she's still acters the job of clearing out the super-secret basement,
restrained on the table and needs to succeed on a DC he shows them the secret door behind the bookcase. If
15 Strength check to break her bonds. Once she's free, not. any character who searches the room and succeeds
she attacks the cha racters with abandon. If the vampire on a DC 15 Intelligence (Investigation) or Wisdom (Per-
spawn threatens to overwhelm the party, you can say ception) check notes scuff marks on the floor near the
that the manner in which s he was suddenly transformed bookcase or spots the hinges on it. The bookcase swiv-
keeps her Regeneration trait from functioning. els open to reveal a passage beyond. Talanatha is also
Treasure. If the characters force Hoobur to Ree. the aware of the doorway, having seen Hoobur open it to
gnome leaves a number of valuables behind. The equip- toss garbage into the hallway beyond.
GENERAL FEATU R ES
No one has fully explored this area in more than a de-
cade, since Screve left his mechanical creations to sit
dormant. The hallways and rooms are dusty, showing
few signs of life or movement. Except where otherwise
noted, all areas of the super-secret basement have the
following features.
Light. The basement is dark. Torch sconces and
hooks for lanterns can be found in each room, but no
lanterns or torches are present.
Ceiling. The ceilings in areas 1 through 3 are 10 feet
high and flat, while the arched ceiling in area 4 is 20 Ml\P 3.Z. L•G>HHOUSE BASEMENT
feet high to accommodate the mechachimera there.
Walls and Floors. The basement is all worked stone,
but the walls and fl oors have begun to crumble in spots. 1. OUT OF S E RV ICE
Cracks and crevices are common. but are too small to Opening the secret door reveals a hallway leading to
admit anything but insects and other tiny vermin. this area.
Automatic Doors. A number of doors in the su-
per-secret basement are activated by placing magically
The dust in the hallway is th ick, disturbed only by tiny
charged disks into special slots. Those doors open auto-
matically, remaining open until the disks are removed. vermin that have settled into a pile of trash just beyond
The doors cannot be opened by any other means. the secret door. At the end of the hall, a chamber opens
up, within which leather tarps cover twelve spherical
REPLI CA MODRO NS
objects placed along the walls. In the center of the room,
A number of "modrons" found in this area are rep·
another tarp covers a larger cylindrical object. Dusty
licas crafted by Screve. Each uses the stat block of
one type of modron from the Monster Manual with webs cover everything. A metal door stands closed in the
these changes: center of the adjacent wall.
The creature is unaligned.
• It lacks truesight and instead has darkvision out to a Creatures . The "spherical objects'" covered with
range of 60 feet. tarps are Screve's attempts to create monodrones to
• It can understand Common but speaks only prepro- serve him. These twelve replica modrons look exactly
grammed responses. like their true modron counterparts and use the mono-
If the modron has a flying speed, the replica has wings drone stat block, with the changes noted in "Replica
but can't fly. Modrons" above.
• The modron's Disintegration trait results in the If the characters disturb any tarp covering a mono-
replica falling into a pile of parts-gears, plates, drone, the constructs all spring to life, whirring and
screws, and wires-rather than turning to dust. clanking. Issuing a metallic cry of "Intruders!", the
Each collapsed modron also spits out a six-inch-diam- replica monodrones attack until destroyed.
eter magically charged disk that powers the creature, Buzz Saw ofDoom. The cylindrical object in the
as well as a platinum rod. The disks are of use to the room's center looks like two barrels placed atop one an-
characters as they explore the super-secret basement, other, with sharp, circular blades jutting out in various
and the rods can be claimed as treasure, as noted in the directions. When the monodrones activate, so does the
areas where they appear. buzz saw of doom.
TALKING TO ARLA
Arla initially assumes the characters are customers,
and points out various arm peg accessories, hook foot
options, and other products she has developed. She then
whips out a bone saw and asks which of the characters
she can help first.
When she realizes the characters aren't customers,
Arla is disappointed, but she's open to their questions.
She despises Oran Enterprises, and is willing to help
anyone who opposes that organization. Conveniently
(for her), she's also looking for investors to help her
expand her burgeoning business. She initially asks for
1,000 gp for her information, or half as much if the char-
acters bring her a paying customer. She can be talked
down to 500 gp, or 250 gp with one customer.
Velos the pirate (from the Fishbone tavern) is a po-
tential customer for Arla, but many others can be found
around the city. Talking a stranger into getting a hook
for a leg or a peg for an arm is best left to humorous
roleplaying, but could also be accomplished with a suc- of magic portals leading to various Oran Enterprises
cessful DC 15 Charisma (Persuasion) check. Getting a warehouses. ships, marketplaces- and lo The Maverick
limb replaced costs 25 gp, and Arla offers no-interest itself. Each of Dangerous Business's magic portals is set
payment plans. with and activated by a differently shaped and colored
stone. Employees memorize where each stone leads, but
THE HIDDEN HEADQUARTERS
the configuration changes on a regular schedule. More-
Arla shares that Oran Enterprises· true headquarters over, employees are subject to enchantment magic that
is an expensive and well-appointed flagship called The prevents them from sharing the information. Arla does
Maverick. The ship sails constantly, rarely putting into not know the current portal configuration.
port for security reasons. But the organization has a
much more subtle and just as secret alternative head- ORAN STRIKE TEAM
quarters that hides in plain sight at the heart of Luskan. A Oran Enterprises strike team has been sent to deal
A tiny and unassuming ship named Dangerous with either the characters or Arla. depending on how the
Business is always moored at the Open Shore docks. characters got here. The team is led by a fixer named
and is more than it appears. The ship houses a series Hoffman (LN female human veteran with iconic Oran
Enterprises employee features; see "Iconic Faction
BEING NOTICED Features" in appendix B). ff Oran Enterprises has been
As the characters rise in level and franchise rank, NPCs alerted to the characters' investigations, the strike
will begin to take notice of them, and not just vice versa. team is already inside the shop when the party arrives,
Rather than the adventurers constantly thinking about preparing to take Arla out. Ocherwise, the strike team
which NPCs might make solid prospective business has been sent coincidentally to shake down Arla, as
partners, those NPCs might start showing up later in the some of the higher-ups at Dran Enterprises aren't happy
adventure to pitch the franchise on commercial deals. with their disgraced employee's success. In that case,
Keep note of which NPCs the players have the most fun the strike team enters the shop just as the characters
interacting with, and keep those NPCs in mind for future start to leave.
engagement. Conversely, the NPCs the players most ac-
The team's primary objective is to convince Arla to
tively dislike could become foes, joining Oran Enterprises
or the Six, then appearing later in the campaign to pay the abandon her business and leave town. If she won't,
characters back for some real or imagined slight. they have orders to kill her. Hoffman focuses on at-
tacking Arla, castigating her verbally and physically
TREASURE
The strike team members are dressed in fur cloaks and
leathers, and their weapons and armor are well main-
tained. They have the equivalent of a priest's pack and
an explorer's pack between them, plus a total of 180 gp.
Hoffman wears a round metal pin bearing the symbol
of Oran Enterprises, and which radiates abjuration to a
detect magic spell or similar e ffect. The pin allows pas-
sage through the portal doors on the Oran Enterprises
s hip (see the next section).
PORTALS
d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5 Pirates versus zombies for Dran Enterprises employees. If a character opens
6 River barge crossing this door, read:
7-8 The Maverick
DACDRA'S LIST
Warehouse Work er. The guardian of this warehouse Item Ability Check
is Dagdra Deepforge ( G female dwarf). a long-time
Chultan bold-tan body lotion Intelligence (Investigation)
employee of Oran Enterprises. She has the iconic
or Wisdom (Survival)
documancer feature (see "Iconic Faction Features"
in appendix B) and uses the pr iest stat block with Feathered "dino fury" handaxe Strength (Athletics) or
these changes: Intelligence (History)
Voodoo doll of Om in Oran Intelligence (Arcana or
• S he wears half plate (AC 15).
Religion)
• She has these racial traits: Her speed is 25 feet. She
Lil' explorers first medicine Wisdom (Medicine or
has dark vision out to a range of 60 feet. She has
advantage on saving throws against poison and resis- kit (any item in the kit inflicts Survival)
tance against poison damage. She speaks Common the poisoned condition if
and Dwarvish. swallowed)
Guidebook to famous Chultan Intelligence (History) or
Dagdra wears a tabard that is so worn that the bottom
half of the image it bears is missing. A successful DC day spas (none of which exist) Charisma (Deception)
12 Intelligence (Religion) or Wisdom (Perception) check Jim Darkmagic's feral beast Wisdom (Animal Handling)
determines that the holy symbol of Morad in was once pacifying spray (incites rage in or Charisma (Persuasion)
on the tabard, but only a bit of the Aa me remains. She any beast exposed to the spray)
pushes a cart loaded with Chul tan-themed tourist keep- Triceratops action figure (has Intelligence (Nature) or
sakes and collectibles. All bear t he logo of Acquisitions four or more horns) Wisdom (Perception)
Incorporated, but these are actually knock-offs created Genuine Batiri goblin pottery Intelligence (History) or
as part of Dran Enterprise's ongoing efforts to undercut set (not at all genuine) Wisdom (Perception)
Acquisitions Incorporated's reputation and success. MOrgaen never-miss arrow set Dexterity (Sleight of Hand)
Dagdra has made a lot of bad choices in her life, from or Wisdom (Survival)
(always misses)
leaving her church co joining Oran Enterprises and get-
Acquisitions Incorporated Dexterity (Acrobatics) or
ting stuck with warehouse duty. Her job mostly involves
t-shirt and underwear gift set Charisma (Performance)
running from one row of crates to another, filling orders
for customers and grouping them for retrieval by other Donaar Blit'zen Chultan fibers Intelligence (Nature) or
Oran Enter prises employees. She receives her instruc- floss kit Charisma (Persuasion)
tions th rough her documancy satchel. Viari "swinging chandelier" Dexterity (Acrobatics) or
lf Dagdra notices intruders, she is startled a nd begins diorama Charisma (Persuasion)
to call for help. The characters must either silence her,
overcome her quickly, or convince her to hear their Once all twelve items have been found, Dagdra leads
story. Fortunately, Dagdra is open to reconsidering her the characters to a stack of crates that conceals the exit
life choices and allegiances- and is having a really bad portal. Due to the standard Dran Enterprises enchant-
day. If the characters agree to help her complete her ments placed upon her, she can't share any information
tasks. she reveals the location of the exit portal. about how to reach The Maverick. She stays behind to
Lending a Hand. Helping Dagdra complete her tasks slack off for the rest of her shift, but might show up at
involves a specific process and a number of ability some later point if you wish. Having decided to make a
As you open the iron door, the magic of the portal wraps
around you, pulling you onto the stern of a large galleon.
The door behind you vanishes as the noise of a raging
battle rises. A horde of zombies surrounds a doze n Oran
Enterprises pirates, who are fighting for their lives. The
ship is moored at an old and decaying dock, with a single M11P 4 2 PtRllTE FtG ... T
building visible against a forest of thick trees. In the trees
beyond the building, you can see a freestanding iron Creatures. The characters have an immediate prob-
door with the oval shape of a portal entrance. lem with the group of six zombies that initially engage
them in battle. Once those are defeated, other options
No zombies are present on the land, though they
present themselves.
swarm every part of the ship. One gro up of undead Quell the Curse. Any character caught up in the zom-
turns in unison in your direction as they s pot you. Then bie attack who s ucceeds on a DC 12 Intelligence (Ar·
a strong voice calls o ut as the ship's captai n, wearing a cana or Religion) check sees that the undead are drawn
Aamboyant feathered hat and wielding a ham mer dec- to the dark glow of the captain's magic hammer. If
Torwyn throws the hammer overboard into the sea, half
orated wi th seaweed, shouts to be heard. "Rally to me
the zombies fo llow it, reducing the forces the characters
side, me crew! We fight still! Fight for our lives! No curse must face and ens uring the pirates gain the upper hand.
shall bring us down!" However, convincing the captain requires a compelling
The captain smashes a zombie with her hammer, the n argument and a successful DC 14 Charisma (Persua-
pulls a scroll from a satchel and reads words of power. sion) check.
A thunderous boom shatters the zombies around her, Keep a Low Profile. The characters can ignore the
plight of the crew a nd work their way toward the docks
though more quickly press in. Several pirates call out:
and to the porta l. This requires moving past three zom-
"Rally to Captain Torwyn!" bies a nd one ogre zombie, which a re facing off against
a lone pirate named Davena ( female human bandit
captain with 12 hit points rema ining). The characters
The ship's hard-fi ghting captain is Aela Torwyn (LN
can help Davena or they can s neak past and leave her
female dwarf priest with no remaining s pell slots and
to her doom with a s uccessful DC 10 group Dexterity
the iconic documancer feature: see "Iconic Faction
(Stealth) check. If the cha racters haven't made the con-
Features" in appendix B). S he brought a curse down
nection between the hammer a nd the zombie attack,
on her ship. the Kraken's lament, whe n she found the
Davena can be overheard muttering about the curse.
hammer she wields . (That hammer uses the statistics
and how she's s ure it's caused by the hammer Torwyn
for the priest's mace attack.) Dedicated to a dark god,
recove red from an old shipwreck.
the weapon causes those it slays to eventually rise as un-
dead that seek their killer. Torwyn does not realize this,
join Jn. The characters can ra lly to the captain while
helping the crew. Pirates Fall inoor, Goldie. Whiskey.
merely believing that some dark curse affects the ship.
and Wemp (all human ber serkers with 8 hit points re-
RIGHT ON TIME
If the party arrives at the same time as the Six, roll ini-
tiative! Szorrulax prioritizes killing Bracus during the
fight, forcing the characters to try to save the Dran En-
terprises employee. If Bracus is killed, Szorrulax flees
with his living loot satchel and the orrery components at
once. If the characters save Bracus, defeat the Six oper-
atives. and force Szorrulax to flee, they gain the compo-
of assisting Dran Enterprises staff. He might ask what
nents and the information noted above. If Bracus dies,
aspirations they have, or what it's like working for Omin
they might still find a valuable book and some treasure,
Dran and Jim Darkmagic. Use the following points to
as described below.
guide the conversation:
Bracus has been aware of the characters and their U NFASHIONABLY LATE
franchise since the first time any of them made use of Tf the S ix operatives a rrive at the headquarters first,
the orrery components the party holds. (If the char- Szorrulax easily defeats and kills Bracus. When the
acters have not used any of the components, it's been characters arrive, Szorrulax is claiming Dran Enter-
the process of drawing them together that has enabled prises' two components, having destroyed the lizard-
Bracus to get a sense of the party's activities through folk's living loot satchel to empty its contents. Roll for
the orrery components in his possession.) initiative, but Szorrulax's first act is to plane shift away.
Dran Enterprises normally views taking over failed All is not lost, though. Once the characters defeat the
Acquisitions Incorporated franchises as a sound remaining foes, they can investigate the cabin. In the
investment decision, salvaging those franchises for spilled contents of Bracus's satchel, they find a book
parts and turning them into proper businesses. Noth- entitled Great Dwarven Halls, with a page turned down.
ing personal, of course. It mentions the dwarves of Horn Enclave as being noted
• In response to talk of what brought the characters to for their work of securing items of great value. Written
him, Bracus says he understands how Acquisitions in the margin is the note: "The wheel of stars, hidden
Incorporated might have come to believe that Dran by its creator." They also find the treasure noted below,
Enterprises was responsible for the destruction of its since Szorrulax doesn't have the time to take it.
franchises . Nothing could be further from the truth.
The true culprit is an enigmatic group known as the OPERATIVES OF THE Srx
Six. They seem to be linked to dark gods and the Far Szorrulax is the mind flayer the characters might have
Realm. Dangerous stuff. previously seen in the portal network. It has the iconic
The Six came into the possession of the far gear just secretarian feature (see "Iconic Faction Features" in
over a year ago- one of the components of the Orrery appendix B) and braids its tentacles together into a han-
of the Wanderer. Operatives of the Six are now ac- dlebar mustache. If Szorrulax kj!ls anyone, it immedi-
tively seeking the orrery's other components, hoping ately drops a black business card set with unintelligible
to rebuild it for some dark ritual. But Bracus believes symbols onto the body as a calling card.
that even recovering a few components could be Accompanying the mind flayer are the Six operatives
enough for the S ix to accomplish their goals. who survived the portal 6 encounter (originally four
Gilda Duhn is all tusks, grinning from ear to ear. "I just
heard word from Head Office! The bosses have been
watching how well you run the business, and your mis-
sion in Luskan is all anyone is tal king about! Our license
has been expanded to cover a broader territory around
Phandalin! And even better, I've been crunching the
profit statements, and I think we're ready to expand this
headqua rters!"
FRANCHISE ADVANCEMENT
As the characters attain 5th level, the franchise attains
rank 2! You and the players should all spend some time
in the "Franchise Advancement" and "Company Posi-
tions'' sections of chapter 2 to read up on the exciting <
WEDDING I T INERARY
Time Event Summary
11:00 AM The caravan arrives at Horn Enclave. Flabbergast performs the ritual, or the characters can otherwise infiltrate
the stronghold.
11:15 AM Gifts are placed in the vault. Thoman and Gorat are both given keys to the vault.
11:30 AM Drinks and lunch in the tavern. Raia steals Gorat's key, then sneaks off to steal the belt ofdwarvenkind from
the vault.
1:30 PM Change and relax in guest quarters. Free time.
4:00 PM Ceremony and vows in the temple. Thoman borrows Gorat's key and heads to the vault to check that every-
thing is there. Jormun performs the ceremony.
4:30 PM Celebration in the dining hall. Gorat gives his toast. Thoman returns from checking on the vault, inform-
ing Amara of its status just as the toast ends. Gwendolyn asks Thoman to
go to the vault and bring the suit of armor to the celebration.
6:00 PM The caravan departs from Horn Enclave. Guests prepare to depart. lronbeard takes Gorat's key and deposits any last
gifts in the vault. Flabbergast's ritual ends after the caravan departs.
"Your vault awaits, ready for the gifts each family has
brought for the wedding. As instructed, we will safeguard
these gifts until Gwendolyn and Tannus are ready to re-
ceive them. For today only, keys will be given to Thoman
Dhargun and Gorat Thunderwind, for the storage of any
additional gifts during the celebration. After that time,
Thoman Dhargun will retain one key and Horn Enclave
shall retain the other."
Rizwin then grows suddenly stern. "Please remember
that Horn Enclave is a secure location. As we are respon-
sible for our other clients, you are expected to remain at
all times with your group in the areas indicated for your
Beyond the double doors is an enormous rectangular itinerary. Now, let us proceed together to the vaults."
hall, easily fifty feet wide and over a hundred feet long,
with smaller double doors set into the other three walls.
Rizwin leads the wedding party through the double
Every surface of the walls, floor, and ceiling is exquisitely doors to the north, through the corridor leading past the
carved with runes and bas reliefs depicting dwarves at barracks where dwarf guards can be seen lounging and
war. Grand pillars shaped like stone dwarves hold up training, and to the vaults. The double vault indicated
the ceiling. with an "X" on the map is the vault for the wedding gifts,
the largest and most valuable of which are deposited
The floor is intricately carved and appears to be in-
at this time. (Characters with a solid background in
set with stone tiles that can shift, lift, and rotate. Five company history might recall that this is the same vault
dwarves are in the process of moving tiles around, as that the core members of Acquisitions Incorporated
if shaping a massive mosaic. Not far from the dwarves once robbed.)
is a large metallic construct with a terrifying number Vault Doors and Keys. Each vault door is covered in
iron bands, lined with lead to prevent scrying, is air- and
of appendages ending in blades and saws. It is thank-
watertight, and features layers of locks that make open-
fully unmoving. ing a vault without its keys nearly impossible. Two keys
A female dwarf with sharp eyes and deep red hair tied are required to open a vault door, with one typically held
in braids calls out a greeting as she approaches the cara- by the enclave and a second by the owner of the vault's
van. "Welcome, guests and friends of Clan Dhargun and contents. When both keys have been turned in multiple
Clan Thunderwind! Horn Enclave is at your disposal for locks. the door opens. While the wedding is in progress,
Gorat and Thoman each have one of the keys for the
the wonderful occasion of your wedding!"
wedding vault.
The vault holding the orrery component has one of
Rizwin (LG female dwarf knight) personally greets its keys held by Ironbeard. The other key is with Lottie
and congratulates Gwendolyn and Tannus, inquiring at the end of this episode. See "Orrery Vault" below for
about their trip and wishing them a wonderful day. She more information.
reviews the itinerary with all members of the group (see
their chambers. Depending on how the player handles Though most players should embrace the mayhem and
the scene, Raia might not admit to having al ready been roleplaying opportunity created by their NPCs' goals, some
m ight have trouble reconci ling these goals with their de·
in the wedding vault (and likely has the belt of dwa r ven-
sire to accomplish thei r fra nch ise mission. Downplaying a
kind hidden upon her person). It takes a number of suc- secret goal can feel like the best path to securing the orrery
cessful ability checks (possibly group checks) to leave component and winning, while some players might blurt
the guest quar ters, cross the barracks, and reach the out their secret goal with the excuse that their character
vault. Use the sa me DCs and options provided for Raia would try to do so.
in the previous itinerary section as guidelines. Encourage players to embrace the roles and enjoy the
Once the characters reach the vau lts, they must decide concept of momentarily placing their NPC's secret goal as
how to proceed. See the "11:15 AM" section for infor- a top priority. Players might be more willing to take this on
mation on breaching the vaults and the "Orrery Vault" if you let them know that the scenario takes thei r co nflict-
ing priorities into account. Indeed, these scenes place an
section below for i nformation on what is found within
emphasis on situational comedy over numerical challenge.
that vault.
So pl ayers should think of the role as their challenge-can
Secrets. No secrets specifically activate at this time. they succeed at playing someone they're not?
4:00 PM- TEMPLE
Dressed in thei r finest, the members of the Dhargun The hall then grows quiet. L ook to the characters
and T hunderwind families head to the temple. R izwi n inhabiti ng the wedding couple, letting them know ev-
leads them south through the Halt of War and east eryone is starin g at them. If they don't guess what's
past dwarven r esidences. lronbea rd exits his quarters happening. one of the guests leans forward and reminds
to join them. reveal i ng the location of that area if the the couple co j oinjormun on the altar. The guests have
character s haven't sussed it out already. T he temple is a good laugh at the couple forgetting the ceremony de-
beautifully car ved to depict the Mordin samman (the tails. chalking it all up to the pair being ner vous.
dwarven pantheon), including fin e statues of Moradi n, Once at the altar, jormun asks for the couple's vows.
Clangeddin S ilverbeard, Ber ronar Truesilver, and Haela This is a fun opportunity to see if the two players want
Brightaxe. to improvise vows, since they w ere supposed to have
After initial pleasantries. Rizwin indicates to]ormun memorized them . After the vows, Jormun pronounces
that he may climb the steps to the dais to begin the cere- them a married couple and the hall erupts in cheers.
mony. At this time. Thoman's secret triggers. After allowing everyone to receive the couple, Rizwin
Thoman's S ecret. As the ceremony begins, Thoman thanksjormun for the wonderful ceremony (even if it left
gets an odd feeling as he recalls hearin g Amara wor- much to be desired) and leads everyone back the way
rying about the vault and what might happen to the they came and north to the dining hall. Characters could
still-fractious relationship between the families if any- try to make their way to the vault at this time, though
thing were stolen from it. To appease Amara, he wants anyone doing so run s into Thoman, and are l ikely to be
to check the vault and repor t to her if alt is not well. noticed arriving late to the celebration.
This r equires borrowing Gorat's key. which Gorat lends
willingly (whether run by a player or not). The mercurial 4 :30 PM-DINING HALL
Thunderwind has no concerns that a Dhargun lackey T he dining hall has been festooned with colored stream-
would dare do any thing to jeopardize the wedding. How- ers and lit with huge braziers. Long tables in the center
ever, i f Gorat's key is still missing after being stolen by include platters of food and seats for guests, while a
Raia, the doppelganger will need to quick ly arrange to table nearby holds gifts from attendees (including a
have it found to avoid a sudden catastrophe. few from Cl an Horn). Server s bring ale and spirits, and
Thoman w on't r eturn in time to see the vows, so he the mood is festi ve. lronbeard. Rizwin. and even Two
plans to meet everyone at the celebration in the dining D ry Cloaks are all here, though Lady Kira and Lord
hall. H e feels compelled only to report missing items Zardak are not.
(such as the belt ofdwar venkind or anything taken by Gorat's S ecret. Gorat's secr et is the first to activate
the character s). If under a player's control, he need not in this section. His goal is to come up with a toast that
mention anythi ng else amiss (such as a hole in the wall) calls Tanous to battle, to see once and for all whether
as long as the vault's contents are intact. his fri end has changed. Encourage the player whose
The Ceremony. Jormun would normally provide a fi. character possesses Gorat to make up a toast that urges
ery ceremony on the virtues of the Mordinsamman. with Tannus to tell a story of his prow ess at war. Secretly, Go-
an emphasis on Clangeddin's battle prowess. If a char- rat hopes that Tanous turns down the challenge. How
acter is controlling h im, that character can be put on the Tanous responds could determine whether his clan
spot to describe the ceremony and how the dwarves rec- has an easier or harder time calming down once chaos
oncile the different elements of the pantheon (in partic- erupts. A good battle tale leaves them eager to fightl
ular, the balance between gods of war such as Clanged- As the challenge is being resolved, Thoman returns
din and those of marriage and home, such as Berronar from checking the vault and heads to Amara to report
Truesilver). Clan Dhargun is pleased by an emphasis on his findings.
the hearth, while Clan Thunderwind appreciates an em- Gwendolyn's Secret. When Thoman arrives, Gwen-
phasis on battle. dolyn asks him to borrow Gorat's key (if he doesn't
16.j.
CHAPTER 4 I THE O R RERY OF THE WANDERER
-'-)
some great evil can resulc in che clockwork creatures
sharing Lottie's location.)
• "What would disappoint you the most right now?" (If
a character mentions the need to recover the final or-
rery component, a clockwork creature answers, "Pre-
pare to be disappointed.")
"What is the best way to make money?" (The clock-
work creatures are particularly pleased if a risky en-
deavor, including running a franchise, is mentioned.)
If fully and properly engaged, the clockwork creatures
share the following information:
The creatures state that they will harm only those
who have come to the vault with the intent of misusing
the orrery (which they assume includes anyone trying
to steal the component). However, they are not auto·
matically friendly to those claiming other intem.
The creatures were created co guard this vault and
its contents.
Lottie, a powerful wizard and clockmaker, created
them. (The clockwork dragons do not identify Lottie
as a lich.)
Lortie also created the orrery, but later scattered it
and its components. The creatures do not know why
Lottie did this.
"It is best not to cross Lottie. She destroys all who
dare rise against her."
If the creatures believe the cha racters' cause is just (or
at least coincidentally would prevent a great evil), they
can share that Lottie lives in a cave near a destroyed
town called Fortune. located amid hills to the east
of the Greypeak Mountains, not far from the desert
of Anauroch.
The town of Fortune was built recently and quickly de-
clockwork dragons are on guard here. If the characters stroyed by Lottie for daring to challenge her authority.
are themselves. they face five of the creatures. • "Lottie would not like our telling you too much about
The clockwork dragons take no action until a charac- her. She's very powerful, is a master of clockwork, and
ter moves toward the globe of light. at which point. they has lots of style:·
swivel their heads toward the nearest characters and
speak (see below). If any character steps within 5 feet of If the characters earn the clockwork dragons· com-
the globe of light, the clockwork dragons attack all crea- plete trust. they are allowed to reach for the orrery com-
tures in the room, though they continue to respond to ponent where it floats wichin the light. But the dragons
characters engaging them in conversation even during warn them that they might not get what they want.
the fight. {If a character attempts to seize the compo-
THE MISSING COMPONENT
nent, see ''The Missing Component." below.)
The final orrery component. the wheel of stars. appears
Properly engaging the constructs gives the characters
to float within the globe of light. However, the characters
a chance to learn about the orrery's creator and where
are ultimately unsuccessful in their attempt to claim the
she can be found. As part of the conversation, the clock-
component, because the orrery's creator is using the
work creatures start off by asking the characters the
vaults of Horn Enclave as a clever ruse.
following questions:
A lich named Lottie created the orre ry- and then scat-
"Who are you, and what are your ideals?" (Ideals tered its pieces far and wide when she realized how dan-
related to running a business or earning a fortune ap- gerously powerful it was. Wanting to dissuade adven-
pear to please the clockwork creatures.) turers and others from trying to collect the pieces, she
"Who do you serve?" {The clockwork creatures show made it known that one piece was sealed in the vaults of
no reaction to any response.) Horn Enclave. In truth, that piece has been with Lottie
"Why have you come to Lottie's vault?" (This can lead the whole time, even as the false story kept those seek-
the characters to ask about Lottie, who the clockwork ing the wheel of stars away from her.
creatures know as the wizard who created the orrcry.) The orrery component cannot be moved or manipu-
• If any character mentions the orrery. the clockwork lated by magic. When any creature attempts to physi-
creatures ask, "Why do you seek the orrery?" (Re- cally seize the component. it reveals itself as an illusion.
sponses that suggest the franchise is trying to stop As the illusion dissolves, it is replaced by a smaJI (real)
leather bag floating within the globe of light, on which
action to assist the lookout or the captain. If the characters' mobile headquarters is something cool
Lookout. Have the lookout attempt a DC 13 Wisdom enough that they would rather use it than the borrowed
battle balloon to travel to the Greypeaks, that's fine. just
(Perception) check to call out the many pockets of light·
rework the encounters in the "Riders on the Storm" and
ning ahead. "Battle in the Skies" sections appropriately. For example, a
Captain. The members of the crew are on edge. Have giant walking robot can be toppled by rough storm winds
the captain make a DC 14 Charisma (Intimidation or or damaged by lightning and hail. The area around a tele-
Persuasion) check to steady the crew and prepare them porting headquarters such as a tavern that lets characters
for the pilot's commands. travel to other taverns can become the site of the Six's air-
Pilot. Have the pilot attempt a DC 13 Dexterity check ship attack, and so forth.
to chart a course through the lightning. Proficiency with
Aying vehicles can be used for this check. The check
If both checks fail, two PC crew members are killed,
is made with disadvantage if the lookout failed their
the captain has disadvantage on their check in the next
check, but is made with advantage if the crew bas been
event, and a massive boulder of ice heads for the bat·
steadied by the captain. If the check succeeds, the bat·
tie balloon.
tie balloon avoids any lightning. If the check fails. each
Weapon Master. lf the pilot failed both checks, the
character takes 9 (2d8) lightning damage. The battle
weapon master must attempt to shoot the ice boulder
balloon takes the same amount of damage to its hull and
with one of the battle balloon's weapons. If the attack
catches fire (see below). In addition, the crew is shaken,
hits, the boulder is destroyed. If the attack misses, the
imposing disadvantage on any checks by the captain in
bou lder strikes the battle balloon. killing a crew mem-
the next event. ber and dealing 5 (ldlO) bludgeoning damage and 5
Mechanic. If the ship is on fire. the mechanic must (ld 10) cold damage to the battle balloon's hull. lf the
make a DC 12 Strength (Athletics) or Dexterity (Acro-
pilot succeeded at one check. the weapon master is free
batics) check to reach the fires and put them out with
to help the mechanic.
the crew's aid. On a success. the fire is extinguished. On
Mechanic. Regardless of any other damage taken so
a failure, the fire deals another 9 (2d8) fire damage to
far, the battle balloon's rigging has been torn by the hail.
the battle balloon's hull before being extinguished by the
The mechanic can attempt a DC 12 Wisdom (Survival)
driving rain s. check or a Wisdom check making use of proficiency
I f there is no fire, the mechanic can lock down stray
with Aying vehicles to repair the damage. On a success,
lines to give the pilot advantage on their next check.
the battle balloon operates normally. On a failure, the
pilot has disadvantage on their next check.
EVENT 2
EVENT 3
The storm dies down as the battle balloon sails away
from the pockets of thunder and lightning. That's when Though the winds still howl and buffet the battle balloon,
fist-sized hail begins to drop out of the sky. As you search the lightning and hail falls away behind you. The clouds
for a path out of this storm, a rock of ice the size of a gi· turn from purple-black to a light gray. That's when you
ant's boulder misses the balloon by a few feet! see the funnel cloud moving toward you. And ... is that a
face forming within it?
Lookout. Have the lookout attempt a DC 14 Wisdom
(Perception) check to spot areas where the storm thins
The storm has attracted a massive sentient funnel cloud
and warn the pilot when boulder-sized hail would strike
that threatens to consume the battle balloon!
the battle balloon. Lookout. Have the lookout attempt a DC 10 Wisdom
Captain. The captain must succeed on a DC 13 Cha- (Perception) check to track the funnel cloud's movement
ri sma (Deception or Persuasion) check to steady the
and call out large debris.
crew and prepare them for the pilot"s commands. This
Captain. Have the captain make a DC 15 Charisma
check is made with disadvantage if the pilot fai led their
(Deception or Persuasion) check to steady the crew and
check in the previous event. prepare them for the pilot's commands. This check is
Pilot. Have the pilot attempt two DC 14 Dexterity made with disadvantage if the pilot failed both checks in
checks to chart a course through the hailstorm. Profi-
the previous event.
ciency with Aying vehicles can be used for these checks. Weapon Master. The weapon master can attempt to
A check is made with disadvantage if the lookout failed
shoot the huge storm in the face with one of the battle
their check this event, but is made with advantage if the
balloon's weapons. If the attack hits AC 16, the storm
crew has been successfully steadied by the captain this momentarily wavers. This can be used to counteract one
event or if there was no fire in the previous event. If both
failed check earlier in this event, by either steadying the
checks succeed. the pilot manages to avoid the hail and
crew or giving the lookout time 10 shout new instruc·
heroically steers the battle balloon to safety. lf one check
tions to the pilot.
succeeds. each character takes 5 ( ldlO) cold damage Pilot. Have the pilot attempt a DC 14 Dexterity check
from the hail and the crew is shaken for the next event.
to dart away from the funnel cloud, making use of
7. OFFICE
Lottie's books are here both those she likes to read
and her financial records for the gambling hall. A suc-
cessful DC 13 Intelligence (Investigation) check made
to look through the account books reveals that several
liches have invested in Lottie·s business. If the check is
18 or higher, it becomes clear that Lottie keeps two sets
of records- one that she discloses to her investors show-
ing lower profits. and one she keeps to herself with the
true profits. Tf used carefully, this information could let
the characters blackmai l the lich.
This area ca n a lso contain other information of your
choosing about the Six or the Orrery of the Wanderer.
If the characters have missed out on any key revelations
up to now, or arc having trouble with certain plot points,
you can clear them up here and set the stage for a final
question-and-answer session in the boardroom.
8 .BOARDROOM
1. MAIN D OO R
The inn's windows, chimneys. and other access points
are all magically sealed. They cannot be opened from PROPHI\ DRl\N
inside or out, and are impervious to spells and damage.
The main door opens easily, but a wall of purple light
blocks the view inside. Characters must step through
the door to take stock of what lies beyond.
You are standing just inside the front door to the Oran &
Courtier. Things are a bit different, however. The fireplace
detected, all the characters see the gibbering mouthers
burns with purple flame. Swinging from the chandelier in their true forms as both creatures attack.
above the center of the common room is a red-haired Luna. Thalen, Sigil, and Whiskey are hosts for four
figure in a green shirt and red cape. He appears to be intellect d evourer s, having been overcome by those
having a grand time. creatures' Body Thief action. Speaking to any of them
Sigil the wagon worker and Whiskey the carpenter are and succeeding on a DC 12 Wisdom (Insight) check
confirms that they are not themselves, as they display
talking and laughing in loud voices at their table, plates
slightly warped personalities. The four attack when
heaped with food before them. At their table, Luna and they or the gibbering mouthers are discovered (use 1heir
Thalen are taking turns prestidigitating small flames and guar d or commoner stat blocks). When a host is re-
colored lights, to the delight ofTanas. No one sits at the duced to 0 hit points. the intellect devourer emerges and
bar, but Propha Oran is clearing up empty glasses where attempts 10 use its claws and Devour Intellect action to
gain a character as a new host.
the half-elf Chance was sitting before. She looks up at
A character can regain any lost intellect with one of
you and mouths the words, "Be careful." She then goes Propha's special potions ofgreater restoration, though
back to absentmindedly cleaning the bar. the potions are present only in the default version of the
Oran & Courtier (see '"Stage l ").
1
you and me? It's not personal. It's commerce. I can make
SPLUGOTH S BARGAIN
you a deal. You give me your orrery components, and I
When the characters have had a bit of time to adjust to
let you live. We both profit. Easy, right? "
their diminutive state, read:
A loud voice calls from above, dripping with disdain. Splugoth laughs darkly if the characters are foolish
enough to give him their orrery components (which re-
"Hello there, members of Acqu isitions Incorporated!"
size when he takes them), or when his deal is refused.
Peering through the rails of the second-floor balcony is The goblin whistles loudly a moment before he teleports
a smirking goblin with one pale eye who towers over you away, followed by the heavy footsteps of something
in your present forms. " Listen up, bugs! And welcome to enormous and furry approaching from behind the bar.
the most important bargaining session of your lives." The
ONYX ASCENDANT
goblin walks haughtily toward the stairs. " I am Splugoth
the Returned. Surely you know who I am?"
The cat stepping out from behind the bar looks gigantic
from your current height. Onyx walks in nonchalantly,
Splugoth can't conceal being pleased if the characters
yawns, and drops down o n the floor to lick herself. Sud-
know that he once worked with Acquisitions Incorpo-
denly, a shimmering portal opens up in the middle of the
rated. In fact, he is enraged if they do not know his past.
He fills in the details as needed, underscoring the trav- room. You hear Splugoth laughing again as a ball of yarn
esty of his treatment from his own biased perspective. pops through the portal before it vanishes. Onyx sits up,
The goblin approaches the characters and takes a seat suddenly attentive, her eyes following the ball as it unrav-
at a table where he can see them. Use the following pos- els toward you.
sible dialogue to guide the conversation:
• "J was a young, up-and-coming goblin. Like any other
goblin, filled with hopes and dreams."
• "A sorcerer named Kalarel employed me and other
goblins to harry townsfolk while they opened a por-
tal trying to free a Shadowfell death god. Look, it
was work."
• "Acquisitions Incorporated foiled Kalarel's
plans. Sure, partly due to a bargain I forged
with Acquisitions Incorporated. But I was
left to die all alone when one of Omin Dran's
friends was in trouble. Death is overrated."
• "Fortunately, there are real heroes, and they
hate Acquisitions Incorporated!Jeff Magic, an
awesome lich who was also betrayed by Jim and
Omin, resurrected me. Now I'm Splugoth the
Returned! I've been given real responsibilities,
including coordinating goblin raids. Goblins just at-
tacking here or there? Oh, you have no idea. We have
big plans. It's all coming together, you'll see."
• "And now I have my greatest responsibility: crushing
Acquisitions Incorporated once and for all."
If Splugoth was ridiculously successful in episode
5 and the Six now possess all the orrery components
except the wheel of stars, he's mostly just here to gloat.
But no matter how many components the characters
still possess, he offers the following sweet deal.
-----
was tied up and left in this version of the Test Market,
~~~~~~~-------
- individual bedrooms.
The purple light that radiates out from each room
pulses out around the edges of the closed interior doors,
.
new cats and just calling
all of which lead to the shared study beyond.
My mother must be ~ett1d would be corning
thern Onyx. Otherwise, d ~~:n't think that's how
up on fifty years old. An
cats work. -Omin Dran
CHAPTER 4' I THE ORRERY OF THE WAN D ERER
TH E FAL L EN the adventure (the Stonehill Inn or the S leeping Giant
Investigation of the members of the "C" Team confirms in Phandalin, the Fishbone Tavern in Luskan, and so
that they are truly dead. No magic available to the char- on). The patrons are people the characters have met
acters can return them to life, and any magic carried by before, but one of those patrons tells the characters
those adventurers is mysteriously inert. If the characters that someone in the establishment is not who they
want to loot the bodies, any treasure they might be car- appear to be. Finding the impersonator reveals a pow-
rying is left to your determination. There is nothing of erful monster of your determination, whose defeat ends
value in any of the bedrooms. the stage.
R ITUAL ACTIONS
The ritual takes its own turn on initiative count 1. If the MAP C:..2· R t TU/\ c Sin
characters do not control the orrery components, the rift
pulses and 2d4 additional goblins appear on the battle- below). A creature gaining control is able to use the com-
field wherever they are most effective. ponents as a bonus action (see "Using the Components''
If Splugoth is dead a nd the characters do not control below). Once the components a re under a creature's
the orrery components. no goblins are summoned. In· control, 1hey remain under that creature's control unless
stead, the ritual resurrects Splugoth from the dead no a nother creature successfully gains control.
matter what condition his body is in, returning him to Adding Components. The characters hopefully have
combat with half his normal hit points. at leas t one more component (the wheel of stars given
to them by Lottie), and might s till possess additional
CONTROLLING THE 0RRERY COMPONENTS
components and the orrery housing. Any character on
Depending on which components the Six managed to the top of the mesa who studies the existing compo-
s teal in episode 5, and whether the characters gave up nents understands that adding a new component to the
other components to Splugoth in the Test Market, the mix makes it easier to control the ritual. With an action
ritual might be fueled by anything from a single compo- a nd a successful DC 12 Intelligence (Arcana) check or
nent to all six components set into the orrery housing. Dexterity check using jeweler's tools or thieves' tools, a
While the ritual is in progress, the normal magic of the cha racter adds a component. granting advantage on any
orrery components and housing does not function in character's next check made to control the ritual.
the ritual cavern, even if a component is not being used Removing Components. Any of the components
in the ritual. The ritual works regardless of how many fueling the ritual can be removed as an action with a
components are involved, but adding or removing pieces successful DC 12 Intelligence (Arcana) check or Dexter-
has an impact on the ritual's magic (see "Adding Compo- ity check using jeweler's tools or thieves' tools. A failed
nents" and "Removing Components" below). check results in a mishap (see below). Removing a com·
To seize control of the components fueling the ritual, ponent weakens the ritual, preventing it from summon-
a creature on the top of the mesa can use a bonus action ing any goblins or raising Splugoth on its next turn. This
to attempt a DC 15 Intelligence (Arcana) or Charisma can be done multiple times, until only one component
(Persuasion) check. Splugoth has advantage on this or the orrery housing re mains . The final piece can be
check from his familiarity with the ritual. A successful re moved only once the ritua l has ended.
check wrests control of the components from any crea-
ture already controlling them.
A creature that fails in its atte mpt to control the com-
ponents triggers a mis hap (see "Component Mishaps"
C HAPTER 4 I T ll E. OR R f RY OF TH E WA ND E RE R
• Fire a bolt of eldritch energy at a target the controlling
creature can see: +8 to hit; 16 (3d10) necrotic damage.
Splugoth is not affected by any goblin mutations cre-
ated by the ritual.
COMPONENT MISHAPS
On any failed check to control the orrery components
or to remove a component. the ritual magic flowing
through the components is compromised. Roll on the
Orrery Mishap table to determine the particulars.
0RRERY MISHAP
d6 Mishap
Each goblin has advantage or disadvantage (SO per-
cent chance) on attack rolls until the end of its next
turn.
2 Each character has advantage or disadvantage (SO
percent chance) on attack rolls until the end of their
next turn.
3 Each creature must make a DC 13 Constitution sav-
ing throw, taking 7 (2d6) radiant damage on a failed
save or half as much damage on a successful one.
4 The ritual targets a random character who is below
their hit point maximum. That character regains 2d4
hit points.
S A random character grows two extra arms that last
until the end of the ir next turn. While they have these
arms, the character has advantage on weapon at-
tack rolls, Strength (Athletics) checks, and Dexterity
checks using thieves' tools.
6 If a Far Realm friend appears in the next round, roll
twice to have two appear.
USING THE COMPON ENTS
A creature controlling the orrery components at the VICTORY CONDITIONS
heart of the ritual can channel their magic as a bonus As Jong as Splugoth survives, his connection to the
action with a successful DC 12 Intelligence (Arcana) ritual prevents the characters from shutting down its
check. Splugoth has advantage on this check. With a magic, even if they are in control of the orrery compo-
success, the controlling creature can choose one of the nents fueling the ritual. If Splugoth is dead and one
following options: of the characters controls the orrery components. any
character on the top of the mesa can use an action to at-
• Stop or resume letting the ritual create new gobl ins
tempt a DC 15 I ntelligence (Arcana) check. A successful
(see "Ritual Actions" above).
check ends the ritua l and saves the world.
Prevent a Far Realm friend from appearing in combat
If the battle goes poorly for the characters, they can
on the following round.
end it at any point by ... well, dying. Alternatively, they
Give all goblins a mutation of an extra arm. All gob-
can retreat and allow Faert'.ln to be taken over by Far
lins, including any goblins summoned in the future,
Realm horrors. with either event leaving the fate of the
can make one additional attack each round. There is
world- and more important. the franchise·s future-to
no limit to how many extra arms and attacks the gob-
be determined by you.
lins can have.
Decrease the number of arms on all goblins. If the CONCLUSION
goblins are reduced to zero arms. they cannot attack.
• Mutate the current and future goblins to cause hard With the present threat of the Six and the Orrery of
plating to appear on their skin. increasing their AC by the Wanderer ended. the characters attain 7th level! Or
I. This increase can be applied multiple times. maybe they're dead! When the fate of the world hangs
• Reverse the above mutation to decrease the goblins' in the balance, there's always a chance that the heroes
AC by I (to a minimum of 1). will be defeated. In which case, congratulations! You get
• Mutate the goblins to make them Jumpy and awkward. to start a new campaign perhaps one in which another
Each goblin has disadvantage on attack rolls until the Acquisitions Incorporated franchise plays a part in un-
end of its next turn. doing all the mistakes made by those losers from the
last franchise.
O MIN D RAN
1\{y duty, first and foremost, is to my shareholders. And I am
the only shareholder.
Divine Strike. Once on each of his turns when he hits a crea- REACTIONS
tu re with a weapon attack, Omin can cause the attack to deal
War Cod's Blessing (Recharges after a Short or Long Rest).
an extra 4 (l d8) damage of the same type dealt by the weapo n.
Wh en a creat ure with in 30 feet of Omin m akes an attack ro ll.
Fey Ancestry. Omin has advantage on saving t hrows against but before learning whethe r it hits or m isses, Omin can grant
being charmed, and magic can' t put him to sleep. the creatu re a +10 bonus to that rol l.
Special Equipment. Jim carries a wand of wonder. Minor Conjuration. Jim conjures an inanimate object, no la rger
than 3 feet on a side and no more than 10 pounds, in his hand
Benign Transportation (Recharges afterJim Casts a Conjura- or on the ground in an unoccupied space he can see within 10
tion Spell of 1st Level or Higher). As a bonus action. Jim tele- feet of him. The object is visibly magical, radiating dim light
ports up to 30 feet to a space he can see. The space must be out to 5 feet. It disappears if it takes any damage, after 1 hour,
unoccupied or occupied by a willing Small or Medium creature. or when Jim uses this feature again.
If the latter, Jim and the willing creature both teleport, swap-
ping places.
APPEND IX A I ACQ. I NC
VI ARI
I know a story about that ...
Al'PF.'.'I DJX A I :\ CQ l~ C
Jt)<J
FLABBERGAST
Not much is known of the mysterious and aloof major-
domo of Acquisitions Incorporated Head Office, the
mage known as Flabbergast. It's said that he hails from
Neverwinter, and that his wealthy family helped e rect
and carve the famous Dolphin Bridge in that city. Al-
though he detests physical labor, Flabbergast is a bit of
a bridge builder in his own way, always striving to bring
people together and flexing his diplomatic muscles . A
pacifist bureaucrat, he abhors violence, and rarely puts
his magical prowess on display.
One thing that is known (though it's seldom spoken of)
is that Flabbergast once worked for Oran Enterprises,
and specifically for Portentia Oran. He carries a certain
amount of guilt around being complicit in certain Oran
Enterprises' dealings, and helped Acquisitions Incorpo-
rated on the side even before taking up an official role
with the company. Though Head Office certainly trusts
him. others might wonder where his true loyalties lie.
Flabbergast's fam iliar, Mister Snibbly, uses the cat
stat block.
D ONA AR BLIT'ZE N
Spel/casting. Flabbergast is a 9th-level spellcaster. His spell-
casting abil ity is Intelligence (spell save DC 13, +S to hit with Eve1ybody cooooool out!
spell attacks). He has the fol lowing wizard spells prepared:
The hulking dragonborn decisionist of the "C" Team.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Donaar Blit'zen is an icon of brash confidence and war-
1st level (4 slots): detect magic, mage armor, distort value!' sleep
2nd level (3 slots): gift ofgab,* misty step, suggestion
rior chill. He is known for his furious skill in battle, and
3rd level (3 slots): fast friends ,'" fly, lightning bolt for his propensity to fall asleep as soon as a fight is done
4th level (3 slots): greater invisibility (as well as countless other inopportune times). More
Sth level (1 slot): cone ofcold immediately notable is the unique physical trait that all
*New spell introd uced in chapter 3 members of his clan bear- a stylish tail that is rare and
often cons idered a deformity among dragonborn.
A CTIONS As with his tail, an odd quirk of heritage makes Do-
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach S ft. naar's acid breath more of a signature vomiting, giving
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. rise to a driving paranoia that this regurgitation might
damage his teeth. As testaments to his obsession
ACTIONS
Muftiattack. K'thriss makes two attacks with his sickle.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. w
APPEND IX A I ACQ. IN C
203
-
WALNUT DANKGRASS
WALNUT DANKGRASS The war ever rages.
Medium bumanoid (elf), lawful neutral
Growing up in an all-female clan of druids, healers,
Armor Class 14 (leather armor)
and rangers, Walnut Dankgrass was drawn to the role
Hit Points 52 (8d8 + 16)
of protector from her earliest years. Dedicated to Miel-
Speed 35 ft.
ikki, the matriarchal clan known as the Enclave Panax
STR DEX CON INT WIS CHA Anima defended the unspoiled wild by word and b lade
8 (-1) 16 (+3) 14 (+2) 10 (+O) 18 (+4) 10 (+0) (with the latter option more prevalent by far). But when
tragedy struck the enclave, Walnut's clan was destroyed
Saving Throws In t +2, Wis +6 to the last-leaving her with nothing but the all-consum-
Skills Athletics +l, Insight +6, Perception +6, Stealth +5, ing desire to seek out and destroy those responsible.
Survival +6 As a guardian of the wild, Walnut has long held an
Senses darkvision 60 ft., passive Perception 16 antipathy toward civilization and anything ur ban. How-
Languages Common, Druidic, Elvish, Sylvan ever, understanding that civilization was the source of
Challenge 3 (700 XP) the evil that destroyed her people, she makes rhe city
her home now. She embraces her role as the "C" Team's
Fey Ancestry. Walnut has advantage on saving throws against documancer, knowing that the city's power-and its
being charmed, and magic can't put her to sleep. weaknesses-can be fully gleaned only from within.
Walnut distrusts most folk she meets, except for those
Mask ofthe Wild. Wa lnut can attempt to hide even when she is
whose bearing reflects the matriarchal structure she
only lightly obscured by foliage, heavy rain, falling snow, mist,
was once part of. No matter what shape her struggles
and other natural phenomena.
take, she knows instinctively that her beliefs are right
Wild Shape (Recharges after a Short or Long rest). As a bonus and true-and that she will follow those beliefs to the
action, Walnut can assume the shape of a dire wo lf. She can bitter end.
stay in this form for 3 hours or until she reverts to her normal
form as a bonus action. She automatically reverts if she fa lls
unconscious, drops to 0 hit points, or dies.
While transformed, Walnut's game statis tics are replaced by
the statistics of the dire wo lf, except she retains her alignment,
personality, and In tel ligence, Wisdom, and Charisma scores.
Her attacks in beast form are magical. While in beast form,
Walnut can use a bo nus action to expend one spell slot and
regain l d8 hit points per level of the spell slot expended.
Spe/lcasting. Wal nut is a 7th-level spellcaster. Her spellcast-
ing ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass
without trace
3rd level (3 slots): calf lightning, dispel magic, plant growth
4th level (1 slot): blight.freedom of movement
ACTIONS
Multiattack. Walnut makes two attacks with Foremother or
her longbow.
Foremother (+1 Scimitar). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (ld6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 7 (ld8 + 3) piercing damage.
AC TI ONS AC T ION S
War Lute. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar- Mult iattack. Oak makes three attacks with his hooked daggers
get. Hit: 5 {ld6 + 2) slashing damage. or his hand crossbow.
Song of Domination (3/day). Brahma targets one creature that Hooked Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
can see o r hear her, which must succeed on a DC 13 Wisdom one target. Hit: 5 (l d4 + 3) piercing damage.
savi ng throw o r be charmed by her for 1 minute. The target can
repeat the save at the end of each of its turns , endi ng the effect Hand Crossbow. Ranged Weapon Attack: +5 to hit , range 30/120
on itself on a success. It has di sadvantage on these saves if ft., o ne target. Hit: 6 (ld6 + 3) piercing damage.
being cha rmed by Brahma is something the target openly or se-
cretly de sires. For 1 hour after the charm effect ends, the target RE ACTI ON S
has disadvantage on Intelligence, Wisdom, or Charisma checks Return the Favor (3/day). When Oak takes damage from a me-
made as part of a contest with Brahma. lee weapon attack, he can make a hooked da gger attack.
APPENDIX A I ACQ I NC
PHOENIX ANVIL, OA~ TRUESTRIKE,
APPl'.NDIX A I ACQ I NC
APPENDIX B: MONSTER S
This appendix details a few creatures that have roles to
play in this adventure, and which can play an ongoing
part in an Acquisitions Incorporated campaign.
CHAOS QUADRAPO D
A cluster of four suckered tentacles with a pulsing mass
of ethereal light as its central body, the chaos quadrapod
is a creature of the Far Realm, and it channels the an·
archic power of that plane as it destroys all in its path.
The quadrapod ambulates by flinging its mucus-cov-
ered tentacles out and dragging itself along, creating
a horrid slurping sound as it advances relentlessly to·
ward its prey.
CLOCKWOR K D RAGO N
These intricately crafted constructs are typically made
to reflect the forms of the metallic dragons. Plated in
brass, bronze, copper, or faux gold and s ilver, they are
Armor Class 14 (natural) often taken for fine draconic statues at first glance.
Hit Points 52 (7d10 + 14) A clockwork dragon makes a formidable guardian or
Speed 40 ft., climb 40 ft. defender, with its advanced intellect allowing it to be
programmed with a wide range of orders, as well as
STR DEX CON INT WIS CHA being capable of wholly independent reactions to poten-
18 (+4) 13 (+l) 15 {+2) 6 (- 2) 10 (+0) 4 (- 3)
tial threats.
Though most clockwork dragons have a breath
Skills Acrobatics +5, Perception +4
weapon that deals fire damage, some might be con-
Senses blindsight 120 ft. (blind beyond this radius), passive
structed to deal acid. cold, or lightning damage, depend-
Perception 14
Languages - ing on their makers' whims.
Challenge 4 (1,100 XP)
CLOCKWORK DRAGON
Magic Resistance. The chaos quadrapod has advantage on Medium construct, neutral
saving throws against spells and other magical effects.
Armor Class 16 (natural armor)
ACTIONS Hit Points 22 (4d8 + 4)
Multiattack. The chaos quadrapod makes up to two tenta· Speed 30 ft ., fly 60 ft.
cle attacks.
STR DEX CON INT WIS CHA
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one 14 (+2) 10 (+O) 12 (+l) 10 (+O) 11 (+O) 13 (+l)
target. Hit: 11 (2d6 + 4) bludgeon ing damage. If the target is a
creature, it is grappled (escape DC 14). Unti l this grapple ends, Skills Acrobatics +2, Perception +4
the target is restrained. The chaos quadrapod can grapple no Damage Immunities poison, psychic
more than two targets at a time. Condition Immunities blinded, charmed, deafened, exhaustion,
frightened , paralyzed, petrified, poisoned
Chaos Cloud (Recharges af ter a Short or Long Rest). The chaos Senses blindsight 60 ft., darkvision 60 ft., passive Perception
quadrapod shoots forth a knot of roiling ethereal light that 14
explodes at a point it can see within 60 feet of it. Each creature Languages Common, Draconic
in a 20-foo t-radius sphere centered on that point m ust succeed Challenge l (200 XP)
on a DC 14 Charisma saving throw or be stunned until the end
of its next turn.
False Appearance. While the clockwork dragon remains mo·
tionless, it is indistingu ishable from a metal statue.
ACTIO N S
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (ld lO + 2) piercing damage.
Fire Breath (Recharge 5- 6). The clockwork dragon exhales fire
in a 15-foot cone. Each creature in that area must make a DC 11
Dexterity saving throw, taking 14 (4d6) fire damage on a failed
save, or ha lf as much damage on a successful one.
APPEND IX B I MONSTERS
DEEP CROW
The onry warningyou'I/ get is that fearsome.far-off caw.
echoingfrom the darkness like a death knell. For by the time
those glowing red eyes fix on you. it's far too late 10 run ...
DEEP CROW
Lorge monstrosity. unoligned
A CTI O NS
Multiattack. The deep crow makes three attacks: one with its
mandibles and two with its claws.
Deep crows and ancient deep crows roost in places both Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one targe t.
deep and warm, favoring sites with access to exposed Hit: 13 (2d6 + 6) slashing damage.
lava. The spires of volcanic rock the creatures prize Shadow Caw. The ancient deep crow releases an ear-splitting
as roosts are common in such places, whose ambient caw. Each creature within 60 feet of the crow and able to hear
warmth provides constant temperature regulation for it must make a DC 17 Constitution saving throw. On a failure, a
the creature's eggs. creature takes l 0 (3d6) psychic damage.
APPENDIX BI MONSTERS
21J
KEG ROBOT
This beer is delicious. But did the spigot really have to be
placed in that spot?
STR DEX Beer Shower. The keg robot spews an unnaturally potent beer
CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 6 (- 2) 8 (- 1)
in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each
5 (-3)
creature in the area must succeed on a DC 13 Constitution sav-
Skills Perception +1 ing throw or be poisoned. While poisoned in this way, a crea-
Damage Resistances bludgeoning, piercing, and slashing from ture has its speed halved by exposure to the potent brew. An
nonmagical attacks affected creature can repeat the saving throw at the end of each
Damage Immunities poison, psychic of its turns, ending the effect on itself on a success.
Condition Immunities charmed, exhaustion, frightened, Additionally, the beer shower extinguishes any fires or open
paralyzed, petrified, poisoned flames in its area.
Senses darkvision 60 ft., passive Perception 13
Hot Oil Spray (Recharge 5- 6) . The keg robot sprays hot oil
Languages understands Common but can't speak
Challenge 2 (450 XP) in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each
creature in the area must make a DC 13 Dexterity saving throw.
On a failed save, a creature takes 7 (l d8 + 3) fire damage and
Customizable Storage. A keg robot can hold up to three types
falls prone. On a successful save, a creature takes half as much
of liquid payload totaling 12 gallons within its hollow, barrel·
damage and doesn't fall prone.
shaped body. A fu ll keg robot can make one liquid attack per
Any creature affected by the hot oil spray that takes fire dam-
gallon before the liquid must be refilled. Filling a keg robot
age before the oil dries (after l minute) takes an additional
takes 2 rounds per gallon. Differing payloads can alter the keg
3 (1 d6) fi re damage, and the oil burns away. If the oil that re-
robot's attacks from those presented here.
mains in the area of the spray is lit, it burns for l d4 rounds and
deals 3 (ld6) fi re damage to any creature that enters the area
for the first time on a turn or ends its turn there.
APPENDIX B I MONSTERS
21~
SPLUGOT H THE RETURN ED
rm going to giveyou a piece of advice. Don't trust Acquisi-
tions In corporated. And never. ever. ever trust Omin Dran.
Wait. that's two pieces of advice. You owe me.
Armor Class 1S (natural armor) Dagger. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Hit Points 27 (6d6 + 6) Hit: 4 (1d4 + 2) slashing damage.
Speed 30 ft. Word From Beyond (1/day). Splugoth remembers and repeats
aloud a few words from a place he entered while walking back
STR DEX CON INT WIS CHA
from the next world to this one. Each creature of his choice
10 (+0) 14 (+2) 12 (+l) 14 (+2) 11 (+O) 10 (+O)
within 30 feet of him that can hea r him must succeed on a
DC 12 Wisdom saving throw or be stunned until the end of its
Saving Throws Int +4, Wis +2 next turn.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10 REACTIO NS
Languages Common, Draconic, Elvish, Goblin
Challenge 2 (450 XP) Absorb Attack. When a creature Splugoth can see hits him
with a melee wea pon attack, the weapon snags on a pocket of
residua l resurrectional energy and is caught fast. The attack
Defensive Advantage. As long as two or more of Splugoth's is negated and the weapon cannot be used until the creature
allies are within S feet of him and are not incapacitated, attack succeeds on a DC 12 Strength (Athletics) check as an action to
rolls against him are made with disadvantage. pull it out of Splugoth. Natural weapons can have their attacks
Nimble Escape. Splugoth can ta ke the Disengage o r Hide ac· negated by this feature, but can then be retracted automatically
at the end of the attacking creature's tu rn.
tion as a bonus ac tion on each of his turns.
Touch of Madness. Splugoth has advantage on saving throws
against being charmed or frightened.
A PPEND IX B I M O NSTERS
ICONIC FACTION FEATURES
An Acquisitions Incorporated campaign frequently pits
the characters against rival franchises and enemy fac-
tions. This section provides iconic features that can be
added to any monster or NPC stat block to make that
stat block representative of a specific faction, allowing
employees of organizations such as Dran Enterprises or AGENT OF T><E Nosce K N1FE
the Six to show off specific training or tactics endemic
to those organizations.
Not a ll monsters or NPCs in the employ of a fact ion
need to have faction features. Lower-ranked members
of an organization might have only one iconic feature,
with that feature replacing some other aspect of their
stat block. Faction leaders and specialist field operatives
might have all the iconic features, in addition to the
regular features of their stat block. Each set of iconic
faction features comes with a list of NPCs that work
well as members of that faction, but those are only
s uggestions.
Many faction featu res increase the relative challenge
of a creature, and th us can increase the threat level of
an encounter. Be especially aware of this if you add fac-
tion features to multiple foes in a combat encounter, and
think about decreasing the number of foes to keep the
encounter balanced.
APPENDIX B I MONSTERS
2 14
their masks as they carry out their pro bono heroics, ICONIC AFFILIATE OF THE Srx
and chastise other hard-working adventurers al every
The iconic affiliate of the Six aims noc to acquire rival
opportunity.
franchises. but to destroy them completely. Affiliates
Recommended NPCs: Berserker, knight, priest of the Six love to toy with their foes. revealing the full
(Monster Manual): diviner. war priest (Volo:S Guide extent of their evil only as they prepare to eradicate
to Monsters) those foes.
Touch ofthe Mask (1/Day). As an action, this creature thrusts Recommended NPCs: Bandit captain, berserker, cult-
a mask into the face of another creature within 5 fee t of it, ist, cult fa natic (Monster Manual); blackguard, con-
forcing that creature to make a DC 13 Dexterity saving throw. jurer, illusionist, warlock of the great old one (Vo/o's
On a failure, the target is stunned until the end of its next turn.
Guide to Monsters)
A creature that has no face, or whose face is fully covered by a
mask or helmet, is immune to this effect. Glimpse ofthe Beyond (1/Day). As an action, this creature pro-
vides a glimpse into its true nature by extolling the madness
True Believer (1/Day). As a reaction when this creature of the Far Realm. Each creature within 30 feet of this creature
fails a saving throw against being charmed, it can reroll the that can see and hear it must succeed on a DC 13 Intelligence
saving throw. saving throw or be blinded. An affected creature can repeat the
Zealot's justice (1/Day). As an action, this creature unleashes saving throw at the end of each of its turns, ending the effect
a cacophony of platitudes that can leave others reeling. Each on itself on a success.
creature of its choice within 30 feet of it that can hear it must Something Feels Off (1/Day). When a visible attacker within
succeed on a DC 13 Wisdom saving throw or be restrained. An S feet of this creature makes an attack roll against it, it can
affected creature can repeat the saving throw at the end of each use its reaction to unleash a pulse of distracting otherworldly
of its turns, ending the effect on a success. power, imposing disadvantage on the attack roll.
Touch of Madness. This creature has advantage on saving
throws against being charmed or frightened.
ICONIC FRANCHISE
FEATURES
The line between competitors and enemies can be
razor thin in an Acquisition s Incorporated campaign,
and franchise members w ill often find themselves
bumping heads with the members of other Acq Inc
franchises. Things might even get rough sometimes. It's
just business.
The following iconic features can be added to PC
or monster stat blocks to represent company positions
similar to those of the characters. These features are
inspired by the company positions in chapter 2 but are
intended only for quick use in combat encounters, and
thus do not recreate all of a position's features in NPC
fo rm. DMs creating NPCs who have company positions
can use additional position features from chapter 2 for
those NPCs as desired.
Other factions such as the Six or Oran Enterprises
have employees that take on company positions similar
to those adopted by members of Acq Inc. These features
can be used for members of those factions as well. ei-
ther on their own or added to the faction features from
the previous section.
A monster or NPC that has a company position always
carries the special items granted by that position (a car-
tographer's spyglass of cla irvoyance and cartographer 's
map case, a hoardsperson's living loot satchel, and so
forth). As normal. these items do not function for anyone
else, and will be actively sought out by the organization
that owns them if they are lost or stolen.
A PP E NDIX B I MO N STER S
21'i
ICONIC CARTOGRAPHER I CON IC LOREMONGER
The iconic cartographer makes a point of knowing the The iconic loremonger trades in information, even when
position of every member of their team, understanding locked down in battle. A loremonger constantly tries to
the layout of their immediate area and the location of goad foes into revealing plans and secrets.
any exits or escape routes.
Recommended NPCs: Cult fanatic, druid, mage, priest
Recommended NPCs: Acolyte, d ruid, guard, scout, spy (Monster Manual); bard, enchanter (Volo'.s Guide
(Monster Manual); archer (Volo'.s Guide to Monsters) to Monsters)
Map of Shortcuts (1/Day). As an action, the cartographer Whispered Encyclopedia (1/Day). When a visible creature within
produces a map from its cartographer's map case that shows 20 feet of the loremonger makes an attack roll, a saving throw,
useful shortcuts in the immediate area and then vanishes. Each or an ability check, the loremonger can use its reaction to im-
creature of the cartographer's choice that can see the map can pose disadvantage on the roll.
take the Dash or Disengage action as a bonus action on its
next turn. ICONIC 0BVIATOR
The iconic obviator sees foes as obstacles worthy of
ICONIC DECISIONI ST
respect. Obviators engage in repartee, testing the minds
The iconic decisionist constantly polls allies and foes and skills of their opponents as their own strategy
during the ongoing battle. getting a read on what every- is deployed.
one thinks, and then explaining how they're all com-
Recommended NPCs: Assassin, gladiator, martial arts,
pletely wrong.
priest (Monster Manual); adept, swashbuckler (Volos
Recommended NPCs: Bandit captain, knight, scout Guide to Monsters)
(Monster Manual); archer, enchanter (Vo/o'.s Guide
Read the Opposition (1/Day). As a bonus action, the obviator
to Monsters)
chooses one other creature it can see, then relays information
Better Odds (1/Day). As an action, this creature flips its coin of about the target's tactics to all creatures that can hear this
decisionry to determine the best course of action, choosing a creature. Until the end of the target creature's next turn, attack
number of creatures that can see and hear it. Each of the target rolls and contested ability checks made against the target are
creatures (in addition to this creature) rolls a d4 and adds the made with advantage.
number rol led to the next ability check, saving throw, or attack
roll it makes. ! CON IC 0CCULTANT
The iconic occultant believes that every action changes
ICONIC DOCUMA NCER
the world around them, requiring a proper reaction.
An iconic documancer acts with the authority of their or- Occultants attempt to inspire fear in their foes with dire
ganization. Documancers constantly speak in legalese. prognostications and mysterious portents.
referencing obscure reasons why opponents will fail or
Recommended NPCs: Berserker. druid, gladiator.
should surrender.
knight, and tribal warrior (Monster Manual): diviner
Recommended NPCs: Acolyte, mage, priest, veteran (Vo/o's Guide to Monsters)
(Monster Manual); bard (Vo/o'.s Guide to Monsters)
Bead of Instant Karma (1/Day). When a creature the occul-
Scroll Service (1/Day). As an action, the documancer draws a tant can see makes an attack roll, a saving throw, or an ability
spell scroll from its documancy satchel. The scroll contains a check, the occultant can use its reaction to give its choice of
spell of up to 3rd level of the documancer's choice. Only the advantage or disadvantage to the roll.
documancer can use the scroll, which vanishes after l minute.
I CON IC SECRETARIAN
ICONIC HOARDSPE RSON
The iconic secretarian treats their foes like customers,
The iconic hoardsperson flaunts their wealth. know- offering deals they shouldn't refuse and inviting them to
ing that foes are daunted by that which they have switch allegiances for greater profit and security.
failed to earn.
Recommended NPCs: Acolyte, berserker, knight. noble,
Recommended NPCs: Bandit captain. gladiator (Mon- and priest (Monster Manual): bard. warlock of the
ster Manual); master thief, swashbuckler (Vo/o'.s Guide arch fey (Vo/o's Guide to Monsters)
to Monsters)
Charming Introduction (1/Day). As an action, the secretarian
That Thing You Need (3/Day). The hoardsperson pulls one hands a business card from its portfolio keeper to a creature
item of its choice from the living loot satchel. This can be any within 5 feet ofit. The target must succeed on a DC 13 Cha-
item found on the Adventuri ng Gear table in chapter 5, "Equip- risma saving throw or be charmed by the secretarian, as if un-
ment," of the Player's Handbook. The item must be worth no der the effect of the charm person spell.
more than 15 gp.
APPENDIX B I MONSTERS
'lib
APPENDIX C: VEHICLES
Franchisees in an Acquisitions Incorporated campaign
might gain access to or find themselves under attack THE HARD CLOUD
from - either of the unique vehicles in this section. Both The Hord Cloud is Acquisitions lncorporated's company
are created and loaned out by H ead Office, sometimes flagship, and as such, bears special note. The great battle
even at reasonable rates. balloon bristles with armaments, including a vicious drag-
on-slaying spear at the fore that has seen use more than
once. The Hord Cloud is a veteran of numerous combat
B ATTLE BALLOON operations, and it has so far come out in one piece. Be·
Through the win ter clouds that surround the castle on th is yond the tales told of the vessel 's exploits, rumors abound
regarding the wondrous vehicle. Is it powered by a bound
desolate hill.you see a shape emerge. Something so gigan- efreeti, as some have said? Does the hold contain clones
tic. y ou can't believe it ca n actual(yfly. of every high-ranking member of Acquisitions lncorpo·
rated, including Omin Oran himself? Does the mess, in
fact, employ a terrifying ghostly chef? The answers lie
Airships are relatively rare in Acquisitions Incorporated,
below decks, where few have had the opportunity to learn
which is thought to hold no more than five in its fleet. the truth.
But the unparalleled usefulness of these cr aft in com-
merce- and in combat- makes the company-standard
battle balloon a much-coveted upgrade for any franchise. the best known for its high-profile aerial escapades.
Origins and Operation s. Professional secrecy and It's certain that neither the mages ofHalruaa nor the
aggressive marketing make it unclear where the airship members of the Cult of the Dragon ever crewed a battle
originated. Some say battle balloons were an original balloon with keg robots. or used one to squash a tyran-
design created by the Heuristic Arcane Research and nosaurus flat.
D evelopment departm ent of Acquisitions Incorporated. Flying Battle Vehicle. The standard design of an
But the wi zards of Halruaa developed similar skyships Acquisitions Incorporated-grade airship features an
in ages past. and the Cult of the Dragon has been seen enormous balloon covered in a rope net. Trailing lines
with flying ships of its own. Still. among the small num- connect the balloon to the vessel of metal and wood
ber of factions and organizations known to possess suspended below. In the center of the deck, directly
or build airships. Acquisitions Incorporated might be below the balloon. sits a large magic furnace. whose
formidable lifting power is rumored to involve trapped
VE HI C LE RUL ES
elementals. The airship's captain controls the arcane
Battle balloons and mechanical beholders are vehicles,
furnace and directs forward thrust by way of a propeller
and as such, they have special rules associated with
located at the back of the ship, helming the craft with a them. Most pertinently, a vehicle has the six ability scores
wheel positioned in the bow. Metal runners below the (Strength, Dexterity, Constitution, Intelligence, Wisdom,
sh ip allow a battle balloon to land on the ground. and Charisma) and the corresponding modifiers. The
Options and Armaments. Each franch ise or organi· Strength of a vehicle expresses its size and weight. Dexter-
zation customizes the offensive capability of its airships, ity represents its ease of handling. A vehicle's Constitution
but most battle balloons feature mu ltiple harpoon guns, covers its durability and the quality of its construction.
perfect for fighting and snaring aerial threats. Battle bal- Vehicles usually have a score ofO in Intelligence, Wisdom,
loons that see a lot of combat are typically well stocked and Charisma. If a vehicle has a 0 in a score, it automati-
cally fa ils any ability check or saving throw that uses that
with other ranged weapons and polearms for ship-to-
score. How a vehicle is crewed and what actions it can take
ship and crew-to-crew fighting. on its turn are described in the stat block for the vehicle.
Whether privately financed or loaned out by Head
Office under extraordinarily cautious terms, battle bal-
loons can be customized with unique equipment- differ- Mobile Franchise Headquarters. A battle balloon is
ent siege weapons, lifting and cargo gear, and so forth - perhaps the most sought-after of the mobile headquar-
to make each airship unique. However. the most potent ters options available to Acquisitions Incorporated fran-
weapon featured on most Acquisitions Incorporated chises. The versatility of an airship allows for the rapid
battle balloons is the green Aame arbalester, a massive shipping of goods, mercenaries, and loot. Such a vessel
ballista whose bolts pulse with arcane power and deto- also allows a quick escape from sticky developments
nate with formidable explosive force wherever they hit. and deals gone bad.
APPEND I X C I VEHICLES
218
MECHANICAL BEHOLDER
When you hear the mechanical beholder click to life, it
sounds like death itself snapping its .fingers.
APPENDIX CI VE H ICLES
APPENDIX D: 0RRERY AND COMPONENTS
This section details the artifact known as the Orrery of While a component is not installed in the orrery, its
the Wanderer and its six magic clockwork components, magic might function sporadically or with unpredictable
a ll of which are central to the adventure in chapter 4. side effects, as determined by the DM.
Future Echoes. With or without its components, the
0RRERY OF THE WANDERER orrery lets you catch momentary glimpses of the future
that warn you of danger. As long as the orrery is within
Wondrous item, artifact (requires attunement) 30 feet of you, you gain a +1 bonus to AC.
This delicate and exquisitely crafted clockwork orrery Into the Void. With or without its components, the
features multiple geared components whose sweeping attuned orrery infuses your spirit with the tumultuous
hands and dials represent the complex interplay of pla- energy of the planes. Over time, your alignment changes
nar and magical realms. Standing two feet high, the or- to chaotic neutral, and you are compelled to engage with
rery housing is a wondrous device imbued with magic of and explore the most dangerous planar realms.
its own, but the power of its six clockwork components Master ofTravel. While all six components of the
makes the artifact even more potent. Orrery of the Wanderer are installed, the artifact has
The Orrery of the Wanderer was created by a re- 7 charges. While touching the orrery, you can use an
nowned clockwork mage known only as Lottie. She action and expend 1 or more charges to cast one of the
crafted the relic as a means of tapping into the power of following spells (save DC 17): contact other plane (3
the planes, and to channel the divination and foretelling charges), demiplane (6 charges), gate (7 charges), plane
powers of the stars. But Lottie soon realized that her shift (5 charges), or teleportation circle (3 charges). The
creation was far more powerful than she had intended. orrery regains ld4 + 4 expended charges daily at dawn.
As it tapped into planar magic, the orrery began to man-
ifest the darkness and malevolence inherent to some of CHRONOLOMETER
the planes. Eventually, it would impress upon its owner
a desire to open portals into the most cursed and dan- Wondrous item, very rare (requires attunement)
gerous worlds, including the Far Realm. While attuned to this device, you have a +l bonus to
To prevent the orrery from ever being so used, Lottie Intelligence saving throws. The first time you attune to
scattered the components that powered it, secreting the chronolometer, you choose one language you don't
them across the world. But the orrery's instinct for sur- know. You subsequently know that language while at-
vival is strong, and its components have a way of i nexo- tuned to the device.
rably coming together over decades or centuries, found Time Bandit. At the start of your turn, roll a d6 (no ac-
by treasure hunters, stolen by monsters, found a nd sto- tion required). On a 1-3, you slow down time, gaining an
len again-and moving closer to each other all the time. additional action on your turn and doubling your speed
Random Properties. The orrery has the following until the end of the turn. On a 4- 6, you go forward in
randomly determined properties: time to warn yourself of what is to come. The next time
you fai l a saving throw, attack roll, or ability check, you
• 2 minor beneficial properties
can reroll the check and take either result. Once you
• 1 major beneficial property
use th is feature of the chronolometer, it cannot be used
• 1 major detrimental property
again until the next dawn.
The random properties of the orrery might function Fate Swap. As a reaction when a creature you can see
only when all its components are installed, or might within 30 feet of you takes damage, that creature gains
function sporadically if any components are missing. an additional action if it is the creature's turn, or can
The Sum of/ts Parts. Each of the six components take an action immediately even though it isn't the crea-
that powers the Orrery of the Wanderer is a powerfu l ture's turn. Once you use this feature of the chronolome-
magic relic in its own right: ter, it cannot be used again until the next dawn.
The ch ronolometer Part ofa Whole. While this component is not in-
The dimensional loop stalled in the Orrery of the Wanderer, its magic might
The far gear function sporadically or with unpredictable side effects,
The rotor of return as determined by the DM.
The timepiece of travel
The wheel of stars D I MENSIONAL LOOP
Creatures can attune to the orrery's components Wondrous item, very rare (requires attunement)
individually. If attuned to an individual component, a While attuned to this device, you have a +1 bonus to
creature must hold the component to make use of its Strength saving throws. and you have darkvision out
features. A creature can also attune to the orrery and all to a range of 60 feet. If you already have darkvision, its
the components installed in it. Attuning to an installed range increases by 30 feet.
component doesn't count against the number of magic Dimensional Cloak. As a bonus action, you send your
items you can normally attune to. body out of phase with the material world for I minute,
granting you advantage on Dexterity (Stealth) checks
ROTOR OF RETURN
Wondrous item, very rare (requires attunement)
While attuned to this device, you have a +l bonus to
Constitution saving throws. You periodically receive
flashbacks of old memories. and you can unerringly
recall any event that took place within the previ-
ous 30 days.
Borrow Object. You name a mundane ite m with a
value of 50 gp or less and it appears in your hand or at
your feet. This can be any item that appears in chapter
5, "Equipment," of the Player's Handbook, or any similar
item selected with the DM's permission. The summoned
item is transported to you from somewhere else in the
world, but it is generic in nature, so that you might call
for a longsword but you cannot borrow a specific crea-
ture's longsword. The ite m vanishes lO minutes after it
appears. Once you use this feature of the rotor of return,
it cannot be used again until the next dawn.
Recall Code. As an action, you can set your current
location as a point of return locked to the rotor. Any-
time thereafter, you can use a bonus action to teleport
to the rotor's point of return as long as you are within
500 feet of that point. Once you use the rotor ofreturn
made to hide, and imposing disadvantage on attack rolls to teleport, this featu re cannot be used again until the
against you. Once you use this feature of the dimen- next dawn.
sional loop, it cannot be used again until the next dawn. Part ofa Whole. While this component is not in-
Fold Space. Choose a space you can see within 60 stalled in the Orrery ofthe Wanderer, its magic might
feet of you (no action required). You treat that space as function sporadically or with unpredictable side effects,
if it were within 5 feet of you until the end of your turn. as determined by the DM.
This allows you to move immediately to that space with-
out provoking opportunity attacks, or to interact with ob-
jects or creatures in that space as though they were next
TIMEPIECE OF TRAVEL
to you (including allowing you to make melee attacks Wondrous item, very rare (requires attunement)
into that space). Once you use this feature of the dimen- Wh ile attuned to this device. you have a +1 bonus to
sional loop, it cannot be used again until the next dawn. Dexterity saving throws and you always know wh ich
Part ofa Whole. While this component is not in- way is north. Additionally, you can cast the longstrider
stalled in the Orrery of the Wanderer, its magic might spell on yourself at will.
function sporadically or with unpredictable side effects, Turn-by-Turn Directions. You can name any location
as determined by the OM. within 10 miles of your current location that is known
to at least one creature also within 10 miles of that
FAR GEAR location (including you). Once you name the location. a
disembodied voice heard only by you provides directions
Wondrous item. very rare (requires attunement)
to the location by the safest, most direct route. The voice
While attuned to this device, you have a +1 bonus to knows to avoid natural hazards, so that it does not send
Charisma saving throws. and you have advantage on you through trackless wilderness or into a lake. But it
Charisma (Intimidation) checks. has no knowledge of or ability to help you avoid mon-
Aberrant Ally. You can conjure an aberrant creature sters, enemies, traps, locked doors, and the like.
from the chaos of the multiverse to serve you. This
functions as the conjure celestial spell (no concentration
required), except the creature you summon is an aber-
ration of challenge rating 4 or lower. Once you use this
feature of the far gear, it cannot be used again until the
next dawn.
APPENDIX E: TRINKETS
Worried that you're going to pull out your dead sprite dl 00 Trinket
inside a clear glass bottle at a company function only to 23 The collar of your childhood pet, Nu tmeg
discover that three other people in the franchise have 24 A seashell that, when pressed to the ear, speaks in
one as well? Then consider rolling on the Acqu isitions Aowing rhymes
Incorporated Trinkets table instead of the table in chap- 25 A recipe book for cooking with mushrooms
ter 5 of the Player's Handbook, to gain a unique trinket
26 One expired coupon for "A Free Cornerstone"
at character creation with a bit of Acq Inc fl air.
27 A portable beehive
ACQUISITIONS INCORPORATED TRINKETS 28 Goggles that literally tint everything rose colored
29 A wand ofwonder that allows you to cast only mending
dlOO Trinket
30 A bracelet woven from mistletoe
l A perfect skipping stone
31 A curved claw from an un known beast that small chil-
2 Three weighted dice that always roll low
dren are always frightened of
3 A locket with a picture of Jim Darkmagic
32 A longsword that can be folded down in 1 minute and
4 A tiny anvil and smith's hammer
hidden in your pocket
5 A nonfunctional immovable rod
33 A living graft of what you believe to be the World Tree
6 A DIY acupuncture ki t
34 A tattered scarf with the Acq uisitions Incorporated
7 A stuffed owlbear toy
logo
8 A diagram for a new war lute
35 A box containing a torn-up letter
9 A declaration of war against a nation no one has ever
36 An o ld contract marked "Void"
heard of
10 A pipe that emits green smoke
11 A glass eye
12 The centerpiece of a priceless chandelier
13 A fi ne cane with a secret compartment
14 A letter written by Rosie Beestinger
15 A coin that always lands on its edge
16 The deed and title to an abandoned windmill and
three acres of tillable land that you've never been able
to find
17 A menu from Big Daddy Donaar's Yum Yum Hut
18 A small purse tha t screams loud ly when opened
19 A deep-crow-feather quill
20 A pair of breeches that always smells faintly of honey
21 A one-armed Viari doll (Apocalypse Dagger accessory
missing)
22 A leather pouch fil led with various finger bones of
unknown provenance
APPENDIX EI TRINKETS
dlOO Trinket
dlOO Trinket
69 A lock of hair from a changeling
37 A small pigeon in a cage
70 A marble that rolls uphill
38 An Acquisitions Incorporated "G reen Flame" foam
finger
71 A piece of parchment listing a command word for a
powerful magic item
39 A "C" Team lunchbox
72 A book titled Conversational Ciant
40 A potted plant that grows different fruit on every
branch
73 A user's manual for an apparatus of Kwalish
74 A signed headsh ot of famous bard Spice Caraway
41 A book of adventures for children
42 An Omin action figu re wit h detacha ble maul and holy
75 The eye of a basilisk in a crystal box
76 A postcard from Ravnica
symbol
77 A stamp collection
43 A pint glass engraved with a picture of a keg robot
78 A small piece of solidified smoke
44 A giant hockey puck
79 A six-sided die that sometimes rolls a seven
45 A miniature cannon that actually fires
80 A left-hand gauntlet
46 A very fancy red scarf and matching handkerchief
47 An arrow once shot by Morgren
81 A music box that plays nursery rhymes
82 A locket that's bigger on the outside tha n the inside
48 A purple worm toy
49 A burned doll whose eyes follow you around the room
83 A potted plant that grows hair instead of leaves
84 A collection of tee th
50 An infinite inkwell
85 A coin whose minting date always shows three years
51 A band embroidered with the symbol of the Six
in the future
52 A squishy cactus
86 A green drinking horn taken from a very large bull
53 A velvet blindfold
54 A dirty figurine of a triceratops that can't be cleaned
87 A small book containing pressed and dried botanical
samples
55 A used (and thus nonmagical) noble knife from the
88 A hatched chimera egg
Noble Knife
89 A slightly used red bandit mask
56 A quill that rotates through all the colors of the rain-
90 A tiny stirge encased in amber
bow
57 A twenty-sided die that only rolls the number 4
91 A large bottle of Red Larch Ale that can't be opened
58 A pointed hat that glows in the dark
92 A cane topped wi th a stylized golden bulldog
59 A cup that hums when filled with water
93 A note in your own hand that you don't remember
writing
60 A mug fashioned from the skull of someon e else's
94 A sprig of herbs from your family's garden
enemy
95 A tanka rd stolen from the Dran & Courtier
61 A small glass jar containing an immortal firefly
62 A fake mustache made from gnome facial hair
96 A small, severed tentacle preserved in alcohol
97 A walnut with a face drawn on it
63 A petrified troll finger
64 Half of a map
98 A small flask of liquid from the Lake of Radiant Mists
99 An ice cube that never melts
65 The other half of a map
66 An unreasonable amount of pocket lint
00 An expertly carved sword hilt with the blade snappe d
cleanly off
67 A dozen flyers for a local gnome food place
68 Omin Oran's business card
INDEX